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 |
| Provide Long-term care | 15 | 8 hours |
| Treat wounds from caltrops, spike growth, or spike stones | 15 | 10 minutes |
| Treat deadly wounds | 20 | 1 hour |
| Treat poison | Poison’s save DC | Half Action |
| Treat disease | Disease’s save DC | 10 minutes |
Treating Wound Damage
The Heal skill can be used to treat Wounds damage and provide relief to grievously injured characters. Please see the Wounds Surgery tab for how this can be done.
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.
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.
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
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 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.
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.
