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Heal

Full rules text, use cases, and edge-case handling for this skill.

Wisdom Usable Untrained

Description

Heal represents practical medical knowledge — binding wounds, treating disease and poison, stabilizing the dying, and providing long-term care. It does not grant magical healing; it covers the mundane but vital art of keeping people alive through sound practice.

Check

You can use Heal for several distinct tasks, each with its own DC and time requirement.

Task DC Time
First aid (stabilize a dying creature)15Standard action
Treat wounds from caltrops, spike growth, or spike stones1510 minutes
Treat poison (delay onset or reduce save penalty)Poison's save DCStandard action
Treat diseaseDisease's DC10 minutes
Long-term care (restore extra hit points per day)158 hours
Provide long-term care (up to 6 patients)158 hours

Long-Term Care Details

A successful long-term care check doubles a patient's natural healing rate for the day (2 hp/level instead of 1 hp/level for full rest; or 4 hp/level if the patient also rests all day). You can tend up to six patients at once; each patient requires 8 hours of your time. You cannot benefit from long-term care yourself.

Treat Poison

If you treat a poisoned creature before the onset time expires, the poisoned creature gains a +4 bonus on its next saving throw against the poison.

Treat Disease

The treated creature gains a +4 bonus on its next saving throw against the disease.

Action

Stabilizing a dying creature is a standard action. Other Heal tasks take 10 minutes or 8 hours as noted above.

Try Again

Stabilizing: Yes, each round until the creature either stabilizes or dies. Treat poison and disease: No — if you fail, the creature does not gain the bonus on that particular save (wait until the next stage to try again). Long-term care: You cannot retry during the same 8-hour period; start fresh the next day.

Special

  • Healer's kit: A healer's kit grants +2 on Heal checks. Each kit has 10 uses. Without a kit, you suffer no penalty but cannot benefit from the tool bonus.
  • Self-treatment: You can treat your own wounds, poison, and disease at no penalty. You cannot provide long-term care to yourself.
  • Skill Focus (Heal): +3 bonus on all Heal checks (+6 with 10 or more ranks), valuable for healers relying on mundane medicine.
  • Healer's Hands (feat, optional): Various third-party and variant rules expand Heal's scope (e.g. removing the bleed condition) — confirm with your GM.
  • Oracle/Cleric: Heal is typically a class skill for divine casters, supporting hybrid magical + mundane healing strategies.

Note: Heal cannot restore hit points directly — it only improves the rate at which a patient recovers naturally. For immediate hit point restoration, spells (cure wounds, channel energy) are required.

Untrained

Yes. Any character may attempt Heal checks. First aid and long-term care are available untrained; however, treating poison and disease at the correct save DC often requires dedicated ranks to succeed reliably.