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priority:skills:heal [2026/03/15 00:20] – reonpriority:skills:heal [2026/08/29 00:53] (current) – [Table: Common Heal Uses] elfinlocks
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 ==== Table: Common Heal Uses ==== ==== Table: Common Heal Uses ====
-{{tablelayout?rowsHeaderSource=Auto&colwidth=""}} + 
-^ Task                                                       ^ DC                 ^ Time             ^+^ Task                                                       ^ DC                 ^ Time         ^
 | Provide First aid                                          | 15                 | Half Action  | | Provide First aid                                          | 15                 | Half Action  |
-| Provide Long-term care                                     | 15                 | 8 hours          | +| Perform Surgery to heal Wounds                             | Varies             | 5 Hours      | 
-| Treat wounds from caltrops, spike growth, or spike stones  | 15                 | 10 minutes       | +| Provide Long-term care                                     | 15                 | 8 hours*      | 
-| Treat deadly wounds                                        | 20                 | 1 hour           |+| Treat damage from caltrops, spike growth, or spike stones  | 15                 | 10 minutes   | 
 +| Treat injuries                                             | 20                 | 1 hour       |
 | Treat poison                                               | Poison’s save DC   | Half Action  | | Treat poison                                               | Poison’s save DC   | Half Action  |
-| Treat disease                                              | Disease’s save DC  | 10 minutes       |+| Treat disease                                              | Disease’s save DC  | 10 minutes   |
  
-==== Treating Wound Damage ====+----
  
-The Heal skill can be used to treat [[game_systems:combat:health#wounds|Wounds]] damage and provide relief to grievously injured characters. Please see the [[game_systems:combat:health#wounds|Wounds]] Surgery tab for how this can be done. 
  
 ==== Provide First Aid ==== ==== Provide First Aid ====
  
 You usually use first aid to save a Dying character. If a character has the Dying condition you can make him stable and remove it. 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. You usually use first aid to save a Dying character. If a character has the Dying condition you can make him stable and remove it. 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.
 +
 +
 +----
 +
 +
 +==== Perform Surgery to heal Wounds ====
 +
 +To perform surgery, you must roll a [[priority:skills:heal|Heal]] check against a DC as shown in the table below, and use a [[equipment:tools_and_kits#healer_s_kit|Surgery Kit]]. Surgery takes 5 hours of work, though this takes 1 less hour for every 5 by which you exceed the [[priority:skills:heal|Heal]] DC. Performing surgery successfully restores Wounds equal to 2x the creature's Hit Dice (minimum 1).
 +
 +Typically, surgery must be performed by another creature, but the injured creature may perform surgery on themselves by adding 10 to the [[priority:skills:heal|Heal]] check DC.
 +
 +{{tablelayout?rowsHeaderSource=Auto}}
 +^ Wound  ^[[priority:skills:heal|Heal]] DC  ^
 +| Head   | 30       |
 +| Body   | 20       |
 +| Legs   | 15       |
 +| Arms   | 15       |
 +
 +----
  
 ==== Provide Long-Term Care ==== ==== Provide 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.+Providing long-term care means treating a wounded person for an 8-hour period or more. To provide long-term care, you must make a Heal check at a DC of 15. Long-term care provides the following bonuses to a resting creature: 
 + 
 +  * **Wounds:** Cared-for creature restores 1 additional Wound point per 24 hours. 
 +  * **Hit Points:** Cared-for creature restores additional Hitpoints per hour equal to your ranks in Heal. 
 + 
 +You can tend to a number of creatures equal to your ranks in the Heal skill simultaneously. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands (available with a [[game_systems:lifestyle#food|Lifestyle of Well-Fed]] or higher). Providing long-term care requires your continuous presence throughout the day, but only consumes one hour of your time each day, meaning you may [[priority:skills:craft|Craft]] or practice your [[priority:skills:profession|Profession]] simultaneously, if desired. You cannot provide long-term care to yourself. 
 + 
 + 
 +----
  
-You can tend up to (your ranks in Heal) patients simultaneously. 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 Wounds from Caltrops, Spike Growth, or Spike Stones ==== ==== Treat Wounds from Caltrops, 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 stepping on a caltrop becomes [[game_systems:combat:status_conditions#hindered|Hindered]]. A successful Heal check removes this movement penalty.
  
 A creature wounded by a [[priority:magic:spells:tier2:spike_growth|]] or [[priority:magic:spells:tier3: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. A creature wounded by a [[priority:magic:spells:tier2:spike_growth|]] or [[priority:magic:spells:tier3: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 Injury ==== ==== Treat Injury ====
  
-When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per rank in Heal which you possess. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. You may only treat a creature's deadly wounds once per day.+When treating injuries, you can restore Hitpoints to a damaged creature. Treating injuries restores 1 Hitpoint per rank in Heal which you possess. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. You may only treat a creature's injuries once every 8 hours. 
 + 
 + 
 +---- 
  
 ==== Treat Disease ==== ==== Treat Disease ====
  
 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 bonus equal to your Wisdom modifier on his saving throw against the disease. 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 bonus equal to your Wisdom modifier on his saving throw against the disease.
 +
 +
 +----
 +
  
 ==== Treat Poison ==== ==== Treat Poison ====
  
 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 bonus equal to your Wisdom modifier on his saving throw against the poison. 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 bonus equal to your Wisdom modifier on his saving throw against the poison.
 +
 +
 +----
 +