Labyrinths & Liontaurs
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Heal

Key Ability: Wis | Trained Only: No | Armor Check Penalty: No

You are skilled at tending to wounds and ailments.

Check: The DC and effect of a Heal check depend on the task you attempt.

TaskDC
First aid10
Treat nonlethal wounds10
Long-term care15
Treat lethal wounds15
Treat ability damage20
Treat foot wounds20 / Spell's save DC
Treat poisonPoison's save DC
Treat diseaseDisease'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 stable. 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 (see Conditions for rules on bleed damage).

Treat Nonlethal Wounds: When treating nonlethal wounds, you can take hit points of nonlethal damage from a damaged creature. Treating nonlethal wounds removes 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can benefit from its nonlethal wounds being treated without limitation. You must expend one use from a healer's kit to perform this task. You take a -2 penalty on your Heal skill check if you do not use a healer's kit.

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 to as many patients at one time, including yourself, as you have ranks in this skill. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands, or which require a use of a healing kit for every five creatures under your care per night. Giving long-term care counts as light activity for the healer.

Treat Lethal Wounds: When treating lethal wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can benefit from its deadly wounds being treated only once per day. You must expend two uses from a healer's kit to perform this task. You take a -2 penalty on your Heal skill check for each use from the healer's kit that you lack.

Treat Ability Damage: You can restore one point of ability damage (not drain, not a penalty). A creature can benefit from its ability damage being treated only once per day.

Treat Foot Wounds: A creature wounded by stepping on a caltrop moves at half normal speed; a successful DC20 Heal check removes this movement penalty. A creature wounded by a magical effect, such as a spike growth or spike stones spell, can be healed with a successful Heal check against the spell's save DC.

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 +4 competence bonus on his saving throw against the poison.

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 +4 competence bonus on his saving throw against the disease.

Action: Providing first aid and treating poison is a standard action. Treating nonlethal wounds and ability damage requires one minute. Treating a disease or tending a foot wound takes 10 minutes of work. Treating deadly wounds takes 1 hour of work. Providing long-term care requires 8 hours of light activity.

Try Again: Varies. Long-term care and healing that can only work once per day can be attempted again the next day. You can always retry a check to provide first aid, assuming the target of the previous attempt is still alive.

Untrained: An untrained character can still make First Aid checks, but all other uses of this skill require proficiency.

Special: A character with the Self-Sufficient feat gets a bonus on Heal checks (see Feats).

A healer's kit gives you a +2 circumstance bonus on Heal checks.

Liontaurs gain a +3 racial bonus on Heal checks.