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There is a Legacy version here.

PFS StandardCantorian Rejuvenation [two-actions] Feat 9

Healing Hobgoblin Vitality 
Source Player Core 2 pg. 15
Frequency once per day

The life-giving energy that flows in your blood revitalizes you. You recover 4d6 Hit Points and gain 10 temporary Hit Points for 1 minute. At 15th level, you instead recover 6d6 HP and gain 15 temporary HP.

Traits

Healing:

A healing effect restores a creature’s body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.

Hobgoblin:

A creature with this trait is a tall, militaristic goblinoid. Hobgoblins tend to have darkvision. An ability with this trait can be used or selected only by hobgoblins. An item with this trait is created and used by hobgoblins.

Vitality:

Effects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to undead, or manipulate vitality energy.

These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor vitality environmental damage. In the strongest areas of a vitality plane, they could take moderate or even major vitality damage instead. While this might seem safe for living creatures, vitality planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature’s temporary HP from a vitality plane ever exceeds its maximum HP, it explodes in a burst of overloaded vitality energy, spreading across the area to birth new souls.