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- The DC and effect depend on the task the character attempts.
|Treat caltrop wound||15|
|Treat poison||Poison's DC|
|Treat disease||Disease's DC|
- First Aid
- First aid usually means saving a dying character. If a character has negative hit points and is losing hit points (at 1 per round, 1 per hour, or 1 per day), the healing character can make her stable. The injured character regains no hit points, but she does stop losing them. The check is a standard action.
- Long-term Care
- Providing long-term care means treating a wounded person for a day or more. If successful, the character lets the patient recover hit points or ability score points (lost to temporary damage) at twice the normal rate: 2 hit points per level for each day of light activity, 3 hit points per level for each day of complete rest, and 2 ability score points per day. The character can tend up to six patients at a time. The character needs 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. The character cannot give long-term care to him or herself. A healer's kit gives a +2 circumstance bonus to Heal checks.
- Treat Wound that Reduces Base Speed
- A creature that has its speed reduced can be treated by the Heal skill. A successful Heal check removes this movement penalty. Treating such a wound is a standard action.
- 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, the character makes a Heal check. The poisoned character uses the character's result in place of her saving throw if the character's Heal result is higher.
- Treat Disease
- To treat a disease means to tend a diseased character. Every time the diseased character makes a saving throw against disease effects, the character makes a Heal check. The diseased character uses the character's result in place of his or her saving throw if the character's Heal result is higher.
A creature wounded by a spike growth or spike stones spell must succeed at a Reflex save or take injuries that slow his speed by one-third. Another character can remove this penalty by taking 10 minutes to dress the victim's injuries and succeeding at a Heal check against the spell's save DC.
- If the character has 5 or more ranks in Profession (herbalist), the character gets a +2 synergy bonus on Heal checks.