H
Hamstring
[General]
By targetting an opponent's legs, you can make it difficult
for them to run.
Prerequisites: Sneak Attack or Surprise
Attack ability, Base attack bonus +4
Benefit: You may forego two dice of a special attack
to halve an opponent's land speed. The movement penalty
ends if the target receives Minor Surgery or a cure spell;
otherwise the penalty lasts for 24 hours. Quadrupeds
require two separate Hamstring attacks. Creatures immune
to Sneak Attacks cannot be hamstrung. (based on SASpp39,40,
PCGen)
Hardy
[General]
You deal well in extreme temperatures.
Benefit: You receive a +4 bonus to Fortitude
saves against subdual damage due to hot or cold environments.
Special: This feat is only good against one or
the other extreme. The feat may be taken twice to cover
both environments. (based on AEGMp62,
OGC)
Harmony
[General]
You are at one with yourself and your enviornment. Your
sense of calm and peace envelopes those in your presence.
Regions: NPC only, until further notice
Prerequisites: Iron Will, Wis 15+, Cha 13+
Benefit: By using a full round action and opening
yourself to attacks of opportunity you may try to calm emotions
within a 30 ft. radius. All creatures within this area
must make a Will save (DC 10 + your level) or be calmed. Calmed
creatures cannot rage (i.e. Barbarian Rage, Blood
Lust, Blood Frenzy, Mad
Fury, etc.). Creatures in the midst of rage have
their rage's duration halved. Others cannot do violence.
Any aggression dealt to a calmed target ends the harmony.
The harmony lasts for a number rounds equal to 1 + Wisdom
modifier and requires total concentration during that time.
The feat may be used once a day per four levels of the
character and no more than once a round.
Special: This feat is similar to the [Calm Emotions]
spell. It has no effect on a target's ability to perform
positive actions (i.e. Bardic Inspire Courage, casting [Bless],
etc.). A character whose mind is not completely free,
cannot use the feat (i.e. charm, [Geas], [Quest], etc.). Targets
must be able to see or hear the character to be affected.
(based on AEGMp62, OGC)
Heavy
Infantry Fighting [General, Fighter]
You are an expert at suiting and unsuiting armor.
Prerequisites: appropriate Armor Proficiency
Benefit: You can don, don hastily or remove armor
in half the normal time (rounded up) (see PHB:
Table 7-6). (AEGMp62, OGC)
High
Flyer [General]
You are comfortable at high altitudes.
Prerequisites: Con 12+
Benefits: You do not suffer adversely
from changing altitudes up to and including 15,000 ft. You
gain a +2 competency bonus to your saves for avoiding altitude
sickness.
Normal: Ordinary characters
may only acclimate to 5,000 ft. or lower before suffering
ill effects. (BNAp62,
OGC)
High
Pain Threshold [General]
You can withstand pain and suffering far in excess of that
which would incapacitate your peers. Regions: Neveren,
Nuth, monks.
Prerequisites: Con 13+.
Benefit: A character without High Pain Threshold
is automatically incapacitated when they reach 0 or lower
hit points. Upon reaching 0 hit points, the character
makes a Fortitude save (DC 15). If the check is successful,
the character can continue to act for another round. After
each round of activity the character suffers an additional
1 hit point of damage. Each point of damage adds a cumulative
+1 to the DC and requires another check. Even if healed,
activity at negative hit points will re-open wounds, burst
bandages, and unbind magical sutures. (© 2000, D. Stanley,
not OGC)
Holistic
Medicine [General]
You more fully understand your patients and can give them
better care.
Prerequisites: Field Medic
Benefit: By taking a full round action to examine
a patient before attempting to mend them, you gain a +3 competency
bonus to your First Aid
or Heal check. In
addition, if you can spend two hours a day with a patient
taking complete bed rest, they will heal one time increment
faster than they otherwise would. (based on AEGMp62,
OGC)
Homing
[Special]
The hunter's blood helps them seek out Blight casters.
Prerequisites: Track and having suffered corruption
(mental or physical) in the past
Benefits: A character that has engaged in combat with
a corrupted foe (at least Corruption Level 1) will gain a
+4 circumstance bonus to their Survival skill check when tracking
that person and can disregard movement penalties when tracking
that quarry. Blight casters cannot
hide or mask their signatures from hunters with this feat.
Mind Blank and Nondetection are likewise useless against
this feat. Should the hunter lose the trail, once per
day they can make a Survival skill check (DC 20 + target's
Charisma modifier) to regain the general direction. (BMp34,
OGC)
Hymn
of the Dead [General]
Spirits notice your singing.
Prerequisites: Born beneath a
proper moon, Perform: Singing skill +12
Benefit: Your singing can be heard in all three
worlds (i.e. Material, Ethereal and Nether) and affects creatures
there as if they were local. You may use this feat in
conjunction with Countersong, etc.
Special: Once this feat is taken, it may not be used
selectively. All songs sung permeate the veils. The
Hymn of the Dead does not extend into Dream.
(based on ENASp4,
OGC)
|