Feats: H (Part 1 of 3)

60 feats, from Hag Claws to Healing Bomb.

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Part: 1 2 3

Hag Claws · Hag Magic · Hag's Sight · Hail of Splinters · Hair Trigger · Halcyon Speaker Dedication · Halcyon Spellcasting Adept · Halcyon Spellcasting Initiate · Halcyon Spellcasting Sage · Halfling Ingenuity · Halfling Lore · Halfling Lore · Halfling Luck · Halfling Luck · Halfling Weapon Expertise · Halfling Weapon Familiarity · Halfling Weapon Familiarity · Halfling Weapon Trickster · Hallowed Initiate · Hallowed Necromancer Dedication · Halo · Hammer Quake · Hammer Quake · Hand Of The Apprentice · Hand of the Lich · Handy With Your Paws · Haphazard Repair · Harbinger's Caw · Hard Tail · Hard To Fool · Harden Flesh · Hardwood Armor · Hardy Traveler · Hardy Traveler · Harming Hands · Harming Hands · Harmless Doll · Harmlessly Cute · Harmonize · Harmonize · Harmonize Self · Harrying Strike · Harsh Judgment · Hasted Assault · Hatchling Flight · Haughty Obstinacy · Haunt Ingenuity · Hazard Finder · Hazard Finder · Head Of The Night Parade · Head Stomp · Head Stomp · Headshot · Heal Animal · Heal Companion · Heal Mount · Heal Mount · Healer's Halo · Healing Bomb · Healing Bomb

Hag Claws

FEAT 1

changeling 

When you came of age, your fingernails grew long and sharp.

You gain a claw unarmed attack that deals 1d4 slashing damage. Your claws are in the brawling group and have the agile, finesse, and unarmed traits.

Special Hag claws can develop at any point in a changeling's life, allowing you to select this feat anytime you would gain an ancestry feat, but once you've selected it, you can't retrain out of it.

Advanced Player’s Guide, page 31.

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Hag Magic

FEAT 13

changeling 

Through your heritage, you can replicate some of a hag's magic.

Choose one common spell of 4th level or lower from those available to a coven, including the spells contributed to a coven by a hag of your mother's type. You can cast this spell once per day as a 4th-level occult innate spell.

Spells available to all covens are augury, charm, clairaudience, clairvoyance, dream message, and illusory disguise. The eligible spells granted by the most prominent types of hag are: Sea Hag acid arrow, water walk; Green Hag entangle, outcast's curse, wall of thorns; Annis Hag earthbind; Night Hag nightmare.

Advanced Player’s Guide, page 31.

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Hag's Sight

FEAT 1

changeling 

You've nurtured the supernatural abilities gifted by your hag mother, particularly your sight. You gain darkvision.

Advanced Player’s Guide, page 31.

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Hail of Splinters [>>]

FEAT 1

impulse kineticist overflow primal wood 

A fusillade of jagged splinters flies from you. Creatures in a 30-foot cone take 1d4 piercing damage and 1d4 persistent bleed damage with a basic Reflex save against your class DC.

Level (+2) Each type of damage increases by 1d4.

Rage of Elements, page 34.

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Hair Trigger

FEAT 16

gunslinger 

Prerequisites initial deed that allows you to Interact to draw a weapon

No one can react faster than you can pull your trigger. When using your initial deed, instead of Interacting to draw a weapon, you can Strike with a firearm or crossbow you're already wielding. If this Strike hits, the target is also flat-footed until the end of your first turn of the encounter.

Special If your initial deed allows you to Interact to draw a weapon more than once, this feat allows you to replace one of these Interact actions and use the other one to draw a weapon. You can't replace both Interact actions with Strikes, but you can draw a loaded firearm or crossbow with one of the actions and immediately shoot it with the other.

Guns & Gears, page 118.

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Halcyon Speaker Dedication

FEAT 6

uncommon archetype dedication 

Prerequisites Falutairnn Attendant Dedication, member of the Falutairn of conversant rank

You devote much of your study to halcyon magic. You gain two common Halcyon cantrips and two common 1st-level halcyon spells (see Halcyon Spells on page 100). In addition to being able to cast your halcyon spells via your arcane or primal spell slots, you also gain a 1st-level halcyon spell slot. You can use your halcyon spell slots to spontaneously cast your halcyon spells.

Special You cannot select another dedication feat until you have gained two other feats from the halcyon speaker archetype.

This feat leads to: Dualistic Synergy, Fulminating Synergy, Synergistic Spell, Shared Synergy, Halcyon Spellcasting Initiate, Flexible Halcyon Spellcasting, Halcyon Spellcasting Adept, Halcyon Spellcasting Sage, Persistent Creation, and Charged Creation.

LOCG, page 104.

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Halcyon Spellcasting Adept

FEAT 14

archetype 

Prerequisites Halcyon Spellcasting Initiate; master in either Arcana or Nature, expert in the other

You refine your halcyon magic. You gain two common 4th-level halcyon spells and two 5th-level halcyon spells. You also gain a 4th-level halcyon spell slot and a 5th-level halcyon spell slot. Your proficiency rank in either arcane or primal spell DCs and spell attack rolls advances from trained to expert.

This feat leads to: Halcyon Spellcasting Sage.

LOCG, page 105.

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Halcyon Spellcasting Initiate

FEAT 10

archetype 

Prerequisites Halcyon Speaker Dedication

Your knowledge of halcyon magic increases. You gain two common 2nd-level halcyon spells and two 3rd-level halcyon spells. You also gain a 2nd-level halcyon spell slot and a 3rd-level halcyon spell slot. These and all future halcyon spell slots work like the 1st-level halcyon spell slot you gained from Halcyon Speaker Dedication.

This feat leads to: Flexible Halcyon Spellcasting, Halcyon Spellcasting Adept, Halcyon Spellcasting Sage, and Synergistic Spell.

LOCG, page 104.

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Halcyon Spellcasting Sage

FEAT 18

archetype 

Prerequisites Halcyon Spellcasting Adept; legendary in either Arcana or Nature, master in the other

Your command over halcyon magic is nearly unmatched. You gain two common 6th-level and 7th-level halcyon spells. You also gain a 6th-level halcyon spell slot and a 7th-level halcyon spell slot. Your proficiency rank in either arcane or primal spell DCs and spell attack rolls advances from expert to master.

LOCG, page 105.

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Halfling Ingenuity

FEAT 5

halfling 

Prerequisites Halfling Luck

While your willingness to dig into a task you know little about might get you into trouble, your incredible luck often saves you from danger. You can attempt skill actions that normally require you to be trained even if you aren't trained in that skill.

If you use Halfling Luck when you fail a check for a skill with which you are untrained, you can add a proficiency bonus equal to your level, rather than 0, when you reroll the triggering skill check. You gain a +4 circumstance bonus to this rerolled skill check.

LOCG, page 44.

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Halfling Lore

FEAT 1

halfling 

You've dutifully learned how to keep your balance and how to stick to the shadows where it's safe, important skills passed down through generations of halfling tradition. You gain the trained proficiency rank in Acrobatics and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Halfling Lore.

Core Rulebook, page 52.

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Halfling Lore

FEAT 1

halfling 

You've dutifully learned how to keep your Balance and how to stick to the shadows where it's safe, important skills passed down through generations of halfling tradition. You gain the trained proficiency rank in Acrobatics and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice.

You also gain the Additional Lore general feat for Halfling Lore.

Player Core 1.

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Halfling Luck [F]

FEAT 1

fortune halfling 

Frequency once per day

Trigger You fail a skill check or saving throw.

Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it's worse than your first roll.

This feat leads to: Guiding Luck, Halfling Ingenuity, Incredible Luck, and Shared Luck.

Core Rulebook, page 52.

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Halfling Luck

FEAT 1

fortune halfling 

Trigger You fail a skill check or saving throw.

Your happy-go-lucky Nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it's worse. Once per day.

Player Core 1.

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Halfling Weapon Expertise

FEAT 13

halfling 

Prerequisites Halfling Weapon Familiarity

Your halfling affinity blends with your class training, granting you great skill with halfling weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the sling, halfling sling staff, shortsword, and all halfling weapons in which you are trained.

Core Rulebook, page 53.

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Halfling Weapon Familiarity

FEAT 1

halfling 

You favor traditional halfling weapons, so you've learned how to use them more effectively. You have the trained proficiency with the sling, halfling sling staff, and shortsword.

In addition, you gain access to all uncommon halfling weapons. For the purpose of determining your proficiency, martial halfling weapons are simple weapons and advanced halfling weapons are martial weapons.

This feat leads to: Halfling Weapon Expertise and Halfling Weapon Trickster.

Core Rulebook, page 52.

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Halfling Weapon Familiarity

FEAT 1

halfling 

You favor traditional halfling weapons, so you've learned how to use them more effectively. You gain access to all uncommon weapons with the halfling trait. You have familiarity with weapons with the halfling trait plus the sling and shortsword—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are Advanced weapons as martial weapons.

At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.

Player Core 1.

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Halfling Weapon Trickster

FEAT 5

halfling 

Prerequisites Halfling Weapon Familiarity

You are particularly adept at fighting with your people's favored weapons. Whenever you critically succeed at an attack roll using a shortsword, a sling, or a halfling weapon, you apply the weapon's critical specialization effect.

Core Rulebook, page 53.

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Hallowed Initiate

FEAT 4

archetype 

Prerequisites Hallowed Necromancer Dedication

You've expanded your focus spellcasting to techniques used by clerics and wizards. You gain an additional focus spell, either the necromancer school spell call of the grave or the initial domain spell of the death domain, death's call. Increase the number of Focus Points in your focus pool by 1.

Special You can select this feat a second time, choosing the other initial focus spell.

Book of the Dead, page 24.

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Hallowed Necromancer Dedication

FEAT 2

uncommon archetype dedication 

Prerequisites good alignment, able to cast spells using spell slots, able to cast at least one necromancy spell, expert in Religion

You've studied techniques allowing you to blend so-called hallowed necromancy into your own spellcasting to bolster the living and destroy the undead. You gain the hallowed ground focus spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the Refocus activity. You can Refocus by meditating or praying to connect yourself to conduits of positive energy. Focus spells from the hallowed necromancer archetype have the same tradition as your spell slots.

Casting spells that create, heal, or otherwise aid or promote undead is anathema to you, as is cooperation with undead. Using negative energy isn't anathema, as it serves a natural purpose, but twisting that negative energy for creation is blasphemous to you. If you perform acts that are anathema to your principles, you lose access to all feats from this archetype. These abilities can be regained only with an atone ritual.

Special You can't select another dedication feat until you have gained two other feats from the hallowed necromancer archetype.

This feat leads to: Hallowed Initiate, Sacred Spells, Death Warden, Advanced Hallowed Spell, Positive Luminance, and Consecrated Aura.

Book of the Dead, page 24.

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Halo

FEAT 1

aasimar 

You are surrounded by a halo of light and goodness at all times. Your halo sheds light with the effects of a divine light cantrip. A cantrip is heightened to a spell level equal to half your level rounded up. You can suppress or reestablish the halo with a single action, which has the concentrate trait.

This feat leads to: Healer's Halo.

Advanced Player’s Guide, page 35.

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Hammer Quake [>>>]

FEAT 14

archetype flourish open 

Prerequisites Mauler Dedication

Requirements You're wielding a non-finesse melee weapon in two hands.

You smash the ground with your weapon, knocking nearby creatures to the ground. Choose a square within your reach, including your own space. If there's a foe in the chosen square, Strike that foe with the required weapon.

Then attempt to Trip every foe in the chosen square plus each square adjacent to that square, ignoring Trip's requirement that you have a hand free. This counts as three attacks toward your multiple attack penalty, but the penalty doesn't increase until after you've made the Strike, if any, and all the Trip attempts.

Advanced Player’s Guide, page 183.

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Hammer Quake [>>>]

FEAT 14

archetype flourish 

Prerequisites Mauler Dedication

Requirements You’re wielding a non-finesse melee weapon in two hands.

You smash the ground with your weapon, knocking nearby creatures to the ground. Choose a square within your reach, including your own space. If there’s an enemy in the chosen square, you can Strike that enemy with your two-handed weapon. Regardless of whether you attempted a Strike, you then attempt to Trip every enemy in the chosen square plus each square adjacent to that square, ignoring Trip’s requirement that you have a hand free.

Hammer Quake counts as three attacks toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made the Strike, if any, and all the Trip attempts.

Player Core 2, page 207.

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Hand Of The Apprentice

FEAT 1

wizard 

Prerequisites Universalist wizard

You can magically hurl your weapon at your foe. You gain the hand of the apprentice universalist spell. Universalist spells are a type of focus spell, much like school spells. You start with a focus pool of 1 Focus Point.

This feat leads to: Universal Versatility.

Core Rulebook, page 209.

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Hand of the Lich

FEAT 14

archetype 

Prerequisites Lich Dedication

Negative energy intensifies your undead form and makes your very touch the antithesis of life. You gain the advanced undead benefits (page 44). The damage die for your fist increases to 1d6 instead of 1d4, it deals negative damage instead of bludgeoning damage, and it loses the nonlethal trait. Your fist becomes magical.

When you critically hit a living creature with your fist Strike, the creature is slowed 1 until the end of your next turn unless it succeeds at a Fortitude save against your spell DC.

This is a critical specialization effect.

Book of the Dead, page 50.

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Handy With Your Paws

FEAT 1

shoony 

You gain a +1 circumstance bonus to Crafting checks to Repair non-magical items, and you don't need a repair kit for such repairs as long as you have any amount of junk, spare parts, or debris at your disposal.

Extinction Curse #3: Life’s Long Shadows, page 72.

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Haphazard Repair [>]

FEAT 1

inventor unstable 

You quickly fix your innovation, at the cost of its stability. You Repair your innovation almost immediately. You don't have to place the innovation on a flat surface, but you do need to be adjacent to it (including holding or wearing it), as well as having a repair kit as normal.

Guns & Gears, page 25.

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Harbinger's Caw [R]

FEAT 13

auditory misfortune tengu 

Frequency once per day

Trigger A creature within 60 feet is about to attempt an attack roll or skill check.

You caw ominously, cursing the creature with misfortune. The target creature must roll the triggering check twice and take the lower result.

LOAG, page 60.

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Hard Tail

FEAT 1

goblin 

Prerequisites tailed goblin heritage

Your tail is much stronger than most, and you can lash out with it with the strength of a whip. You gain a tail unarmed attack that deals 1d6 bludgeoning damage.

This feat leads to: Tail Spin.

LOCG, page 38.

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Hard To Fool

FEAT 1

fetchling 

You're accustomed to seeing through shifting darkness and bewildering magic. You gain a +1 circumstance bonus on Perception checks against illusions as well as to Will saves against illusions and shadow effects.

LOAG, page 87.

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Harden Flesh [>]

FEAT 10

druid earth 

Prerequisites stone order

Requirements You're standing on earthen or stone ground.

You fortify your skin with minerals drawn from earth and stone. You gain resistance 3 to physical damage, except adamantine, until the beginning of your next turn. At 12th level, and every 4 levels thereafter, the resistance increases by 1, to a maximum of resistance 6 at 20th level.

Secrets of Magic, page 200.

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Hardwood Armor [>]

FEAT 1

impulse kineticist primal wood 

Wood and bark grow over your body like armor. This hardwood armor is medium armor but uses your highest armor proficiency.

The wooden armor's statistics are: AC Bonus +3; Dex Cap +2; Check Penalty –2; Speed Penalty –5 feet; Strength 14; Bulk 1; Group wood TV. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the hardwood armor are replicated onto it. When you use this impulse, you can also create a wooden shield in a free hand. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a free hand for using impulses. The shield decays in an instant if it becomes broken or leaves your grasp.

The armor lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends.

Level (+3) The shield's Hardness increases by 1, its HP by 4, and its BT by 2.

Rage of Elements, page 34.

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Hardy Traveler

FEAT 9

human 

There's no journey too far or burden too heavy when your friends are at your side. Increase your maximum and encumbered Bulk limits by 1. In addition, you gain a +10-foot circumstance bonus to your Speed during overland travel.

Advanced Player’s Guide, page 47.

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Hardy Traveler

FEAT 9

human 

There's no journey too far or burden too heavy when you set your mind to the task. You gain a +single gate circumstance bonus to checks to Subsist, and when carrying a load, you treat your Strength score as 2 higher for the purpose of calculating your maximum Bulk and how much you can carry in your hands. When determining the effects of fatigue, you treat your Constitution score as 2 higher.

Player Core 1.

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Harming Hands

FEAT 1

cleric 

Prerequisites harmful font

The mordant power of your negative energy grows. When you cast harm, you roll d10s instead of d8s.

Core Rulebook, page 121.

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Harming Hands

FEAT 1

cleric 

Prerequisites harmful font

The mordant power of your void energy grows. When you Cast harm, you roll d10s instead of d8s.

Player Core 1, page 114.

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Harmless Doll

FEAT 1

poppet 

You look like nothing more than an ordinary toy, doll, or statuette, and you can fool others with your innocuous appearance. You gain the trained proficiency rank in Deception (or another skill if you're already trained in Deception), and you can Impersonate an inanimate toy or a mindless poppet. You can Hide without any cover or concealment from creatures that don't realize you're alive, so long as you're in a location where a toy of your shape wouldn't be out of place, like a carnival booth, city street, or toy shop (at the GM's discretion). If you succeed, onlookers still see you, but they mistake you for an inanimate toy. After being fooled once, they realize you're alive, and you can't Hide from them in that way again.

LOTGB, page 63.

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Harmlessly Cute

FEAT 1

leshy 

Your size and demeanor make it easy for you to convince others that you mean no harm. You gain the Shameless Request skill feat as a bonus feat. Additionally, you gain a +1 circumstance bonus to initiative checks when you roll Deception for initiative.

LOCG, page 54.

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Harmonize [>]

FEAT 6

bard concentrate manipulate metamagic 

Prerequisites Maestro muse

You can perform multiple compositions simultaneously. If your next action is to cast a composition, it becomes a harmonized composition. Unlike a normal composition, a harmonized composition doesn't end if you cast another composition, and you can cast another composition on the same turn as a harmonized one. Casting another harmonized composition ends any harmonized composition you have in effect.

This feat leads to: Symphony Of The Muse.

Core Rulebook, page 101.

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Harmonize [>]

FEAT 6

bard concentrate manipulate spellshape 

Prerequisites Maestro muse

You can Perform multiple compositions simultaneously, typically by performing in multiple ways at the same time, using special vocal techniques to double your voice, or creating occult magic that replicates your song or speech.

If your next action is to Cast a composition, it becomes a harmonized composition. Unlike a normal composition, a harmonized composition doesn't end if you Cast another composition, and you can Cast another composition on the same turn as a harmonized one. Casting another harmonized composition ends any harmonized composition you already have in effect.

Player Core 1, page 102.

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Harmonize Self

FEAT 4

monk 

Prerequisites Qi single spell

You can restore your health by tapping into your qi. You gain the Harmonize self qi spell (page 258).

Player Core 2, page 121.

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Harrying Strike [>]

FEAT 10

archetype attack press 

Prerequisites Swordmaster Dedication

Your attack prevents a foe from pursuing your allies. Make a melee Strike, adding the following effects in addition to the normal effects of the Strike.

Critical Success The target takes a –15-foot status penalty to its Speeds until the start of your next turn.Success The target takes a –10-foot status penalty to its Speeds until the start of your next turn.Failure The target takes a –5-foot status penalty to its Speeds until the start of your next turn.

LOCG, page 115.

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Harsh Judgment [>]

FEAT 4

archetype vigilante 

Prerequisites Vigilante Dedication, member of the Gray Gardeners

Choose one creature you can see, and loudly declare the creature's life forfeit by your judgment. That creature becomes your condemned foe until they are defeated, you use Harsh Judgment on a different creature, or the encounter ends. You gain a +2 circumstance bonus to Perception checks to Seek your condemned foe and on Intimidation checks to Demoralize them. You have a –1 circumstance penalty to Perception checks to Seek creatures other than your condemned foe and on Intimidation checks to Demoralize anyone other than your condemned foe.

You typically can use Harsh Judgment only during an encounter, and if you try to use it to declare someone's life forfeit during exploration or downtime, you are likely to start an encounter.

This feat leads to: Frightful Condemnation, Accurate Swing, and Execution.

Night of the Gray Death, page 64.

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Hasted Assault

FEAT 14

magus 

Prerequisites focus pool

You can speed yourself up to move and attack more swiftly. You learn the hasted assault conflux spell. Increase the number of Focus Points in your focus pool by 1.

Secrets of Magic, page 49.

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Hatchling Flight [>]

FEAT 13

kobold 

Prerequisites Winglets

Frequency once per round

You can fly a little! You Fly up to half your Speed. If you don't end your movement on solid ground, you fall at the end of your turn.

This feat leads to: Wyrmling Flight.

LOAG, page 40.

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Haughty Obstinacy

FEAT 1

human 

Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can't try to Coerce you again for 1 week).

Core Rulebook, page 57.

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Haunt Ingenuity

FEAT 1

divination divine thaumaturge 

Your cunning knowledge grants you the ability to notice the emotional echo of a soul that passed on, leaving a haunt in its wake. Even when you aren't Searching while in exploration mode, the GM rolls a secret check for you to notice haunts that usually require you to be Searching.

You can disable haunts that require master proficiency in a skill as long as you're at least trained in the skill. If you have master proficiency in the skill, you can disable haunts that require a proficiency rank of legendary instead.

Dark Archive, page 42.

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Hazard Finder

FEAT 8

ranger 

You have an intuitive ability to sense hazards. You gain a +1 circumstance bonus to Perception checks to find traps and hazards, to AC against their attacks, and to saves against their effects. You can find hazards that would normally require you to Search even if you aren't Searching.

Core Rulebook, page 174.

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Hazard Finder

FEAT 8

ranger 

You have an intuitive ability to sense hazards. You gain a +single gate circumstance bonus to Perception checks to find traps and effects. You can find hazards that would normally require you to Searching even if you aren’t Searching.

Player Core 1, page 161.

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Head Of The Night Parade [>>>]

FEAT 20

uncommon bard 

You remember the revelry of the Night Parade and call them to your aid in a riotous display. You Perform and cast 8th-level mad monkeys (Advanced Player's Guide 222) three times, except that the spell calls various apparitions such as dancing tsukumogami or drinking oni rather than monkeys. Each casting can produce a different kind of mischief. You can Sustain all three Spells each round using a single Perform action.

Fists of the Ruby Phoenix #3: King of the Mountain, page 75.

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Head Stomp [>]

FEAT 4

rogue 

Make an unarmed melee attack against a prone target. On a hit, the target becomes flat-footed to all attacks until the end of your next turn.

Advanced Player’s Guide, page 135.

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Head Stomp [>]

FEAT 4

rogue 

Make an unarmed melee Strike against a prone target. If it hits, until the end of your next turn the target is stupefied 1 (or stupefied 2 on a critical hit) and off-guard.

Player Core 1, page 171.

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Headshot [>>]

FEAT 14

concentrate gunslinger 

Prerequisites way of the sniper

Requirements You're wielding a loaded firearm or crossbow.

You attempt to finish your target with a final, well-placed shot. Make a crossbow or firearm Strike. If you've damaged the target within the last minute with the same weapon and you get a critical success on your attack roll, the target must succeed at a Fortitude save against your class DC or die; this is a death and incapacitation effect.

A creature that survives is temporarily immune for 1 day. Creatures with no head (such as dullahans or oozes) are immune to this ability, and creatures with redundant heads (such as ettins) might survive the destruction of a head.

Guns & Gears, page 118.

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Heal Animal

FEAT 4

archetype 

Prerequisites Beastmaster Dedication

You can heal your animal companion's wounds. You can cast heal animal as a beastmaster focus spell. Increase the number of Focus Points in your focus pool by 1.

Advanced Player’s Guide, page 160.

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Heal Companion

FEAT 1

ranger 

Prerequisites an animal companion

You have a deep devotion to your animal companion that enables you to magically heal their wounds. You gain the heal companion warden spell and a focus pool of 1 Focus Point.

Advanced Player’s Guide, page 132.

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Heal Mount

FEAT 8

champion 

Prerequisites divine ally (steed)

Your devotion to your mount manifests as a surge of positive energy. When you cast lay on hands on your mount, you can restore 10 Hit Points, plus 10 for each heightened level.

Core Rulebook, page 113.

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Heal Mount

FEAT 8

champion 

Prerequisites Faithful Steed, lay on hands

Your devotion to your Mount manifests as a surge of vital energy. When you cast lay on hands on your Mount, instead of the normal amount, the spell restores 10 Hit Points, plus 10 for each heightened rank.

Player Core 2, page 97.

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Healer's Halo [R]

FEAT 5

aasimar 

Prerequisites Halo

Trigger You or allies within 30 feet recover Hit Points while your halo is active.

Your halo can enhance positive energy. Creatures who have recovered Hit Points from a positive healing effect recover an additional 1d6 Hit Points. Creatures who benefit from this power become temporarily immune to its effect for the next 10 minutes.

LOAG, page 11.

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Healing Bomb [F]

FEAT 4

additive 2 alchemist 

Frequency once per round

Trigger You craft an elixir of life using Quick Alchemy, and that elixir is at least 2 levels lower than your advanced alchemy level.

By adding a special catalyst, you transform a healing elixir into a topical projectile. You grant the elixir the bomb trait.

If you throw an elixir of life bomb at a willing target, you hit even on a failure, though not on a critical failure. If your Strike with this elixir bomb hits a living target, the target regains Hit Points as if it had consumed the elixir. On a critical success, the target also gains the elixir's item bonus to saving throws against diseases and poisons for 1 minute.

Advanced Player’s Guide, page 107.

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Healing Bomb

FEAT 4

additive alchemist 

You can add a foamy catalyst to an elixir of life to turn it into a topical projectile. You can throw the elixir as though it were an alchemical bomb, with the following results.

Success The target is affected as though it drank the elixir, and elixir of life, for example).

damage dice.

Critical Failure The healing bomb has no effect.

Player Core 2, page 64.

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