Heal (Wis)

A healer is skilled at tending to wounds and eliminating ailments.  These rules are much expanded from RAW due to the reduction of readily available magical healing in this setting.

*Check:* The DC and effect of a Heal check depend on the task you attempt.  Take 10 may not be utilized on any check
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
Add Healers Wisdom bonus to Applied hit points +5 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 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 (see Conditions for rules on bleed damage).

*To make up for the scarcity of restorative magic, natural healing will be accelerated in this setting.* Individuals who advance themselves with the skill HEALING can further increase the characters natural healing by some variable modifier - typically depending on the skill of the healer. Such focused natural healing is not without a special penalty levied against the patient and measured in terms of a 'convalescence' penalty to applicable saving throws and includes a lessened subdual hit point pool.  See below for further details.

_*HR*_ *Natural Healing:* With a full night’s rest (8 hours of sleep or more), a character recovers hit points equal to 3 + 1 point per character level. Any significant interruption during the character’s rest prevents the character from healing that night.

*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:  6 + 2 hit points per level for a full 8 hours of rest, *or* 9 + 3 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.
Any significant interruption during the character’s rest prevents the character from healing that night UNLESS the healer succeeds in a heal check of the original DC: +10 using none of the required supplies to affect this change.

A healer can tend to as many as six patients at a time. She will need a few items and supplies (bandages, salves, and so on)  to perform this task. [one use from a healer's kit]  without these supplies the healer will assume a penalty of – 2 to skill check.  -Supplies are easy to come by in settled lands.-  Giving long-term care counts as light activity for the healer. The healer may not give long-term care to herself.

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 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, the healer can restore hit points to a damaged creature. With a Heal skill check (DC 16) that takes 2d4 minutes to perform, a character may provide short-term care for a wounded creature, restoring a number of hit points equal to 3 + character level. A creature can only benefit from such care once per day.   -Treating deadly wounds restores 1 hit point per level of the creature.-     A creature can only receive the hit point benefit from being treated for any 'deadly wounds once within every 24 hours of being initially injured. The healer must expend two uses from a healer's kit to perform this task. And take a –2 penalty on the skill check made for each use from the healer's kit is lacked.
[Take 10 is not an option that can be utilized with this ability]

_Treat Poison:_  By treating a poison,  the healer tends a single 'injured' character who has been poisoned - exclusively.  The character may take additional damage from the poison (or suffer some other effect) over the course of time. Every time the poisoned character makes a saving throw against the poison, a Healing check may be made. If the Heal check exceeds the DC of the poison, the character receives a +4 competence bonus on his saving throw against the poison.

_Treat Disease:_  By treating a disease 'injury' the healer tends a single 'injured' character who is been diseased - exclusively. Every time the diseased character makes a saving throw against disease effects, the healer make a check. If the Heal check exceeds the DC of the disease, the character receives a +4 competence bonus on his saving throw against the disease.

*Action:* Providing first aid or treating poison is a standard action.  Treating a Deadly Wound takes approximately half an hour per patient [OR _ 10 minutes plus + 3d6 minutes minus a minute per the healer's Wisdom Modifier].  Treating a disease or tending a creature suffering some specific condition (such as reduced movement) takes 10 minutes of work minus a minute per the healer's Wisdom Modifier.  Providing long-term care requires 8 hours of light activity for the healer.  This times may be further mitigated with advanced tools or knowledge or higher ranks of ability.

_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.

_Special Benefit:_ A character with the Self-Sufficient feat gets a bonus on Heal checks (see Feats).  A healer's kit gives you a +2 circumstance bonus on Heal checks.

_*General Healing Penalty:*_  The increased focus a body uses to heal itself increases stresses on other parts of the patient's general physical and mental well being. A healer, by dint of her ability and invested effort, may limit the amount of time the patient spends in convalescence.  While the accumulation of hit points by any treatment is guaranteed there are penalties applied to saving throws and subdual pools.  These penalties MAY be ignored at the patients' own risk as he may feel able considering the classic indicators of health are 'full'.  AND there are alchemical prescriptions and herbal medicines which can minimize convalescence time - should the character be insistent on being active.  These methods have their own inherent risks. But generally, for each day a patient spends in healing, he must spend three times (3x) that amount of time [in days] under a 'convalescent condition'.  Every time a person is wounded they must spend time in recuperation over those injuries before being considered in FULL health. Thus a person being treated by a skilled healer will spend less time accumulating their full health that those who allow a natural adjustment.