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Shadow_of_death |
![Cold Rider](http://cdn.paizo.com/image/avatar/Cold-Rider.jpg)
When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day.
*You must expend two uses from a healer's kit to perform this task.
You take a –2 penalty on your Heal skill check for each use from the healer's kit that you lack.
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Darigaaz the Igniter |
![Maghara](http://cdn.paizo.com/image/avatar/PZO9258-GhostDragon_500.jpeg)
*You must expend two uses from a healer's kit to perform this task.
You take a –2 penalty on your Heal skill check for each use from the healer's kit that you lack.
Question: is the bonus from the healer's kist already factored into this? Or does it go like:
2+ uses in kit: +2 to check
1 use in kit: (+2-2=)+0 to check
or
no healer's kit: -4 to check
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Kalyth |
Shadow_of_death wrote:*You must expend two uses from a healer's kit to perform this task.
You take a –2 penalty on your Heal skill check for each use from the healer's kit that you lack.
Question: is the bonus from the healer's kist already factored into this? Or does it go like:
2+ uses in kit: +2 to check
1 use in kit: (+2-2=)+0 to check
or
no healer's kit: -4 to check
I assume you must have the healers kit as it specifically calls it out. It requires one additional use of the healers kit than normal to gain the bonus, so I would still give them the +2 bonus for the kit.
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jupistar |
![Zorek](http://cdn.paizo.com/image/avatar/PZO9034-Zorek.jpg)
Treat Deadly Wounds: When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day. You must expend two uses from a healer's kit to perform this task. You take a –2 penalty on your Heal skill check for each use from the healer's kit that you lack.
Healer's Kit: This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer's kit is exhausted after 10 uses.
For the following discussion, assume the PC has a heal skill of 7 at 1st level. So, when the PC uses the Heal Skill with a new kit to Treat Deadly Wounds, the PC has to beat a DC20 with a d20 + 9 and the kit will be depleted by 2 uses.
Questions (I don't see that Darigaaz's question was answered by anyone other than Kalyth and that answer wasn't worded very clearly, imo):
1) What is the modifier if the kit has 1 use left? I'm guessing 7 (+2 circumstance bonus from the kit and -2 from TDW rule requiring two uses).
2) What is the DC if no kit? I'm guessing 3 (no circumstance bonus and -4 from TDW rule requiring two uses).
Scenario:
3rd Lvl Fighter Joe Swordsman takes on 3 kobolds in the morning who do 15 points of damage to him and that evening 3 more kobolds do 10 more points of damage. Healing must be done within 24 hours of being injured and can be done only once per day. So, the healer then heals the fighter while they're sitting around the campfire for 3 points using TDW.
3) Can he designate that the 3 points is applied to original 15 points of damage when he does this? Does this mean you need to track your damage incurred separately?
4) Can he then heal 3 points against the more recent injuries?
5) Can he heal 3 more points the following morning and apply it to the 15 points incurred the previous morning (assuming it has been less than 24 hours) and then again for 3 points to the new injuries?
Addendum:
What if the fighter had already received 13 points of healing from Cure Light Wounds?
6) Can he heal 2 points against the original 15 and 3 against the new? Following up with 3 in the morning of the "next day"?
7) Or do those CLW points go to the olds injuries, the new injuries, evenly split, or what?
8) What if that CLW healing happens in-between the damage from the two attacks?
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waiph |
![Fire Elemental](http://cdn.paizo.com/image/avatar/2-Firefight.jpg)
A character can only benefit from healing once per day. Simple as that.
So if the fighter has taken 15 pts in the morning, and 10 more that night, you Heal him for 3 pts that night, he can't benefit from more heal checks that day.
Next day you toss another heal check and he gets 3 more points since he's taken damage within the past 24 hours. He can't benefit from heal checks that day.
So one check per day, as long as the character has damage that is less than 24 hours old. it shouldn't be a big enough deal to merit tracking it, but it could behoove you to keep track of what damage is old, if Heal-checks is the only healing you have access to.
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jupistar |
![Zorek](http://cdn.paizo.com/image/avatar/PZO9034-Zorek.jpg)
"A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day."
Yes, I understood that this means a character can't have his wounds treated more than once per day. But the question, and I think it's legitimate, is whether or not that applies to repeated treatment of the same wounds or all wounds? Which of the following interpretation is the way to read this sentence?
Interpretation 1:
I take a cut to my arm and torso it costs me 15 hp. Well, I can only get those deadly wounds treated within the first 24 hours since it happened and only once per day.
But what if I take a deep gash to my leg afterwards costing me 10 hp. Different set of wounds. This deadly wound would have to be treated within 24 hours of occurrance and never more than once per day.
When I read the sentence at the top of this post, this interpretation fits.
Interpretation 2:
I take a cut to my arm and torso it costs me 15 hp. Well, I can only get those deadly wounds treated within the first 24 hours since it happened and only once per day.
But what if I take a deep gash to my leg afterwards costing me 10 hp. Different set of wounds. This deadly wound can not be treated because the arm and torso were already treated and a character can only treat any injury of a single creature within 24 hours of any of the injuries and only 1 treatment of the body per day (the time and individuality of the injuries are actually irrelevant).
When I read the sentence at the top of this post, this interpretation seems to fit, as well.
-------------------------
For what it's worth, I suspect Interpretation 2 is how they meant it, but I'm just trying to be sure.
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jupistar |
2 people marked this as FAQ candidate. |
![Zorek](http://cdn.paizo.com/image/avatar/PZO9034-Zorek.jpg)
Alright, then, here's my plan to rule on this (I'm open to criticism here):
I agree with everyone else in that even 1 use of a healer's kit still meets the criteria of granting a +2 circumstance bonus. So the modifier goes +2 (two uses), 0 (one use), -4 (no kit).
For simplicity, all healing (magical or otherwise) is applied to oldest wounds first (it should probably be applied equally, but that's horribly complicated). The heal skill to "Treat Deadly Wounds" can only be used on a single person once per day, actual wounds are irrelevant other than as a determination of eligibility of healing and how many HP can be healed (if you're down 20 hp, but the only time you were hurt within the last 24 hours is the 2 hp you lost from two darts 6 hours ago, then it doesn't matter if you're level 14 or not - you can only heal 2 hp).
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David knott 242 |
![Merfolk](http://cdn.paizo.com/image/avatar/PZO90124-Merfolk_500.jpeg)
I'm curious if this would allow a character below the con. score to be healed above, and no longer be dead(spirit willing?). as these are the only wounds you would die from.
thoughts?
Treating deadly wounds takes a full hour, so the time factor alone should stop that from working.
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(in b4 necrothread flamers) First off- since the question is still relevant to the original post- dont flame or hate, because that will just make everything take longer. If you answer the question without making a stink, it will be done and the thread will go back to being quiet again.
OK so now that that bit is out of the way-
Nobody actually confirmed whether or not you can treat deadly wounds without a healer's kit.
Can you make an improvised healer's kit? Assuming someone in the group has knowledge nature to identify and collect the appropriate herbs or if your supplies have things like hard liquor (rum or whiskey or something) and at least mostly clean scraps of cloth, thread or fishing line and a needle-like object. Or maybe heating metal to cauterize the wound... The -4 penalty would surely make sense in this situation.
And who says you cant get defibrillation paddles? /casts shocking grasp
Isnt there a feat that allows for non-lethal spells? :P
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Cavall |
You can treat without a healers kit. You will suffer a penalty.
Personally I feel if you're going the healing skill route (with a wisdom based character and a skill unlock it's not that bad actually) then I would buy a vest of surgery.
These dirt cheap vests always count as having a kit and you can once per day essentially give a lesser restoration on a character. Pretty invaluable.