With Heal, you can tend to wounds and ailments. The table shows uses of Heal, the time they take, and whether you can try again with them.
| Task | Time | Retry | DC |
|---|---|---|---|
| First aid | Standard action | Yes | 15 |
| Long-term care | 8 hours | If you see you've failed | 15 |
| Treat wounds from caltrops | Standard action | If you see you've failed | 15 |
| Treat wounds from spikes | 10 minutes | If you see you've failed | Spell's save DC |
| Treat deadly wounds | 1 hour | If you see you've failed | 20 |
| Treat poison | Standard action | If you see you've failed | Poison’s save DC |
| Treat disease | 10 minutes | If you see you've failed | Disease’s save DC |
| Faith healing, once per day | 1 hour or 8 hours | Varies | Varies |
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.
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 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 Wounds from Caltrops: A creature wounded by stepping on a caltrop moves at half normal speed. A successful Heal check removes this movement penalty
Treat Wounds from Spikes: 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 victim’s injuries and succeeding on a Heal check against the spell’s save DC.
Treat Deadly Wounds: When treating deadly 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 only benefit from its deadly wounds being treated within 24 hours of being injured and never more than 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 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.