Index of Feats by Name Letters - H

Name Prerequisites Benefit
Haft Strike Two-Weapon Fighting.  
Half-Blood Outcast Half-elf or half-orc.  
Hammer's Edge Str 15, Improved Bull Rush, Two-Weapon Fighting, Weapon Focus (bastard sword, longsword, or scimitar), Weapon Focus (warhammer or light hammer).  
Hamstring Sneak attack ability, base attack bonus +4.  
Hands of A Healer Chat 3, lay on hands class ability.  
Hardened Flesh Corpsecrafter.  
Hatred Favored enemy.  
Haunted Ability to cast spells.  
Haunting Weapons Knowledge (religion) 4 ranks, Knowledge (the planes) 4 ranks, ability to turn or rebuke undead.  
Hawk's Vision Wild shape, Spot 4 ranks.  
Head Shot Sneak attack +6d6, Weapon Focus (any bludgeoning weapon).  
Heads Up Spell-like abilities or ability to cast arcane or divine spells.  
Healer's Luck    
Hear the Unseen Listen 5 ranks, Blind-Fight.  
Heavy Teleport Spell Focus (conjuration), conjurer level 1st.  
Heighten Spell   A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level. 
Improved Heighten Spell Heighten Spell, Spellcraft 20 ranks. As Heighten Spell, but there is no limit to the level to which the character can heighten the spell. 
Heighten Spell-Like Ability Spell-like ability at caster level 6th or higher.  
Heighten Turning Cha 13, Extra Turning.  
Hellbound Knight Disciple of Darkness, base attack bonus +4.  
Heroic Destiny Human or half-human.  
Hidden Thoughts Spell Focus (divination), diviner level 1st.  
High Society Diplomacy 4 ranks.  
High Sword Low Axe Improved Trip, Two-Weapon Fighting, Weapon Focus (bastard sword, longsword, scimitar or short sword), Weapon Focus (battleaxe, handaxe, or dwarven waraxe).  
Hindering Song Deafening Song, Perform 27 ranks, bardic music class feature. The character can use song or poetics to hinder enemy spellcasters within a 30-foot spread from the character. To successfully cast a spell within this area, a spellcaster must make a Concentration check as if he or she were casting defensively, and all such checks have a penalty equal to half the character's level. The character can choose to exclude any characters from this effect. The character may sing, play, or recite a hindering song while taking other mundane actions, but not magical ones (see the bard's inspire courage ability for more details). The character may keep up the hindering song for a maximum of 10 rounds. Using the hindering song counts as one of the character's uses of song or poetics for the day. 
Hitpoints Mind Over Body Elf (Silverymoon or Snow Eagle Aerie), half-elf (Silverymoon), human (Calimshan, Mulhorand, Shou Expatriate, or Thay), planetouched (Calimshan or Thay), or spirit folk (Ashane),  
Hold the Line Combat Reflexes, base attack bonus +2. You may make an attack of opportunity against a charging opponent who enters an area you threaten. Your attack of opportunity happens immediately before the charge attack is resolved. 
Holy Calling Cha 15, ability to turn undead.  
Holy Ki Strike Cha 15, Improved Unarmed Strike, Ki strike (holy), Sanctify Ki Strike.  
Holy Mount Ability to gain a paladin special mount, any other divine spell-casting class level 1st.  
Holy Radiance Cha 15. Nimbus of Light.  
Holy Strike Smite evil class feature, any good alignment. Any weapon the character wields is treated as a holy weapon (is good-aligned and deals an extra 2d6 points of damage against creatures of evil alignment). If the weapon already has an alignment, this feat has no effect on the weapon. 
Holy Subdual Subduing Strike.  
Honor of the Duel Good or lawful alignment.  
Honorable Challenge Lawful alignment.  
Horse Nomad Human (the Hordelands, Nimbral, the Ride, or the Shaar).  
Hostile Mind Cha 15. Whenever you are subject to a power from the telepathy discipline (regardless of whether the power is harmful or beneficial to you), the manifester must make a Will saving throw against a DC of 10 + 1/2 your character level + your Charisma bonus or take 2d6 points of damage. The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics-magic transparency rule. 
Hot-Blooded    
Hover Fly speed. When flying, the creature can halt its forward motion and hover in place as a move action. It can then fly in any direction, including straight down or straight up, at half speed, regardless of its maneuverability. If a creature begins its turn hovering, it can hover in place for the turn and take a full-round action. A hovering creature cannot make wing attacks, but it can attack with all other limbs and appendages it could use in a full attack. The creature can instead use a breath weapon or cast a spell instead of making physical attacks, if it could normally do so. If a creature of Large size or larger hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds so generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature). Those caught in the cloud must succeed on a Concentration check (DC 10 + 1/2 creature's HD) to cast a spell. 
Human Blood Partial human ancestry (such as half-elf or half-orc), must be taken at 1st level.  
Human Heritage Half-human race or human-descended race.  
Hurling Charge Quick Draw, base attack bonus +6.  
Hymnist Bardic music ability, ability to cast divine spells.