With a cursory search, I found a couple items. The reference I found indicated Heal Kits can come in +1 to +10, not just +2. I also found: Magic Item Compendium - Healing Belt – Gain a +2 competence to Heal Checks and has 3 healing charges. There are also Psionic Shards that can be up to +10 to a skill ability that can be applied to Heal.
I noted that these also have instructions on what it takes to craft the items. The belt for example requires Craft Wonderous Item, Cure Moderate Wounds, 500GP, 40XP and 1 day to craft. How much would the benefits and cost scale up if Cure Critical Wounds was used instead?
Using templates from existing items or the rules for crafting you could generate any number of items that can benefit your player character. You could also apply an item that grants a feat, or craft one and apply the feat Skill Master and specify Heal, this would provide a +10 to Heal Check.
Skill Mastery is also a feat the play could gain that grants a +10 to the skill. If you are writing the Prestige class you could incorporate Skill Mastery Heal as a special gained at a given level. You could possibly create an Improved Skill Mastery Heal that stacks for a second +10 if you want the PRC to have healing that powerful.
Hope you find this helpful.
You can't fight the GM...
The GM is absolutely right when he says that in his campaigns the muleback cords' improvement to a creature's carrying capacity does not apply to carrying other creatures. I mean, really, the description of the muleback cords says
This bonus [to Str from the cords] does not apply to combat, breaking items, or any other Strength-related rolls, [sic] it only contributes to the amount of equipment or material the wearer can carry.
"See how there's no entry for unconscious creature in Equipment?" the GM may say. "You want to transport a creature without a cart? You bull rush, drag, grapple, or reposition that creature; you don't carry that creature."
...But the GM has staked out an unusual position
Except in the case of the cords, actual, Strength-based Carrying Capacity rarely seems to differentiate between what is carried or where.1 Further, for comparison, mounts like the griffon or the mammoth avoid distinctions between creatures, objects, or their loads' locations with their carrying capacities, treating everything as just weight.2 Although some GMs have had difficulty with the muleback cords, that's usually due to an already-high-Strength-score PC hauling around an absurd amount stuff (a bag of holding is cited as a more reasonable solution), not with the PC toting creatures.
The writer earned at most $0.70 for it only contributes to the amount of equipment or material the wearer can carry instead of $0.45 for it only applies when determining the wearer's carrying capacity. Players shouldn't be punished because writers are paid by the word.3
(That unconscious creatures can only be moved with combat maneuvers shouldn't be a thing. There are many situations the game can't or doesn't bother to cover because a human's at the controls.)
This doesn't sound like the real issue
It sounds like you surprised the GM. Some GMs react negatively to surprises, trying desperately to make plots continue despite the interference of pesky PCs. It sounds like the GM tried to stop you with a rules call to further the plot instead of accommodating you and faking the plot. That's okay. That's not, like, the Mark of a Bad GM or something. Plots are hard and GMing is hard; a bad rules call, while not the best way to keep the plot on course, is certainly a way to keep the plot on course.
Talk to the GM before next session. Explain that you're totally comfortable with events as they occurred. Then explain that you weren't trying to cheat when you wanted to carry the unconscious creature but that you bought the cords expecting to have an increased carrying capacity for everything. Then mention gently that, while it's his campaign, other GMs haven't ruled that the cords work the way he ruled, and urge him to reconsider. Finally, if creatures still don't count, ask if you could you get, instead, a heavyload belt.
As a last resort, you can, at the table, lawyer up and explain to the DM, as your character attempts to heft an NPC over his shoulder, that the NPC is food or future material components for the spell animate dead. That's equipment or material, right? Then drop the NPC and say you changed your mind. I recommend against this unless you're planning to leave the game shortly thereafter.
1 That I can't find an instance elsewhere where carrying capacity is differentiated doesn't mean there's not an instance somewhere.
2 Barding is a weird exception.
3 Alternatively, the former phrase might've fit better on the page than the latter. Players also shouldn't be punished for the decisions of the layout department.
Best Answer
Rolls basically come in three flavors: “rolls” (e.g. attack, damage), “checks” (e.g. ability score checks, skill checks), and “throws” (i.e. saving throws). A circlet of persuasion only applies to the “checks,” and not to “rolls” or “throws.” And it certainly does not apply to anything based on Charisma that doesn’t involve rolling a die, like for example a sorcerer’s bonus spells or save DCs. Basically, you need to see the word “check” somewhere if you want it to apply.
But it does apply to all checks involving Charisma, rather than only ability score checks. The wording for that would be a “bonus to Charisma checks” rather than a “bonus to Charisma-based checks.” So yes, it does apply to skills and some other things.
Major examples:
Ability score checks, e.g. the Charisma check made during planar binding
Skill checks, e.g. Perform or Use Magic Device
Concentration checks, e.g. for a sorcerer
Major examples that are not checks:
Non-dice-based things, like bonus spells for a sorcerer or AC for an oracle with the nature’s whisper revelation
Attack rolls, e.g. with smite
Note that performing a combat maneuver involves rolling “an attack roll and add your CMB in place of your normal attack bonus,” so it also does not count.
Completely tangential, but while we’re here: Whether or not a situation like smite, where you add both Strength and Charisma, would count as a “Charisma-based roll” is very unclear. There are very few situations where this comes up, but if it ever does I would almost-certainly count it, myself. As far as circlet of persuasion is concerned, the question is moot because whether it’s “Charisma-based” or not, it certainly isn’t a “check.”
Damage rolls, e.g. with Desna’s Divine Fighting Technique and a starknife
Saving throws, e.g. with divine grace