The Cup Runs Over (Feat): Difference between revisions

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{{Template:Feats
{{Template:Feats
| Category=
| Category=[[Category:Epic Feats]][[Category:Cleric]]
| Flavor=
| Prerequisites=
| Benefit=
}}


| Flavor=Your Healing spells are able to fill your allies with Divine power.


[[Category:Epic Feats]]
| Prerequisites=[[Cleric]] 21, Wis 25
[[Category:Cleric]]


| Benefit=Whenever you use a healing spell to heal a PC ally, any points of healing which would raise their hit point total above their normal maximum are not lost.  Instead, the points of healing which would raise their hit point total above their maximum are recorded as temporary hit points.  This effect can only happen during combat, and the hit points, unless removed through damage, fade at the end of the encounter.  The maximum number of temp hit points which can be gained this way is equal to the Cleric's class level.


==The Cup Runs Over==
}}
''Your Healing spells are able to fill your allies with Divine power.''
 
'''Prerequisites:''' Cleric 21, Wis 25
 
 
'''Benefit:''' Whenever you use a healing spell to heal a PC ally, any points of healing which would raise their hit point total above their normal maximum are not lost.  Instead, the points of healing which would raise their hit point total above their maximum are recorded as temporary hit points.  This effect can only happen during combat, and the hit points, unless removed through damage, fade at the end of the encounter.  The maximum number of temp hit points which can be gained this way is equal to the Cleric's class level.

Revision as of 16:22, 3 April 2016


Your Healing spells are able to fill your allies with Divine power.

Prerequisites: Cleric 21, Wis 25

Benefit: Whenever you use a healing spell to heal a PC ally, any points of healing which would raise their hit point total above their normal maximum are not lost. Instead, the points of healing which would raise their hit point total above their maximum are recorded as temporary hit points. This effect can only happen during combat, and the hit points, unless removed through damage, fade at the end of the encounter. The maximum number of temp hit points which can be gained this way is equal to the Cleric's class level.