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Heal Expanded

Basic Skills
Acrobatics
Appraise
Bluff
Climb
Craft 
Diplomacy
Disable Device
Disguise
Escape Artist
Fly
Handle Animal
Heal
Intimidate
Knowledge
Linguistics
Perception
Perform
Profession
Ride
Sense Motive
Slight of Hand
Spellcraft
Stealth
Survival
Swim
Use Magic Device
Skill Bonus
Character Drawbacks

Skill Changes

Craft (Alchemy)
Heal
Knowledge (Astrology
Knowledge (Nature)
Knowledge (Ritual)
Perform
Profession (Herbalist)

HEAL (WIS)

Check: The DC and effect depend on the task you attempt.

Task Heal

DC

First aid

15

Long-term care

15

Treat wound from caltrop, spike growth, or spike stones

15

Treat poison

Poisonís save DC

Treat disease

Diseaseís 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 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.

Healing Herbs

Name Effect Onset Method Duration Base
Value
DC
Tapir Berry Heals 1 hp Inst. Ingestion Perm. 5 gp 5
Chalunga Root Heals 1d3 hp 1 round Ingestion Perm. 10 gp 7
Predwin Moss Heals 1d4 hp 1d4 rounds Ingestion Perm. 15 gp 8
Sapura Sap Heals 1d4 hp 1 round Contact Perm. 15 gp 10
Veliasis Berries Heals 1d6 hp 1 round Ingestion Perm. 20 gp 12
Nudgren Fruit Heals 1d8 hp 1 hour Ingestion Perm. 25 gp 14
Caprian Seeds Heals 1d8 hp 1d4 rounds Ingestion Perm. 30 gp 15
Aspiasa Pollen Heals 1d8 hp 1 round Inhaled Perm. 50 gp 16
Niftul Sap Heals 1d10 hp Inst. Contact Perm. 100 gp 18
Locu Septus berries Heals 1d12 hp 1d4 rounds. Ingestion Perm. 150 gp 20
Robgurn Extract Heals 1d12 hp 1 round Contact Perm. 200 gp 23
Aso Godlio Pollen Heals 1d20 hp 1d4 rounds

Inhaled

Perm. 250 gp 25

Ability Curing

Name Effect Onset Method Duration Base
Value
DC
Brogin Weed Heals 1 point of Str or Dex ability damage 1 round Ingested Perm. 10 gp 10
Atlas Sap Heals 1 point of Wisdom Damage 1 round Ingested Perm. 10 gp 10
Phizer Plant Extract Heals 1 point of Constitution damage 1 round Ingested Perm. 10 gp 10
Irrigildis Root Heals 1 point of dexterity damage 1 round Ingested Perm. 10 gp 15
Numbnull Pollen Heals 1 point of intelligence damage 1 round

Inhaled

Perm. 15 gp 16
Tempest Berries Heals 1 point of damage from any ability 1 round Ingested Perm. 50 gp 18
Re Stormis Pollen Heals 1d4 points of damage from strength 1 round

Inhaled 

Perm. 50 gp 20
Cantwin Roots Heals 1d4 points of damage from any ability 1 round Ingested Perm. 150 gp 22
Tharpian Leaves Heals 1d4 points of damage from all abilities injured 1 round Ingested Perm. 300 gp 25
Pokwin Poultice Can restore 1d8 points of ability damage (any ability) 1 round Ingested Perm. 400 gp 26
Shepthward Sap Can restore 2d6 points of ability damage (any ability) 1 round Ingested Perm. 500 gp 28
Kedsprif Sap Cures constitution drain at a rate of 1 point per month 1 round Ingested Perm. 500 gp 30

Other

Name Effect Onset Method Duration Base
Value
DC
Syn's Tears Prevents pregnancy 8 hours Ingested 2 days 1 cp 5
Strigul Weeds +1d4 HP total Inst. Ingested 1 turn 25 gp 10
Sadol Kernals +1 strength 1 round Ingested 1d8 rounds 20 gp 15
Plateebo Berries +1 Intelligence 1 round Ingested 1d8 rounds 20 gp 15
Nyatis Herbs +1 to charisma 1 round Ingested 1d8 rounds 20 gp 15
Kithorian Sap +1d8 HP total Inst. Ingested 1d12 rounds 50 gp 16
Ungeal Pollen Adrenaline rush, +1 enhancement bonus to str, dex & con 1 round

Inhaled

1d8 rounds 75 gp 18
Qriagon Root Increased resistance to poisons, +4 fort save 1 round Ingested 1 hour 40 gp 18
Osia Pollen Mass Rush, +1 to Dex, Int and Wis 1 round

Inhaled

1d8 rounds 75 gp 20
TimTrodil Leaves +1d12 hp total Inst. Ingested 1 turn 100 gp 22
Burker Berries Massive physical rush, +3 enhancement bonus to str, dex, con.
When effect wears off, character can do nothing but vomit for 2d4 rounds.
1 round Ingested 1d8 rounds 200 gp 25
Caplitol Fruit Impart intelligence, +3 int 1 round Ingested 1 hour 200 gp 25
Worgar Root Resistance to Poisons, +8 Fort Save 1 round Ingested 1d8 rounds 200 gp 25