The DC and effect depend on the task you attempt.
|Treat wound from caltrop, spike growth, or spike stones
Poison's save DC
Disease's save DC
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.
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
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.
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.
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.
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.
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.