Heal (WIS)

Check: The DC and effect depend on the task the character attempts.

TaskDC
First aid15
Long-term care15
Treat caltrop wound15
Treat poisonPoison's DC
Treat diseaseDisease's DC

This ability is detailed in the Players Handbook. Here are some additional benefits.

First Aid: First aid usually means saving a dying character. If a character has negative hit points, the healing character can make her stable. The injured character regains no hit points, but she does stop losing them. The check is a standard action, and tends to open the healer to free attacks..

First Aid: First aid can also be used to sew up and tend open wounds (Piercing, Slashing). This is time consuming, taking 10 rounds (1 minute), so is usually done after battle. The amount of healing received depends on the Healing check. 1pt at 15, 2pts at 20, 3pts at 25, etc. This healing must take place immediately after the battle. The longer the delay, the tougher the roll. The DC gets tougher by 5 every minute. (so, effectively, a healer works on the first patient normally, then -5 cumulative for each following patient).

Note, these are available:: 

50gp. Healer's Kit: This kit is full of herbs, salves, bandages and other useful materials. It is the perfect tool for anyone attempting a Heal check. It adds a +2 circumstance bonus to the check. It's exhausted after ten uses.

300gp. Master Work Healer's Kit: This kit is full of herbs, salves, bandages and other useful materials. It is the perfect tool for anyone attempting a Heal check. It adds a +4 circumstance bonus to the check. It's exhausted after ten uses.