1st - You can identify any disease or poison, and know the DCs involved in treating or curing them. When you spend at least 1 hour administering care, you can heal 1d6 hit points, this goes up by 1d6 for each rank in Heal (max 10d6 per day).
4th - You may provide long term care to an amount of patients equal to your ranks in Heal, you can use your heal check against temporary negative levels (at the same rate as ability damage), and patients under your care recover 1.5x faster.
7th - When you score a critical hit against a living creature, you may add 2d6 bleed damage, the fatigued condition, or the sickened condition for 1d6 rounds. Using this ability multiple times on the same target increases the duration if the same option is chosen. Ending the bleed effect before the normal duration expires requires a DC 15 Heal check.
10th - You gain fast healing 2. If you can get to someone within 1 round of them dying and pass a Heal check at DC 20+(amount they are negative), they are returned to life at -1. You can only do this once per day per target.