Heal Another Skill

Heal Another (Wis)
Light Side Force Skill; Requires the Force-Sensitive and Alter feats
You can use the Force to heal damage taken by another person.

Check: This skill can restore vitality points, wound points, or ability score points lost by someone other than yourself. The result of the Heal Another check indicates the damage that is healed.

The table below indicates the amount of healing possible for the result you achieve, as well as the associated vitality point cost to you. You can always decide to heal fewer points than indicated by your check result and thus incur a lower vitality point cost.

Result Type/Amount of Healing Vitality Point Cost
10-14 Stabilize a dying character 1
15-19 Restore 1d4+1 vitality points 1
20-24 Restore 1d6+2 vitality points or 1d4+1 wound points or 1d2 ability points 2
25-29 Restore 1d8+4 vitality points or 1d6+2 wound points or 1d4+1 ability points 4
30+ Restore 2d6+6 vitality points or 1d8+4 wound points or 1d6+2 ability points 6

You must touch the target that you want to heal. Your target can’t receive healing that would increase her vitality points, wound points, or any of her ability scores beyond her full normal total. Any excess points restored are lost.

Retry: You can’t attempt to heal vitality damage to the same person a second tie until 1 hour has passed. You can’t attempt to heal wound damage or ability score damage to the same person a second time until 24 hours have passed.

Special: You can only restore ability score points lost to temporary effects such as poison or disease; permanent effects such as aging can’t be reversed with this skill.

You can take 10 when making a Heal Another check, but you can’t take 20.

A character with the Compassion feat gets a +2 aptitude bonus on Heal Another checks.

Time: Heal Another is a full-round action that provokes an attack of opportunity.

Vitality Point Cost: At least 1 (for a failure or a minimal success), but see above.

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