Your healing spells draw additional power from the goodness in your soul.
Prerequsites: any Good alignment, Heal 3 ranks
The die type used for your spells from the conjuration: healing sub-school increases by one step.
The magic of your healing spells linger, so that no energy is lost.
Prerequsites: Healing Heart, Heal 5 ranks.
When you cast a spell from the Healing sub-school on someone, any healing above what they need to refill their HP total they gain as Temporary HP for the duration of 1 minute/level.
I hope Xchaos doesn’t mind the editing, but all the credit goes to him for these great ideas. These have been organized into more of a progression, and I changed the name of the second feat there, originally called “Healing Surge,” which is a term from D&D 4th edition. I also changed the prerequisites.
These feats can help to make a jackhammer of a healer, who keeps his pals from going down in any fight. Sure, some people will say that tactics dictate you should only heal when the situation is desperate, but the truth is that healing, and healing well, is vital to any game. The nature of Pathfinder (and D&D’s) design requires long days of adventuring with multiple encounters, and the only way to do that is with healing magic.
Share your thoughts in the comments!