Heal

Heal (Wis)
You are skilled at tending to wounds and ailments.

Heal Check: The DC and effect of a Heal check depend on the task you attempt.

Task DC
First aid 15
Long-term care 15
Treat wounds from caltrops, spike growth, or spike stones 15
Treat deadly wounds 20
Treat poison Poison’s save DC
Treat disease Disease’s 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, you can make you 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.

You can tend to as many as six patients at a time. You need a few items and supplies 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, Spike Growth, or Spike Stones: A creature wounded by stepping on a caltrop moves at 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 your 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 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 healing 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 your 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 your saving throw against the disease.

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. Treating deadly wounds takes 1 hour of work. Providing long-term care requires 8 hours of light activity.

Try Again: Varies. Generally speaking, you can’t try a Heal check again without witnessing proof of the original check’s failure. You can always retry a check to provide first aid, assuming the target of the previous attempt is still alive.


Heal: Torture
The Heal skill can be used to inflict pain on a helpless creature with minimal damage. Torture is a fear effect.
Targets immune to nonlethal damage cannot be tortured. Performing or ordering the use of torture is an evil action.

The DC of a torture attempt is 10 + twice the target’s Will save bonus against fear. Each torture attempt takes a number of hours equal to the target’s hit dice (minimum 1 hour) and inflicts 1d6 points of Constitution damage and nonlethal damage equal to ten times the target’s hit dice. The torturer can cut this time short but takes a –1 penalty on the Heal check for each missing hour.
A failed attempt at torture allows the victim to present a lie as if it was the truth. Each successful use of torture extracts some information from the target. The accuracy of information gained under torture is highly unreliable. The torturer makes a Wisdom check (DC 11, a die roll of 1 always fails). If this check fails the victim leads the torturer on who receives the answer he expected or hoped for, or what the victim thinks the torturer is looking for, rather than the truth. Repeated torture might yield new information which is just as unreliable.

The GM makes all die rolls for torture, and there is no way to separate true and false information. Not even supernatural means can separate truth and falsehood under torture, the victim has convinced himself what he says is the truth.
Torture can also be used as punishment, or as a vile type of performance, in which case a successful Heal check means the victim reacts appropriately.

Heavy-handed but fast interrogation tactics, even ones that hurt, are not truly torture and instead covered by the influence attitude part of the Intimidate skill.

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.