Check: The DC and effect depend on the task you attempt.
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 or her stable. A stable character regains no hit points but stops losing them.
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 as many as six patients at a time. 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 Wound from Caltrop, 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 victimís injuries and succeeding on a Heal check against the spellís save DC.
Treat Poison: To treat poison means to tend 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. The poisoned character uses your check result or his or her saving throw, whichever is higher.
Treat Disease: To treat a disease means to tend a single diseased character. Every time he or she makes a saving throw against disease effects, you make a Heal check. The diseased character uses your check result or his or her saving throw, whichever is higher.
Action: Providing first aid, treating a wound, or treating poison is a standard action. Treating a disease or tending a creature wounded by a spike growth or spike stones spell takes 10 minutes of work. Providing long-term care requires 8 hours of light activity.
Try Again: Varies. Generally speaking, you canít try a Heal check again without proof of the original checkís failure. You can always retry a check to provide first aid, assuming the target of the previous attempt is still alive.
Special: A character with the Self-Sufficient feat gets a +2 bonus on Heal checks.
A healerís kit gives you a +2 circumstance bonus on Heal checks.
Expanded Information: The Healing skill allows the character to bind wounds, slow poisons, and find herbs used to restore health and treat all sorts of illness. With your DM's permission, your character is also able to find and use various healing herbs. All herbs can only be found between Spring and Fall, no herbs can be found in the winter. Herbs can typically be found in 1d3 doses. Only one batch of herbs can be found during a week of searching. The synergy bonus that the Heal skill gains from Profession Herbalist doesn't apply to finding herbs, however if the character has 5 or more ranks in Knowledge Nature then the +2 synergy bonus applies.