Heal Skill Take 10


Rules Questions


Its clear to me you cant take 20 with a heal check, as there is a penalty for failure.

But can you take 10? Assuming no other distractions.

For example on a treat wounds check for caltrops after a combat.

Thanks for any advice.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Michael C Allen wrote:
But can you take 10? Assuming no other distractions.

Yes. Same for every skill except UMD and Swim (in stormy water only). If there are no other distractions, you can take 10.

Sovereign Court

What penalty for failure?

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

There's actually not a penalty for failure (that I could find at a glance, at least) on treating caltrops wounds. So you actually could take 20, but that would take 200 minutes and 20 uses of a healer's kit (or rather, a couple of healer's kits). :/


Thanks - this helps.

Hey - its the first time I've been Jiggied - not a bad feeling at all :-)

Mike


The Heal skill states you normally can't retry a Heal check (except to administer first aid), unless you have visible proof that it failed.

So taking 20 shouldn't be possible in most cases, since you would need to observe if something changed in the patient's condition before trying again.


Yes, penalty for failing means something like climb, where failing by 5 or more means you fall. Not simply "uses up a charge", or "fails to actually do something".

Obviously stuff you can't repeat you can't take 20 on either. You can't take 20 on a bluff check to convince someone you're really the king.


BTW I would assume the failure possibility on the caltrops removal is that you did not remove them carefully enough that the speed penalty is still in play.

Take 10 = careful and deliberate removal using the tweezers in that healers kit

Take 20 = the first fail you roll tears the poor soles of your feet up even more.

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