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Heal, Rebuilt (3.5e Skill)

1,381 bytes added, 03:59, 11 June 2021
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! DC || Examples
|-
| class="left" | 5 || Check Vital SignSigns.
|-
| class="left" | 10 || Identify Common Type.
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| class="left" | 10 || Staunch Bleeding.
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| class="left" | 15 || First Aid.
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| class="left" | 20 || Improve Magical Healing.
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| class="left" | Variable || Identify Cause of Death.
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| class="left" | Variable || Treat Disease.
|}
'''Check Vital SignSigns:''' As a move action you check the vital sign of a living creature, determining if it is alive, dying or dead. If a creature has an ability or feature which allow allows it to fake death, if it specify specifies a DC it override overrides this one. '''Staunch Bleeding:''' As a standard action you may You can stop or reduce 1 point of bleed (or [[Bleedout (3.5e Condition)|bleedout]]) for every 5 points of your heal check. The version granted by [[Heal - Advanced Medical (3.5e Skill)|Advanced Medical]] has a lower DC and can be accelerated.  '''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.
'''Fist AidLong-Term care:''' You usually use first aid to save treat a dying character. If patient for a character has negative hit points and is losing hit points (day or more, spending at the rate of 1 per round, least 1 per hour, or 1 each day per day), patient you can make him or her stablecare for. A stable character regains no If the check is successful the patient recovers double the amount of hit points point and ability damage through resting. You may care for more than one patient, each time increasing the DC of the heal check by 2. The items require to heal a creature this way such as bandages, clean water and others are included in a [[SRD:Healer's Kit|Healer's Kit]] but stops losing themusing a charge is unnecessary.
'''Long-Term careIdentify Symptoms:''' You treat This check allows the healer to determine if the target is under a patient for negative effect, such as a day poison, disease or more, spending at least of light activity 1 hour each day per patient you care foreven a spell effect which is undermining their physiognomy. If successful it will identify that the check target is under such an effect and what is successful the patient recover double nature of the amount of hit point and effect, such as determining the character has ability damage through restingor drain. You may care for If the DC is beaten by 5 or more than one patient, each time increasing the DC of healer identifies the heal check by 2. The items require to heal a creature this way exact effect, such as bandages, clean water and others are included in determining exactly which poison was on the target. If the effect was caused by a [[SRD:Healer's Kit|Healer's Kit]] but using a charge is unnecessaryspell add it effective spell level to the DC of the effect.
'''Identify SymptomsType:''' This cheek allow the healer to determine if the target is under As a negative effect, such as move action you may identify a poisoncreature's type, disease or even this is done by touch but can be done within line of sight by taking a spell affect which is undermining their physiognomy-10 penalty. If successful it will identify that the target The DC is under 10 for common types such an effect as animal, humanoid, magical beast, monstrous humanoid, ooze and what giant while it is the nature of the effect, such as determining the character has ability damage or drain20 for other types. If you beat the DC is beaten by 5 10 or more, the healer you may even identify the exact effect, such as determining exactly which poison was on the targeta subtype. If the effect was caused by a spell add creature is [[SRD:Disguise Skill|Disguised]] as another type you may only determine it effective spell level to the DC of the effecttype by touch.
'''Identify TypeImprove Magical Healing:''' As a move standard action you may identify observe the wounds of a creature's type, this is done by touch but can be done within line of sight by taking a -10 penaltylearning how to maximize your healing abilities. The DC is 10 for common type such as animal, humanoidDuring the next minute or until they next take damage, any magical beast, monstrous humanoid, ooze and giant while it is 20 for other typehealing effect used on them heal an additional 5 hit points. If For each 5 you beat the DC increase the healing by 10 or more you may even identify a subtype5 as well. If a creature is [[SRD:Disguise Skill|Disguised]] as another type you may the magical healing effect applies to fast healing or long duration effect this only determine it type by touchapplies for the 1st round.
'''Improve Magical HealingIdentify Cause of Death:''' As You attempt to identify the cause of death of a creature by studying a standard action you corpse for 1 minute, obvious causes such as sword wounds have a DC of 5, while more complex cause such poison and drowning will have a DC of 15. If a cause is truly exotic, such as negative level it may observe be necessary to have ranks in the wounds appropriated [[SRD:Knowledge Skill|Knowledge]] skill before being able to identify the cause of death. If a creatureattempted to mask the cause of death, learning how a [[SRD:Bluff Skill|Bluff]] check opposed by your own check is necessary to maximize your healing abilities. During discover the next minute or until they next take damagetrue cause of death, any magical healing effect used on them heal an additional 5 hit pointsto a minimum DC of 15 (even if the bluff would be lower). For each 5 you beat A mutilated or rotten corpse increases the DC increase the healing by 5 as well10, obviously a destroyed or completely rotten corpse makes it impossible to determine. If the magical healing effect apply fast healing or long duration effect You may rush this only apply for the 1st from 1 minute to 1 roundby taking a -10 penalty or to one standard action by taking a -20 penalty. Alternatively may take 1d4 hours to study a corpse, gaining a +10 on your check instead.
'''Treat Disease:''' While giving long-term care to a character you may also treat his or her diseases. If your long-term care heal check exceed exceeds the DC +10 of the disease, the patient receive receives a +8 bonus on it their next saving throw against it.
'''Treat Poison:''' As a full-round action, the healer suck sucks venom out of a wound, washes the affected membranes and other treatment. If the poison's DC +10 is met this end ends the poison early. This uses consume a single dose of [[SRD:Antitoxin|Antitoxin]] made for the correct poison or the use of a single charge on a [[SRD:Healer's Kit|Healer's Kit]].
=====Action=====
=====Untrained=====
Heal cannot be used untrained with the exception of First Aid and Staunch Bleeding.