Heal Self Skill

Heal Self (Cha)
Requires the Force-Sensitive and Control feats
You can use the Force to heal damage you have taken.

Check: This skill can restore vitality points, wound points, or ability score points you have lost. The result of the Heal Self 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 at a category less than indicated by your check result and thus incur a lower vitality point cost.

Result Type/Amount of Healing Vitality Point Cost
10-14 Restore 1d4+1 vitality points 0
15-19 Restore 1d6+2 vitality points or 1d4+1 wound points or 1d2 ability points 0 or 1
20-24 Restore 1d8+4 vitality points or 1d6+2 wound points or 1d4+1 ability points 0 or 2
25+ Restore 2d6+6 vitality points or 1d8+4 wound points or 1d6+2 ability points 0 or 4

You can’t increase your vitality points, wound points, or any of her ability scores beyond your full normal total. Any excess points restored are lost.

Retry: You may only attempt a Heal Self check once per hour (for vitality points) or once per day (wound points or ability score points).

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 Self check, but you can’t take 20.

A character with the Attuned feat gets a +2 aptitude bonus on Heal Self checks.

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

Vitality Point Cost: 1 for failure, 0 for restoring vitality points, and either 1, 2, or 4 (see above) for restoring wound points or ability score points.

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