Heal

Key Ability: Wisdom

The healing skill is an active skill that allows you restore the health of yourself and your allies. With it you can bind wounds, treat poison, accelerate natural healing, and determine what effects a patient is suffering under.

Untrained Ability

Treat Wound
You can reduce recurring hit point loss, like the 1 point/round suffered while at negative hit points or bleeding damage, or attempt to treat a debilitating injury, like those suffered from caltrops. This requires a DC 15 healing check and a standard action. This text supersedes spell text indicating other action and DC requirements. The success of your attempt as well as how much you reduce the bleeding of a patient is indicated in the check results below.

If the patient is only losing hit points because they are below 0, they stop dying and become stable. Any condition mitigated by this is not immediately removed, merely suppressed, and if the bandages are removed before the condition expires or recovers naturally the bleeding and condition resume immediately. If the condition expires upon the application of healing it is removed after 5 rounds of binding.

Base DC: 15

Success: You reduce bleeding by 1 point plus 1 for each 2 points your check exceeds 15. If the amount that you reduced bleeding by would heal an injury based debilitating condition, that condition is also suppressed until the duration expires, it heals, or the bindings are removed. If you exceed the DC by 5, you stop all bleeding on the subject, and suppress any injury based movement penalty until the duration expires, it heals, or the bindings are removed.

Failure: You neither reduce bleeding not mitigate any injury based debilitating conditions this round. But at least you didn’t make things worse.

Rank 1 Ability

You know the rudiments of healing, and can provide more care in excess of simple wound bindings. With a DC 15 healing check, you may care for up to six patients; you may care for an additional patient for every 2 points that you exceed the DC. If you do not meet the DC, you are able to care for one fewer patient for each point your roll missed the DC by. You may care for yourself in this way, though you count as two patients, but you may not be someone else’s patient while caring for others.

While under your care, patients recover hit points and ability damage twice as quickly as normal. With a full day of rest, for example, a character would recover four hit points per character level and four points of ability damage (1 per night of rest + 1 for being under care, doubled by this skill). Additionally, you can make a healing check for each patient actively suffering a disease under your care; they can use your check in place of their save if it is higher. Patients must remain under your care for at least 8 hours to gain these benefits. You may treat patients while travelling without penalty, though most forms of movement are active enough that you will only gain the healing benefit from the evening’s rest.

Base DC: 15, and as disease DC

Success: You provide care to up to six patients, plus an additional patient for each 2 points by which you exceeded the DC. The benefits of your care are detailed in the ability text.

Failure: You fail to provide support for a number of patients equal to the amount you were short on your roll by. You may select which patients fail to benefit from your care.

Rank 3 Ability

You can help victims survive beyond the initial effects of a nasty poison. As a standard action you can treat a poison victim, regardless of the method of poison delivery. The next time that the victim makes a save against the effects of the poison, you also make a healing check. They may use your healing check in place of their save if it is higher. You may mitigate your own poisoned wounds as well, allowing you both a healing check and a saving throw at next check, but this requires a full round action.

Base DC: As poison DC

Success: You successful save the patient from further poison damage even if they fail their saving throw.

Failure: The patient suffers or recovers from the poison based on their saving throw result.

Rank 4 Ability

You know how to tell the what conditions a helpless or willing target is suffering under. Studying a patient in this way requires a move action and a check against DC 15. Meeting that DC will let you know whether your target is below one-quarter of their maximum hit points. If they are dying you also learn their exact negative hp amount. This check also reveals whether or not the target is actively suffering from any bleeding effects, diseases, or poisons, but not necessarily their quantity. Diseases and poisons in their incubation periods are not detected with this ability, however.

In addition to the above, for every 2 points you exceed the DC by you can learn one of the following pieces of additional information:

  • the lowest unknown DC of a disease they are suffering from (in the event of a tie determine randomly)
  • the effect of a failed save against a disease of known DC
  • the lowest unknown DC of a poison they are suffering from
  • the time remaining until next poison save
  • the effect of a failed save against a poison of known DC
  • the duration of a bleeding or injury based debility effect.

If you select a piece of information that does not apply to the patient you may reselect the information gained without penalty. Gathering information in this way can allow a skilled practitioner to quickly learn the details of many, if not all, conditions that a patient is suffering from. Note that you do not gain additional information from this check on a retry unless you exceed the amount of your original check. When you do gain additional information, you only gain the difference between your initial check and your revised check.

Base DC: 15

Success: You learn general information about the patients status, as well as answers to 1 question from the list above per 2 points by which you exceeded the DC.

Failure: You fail gather any useful information about the condition of the patient.

Rank 5 Ability

When using your Rank 1 ability, you may add +1 to the effects of your healing for every 5 points you exceed the target DC by ( so if you exceed the DC by 5 each individual under your care would heal 5 hit points and have 5 points of ability damage, while if you exceeded the DC by 15, they would heal 7 points of each). If you choose to use this ability, you may not care for more than 6 individuals, regardless of your skill roll.

Rank 6 Ability

You can relieve the blinded, dazed, dazzled, deafened, exhausted, fatigued, nauseated, sickened, and stunned and conditions from those you treat, though you can not treat permanent conditions with this ability. You can treat a number of patients within arms reach as a standard action, or you may use a full-round action to treat a number of patients that you can reach with a single move action, but you may not treat more than 1 target per 2 ranks in healing in any round. You may treat yourself at the same time as you treat others, or you may treat only yourself as a move action.

When you treat sufferers, make a healing check against the effect’s save DC + the effect’s level (in the case of spells like Glitterdust or Stinking Cloud) or 10 + the effect initiator’s character level + the effect initiator’s Chr modifier (in the case of supernatural abilities without an effect level). If you succeed on the check, you suppress the condition in your patients as indicated in the check result table below. A successful check will suppress the condition even if they remain in the area and would normally still be subject to the ongoing effect. You only make one roll for the round, and compare that roll to the DCs for each effect to see which are suppressed or removed and which are not.

Base DC: Effect Save DC + 15

Success: You suppress the effect in your patients for one round, starting immediately after your action. Next round the effects return if their duration has not expired and your patients are still within its area of effect, though you may make a new check as above to suppress them again. If you exceed the DC by 5, you suppress the effect in your targets for three rounds, starting immediately after you action. During this time they do not suffer from the suppressed conditions, even if they remain in the area of effect. Your stopgap treatments are not permanent, however, and quickly wear thin. At the end of that time the effects return if their duration has not expired, though you may make a new check as above to suppress them again. If you exceed the DC by 10, your patients are freed from the condition, and no longer suffer it's effects. If they remain in an area that would normally cause the condition to return they are immune to the condition from any source against which they have been treated.

Failure: You fail to help your patients at all this round, but may try again next round if you wish. If you fail the check by more than 5 points, you become unable to affect this instance of the condition at all, and your patients suffer the condition as normal. Any further retries are futile, and you should really find something else to do with your actions next round.

Rank 7 Ability

Battlefield Surgery
You know how to quickly reduce an ability penalty, though some types of wound are harder to fix than others. You may attempt to repair ability damage or drain in an individual. This takes a bit of time though, and a commitment from both you and the patient. You make a check as a standard action against a DC 23 to begin the healing. You may attempt this multiple times, although you suffer a -5 penalty to your check for each previous attempt. The results of your work appear in the check results below. Using this skill takes 1d10 minutes.

Base DC: 23

Success: You recover 1 points of damage to one ability. If you exceed the DC by 5 points, you recover 1d4 points of damage to one ability or spread between different abilities.

Failure: You fail to heal any ability damage this round, but don't make things worse either. You may try again on subsequent rounds, but this failure still counts as an attempt.

Rank 8 Ability

Detailed Assessment
After completing a Triage Assessment on a patient, you can spend a bit more time with them to learn things about their health they might not know themselves. This check require a 1 minute and a DC 20 heal check. On a success you learn if there are any poisons or diseases in their incubation period and not actively affecting the patient. For every 2 points you exceed the check by you also learn additional information as described under the Triage Assessment ability, but you may gain information for diseases and poisons in their incubation period as well. Note that you do not gain additional information from this check on a retry unless you exceed the amount of your original check. When you do gain additional information, you only gain the difference between your initial check and your revised check.

Once you know about these hidden problems, they are much easier to deal with. You may treat any incubating health concern with the relevant care abilities, and gain a +4 bonus to checks relating to removing the condition. If the patient would not normally gain a save against them within 24 hours, you may make a check to end or diminish them after 24 hours anyway.

Base DC: 20

Success: You learn whether the patient is suffering any hidden or delayed effects, as described in the text, as well as answers to 1 question from the triage assessment list for every 2 points by which you exceeded the DC.

Failure: You fail gather any additionaly information about the condition of the patient.

Surgical Attack
After a successful attack you can attempt a Heal check as a free action to designate the damage from your attack as subdual damage at no penalty. You do not need to decide to use this ability until the results of your attack have been announced. This ability can be used once per minute.

Base DC: 15

Success: All the damage the attack would deal is dealt as subdual damage.

Failure: No effect.

Rank 9 Ability

Preventative Medicine
By spending one full minute assessing a creature, you may grant it some temporary hit points. Hit points granted by this ability last for one hour or until consumed.

Base DC: 20

Success:You may grant the target temporary hit points equal to your HD. These temporary hit points do not stack with other sources of temporary hit points, and you may not grant a creature more temporary hit points than twice your HD each day.

Failure: The target gains no temporary hit points. For every 5 points below the DC, the target suffers 1d4 subdual damage.

Rank 10 Ability

You gain the ability to create restorative potions out of seemingly mundane herbs and plants. By mixing just the right concoction in a vial or similar container, you can create a potion that restores ability damage. Creating each of these potions requires at least ten minutes of dedicated effort, and the potion must be allowed to steep for at least an hour before it is potent enough to use. No creature may benefit from more than one per day, even if the two potions are made to restore different damaged ability scores. Once made, a potion of this type remains potent for 48 hours.

Base DC: 25

Success: You create a potion that restores a number of points of ability damage equal to your Intelligence modifier to a score of your choice, determined at the time of making. If you exceed the DC by more than 10, your potion restores an additional +1d4 points of ability damage.

Failure: You fail to create the potion, and have only a batch of foul-smelling liquid.

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