You are skilled at tending to the ailments of others.
Uses
Identify Drugs/Pharmaceuticals (Skilled)
The Heal skill is used to identify and understand pharmaceuticals.
Provide First Aid (Novice)
You usually use first aid to save a dying character. If the target character has negative hit points and is losing hit points (at the rate of 1 per round, 1 per hour, or 1 per day), you can make him stable. The DC is 10, but you receive a penalty to your check equal to half of the target's current negative hp. A stable character regains no hit points but stops losing them.
First aid also stops a character from losing hit points due to effects that cause bleed. The initial DC starts at 15, and then adds the target's current bleed value.
Stabilizing a character and stopping a character's bleed must be made with separate checks.
Action: 1 standard provoke action.
Retry? You can always retry a check to provide first aid, assuming the target of the previous attempt is still alive.
Proficiency:
- Expert: You can provide first aid as a simple provoke action.
- Master: You can stabilize and stop bleed together with the same check.
Provide Long-Term Care (Novice)
Providing long-term care means treating a wounded person for a day or more. If you succeed a DC 15 Heal check, the patient recovers hit points or ability score points (lost to ability damage) at twice the normal rate: 2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.
You can tend as many as three patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself.
Action: 8 hours.
Retry? Varies. Generally speaking, you can’t try a Heal check again without witnessing proof of the original check’s failure.
Proficiency:
- Skilled: You can tend up to six patients at a time.
- Expert: You can tend up to twelve patients at a time.
- Master: You can tend up to twenty-four patients at a time.
- Legendary: You can tend up to fifty patients at a time.
Treat Deadly Wounds (Novice)
Requirement: You must expend two uses from a healer’s kit to perform this task. You make your check at disadvantage for each attempt to treat deadly wounds without a healer's kit.
When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature when you succeed a DC 20 Heal check. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day.
Action: 1 hour.
Retry? Varies. Generally speaking, you can’t try a Heal check again without witnessing proof of the original check’s failure.
Proficiency:
- Skilled: When you treat deadly wounds, the target recovers hit points and ability damage as if it had rested for a full day.
- Expert: When you treat deadly wounds, the target recovers hit points as if it had rested for a full day with long-term care.
- Master: When you treat deadly wounds, the creature recovers hit point and ability damage as if it had rested for 3 days.
- Legendary: When you treat deadly wounds, the target recovers hit point and ability damage as if it had rested for 3 days with long-term care.
Treat Disease (Skilled)
To treat a disease means to tend to a single diseased character. Every time the diseased character makes a saving throw against disease effects, you make a Heal check. If your Heal check exceeds the DC of the disease, the character receives a +2 competence bonus on his saving throw against the disease. For evey 5 that your check beats the DC, the bonus increases by 1.
Action: 10 minutes.
Retry? Varies. Generally speaking, you can’t try a Heal check again without witnessing proof of the original check’s failure.
Treat Poison (Skilled)
To treat poison means to tend to a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you make a Heal check. If your Heal check exceeds the DC of the poison, the character receives a +2 competence bonus on his saving throw against the poison. For evey 5 that your check beats the DC, the bonus increases by 1.
Action: 1 standard provoke action.
Retry? Varies. Generally speaking, you can’t try a Heal check again without witnessing proof of the original check’s failure.
Treat Wounds from Caltrops, Spike Growth, or Spike Stones (Novice)
A creature wounded by stepping on a caltrop moves at one-half normal speed. A successful DC 15 Heal check removes this movement penalty.
A creature wounded by a spike growth or spike stones spell must succeed on a Reflex save or take injuries that reduce his speed by one-third. Another character can remove this penalty by taking 10 minutes to dress the victim’s injuries and succeeding on a Heal check against the spell’s save DC.
Action: 10 minutes.
Retry? Varies. Generally speaking, you can’t try a Heal check again without witnessing proof of the original check’s failure.
Modifiers
- Equipment—A healer’s kit gives you a +2 circumstance bonus on Heal checks.
- Feats—If you have the Self-Sufficient feat, you get a +2 bonus on all Heal checks. If you have 10 or more ranks in Heal, the bonus increases to +4.