The Heal skill usually isn't a good way to recover HP. Typically treat deadly wounds takes an hour, 2 uses of a healer's kit, and recovers HP equal to the recipient's level on a DC 20. If the healer succeeds by 5+, they add their Wis mod. Wooo, enjoy like 12 HP guys! Once per day per person.
With Amn's feats, she doesn't need a heal kit. But she gets a better bonus if she uses one. The Healer's Hands feat allows her to treat deadly wounds as a full round action a number of times per day equal to her ranks in knowledge planes (+5, because Open Conduit feat), or 13/day, even if you've already benefited from treat deadly wounds that day.
Incredible Healer feat also replaces the amount healed with the result of my heal check. Without using a kit, Amn has a +24 heal. So somewhere between 25 and 44 hp, a little bit better than 12. As a life Oracle, one of her revelations, Healing Hands (so many things have very similar names), allows her to treat two patients at the same time with the same check.
Also! Amn took Signature Skill for heal, giving her access to the skill unlocks. It won't work with Incredible Healer, but if she chooses to use the base healing instead of the heal check result it's treated as a full day of bed rest, including ability score damage. So 2hp per level, 2 ability damage for each damaged attribute. She can't roll below 25, so you'll always get her Wis mod of 4 extra HP, and if she hits a DC 30 she adds her skill ranks (8) on top.
Once in a while, she might also cast a spell. Or use one of her 8 Channels, or 8 kinda Lay on Hands uses. Like a normal healer. =P
Amn the Forgotten:
Amn doesn't remember the facts about her life, only feelings and sentiment. Occasional pangs of regret and loss, tinged with pain, fear, and love haunt her; yet she can never remember why. What she does know is war, medicine, and that her death meant something. She remains aware of the powers she had in life, that she had been a trained battlefield physician from a domineering nation. Wielding magical and practical techniques, she was an expert at keeping soldiers on their feet -- something she was not often proud of.
In the end, her foes were not mortal beings and her allies were her equals instead of soldiers. Amn recalls the massive wound in the world, and the demons that poured through that day... So many friends had fallen around her, faces she can't quite recall. Exhausted, nearly alone, she gave the last gift she had: the final sacrifice a master of the Healing Hand could. She brought her allies back, every last one, to finish the demon lord. The cost wasn't much, really. A true death, with no hope to return. Her name would be cleared from history. Future generations wouldn't remember the bad men she had healed; the evil armies who's horror she had exacerbated, or at least not the role she had played. And those who knew her in her latter years? They might mourn her memory, but they wouldn't even remember her name.
Amn knows she should be sad, but for some reason her heart feels lighter now than it ever had in life.
Duviana 'Dove' Henderthane:
Duviana was a Chellish noblewoman, born into the House Henderthane, one of House Thrune's greatest allies renowned for their weapons. "Dove" exhibited her Oracular gifts at a young age, and though an Oracle of life was not ideal for a family so tied to war, any healer would be useful to the armies of Cheliax.
Dove spent most of her life away from home. Past age 15 she's only been home three times, and visited by her father only a handful more. She had been sent to Nidal, to Pangolais, to learn from the famed battlefield surgeons who couldn't rely on magic to mend the injured. Her father arranged a personal tutor from Tian Xia to teach her the practices of the Pei Zin way. Duviana also studied the ways of the Healing Hand, though that was not her father's idea -- he loathed to think of her on the battlefield without arms or armor.
She had an eventful career and took part in numerous campaigns. Duviana never had the same respect or fame as warriors, but keeping legions of Hellknights fighting earned her a form of fame in certain circles -- and infamy in others. War weighs heavy on the soul, and after so many years Duviana walked away.
The last decade or so of Dove's life was different in many ways. She chose her allies, chose her battles, and used her skills and magic to help those in need -- sometimes putting her at odds with the very Hellknights she had served before. In the end, it was the fighting at the Worldwound where she fought her last battle. It wasn't the famed invasion of Deskari, but a lesser demon lord and its horde. After her allies had fallen, Dove gave her final sacrifice to resurrect them all and give them a fighting chance.
Amn is a Deaf Oracle:
You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time.
At 5th level, you receive a +3 competence bonus on Perception checks that do not rely upon hearing, and the initiative penalty for being deaf is reduced to –2.
At 10th level, you gain scent and you do not suffer any penalty on initiative checks due to being deaf.
At 15th level, you gain tremorsense out to a range of 30 feet.
Deaf condition:
Deafened
A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.
Amn casts as if she had Silent Spell, has a +3 Perception to mitigate some of the opposed penalty, and only takes -2 to initiative.