TEXT: 1
  7 Cure Light 
  Wounds Feats
  #1 With a BuLLet Point
  	
  One	Idea.	One	Page.	One	Dollar
  	
  Sometimes	 rules	 supplements	 read	 like	 the	 world-setting	 bible	 of	
  frustrated	novelists.	While	solid	world-building	is	a	useful	skill,	you	
  don’t	always	need	four	paragraphs	of	flavor	text	to	tell	you	swords	are	
  cool,	magic	is	power,	shadows	are	scary,	and	orcs	are	savage.	Sometimes	
  a	 GM	 doesn’t	 have	 time	 to	 slog	 through	 a	 page	 of	 history	 for	 every	
  magic	weapon.	Sometimes	all	that’s	needed	are	a	few	cool	ideas,	with	
  just	enough	information	to	use	them	in	a	game.	Sometimes,	all	you	need	
  are	bullet	points.
   
  #1 With A Bullet Point is	a	line	of	very	short,	cheap	PDFs	each	of	
  which	gives	the	bare	bones	of	a	set	of	related	options.	It	may	be	five	
  spells,	six	feats,	eight	magic	weapon	special	abilities,	or	any	other	short	
  set	of	related	rules	we	can	cram	into	about	a	page.	Short	and	simple,	
  these	PDFs	are	for	GMs	and	players	who	know	how	to	integrate	new	
  ideas	 into	 their	 campaigns	 without	 any	 hand-holding,	 and	 just	 need	
  fresh	ideas	and	the	rules	to	support	them.	No	in-character	fiction	setting	
  the	game	world.	No	charts	and	tables.	No	sidebars	of	explanations	and	
  optional	rules.	Just	one	sentence	of	explanation	for	the	High	Concept	of	
  the	PDF,	then	bullet	points.
  
  2
  The high ConCepT: Feats	 that	 allow	
  spellcasters	 using	 the	 classic	 and	 venerable	
  cure light wound	spell	(and,	if	the	GM	wishes,	
  higher-level	cure	spells	if	additional	feats	are	
  taken	for	them)	to	have	as	many	options	as	
  characters	who	use	feats	to	focus	on	skills	or	
  combat	maneuvers.
  BolsTering Cure
  You	 can	 turn	 extra	 healing	 into	 bonus	
  vigor.
  Prerequisites: Heal	1	rank,	ability	to	cast	
  cure light wounds.
  Benefit: When	you	cast	a	cure light wounds 
  spell,	if	the	healing	you	grant	the	subject	of	
  the	spell	exceed’s	the	subject’s	maximum	hit	
  points,	 the	 additional	 points	 are	 gained	 as	
  temporary	 hit	 points.	 These	 temporary	 hit	
  points	 to	 do	 stack	 with	 themselves,	 or	 any	
  other	source	of	temporary	hit	points.
  Cloak of Curing
  You	can	hold	a	charge	of	cure light wounds 
  in	your	aura,	allowing	allies	to	grab	it	when	
  needed.
  Prerequisites: Sleight	 of	 Hand	 1	 rank,	
  ability	to	cast	cure light wounds.
  Benefit: When	you	cast	a	cure light wounds 
  spell,	you	may	choose	to	hold	the	charge	of	
  the	touch	spell	for	up	to	six	rounds.	Unlike	
  most	cases	where	you	hold	a	charge,	you	are	
  free	to	cast	other	spells	and	touch	objects	and	
  other	creatures	without	losing	the	spell.	Any	
  time	during	this	duration	if	you	and	another	
  creature	come	into	contact	you	may,	as	a	swift	
  or	immediate	action,	choose	to	discharge	the	
  cure light wounds into	the	touching	creature.	
  You	may	only	have	one	cure	spell	held	in	this	
  way	at	a	time.
  lay on Cure
  Like	a	paladin,	you	can	heal	yourself	more	
  quickly	than	you	can	heal	others.
  Prerequisites: Ability	 to	 cast	 cure light 
  wounds,	lawful	good	alignment.
  Benefit: Once	a	round	you	can	cast	a	cure 
  light wounds spell,	with	yourself	as	the	target,	
  as	a	move	action.
  Normal: Casting	 cure light wounds is a 
  standard	action.
  lingering Cure
  You	 can	 expand	 the	 healing	 you	 do	 by	
  drawing	out	the	time	it	takes	to	be	effective.
  Prerequisites: Heal	1	rank,	ability	to	cast	
  cure light wounds.
  Benefit: When	you	cast	a	cure light wounds 
  spell,	you	may	choose	to	make	it	a	lingering	
  cure.	 This	 increases	 the	 amount	 of	 healing	
  you	do	by	5	hit	points	per	level	of	the	cure 
  light wounds spell	(which	is	normally	+5	hp,	
  but	if	you	prepared	the	spell	with	Heighten	
  Spell,	are	a	ranger,	or	have	Moderate	Mastery,	
  this	 may	 not	 be	 the	 case),	 and	 causes	 the	
  spell	to	not	have	a	maximum	on	the	amount	
  of	 healing	 you	 add	 from	 your	 caster	 level.	
  However,	 the	 healing	 does	 not	 happen	
  immediately.	Instead	the	spell’s	subject	gains	
  a	 number	 of	 hit	 point’s	 equal	 to	 the	 spell’s	
  level	at	the	beginning	of	its	turn	each	round,	
  until	it	has	received	all	the	spell’s	healing.
  ModeraTe MasTery
  You’ve	expanded	your	healing	expertise	to	
  more	advanced	cure	spells.
  Prerequisites: One	 or	 more	 feats	 that	
  have	the	ability	to	cast	cure light wounds as a 
  prerequisite.
  Benefit: You	 may	 apply	 the	 benefits	 of	
  any	feat	that	has	the	ability	to	cast	cure light 
  wounds as a prerequisite to a cure moderate 
  wounds spell.
  Special: A	GM	may,	at	her	discretion,	may	
  decided	 even	 higher-level	 versions	 of	 this	
  feat	exist	that	affect	higher-level	cure	spells.	
  Each	would	have	all	lower-level	versions	as	
  prerequisites.
  shared Cure
  You’ve	learned	that	sometimes,	the	healer	
  needs	to	be	healed	too.
  Prerequisites: Toughness,	 ability	 to	 cast	
  cure light wounds.
  Benefit: When	you	cast	a	cure light wounds 
  spell,	you	may	choose	to	gain	any	amount	of	
  the	healing	rolled	yourself,	rather	than	give	
  it	to	the	spell’s	subject.	You	may	decide	to	do	
  this	after	seeing	how	much	damage	you	have	
  healed.
  reinforCed Cure
  You	 can	 add	 a	 little	 extra	 magic	 to	 your	
  cure	effects.
  Prerequisites: Use	 Magic	 Device	 1	 rank,	
  ability	to	cast	cure light wounds.
  Benefit: When	you	cast	a	cure light wounds 
  on	a	subject,	you	may	also	affect	the	subject	
  with	 any	 0-level	 spell	 you	 are	 currently	
  able	 to	 cast,	 that	 has	 a	 casting	 time	 of	 1	
  standard	 action	 or	 less,	 a	 range	 of	 touch,	
  and	 a	 (harmless)	 note	 in	 its	 saving	 throw.	
  For	a	cleric	or	oracle,	this	includes	guidance, 
  resistance,	and	virtue.
  
  3
  3
  We err on the Side of AWeSome!
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  #1 With a Bullet Point: 7 Cure Light Wounds Feats.	©	2012,	Super	Genius	Games.	Author:	Owen	K.C.	Stephens
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Bulletpoints/#1 with a Bullet Point - 7 Cure Light Wounds Feats.pdf