The Heal skill is may be used to treat wounds, poison, and disease, help others to recover faster, and improves the effectiveness of your healing magic.
First Aid
If a character has negative hit points and is losing hit points, you can use Heal to stabilize the patient. A stable character regains no hit points but stops losing them. The DC is 15.
Heal Wounds
With a Healer’s Kit, if a character has lost hit points, the character can restore some of them. A successful check (DC 15), as a full-round action, restores 1d6 hit points. This application of the skill can be used successfully on a character only once per day.
Treat Poison and Disease
Each time a poisoned or diseased character makes a saving throw against the poison or disease, you can make a Heal check. The poisoned character uses your check result or their saving throw, whichever is higher.
Short-Term Care
When taking a short rest, you may make a Heal check to treat injuries. You may heal a number of hit points equal to the check result and may divide this healing among multiple recipients as you choose. Each creature may only benefit from short-term care once per day. Short-term care counts as light activity for the healer.
Long-Term Care
When taking a long rest, you may make a Heal check to treat injuries. You may heal a number of hit points equal to twice your check result and may divide this healing among multiple recipients as you choose.
In addition, up to six patient under your care recover hit points or ability score points at twice the normal rate. Long-term care counts as light activity for the healer.
You cannot give long-term care to yourself.