
- Ability: Wisdom.
- Requires Training: No.
- Classes: Barbarian, Bard, Breach Guard, Civilian, Druid, Fighter, High Mage, Monk, Paladin, Priest, Ranger, Rogue, Shifter, Skincarver, Sorcerer, Spirit Caller, Triadic Knight, Wild Shot, Wizard.
The Heal skill is used to speed the body's recovery after being harmed. A skilled healer combines anatomic insights with herbal lore and a practical knowledge of bandages, splints and stitching.
With this skill a character can use a healing kit to cure wounds or a bite kit to heal poisons and diseases.
Check: To cure poisons, diseases and their effects upon the body, the healer must make a successful check against their DC. Multiple effects can be cured at the same time but require a separate DC check for each. The DC for mending a poison's damage is 5 points higher than that of stopping the poison's spread. A successful check removes the condition. To recover hitpoints the healer rolls a Heal check. The result is the amount of hitpoints healed over the course of the next 2 turns. Only one healing kit can affect a creature at one time. This recovery removes Wounding but is stopped if the subject loses any more hitpoints from other sources.
Use: Use healing kit on a wounded creature or bite kit on a poison/disease victim.
Related Feats: Devout, Herbalist
Notes[]
Using a healing kit on yourself causes a -2 penalty to the check.
Skills |
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Animal Handling • Appraise • Balance • Bluff • Concentration • Diplomacy • Disable Device • Escape Artist
• Heal • Intimidate • Knowledge • Parry • Perception • Perform • Ride • Search•Sense Motive • Set Trap • Sleight of Hand • Spellcraft • Stealth • Survival • Use Magic Device |