Check: The DC and effect depend on the task you attempt.
Task Heal
|
DC
|
First aid |
15 |
Long-term care |
15 |
Treat wound from caltrop, spike growth, or spike stones |
15 |
Treat poison |
Poison's save DC |
Treat disease |
Disease's save DC |
First Aid: You usually use first aid to save a dying character. If a 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 or her stable. A stable character regains no
hit points but stops losing them.
Long-Term Care: Providing long-term care means treating a wounded person for a day or more. If your Heal
check is successful, 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 six 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.
Treat Wound from Caltrop, Spike Growth, or Spike Stones: A creature wounded by stepping on a caltrop moves at one-half normal
speed. A successful 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.
Treat Poison: To treat
poison means to tend 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. The poisoned character uses your
check result or his or her
saving throw, whichever is higher.
Action: Providing first aid, treating a wound, or treating
poison is a
standard action. Treating a
disease or tending a creature wounded by a
spike growth or
spike stones spell takes 10 minutes of work. Providing long-term care requires 8 hours of light activity.
Try Again: Varies. Generally speaking, you can't try a Heal
check again without proof of the original
check's failure. You can always retry a
check to provide first aid, assuming the target of the previous attempt is still alive.
Special: A character with the
Self-Sufficient feat gets a +2 bonus on Heal checks.
A healer's kit gives you a +2 circumstance bonus on Heal checks.