Heal (WIS)
The Heal skill allows you to tend to the injuries of yourself or others.
Common Uses
Table: Common Heal Uses
| Task | DC | Time |
|---|---|---|
| Provide First aid | 15 | Half Action |
| Perform Surgery to heal Wounds | Varies | 5 Hours |
| Provide Long-term care | 15 | 8 hours* |
| 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 disease | Disease’s save DC | 10 minutes |
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.
Perform Surgery to heal Wounds
To perform surgery, you must roll a Heal check against a DC as shown in the table below, and use a Surgery Kit. Surgery takes 5 hours of work, though this takes 1 less hour for every 5 by which you exceed the 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 Heal check DC.
| Wound | Heal DC |
|---|---|
| Head | 30 |
| Body | 20 |
| Legs | 15 |
| Arms | 15 |
Provide Long-Term Care
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 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 Craft or practice your Profession simultaneously, if desired. You cannot provide long-term care to yourself.
Treat Wounds from Caltrops, Spike Growth, or Spike Stones
A creature wounded by stepping on a caltrop becomes Hindered. 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 Injury
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
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
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.
