Handy: use Dex vs Int on Craft, Disable Device and Forgery checks.
Hate (reqs: Int 13) Gain +1 Favored Enemy as if a Ranger; stacks as 2nd FE, 3rd FE, 4th FE, etc
Healing, Barber Surgeon(reqs: Heal 5) +2 Heal; it becomes a Class Skill; may use INT vs WIS for Heal checks
Healing, Expert (reqs: Heal 6) +4 Heal; Heal 1d4HP plus another d4 per 5 points above the Heal check's DC you get on your Heal roll.
Healing, Fast (reqs: Con 25) Gain Fast Healing +3; Stacks as +3 each time
Healing, Improved: Use Double WisMod on Heal checks
Healing, Resuscitation (reqs: Heal 12) Full Act, provokes AoO, Heal check (DC 10 + #HP below Death) of Target dropped 10 or less Rounds ago; if win, Target stabilizes at -9HP & still alive; if fail, they croak; it's CPR for D&D!
Healing, Talented (reqs: Heal 4, Wis 13) +2 Heal; You can provide first aid, treat wounds or treat poison as a move action.
Hearted, Stout (reqs: Wis 13, Good alignment) +4 saves vs Negative Level effects
Heightened Charisma: +1 CHA based Skill Checks
Heightened Constitution: +1 Con based Skill Checks
Heightened Dexterity: +1 DEX based Skill Checks
Heightened Intelligence: +1 INT based Skill Checks
Heightened Strength: +1 STR based Skill Checks
Heightened Wisdom: +1 WIS based Skill Checks
Herculean Effort: For 3+(ConMod) Rounds, add (ConMod) to STR for Lift/Carry/NonCombat use; afterwards Fatigued for 1d4+(ConMod) Rounds.
Hunter, Mighty (reqs: Survival 4) +5 Survival; for every 2 points above 10 you get on a Survival check, you can feed 1 extra person (normally only 2 total).
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