Can you use the Heal skill on yourself?


Rules Questions


Heal; Provide Long-Term Care: SRD wrote:

Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or ability score points (lost to ability damage) at twice the normal rate: 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; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.

You can tend as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself.

This is very clear. I can't provide long-term care on myself.

Since the other descriptions of uses lacked this sentence, I assumed that you could use Treat Deadly Wounds and Treat Disease/Poison on yourself, but I came across this trait on the SRD which implies the opposite.

Friendless (Tiefling Race Trait):
You have grown used to looking after yourself without help.

Benefit You can make Heal checks on yourself for the purposes of treating deadly wounds, diseases, and poisons.

Friendless

Now, this trait does have a "warning" which says that "This content was created by Paizo Publishing LLC for the Pathfinder rules but is not from the Pathfinder RPG product line.", so should I just ignore the trait and its implications? Or is it true that you can't use Treat Deadly Wounds on yourself?


Wonderstell wrote:
Heal; Provide Long-Term Care: SRD wrote:

Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or ability score points (lost to ability damage) at twice the normal rate: 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; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.

You can tend as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself.

This is very clear. I can't provide long-term care on myself.

Since the other descriptions of uses lacked this sentence, I assumed that you could use Treat Deadly Wounds and Treat Disease/Poison on yourself,

This is how I have always read it.

Wonderstell wrote:

but I came across this trait on the SRD which implies the opposite.

Now, this trait does have a "warning" which says that "This content was created by Paizo Publishing LLC for the Pathfinder rules but is not from the Pathfinder RPG product line.", so should I just ignore the trait and its implications? Or is it true that you can't use Treat Deadly Wounds on yourself?

You should ignore the trait's implications because Pathfinder has had quite a few instances of traits/feats/etc that don't actually DO anything if you consult the relevant rules. And that source is a player companion, which do not get errata, so the fact that it hasn't been fixed (unlike the once-notorious Prone Shooter feat) doesn't mean anything either.


Well, I need to brush up on Heal Skill, so this is gonna take a while, since I'm going to end up over-analyzing this (I'm using d20pfsrd, in case there's any confusion).

By RAW, you can do the following things with the Heal Skill:

  • Identify Drugs/Pharmaceuticals
  • Provide First Aid
  • Provide Long-Term Care
  • Treat Wounds From Caltrops & Such
  • Treat Deadly Wounds
  • Treat Poison
  • Treat Disease

Identify Drugs/Pharmaceuticals wrote:
The Heal skill is used to identify and understand pharmaceuticals. No further information was provided in the source material.

This would target the drug/Pharmaceutical, not a character, so it's moot for this purpose.

Provide First Aid wrote:
You usually use first aid to save a dying character. If a character has negative hit points and is losing hit points (at the rate of 1 per round, 1 per hour, or 1 per day), you can make him stable. A stable character regains no hit points but stops losing them. First aid also stops a character from losing hit points due to effects that cause bleed.

You can't use the skill if you're at negative hit points (because, dying), but you could use it to stop the "Bleed" effect on yourself. (See: "Rambo, John")

Provide Long-Term Care wrote:

Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or ability score points (lost to ability damage) at twice the normal rate: 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; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.

You can tend as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself.

As OP referenced, Long-Term Care is off the table - specifically called out in the skill as being unusable on yourself.

Treat Wounds from Caltrops, Spike Growth, or Spike Stones wrote:

A creature wounded by stepping on a caltrop moves at one-half normal speed. A successful Heal check removes this movement penalty.

A creature wounded by a spike growth or spike stones spell must succeed on a Reflex save or take injuries that reduce his speed by one-third. Another character can remove this penalty by taking 10 minutes to dress the victim’s injuries and succeeding on a Heal check against the spell’s save DC.

A character can use Heal skill to remove speed penalties from caltrops, but not Spike Growth/Spike Stones (since that specifically calls out "another character".

Treat Deadly Wounds wrote:
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.

This says nothing about needing someone else to treat you. As such, it's reasonable to allow it.

Treat Poison wrote:
To treat poison means to tend to a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you make a Heal check. If your Heal check exceeds the DC of the poison, the character receives a +4 competence bonus on his saving throw against the poison.

As above, nothing in this section says you can't treat yourself.

Treat Disease wrote:
To treat a disease means to tend to a single diseased character. Every time the diseased character makes a saving throw against disease effects, you make a Heal check. If your Heal check exceeds the DC of the disease, the character receives a +4 competence bonus on his saving throw against the disease.

Again, nothing in this section says you can't treat yourself.

Now, looking at Friendless:

Friendless (Tiefling Racial Trait) wrote:
You can make Heal checks on yourself for the purposes of treating deadly wounds, diseases, and poisons.

RAW, this looks like a redundant trait.


Sometimes authors get stuff wrong. Especially when it's not from the core lineup of books. They're subject to less revision and editing so stuff gets by that shouldn't.

Like traits that do nothing.


Out of curiosity, does this mean that characters with special abilities that allow them to stay up after negative hit points have been reached can use that time to stop themselves from bleeding out just before they would normally die?

Suddenly, I feel like pushing more heal skill points into one of my characters. Somehow, I find having her patch up her own internal organs to be a hilarious mental image.


SunstonePhoenix wrote:
Out of curiosity, does this mean that characters with special abilities that allow them to stay up after negative hit points have been reached can use that time to stop themselves from bleeding out just before they would normally die?

Yes.

SunstonePhoenix wrote:
Suddenly, I feel like pushing more heal skill points into one of my characters. Somehow, I find having her patch up her own internal organs to be a hilarious mental image.

IIRC, some years back there was a scientist all alone in an Antarctic base who developed, um, appendicitis or something. Antarctic conditions did not allow for anyone to land at the time, so they dropped some surgical supplies on her and she performed surgery on herself, with coaching through the Internet... and without anesthesia of course.


Thanks for the quick responses! Glad to know I didn't use the Heal skill incorrectly all this time.


Watch Master and Commander. Great example of someone treating themselves!

... Pass the mirror please


Fuzzy-Wuzzy wrote:
SunstonePhoenix wrote:
Out of curiosity, does this mean that characters with special abilities that allow them to stay up after negative hit points have been reached can use that time to stop themselves from bleeding out just before they would normally die?

Yes.

SunstonePhoenix wrote:
Suddenly, I feel like pushing more heal skill points into one of my characters. Somehow, I find having her patch up her own internal organs to be a hilarious mental image.
IIRC, some years back there was a scientist all alone in an Antarctic base who developed, um, appendicitis or something. Antarctic conditions did not allow for anyone to land at the time, so they dropped some surgical supplies on her and she performed surgery on herself, with coaching through the Internet... and without anesthesia of course.

That would be Leonid Rogozov.

/cevah

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