Skill unlock heal.. how does it work?? ...


Rules Questions


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Ok so.. if you read the heal section on 191

and the heal skill on 99

and then the skill unlock section for heal.

its like...

is very confusing,

unlock one -

you actually lose out on the wisdom bonus and heal the same amount, you do get to do ability damage though.

unlock 2 -

4 hp per level yes please,

unlock 3

the healing actually turns into 3 hp per level...(what happened? am i missing something...)

can anyone explain if this stacks or over laps with the heal skill?

Liberty's Edge

Natural Healing as detailed on Page 191 does not stack with Long-Term Care. Basically, Long-Term Care just doubles the rate at which Natural Healing occurs (see "twice the normal rate" on Page 98). If you want to benefit from Long-Term Care, you need to have someone else succeed at the DC 15 Heal roll, and also spend 8 hours tending to your wounds, which is why the healing is doubled. If you don't have someone to make that roll for you (for example - they're too busy resting themselves!), but you still rest for 8 hours or more, you default to Natural Healing.

Both Long-Term Care and Natural Healing speed up the recovery of ability damage, but Treat Deadly Wounds does not.

If you are asking about Treat Deadly Wounds as well: This is another kind of healing, and it does stack with either Natural Healing or Long-Term Care. Like Long-Term Care, it requires someone with the Heal skill to succeed at the check, but it only requires 1 hour of work. And yes, if you beat DC 25, you get to heal the patient an extra amount equal to your Wisdom modifier.

The two uses of the Heal skill you seem to be talking about are separate, and require that the healer choose which to use, and spend the time to use them, before making the roll.


Gark the Goblin wrote:

Natural Healing as detailed on Page 191 does not stack with Long-Term Care. Basically, Long-Term Care just doubles the rate at which Natural Healing occurs (see "twice the normal rate" on Page 98). If you want to benefit from Long-Term Care, you need to have someone else succeed at the DC 15 Heal roll, and also spend 8 hours tending to your wounds, which is why the healing is doubled. If you don't have someone to make that roll for you (for example - they're too busy resting themselves!), but you still rest for 8 hours or more, you default to Natural Healing.

Both Long-Term Care and Natural Healing speed up the recovery of ability damage, but Treat Deadly Wounds does not.

If you are asking about Treat Deadly Wounds as well: This is another kind of healing, and it does stack with either Natural Healing or Long-Term Care. Like Long-Term Care, it requires someone with the Heal skill to succeed at the check, but it only requires 1 hour of work. And yes, if you beat DC 25, you get to heal the patient an extra amount equal to your Wisdom modifier.

The two uses of the Heal skill you seem to be talking about are separate, and require that the healer choose which to use, and spend the time to use them, before making the roll.

you need to read the unchained book to understand that the book allows long term care in one hour.

and the numbers do not make sense.

at level unlock you treat as though a full day rest for deadly wounds.

a day of rest is 1 hp per level.

treat deadly wounds is 1 hp per level, AND if you succeed at the check your wisdom modifier.

explain how the full day rest helps other than ability damage?

then at level 10 unlock you treat as though a full day rest PLUS as though they were under long term care... IE 4 HP per level.

at level 15 however, you treat deadly wounds as though it were 3 full days rested... IE 3 hp per level? ..what happened? of course the ability damage healed goes up, but the HP lowers?

and at level 20 you are treated as though you had 3 days rest under long term care... (of course this is way better than everything else.)

I guess the question is.. why didn't they just give the static numbers..

like 1 hp per level. or 2 hp per level etc etc??

what are the numbers at the unlocks?

Liberty's Edge

Sorry, I don't have Unchained. Since you were referring to the correct Core Rulebook pages I assumed that's what you were talking about.


Unchained says this.

5 Ranks: When you treat deadly wounds, the target recovers
hit points and ability damage as if it had rested for a full day.

10 Ranks: When you treat deadly wounds, the target
recovers hit points as if it had rested for a full day with
long-term care.

15 Ranks: When you treat deadly wounds, the creature
recovers hit point and ability damage as if it had rested for 3 days.

20 Ranks: When you treat deadly wounds, the target
recovers hit point and ability damage as if it had rested for
3 days with long-term care.

So the question is, with a DC 20 check, how much would a character heal at level 5 - 10 - 15 - 20


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You spend one hour.

5. Heal as if rested for full day. Not 8 hours. That's 2 hp a level. Core book page 191.

10. Heal as if a full day. 4 a level.

15. Heal as if 3 days. That's 6 a level. (2 X 3 days.)

20.Heal as if rested 3 days with long term. That's 12 a level. (4 X 3)

And NONE of that says "lose your bonus to wisdom if you beat it by 5."


L* | HP | GP/HP | Ability Damage Healed**
05 | 10 | 2.00 | 2
06 | 12 | 1.67 | 2
07 | 14 | 1.43 | 2
08 | 16 | 1.25 | 2
09 | 18 | 1.11 | 2
10 | 40 | 0.50 | 4
11 | 44 | 0.45 | 4
12 | 48 | 0.42 | 4
13 | 52 | 0.38 | 4
14 | 56 | 0.36 | 4
15 | 90 | 0.22 | 6
16 | 96 | 0.21 | 6
17 | 102 | 0.20 | 6
18 | 108 | 0.19 | 6
19 | 114 | 0.18 | 6
20 | 240 | 0.08 | 12

found it .. it was buried in the (what mistakes did we make in the book) thread


So...you're good then?


Cavall wrote:
So...you're good then?

Yes that chart is what it does based on the heal'ed level, se are playing a converted temple of elemental evil,

I was playing a wizard who went rogue (is leaving the party) we are about half way through. With my new char being a rogue, no teleport as there are no more wizards in the group,

Skill unlock heal seems to good to pass up.


I think it's great. I'm also impressed with disable devices "disable as an immediate action when traps are sprung." For where you're going that could be invaluable.

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