The DC and effect depend on the task you attempt. 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 or her stable. A stable character regains no hit points but stops losing them. Treat Disease: To treat a disease means to tend a single diseased character. Every time he or she makes a saving throw against disease effects, you make a Heal check. The diseased character uses your check result or his or her saving throw, whichever is higher.
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rdfs:label
| - Heal (Skill)
- Heal (skill)
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rdfs:comment
| - The DC and effect depend on the task you attempt. 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 or her stable. A stable character regains no hit points but stops losing them. Treat Disease: To treat a disease means to tend a single diseased character. Every time he or she makes a saving throw against disease effects, you make a Heal check. The diseased character uses your check result or his or her saving throw, whichever is higher.
- Heal affects your ability to use healing kits. Modifying ability: Wisdom Classes: Cleric, Druid, Favored soul, Paladin, Ranger, Spirit shaman, Warlock; Blackguard, Pale master, Sacred fist, Warpriest Requires training: No Check: Heal checks take place when using a healing kit. To remove a poison or a disease, the user of the healing kit must make a successful skill check against the DC of the affliction. The amount of hit points healed is equal to the modified skill roll. Healing kits often have "+1" or higher in their name, which indicates a bonus that will be added to your skill roll.
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Description
| - Heal affects your ability to use healing kits.
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abstract
| - The DC and effect depend on the task you attempt. 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 or her stable. A stable character regains no hit points but stops losing them. 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 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 Wound from Caltrop, Spike Growth, or Spike Stones: A creature wounded by stepping on a caltrop moves at one-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 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, you make a Heal check. The poisoned character uses your check result or his or her saving throw, whichever is higher. Treat Disease: To treat a disease means to tend a single diseased character. Every time he or she makes a saving throw against disease effects, you make a Heal check. The diseased character uses your check result or his or her saving throw, whichever is higher.
- Heal affects your ability to use healing kits. Modifying ability: Wisdom Classes: Cleric, Druid, Favored soul, Paladin, Ranger, Spirit shaman, Warlock; Blackguard, Pale master, Sacred fist, Warpriest Requires training: No Check: Heal checks take place when using a healing kit. To remove a poison or a disease, the user of the healing kit must make a successful skill check against the DC of the affliction. The amount of hit points healed is equal to the modified skill roll. Healing kits often have "+1" or higher in their name, which indicates a bonus that will be added to your skill roll. Use: Selected
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