Treating deadly wounds with the heal skill


Rules Questions


Can you take a 10 on this? Reading through the boards from what I could see people said yes but I couldn't ever figure out if this was RAW or not.

The rule states:
"A creature can only benefit from its deadly wounds being treated"

----is it's deadly wounds a combats worth or a days worth? Is the plural referring to sets of deadly wounds or all those for a the day.

---I have stabs in my chest from the first combat and an injured arm from the second.

"never more than once per day."

Never more than once a day for the same wound or different wounds? I'm not sure if that part of the line is solely meant so a wound isn't treated multiple times or by multiple healers.

-Character takes two wounds in combat, they are treated. Next combat
character takes more wounds. First set of wounds were treated. Can now the second set be treated once as well? If so the character would "only benefit from" each set of it's wounds being treated "once a day"

It seems rather strange if someone could be wounded and treated and then if they are wounded again be unable to be treated. "Oh I cut my arm" - healer heals it. "Oops got hit by an arrow in the leg" - healer says sorry I treated your arm so the leg can rot.


Your thinking too much in rl terms. Pf doed not track how where or howmany timed you get stabbed. If it says once per day it is once per day.


As Mojorat mentioned, PF does not track individual injuries. You take HP damage, whether you're stabbed in the face or shot in the big toe. Treating deadly wounds allows you to non-magically restore an amount of HP once per day; the daily limitation is so that it doesn't supplant things like healing potions or classes.

As to taking 10, the only rules surrounding taking 10 is that you must be in a distraction-free environment and not in any immediate danger. So unless the Heal skill states otherwise, then yes - you can take 10 on the roll.


Thanks, that's about what I thought but sometimes the more you reread something more you incorrectly read into it.


Since were on the subject and I had looked over the skilll how long does treat deadly eounds take? Since it doesnt say its ptedumably a standard action but it seems like it should take longer.


@Mojorat: It's there, under the Action section of the skill on the PRD:

Action wrote:
Providing first aid, treating a wound, or treating poison is a standard action. Treating a disease or tending a creature wounded by a spike growth or spike stones spell takes 10 minutes of work. Treating deadly wounds takes 1 hour of work. Providing long-term care requires 8 hours of light activity.


Xaratherus wrote:

As Mojorat mentioned, PF does not track individual injuries. You take HP damage, whether you're stabbed in the face or shot in the big toe. Treating deadly wounds allows you to non-magically restore an amount of HP once per day; the daily limitation is so that it doesn't supplant things like healing potions or classes.

As to taking 10, the only rules surrounding taking 10 is that you must be in a distraction-free environment and not in any immediate danger. So unless the Heal skill states otherwise, then yes - you can take 10 on the roll.

This.

It's easy to think of Take 10 as "no consequence for failure", but it's not - it's "no distractions, not under pressure".


Bizbag wrote:
Xaratherus wrote:

As Mojorat mentioned, PF does not track individual injuries. You take HP damage, whether you're stabbed in the face or shot in the big toe. Treating deadly wounds allows you to non-magically restore an amount of HP once per day; the daily limitation is so that it doesn't supplant things like healing potions or classes.

As to taking 10, the only rules surrounding taking 10 is that you must be in a distraction-free environment and not in any immediate danger. So unless the Heal skill states otherwise, then yes - you can take 10 on the roll.

This.

It's easy to think of Take 10 as "no consequence for failure", but it's not - it's "no distractions, not under pressure".

Not to mention that "take 10" gives you the average result you could achieve. If you don't know the DC of the check and you take 10, you still run the risk of failure.

In the case of deadly wounds you know the DC, so you know if you can safely take 10 - but it's not always without risk even when you can do it.


Even if you could use this more than one time a day on a given character (for different wounds) I don't think it could ever supplant potions/spells.

One hour a day a few times reduces the adventuring day to very little.

Often characters are not in places where they can just hang out for an hour or more.

At say 5th lv with a wis of 20 this would heal 15 damage. It is not uncommon for characters to take a lot more damage than this in any given combat. If you took 30 damage in two different combats and both could be treated you would still be left with 30 damage which is very significant. (and have used 2 hours from the day assuming no one else was treated, if they were then 3 or 4 or more hours.)


Yes, but at the end of the day you can also use the Long-Term Care rules to treat the party for the evening, healing (assuming the party is all lvl5) 10hp per person (excepting the healer), over the course of the night. Granted it's not a massive amount, but that's what magic is for.

Meaning with the standard 4 person party (at lvl 5 with the healer at wis20), while adventuring, in 11 hours (sleeping + eating, setting up camp, etc) you could heal all 4 of you for 10hp (1hp/lvl + Wis mod) and the other 3 foe an extra 10 (2xlvl) each of them (so 20hp for each ally, and 10 for you). A total 70hp healed, in 'downtime' all without expending magic, and without the chance of failure or healing less that that.

For an inexpensive resource at lvl 5 (that much healing would have used 11 healing kit charges, so 2 kits, or 100gp), it's worth it to have around.


Blindmage wrote:
For an inexpensive resource at lvl 5 (that much healing would have used 11 healing kit charges, so 2 kits, or 100gp), it's worth it to have around.

Inexpensive, yes, compared to the price of potions of Cure Light Wounds to heal that much, and unlike potions, the Heal skill heals more HP as the PCs gain levels.

But, an alternative to carrying around dozens of healing kits is to get a Vest of Surgery - now you always have a healer's kit.


Blindmage- I don't believe you can use Long-Term Care that way. The rule states:

---"Providing long-term care means treating a wounded person for a day or more"

in the evening is not 'a day or more'. It also says

-- "2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest"

I would take this as you must have at least a day of rest for which you get the 4 hp back a level. If you rest an additional 8 hours you can get back more. Treating them is defined as 'light activity' for you. Not running around adventuring or sleeping. I see no way you can rest for the night and consider that 'long term care'.


Mir wrote:

Blindmage- I don't believe you can use Long-Term Care that way. The rule states:

---"Providing long-term care means treating a wounded person for a day or more"

in the evening is not 'a day or more'. It also says

-- "2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest"

I would take this as you must have at least a day of rest for which you get the 4 hp back a level. If you rest an additional 8 hours you can get back more. Treating them is defined as 'light activity' for you. Not running around adventuring or sleeping. I see no way you can rest for the night and consider that 'long term care'.

See my quote of the Action type required for the various uses of the Heal skill. Long-term care requires 8 hours and grants 2 HP per level. Blindmage specified that the characters in his example were 5th level, so providing long-term care to them would restore 10 HP. Action type supercedes what you quoted (which is essentially 'fluff').


I feel silly for not looking at the action type. Though in my defense all the other actions taking longer have it explained in their writeup.


Mojorat wrote:
I feel silly for not looking at the action type. Though in my defense all the other actions taking longer have it explained in their writeup.

The only reason I remembered it was because I just had a character use it a couple of weeks ago, and had to look it up because the GM didn't know.


Hmmm, I hate it when the skill description and the action description conflict. I would assume the action description is correct. It still requires light active though which means if you are not sleeping or regaining spells. Which would seem to put a damper on it. Unless there is something I missed there as well.


Thinking about it more the more uncomfortable with the action supplanting the main description. If it does then you would never use the 24 hour action to recover 4 hp per level. Instead you would just use consecutive 8 hour actions. But then again after three of these you haven't slept for 24 hours which brings this back to this being light activity not sleep/rest.


Using three consecutive 8-hour sessions is not an option. Although it's not very clearly written, your options are "a full 8 hours rest in a day" or a "full day of complete rest".

So if you rest for 8 hours, you regain 2 HP; if you rest 24 hours you regain 4 HP; if you rest 16 hours, you still only regain 2 HP, because the 8-hour option can only be used once in a day (24-hour period).

To rephrase it, the way that it reads is basically, "If you rest more than 8 hours but less than 24 hours, you regain 2 HP; if you rest a full 24 hours, you regain 4 HP."


Hmm, Think you missed the point of my last post.

Early you quoted the action part of the heal skill:

-- "Providing long-term care requires 8 hours of light activity."

This you later said supplants where the heal skill says:

-- "Providing long-term care means treating a wounded person for a day or more"

if you argue this way then I would also argue that the action part of the heal skill says nothing about 24 hours of rest and that you can simply take 8 hour consecutive actions. This makes no sense.

The action part of the description I would say must supplant everything or nothing. I do not think you can pick and choose what it supplants. I think your reading of the skill is wrong and as it states in the main description 'long term' means a day or more. Not a night. On top of that it was never addressed when the character using the heal skill would be resting if they are using the skill all night.

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