Pathfinder 2E Treat Wounds question

Yardiff

Adventurer
"You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes).

The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you’re an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you’re a master of
Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.

If you succeed at your check, you can continue treating the target to grant additional healing. If you treat them for a total of 1 hour, double the Hit Points they regain from Treat Wounds. The result of your Medicine check determines how many Hit Points the target regains.

Critical Success The target regains 4d8 Hit Points, and its wounded condition is removed.

Success The target regains 2d8 Hit Points, and its wounded condition is removed.

Critical Failure The target takes 1d8 damage."

Now my question is for the bold part. If you succeed on your check you your patient for some damage and then you can continue to make rolls and heal them more every 10 min and if you does this for an hour you double all the healing? Is that what that says?
 

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kenada

Legend
Supporter
There’s only one roll. The bolded part lets you extend the time spent treating the target to double the hp regained.

For example, suppose the cleric is down 30 hp. The barbarian uses Treat Wounds on the cleric, rolls Medicine, and gets an 18. They then roll 2d8 and get 9. However, the cleric wants to regain more than just 9, so the barbarian opts to continue treating the cleric for the rest of the hour. The 9 is doubled to a total of 18 hp restored to the cleric.
 

Yardiff

Adventurer
Thanks thats what I thought. Combining Assurance feat and Continual Recovery feat allows you to take 10 every 10 min and almost guarantee a success.
That is if the DC stays at 15.
 

kenada

Legend
Supporter
The DC stays the same.

Something to note is that Assurance isn’t quite like taking 10. The only modifier you add is your proficiency bonus. To guarantee a 15, you have to be 3rd level (+5 proficiency = level 3 + +2 Trained).

While that sounds limiting, it can be nice to guarantee a result. It also lets you ignore penalties, so you can e.g., ignore the same-language requirement of Demoralize or Shove or Grapple after making a couple of attacks (because it ignores the MAP).
 

CapnZapp

Legend
Now my question is for the bold part. If you succeed on your check you your patient for some damage and then you can continue to make rolls and heal them more every 10 min and if you does this for an hour you double all the healing? Is that what that says?
No it means that when you've succeeded at your roll, you can choose to say "I'm making this a 60-minute activity instead of a 10-minute activity". If you do, the result in regained hit points is doubled.

You still make only the one skill check roll (and the one hp regained roll). You can simply choose between 100% healing in 10 minutes and 200% healing in 60 minutes.

This can be useful, at least until you get the Continual Recovery feat.
 
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CapnZapp

Legend
The way Assurance does not include modifiers mean that as you get more and more laden with bad Conditions Assurance becomes more and more of a good fall-back option (since you don't include the -1's from fatigued or Clumsy/Enfeebled/Stupefied or whatever).

It also means that you gain much more from Assurance if your ability is 8 than if it is 20 (since you don't include the -1 or the +5).

It's simply 10 plus level plus +2/+4/+6/+8
 

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