The Genius Guide to Horrifically Overpowered Feats (PFRPG) PDF

4.40/5 (based on 5 ratings)

Our Price: $3.99

Add to Cart
Facebook Twitter Email

This product is a bad idea. It contains a wide array of feats that are, as the title suggests, horrifically overpowered. The only way these feats can be considered “balanced” is that they can make any character horrifically overpowered, so allowing them all into a campaign gives all the players (and monsters, and NPCs, and even minions) a chance to be ridiculously super-powered. And as long as everyone is super, it’s all balanced out, right?

No, we know. Just... run with it a second, okay?

We’re not suggesting any GM should allow these feats into a campaign. In fact, we advise against it. Seriously, the whole product is called “Horrifically Overpowered Feats,” which seemed like a dead giveaway that we’re not encouraging anyone to use these rules. The product is even being released on April 1st, 2012. April 1st. Get it?

Of course a GM can add these to a campaign. It’s a bad idea, but the feats are all mechanically sound (in that they follow the normal format of feats and work with the normal rules of the game), and their effect on a character’s abilities is clearly spelled out. It’s just that these feats have a significantly greater impact on a character’s overall effectiveness than any feat in the game’s official rules. Heck, they have a significantly greater impact than any feat Super Genius Games has ever published. They do much more than a feat is supposed to do. They do so much, in fact, that there’s no way to grant the benefits these feats represent without making whatever character receives them much, much more powerful than characters are supposed to be.

In many ways, these feats are classic bad examples, doing exactly the sorts of things feats shouldn’t. If you ever design a feat you expect to work in a normal campaign and it looks a lot like one of these feats, that’s a clear sign you’ve done something wrong.

Product Availability

Fulfilled immediately.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZOPDFRGGOWC5150E


See Also:

Average product rating:

4.40/5 (based on 5 ratings)

Sign in to create or edit a product review.

Title is 50% accurate, but still a useful resource

3/5

Two years ago I came upon this product, which caught my eye in part due to the cover, but more importantly the title and warning message of the broken contents therein. Intrigued, I got a copy, and I have to say that judging it solely on the claims of being overpowered, the book leaves a lot to be desired. Slightly less than half of the 36 feats therein can be said to qualify, with a few overpowered based on certain circumstances. The majority of the genuinely overpowered feats pertain to spellcasting boosts, while many of the martial abilities are nice things which won't necessarily break the game. So what you get is a book which partially lives up to its name, as well as one which has some feats which genuinely can be used in standard gaming sessions without the adventure falling apart.

The book does have guidelines for how to use the feats in actual games. First [Horrifically Overpowered] is a new descriptor, and the maximum amount of said feats any one character can have is 1 at 1st level, 2 at 3rd, and an additional 1 every 3 levels thereafter. There is also the [Meta-Attack] feat type, which modifies non-spell attacks similar to metamagic feats and have a per-day limited use based on total level.

I'm not going to cover all of the feats therein, just a sample of the contents therein so you can make a judgment one way or the other.

The Horrifically Overpowered Feats

Of the genuinely overpowered feats, you have your standard action economy-breaking things like the Full-Casting Action feat tree, which allows you to cast multiple spells in the same round by voluntarily lowering one's Caster Level for them. Mental Paragon and Physical Paragon raise three of your base stats to 18 when you take the feat as though you rolled three 6s for them at character creation. Then you have Magic User and Denied, the first of which grants you spellcasting progression from an existing class equal to half your level, and the latter feat can auto-block potentially any negative effect a limited number of times per day due to its wording. Skill God allows all your rolls for one skill to be considered a natural 20.

In short, the genuinely overpowered feats do stuff which screws around with some core limitations of the game and can be chained together with a lot of potential combinations.

The Non-Horrifically Overpowered Feats

As for the rest, the majority of non-overpowered feats tend to be the non-magical ones, including the vast majority of meta-attacks. The meta-attack feats do things like Maximize Attack, which allows the damage dice to be the greatest value (the modifiers on the end of weapon attacks matter far more than the base die), or Heighten Attack, which ignores a number of points of DR or Hardness equal to your Base Attack Bonus. Still Attack allows you to make an attack even if you're paralyzed, grappled, or unable to use your limbs

In fact the Meta-Attack feats are a strong addition to martial characters in how they can do cool things while not curbstomping encounters. The limited-use function encourages characters to conserve them for truly appropriate and desperate times, limiting their ability to be "spammed" in every encounter.

As for the rest, there are some which are rather strong for feats, but have mitigating circumstances. For example, Skill Domination makes all skills class skills and able to be used untrained. In Pathfinder ranks in a class skill at most grant you a +3 bonus, so it's not as excessive as the genuinely overpowered ones mentioned above. Or take Extra Lives, which allow the character to come back from the dead with no negative levels or Con drain a maximum of three times in the campaign, but is otherwise out of commission for a week when they reappear in a safe location. At low levels it's a good stopgap measure against death, but at higher levels with resurrection magic and the "three strikes you're out" limitation isn't exactly campaign-breaking, and depending on the campaign not accessing your PC for a week can be worse than enduring a negative level.

The Genius Guide to Horrifically Overpowered Feats still makes for a fun read, April Fool's joke or no. I'd recommend this book if you're looking for a mixture of genuinely good and useful feats (especially for martials) and ones to laugh at in their egregiously useful benefits.


Rumors of its Overpoweredness are Greatly Exaggerated.

5/5

Perhaps this book should have been called "Genius Guide to Nice Things for Fighters" with "(and a few Horrifically-Overpowered Feats)" as a subtitle. Because really, other than a few things that seemed straight up this book's alley as an April Fool's joke - Extra Lives, Physical/Mental Paragon, Gestalt, Prestigious, et cetera - the rest of this book seems no more "horrifically overpowered" than a well-played, well-made core Wizard on a good dice day.

And frankly, that's a breath of fresh air in a game that's increasingly dominated by spellcasting classes. The Meta-Attack line of feats in this book is really alluring and appealing to me as a lover of martial characters, and they allow a few new tricks that expand your options beyond the standard "move and attack"/"stay still and full-attack" paradigm for melee combatants.

Don't despair, caster-lovers. There's a few nice tricks for you too that don't break the game too much either, though not nearly as many shiny toys as the Fighters get.

Heck, even one of the most blatantly broken-looking feats in the book, Denied, is really not all that bad. Once-daily negation of a single attack, for the cost of burning a whole feat? Not really that bad in the full scope of things, especially when you start comparing it to what else that feat could have been spent on.

I'd say that the one drawback of the book is its $4 pricetag, but I enjoyed it immensely regardless and don't regret the cost; as much use as I plan to get out of it, I think it a fair price. [Full disclosure: I actually got it during the November 2012 sale, so I paid slightly less ;)] If it interests you at all, and you have an open-minded but discerning GM willing to allow the stuff that's nice but not broken and prohibit the stuff that's clearly over-the-top, I think you can get a lot of mileage out of this book. Useful content, simple formatting that's easy to read, and a good volume of tongue-in-cheek humor make it a solid product. Well worth it.


Horrifically overpowered? Some.....but not all....

5/5

Yeah...the first thing I noticed was the price tag. I was taken back a bit by it, but my players urged me to pick it up, because we were all curious. So, I did; and I'm glad I did.

As a GM that's been doing this for 20+ years, I've seen things that were VERY overpowered that were allowed in the Core rules. The feats out of this book....some are powerful...BUT there's at least a balance to them. And my players know that my first thought is about balance. Yes, some of the feats are a bit broken (Gestalt, Prestigious; I'm looking at you both!) A feat that allows you to take the abilities of a class or prestige class (minus spellcasting) IS a tad broken.

The meta-attack feats SEEM powerful at first, and they are. HOWEVER, they're only useable a certain number of times a day. Yes, there is a feat that lets you gain more uses of a meta-attack, but that's just it - it's for only ONE meta-attack feat that you gain extra uses of.

As for Full Casting Action which lets you cast two spells as a standard action, on the surface, it too seems overpowered. BUT, there are some conditions tied to it. 1) It must be a spell with a casting time of 1 standard action or less (so no multiple Summon Monster spells). 2) The caster level of the second is considered 5 levels lower. So yeah, you may get off two fireballs, but if you're level 10, you've got one that's 10d6 dice of damage and the second is 5d6. 3) The saving throw for the second spell is reduced by 2. So...not only is it less effective, but it's also easier to resist. And, you need to be at least 6th level before you can take it. So, is it neat and useful? Yeah, I'd say it's useful. It lets you get out a bunch of quick offensive firepower. As for being overpowered? Not really.

So...are there feats in here that are Horrifically Overpowered? Yes; but many of them could see the light of day for a standard game.


Super-powered feats that actually MAY work for you

5/5

This pdf is 12 pages long, 2/3 of a page front cover, 1 page editorial/SRD, leaving 10 1/3 pages of content, so why am I reviewing this again?

Oh my god, these feats are so overpowered! Never, ever are they going to be allowed in my campaign, they are so broken I can't even possibly fathom how anyone...

Wait. Oh yeah.

They were designed that way. Ähem. Sorry for the Nerdrage.

Where was I? Oh yeah, these feats are horribly broken. The pdf says it. On the cover. You shouldn't ever give players access to them in your campaign, unless you want to see it crashing down.
Or: Unless you want the campaign to have this power-level! In fact, while I did consider this to be "just" a joke, the feats among themselves, all designated as broken with the [Horrifically Overpowered]-descriptor, btw., seem to be on somewhat a similar power-level. I intentionally avoided the word "balanced" here - feats that let you eliminate any somatic component in casting or the eponymous "Denied!", that lets you negate ANY threat by spell, sword or claw a limited amount of times per day show the intended power-curve.
A feat to cast two spells per round? It's in here, as is a feat to become a gestalt-character, as are feats to set ALL physical or mental attributes to an 18-base. Before racial modifiers, that is! Feats that completely eliminate surprise and the like are also part of the deal, as are meta-attack feats, which e.g. let you ignore DR and hardness of up to your hit dice, attack as a swift action etc.

Conclusion:

Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to SGG's 3-column standard and once again I wished I had a text-less, full page-version of the gorgeous full-color cover. The pdf has no bookmarks, but at least a feat-list. How do I rate this? For "just" a joke, it is not particularly cheap and would probably fail. Turns out, though: It isn't. Essentially, the feats herein are SICK. Extremely powerful. But they are no munchkin game-breakers. You can still potentially have fun with them. As a DM, you could change them into templates for your bosses to give them a better fighting chance. As a player...depending on the campaign, these might actually provide a lot of fun. Imagine a gestalt-campaign, an ultra-high-powered fantasy campaign where you play destined legends, the heroes of true prophecy, the crafters of supreme artifacts. For these campaigns (and e.g. campaigns in the epic levels), these feats may actually be APPROPRIATE. There. I said it. They are broken. They are beyond what normal heroes or mortals can attain. But if you're running just the right game, they might provide a ton of fun. And if you're an aspiring designer and your feats for regular campaigns look like these, reconsider and throw them in the bin. That being said, for afore-mentioned campaigns and GM looking for an "unfair" edge, this is actually a great product. And it is amusing. Thus, a welcome April's Fool-product and a final verdict of 5 stars.

Endzeitgeist out.


April fools joke that can be useful

4/5

I have to admit that the price tag attached to the joke did take me back at first, but I bought the product anyway just to see what is in it. Glad I did.

The pdf is 12 pages, the OGL takes one page so that leaves 11 pages of content.

HOF (Horrifically Overpowered Feats) opens with a direct statement that the feats contained within aren't for use in the standard campaign.

After that the product pitches a few ideas on how to use the feats in a campaign (because why buy something if you aren't going to use it). The ideas for inclusion in a campaign seem solid, but the heading of overpowered campaign includes mention of smaller PC groups, I really wish that the information was broken into another heading, or that the current heading was renamed. There is some very good advice in these sections. For groups that frequently have fewer than 4-5 players, take a read of this section and see if anything rings a bell with you. Some of the advice will make for totally overpowered characters.

Next is the feats table which is presented in a three column layout with alternating coloring in rows for easier reading. The table itself is simple, the feats are organized by category and then alphabetized.

Feat descriptions follow, with mention of the horrifically overpowered type, and the meta-attack type. The meta-attack feats are pretty neat, doing with attacks what some meta-magic feats do with spells (limited by uses per day instead of spell level). Each feat in the description area is in bold type and is colored to make reading easier. You can easily see when a new feat description begins.

Most of the feats shouldn't be allowed in a normal game. However some of the feats could see use by PCs in a game of fewer than normal players with little adjustment (though some of the feats shouldn't be taken, even under these conditions).

The feats that stood out most in my readings were the meta-attack feats, which while having the ability to be really nasty when combined with other feats existing in pathfinder (exa. vital strike) have a great idea behind them.

I don't normally expect great art out of a download product below the $5.00 price point so when I saw the art pieces in the pdf I was pleasantly surprised by how good many of the pieces were (although the images don't impact my rating).

The product is an tongue in cheek product. However with a careful eye, and the right campaign, I could see the feats contained within being used by PCs.

GMs can also get use out of this product by giving the feats contained within to the current big bad in a game, making for a powerful, and memorable encounter.

I didn't include a feat listing in my review, the products discussion has that in it already.

I rated the product at 4 stars because of the limited use the feats will be to the average group. The product itself has a good, easy to read layout. Don't let the April fools joke product stop you from picking this product up. It has real potential for GMs to make the big encounter(s) memorable, and games with few players will find gems that will make the PCs lives better.

If you are a GM that struggles to challenge their players, are looking for easy to account for abilities to add to a big bad, or are looking to give your players an extra edge, pick this up.

If you are a player in a small campaign, talk to your GM and pick this up. If nothing else read it in the tone and spirit it is written in and have some fun.


51 to 96 of 96 << first < prev | 1 | 2 | next > last >>

kevin_video wrote:
Just picked this up, and I have to admit with others who've said it. This isn't an overpowered book. It's really not. Especially not "horrifically" overpowered. Granted there are a couple that might be considered broken in some people's minds, but really most of these are perfectly legit for a regular game. I'm going to be using it.

That would be raising all sorts of red flags for me if I thought that =/

Grand Lodge

1 person marked this as a favorite.
Cheapy wrote:
kevin_video wrote:
Just picked this up, and I have to admit with others who've said it. This isn't an overpowered book. It's really not. Especially not "horrifically" overpowered. Granted there are a couple that might be considered broken in some people's minds, but really most of these are perfectly legit for a regular game. I'm going to be using it.
That would be raising all sorts of red flags for me if I thought that =/

No, really. Just look at a few of the feats.

spoiler:
The Meta-attack feats for instance are not overpowered. If anything they might make a melee fighter actually hold up alongside a wizard.
The Eschew feats are not overpowered as they require prereq feats that you'd probably not normally take unless you were a sorcerer, or liked Silent Spell.
The Favored feat just gives you trinkets for bonuses. Ooh, I can have +1 hp AND +1 CMB against bull rushes because I'm a dwarven fighter? You spoil me.
Go First is the equivalent to one of the Warlock abilities, and requires a feat.
Healing Factor gives you fast healing, big whoop. Just about everything in 3.5 gave you fast healing. Having to take a feat for it isn't all that big.
Hex Maven makes you the equivalent to a 3.5 Hexblade. Gee, thanks.
Heroic Grace gives you the exact same class ability as any of the godlings, or a Paladin, but you have to take a feat for it.
Master of Magic Items is a no brainer. All it does is save you from having to roll the skill check to make sure it doesn't blow up in your face.
Skill Domination is just 3.5 Able Learner, but you don't need to be a Changeling, Human, or Doppleganger to take it.
Unflappable is just an unlimited Uncanny Dodge.

So really, if you honestly look at each feat individually, they're not bad at all. Just a few here and there that you could put limitations on if you wanted to bring them into your game.

I belong in a game where Metamagic feats are given to spell casters for free. ALL of them. Why? Because you're sacrificing a feat in order for you to memorize a spell 1-5 levels higher. That's not worth it. As well, the DM made all of the crafting feats into Craft Magic Item. Again, you're wasting feats to specialize in something that's fairly unnecessary to blow it on. The only change is that if you still want to take the Metamagic feats, then 3/day you can use it without using a higher level spell slot. It makes sense to me. He also brought back Keen/Improved Critical mechanics as he read an interview that showed why it was done like that in 3.0 and why it still works in current games. It's all a matter of perspective and having an open mind.

Scarab Sages

1 person marked this as a favorite.

I'm really glad so many people are finding use in these, and that's a big reason why I wrote them. I'll stand by my assessment that these are overpowered, in that there are things that an optimizer can do with them that would break many campaigns. Many groups would either not allow such special builds, or wouldn't have a problem with them, but as long as they are an option the feats don't pass muster as general use rules good for the majority of games.

BUT -- there are also lots of games where such feats are not only useable, but useful. And for those groups, I'm glad to have provided these options.

Grand Lodge

Showed a buddy of mine these and he had to agree that 95% of these were actually considered "weak" to him. He'll be allowing them in his campaigns as well.


Found this product pretty crazy(awesome) with some things, like the meta-attacks being actually more balanced than I would of originally thought.

Also, Humans with Mental Perfection and Physical Perfection for the win.


Pathfinder Companion, Maps Subscriber; Pathfinder Roleplaying Game Superscriber

I heard about this product after a review in the Know Direction podcast. They seemed to like the options offered. It sounded fun and interesting to me even if only as a good read. After purchasing the PDF and giving it a read through I agree with the hosts of Know Direction and many on the forums here. It's a great product! Maybe not right for all games and all players but certainly useable and fun!

I plan on using it to spice up my critters! Using it as NPC/Monster feats are great ways to throw complacent players.

Much of Owen's early discussion about this product (and some other board members) appears to have some of the ring of... dare I say it D&DNext! Not all books/products are right for every game. Use the ones that work for your group and the type and style of game you want to play/run.

Thanks for a great book! Look forward to more.

Kizan

P.S. Is there a Hero Lab file for this book?

Grand Lodge

Got a question regarding the feat Prestigious. It says "your effective level is 1/2 HD - 5." So, essentially at 20th level you'd have 5th level abilities? Gestalt seems way more worth it. If for no other reason than it later states that if you take levels of the base class later, it counts as 1.5 your level instead of just half. Prestigious says you can't take levels in a prestige class to use the feat.

Scarab Sages

kevin_video wrote:
Got a question regarding the feat Prestigious. It says "your effective level is 1/2 HD - 5." So, essentially at 20th level you'd have 5th level abilities?

It's one-half of (your HD -5). So at 20th level it's 1/2 of (20-5), or 1/2 of (15), or 7.

kevin_video wrote:
Gestalt seems way more worth it. If for no other reason than it later states that if you take levels of the base class later, it counts as 1.5 your level instead of just half. Prestigious says you can't take levels in a prestige class to use the feat.

Gestalt says "character class," not "prestige class." I suppose I should have been more specific and said "base or core class," but the RAI is that gestalt applies only to base and core classes, and Prestigious applies to prestige classes.

Dark Archive

Adventure Path Charter Subscriber

As Magic-User allows it to be taken more than once, for different classes, why not Gestalt?

Scarab Sages

Justin Sluder wrote:
As Magic-User allows it to be taken more than once, for different classes, why not Gestalt?

Because no matter how many spells you have access to, economy of action still limits how many you can unleash at once. But many class abilities are passive and powerful, and even if you are Horrifically Overpowered you don't need access to more than 2 sets (your actual class, and those from the feat).

So honestly? Even in a book dedicated to the unbalanced, it was too unblananced.


1 person marked this as a favorite.

We played a 20th level PFRPG one shot this past weekend and our DM used the horrifically overpowered feats to make our adversaries worthy. I believe he succeeded and we all had a lot of fun.

The feat worked real well in that regard, IMO.

The 20th level master of many forms monk with gestalt fighter and gestalt gunslinger (using an advanced revolver) as well as having the denied feat gave us absolute fits.

Scarab Sages

1 person marked this as a favorite.
The Thing from Beyond the Edge wrote:

We played a 20th level PFRPG one shot this past weekend and our DM used the horrifically overpowered feats to make our adversaries worthy. I believe he succeeded and we all had a lot of fun.

The feat worked real well in that regard, IMO.

The 20th level master of many forms monk with gestalt fighter and gestalt gunslinger (using an advanced revolver) as well as having the denied feat gave us absolute fits.

Ouch!

But if you took THAT down, I think your DM was right to unleash it on you!

Dark Archive

Adventure Path Charter Subscriber

Not surprisingly, I have more questions.

With Gestalt (monk), do the feat grant the AC bonus of the monk?

Can an archetype be applied to the class features gained through the Gestalt feat?

If you gain the Physical Exemplar archetype from The Genius Guide To: Martial Archetypes by using the Gestalt feat, does the +1 hp/level apply to character level? Or effective class level?


I fear for what Justin will wrought.

What's the future tense of wrought anyways?

Dark Archive

Adventure Path Charter Subscriber
Cheapy wrote:

I fear for what Justin will wrought.

What's the future tense of wrought anyways?

Fear is something players should feel, not GMs. ;)

Scarab Sages

Justin Sluder wrote:
Not surprisingly, I have more questions.

We love questions!

Justin Sluder wrote:
With Gestalt (monk), do the feat grant the AC bonus of the monk?

I see what you are asking. I'd say that since the feat says all the class features (proficiencies and abilities listed in the "special" column of the class write-up) of that class other than spellcasting, that the description "all the class features" is what it gives you, and the mention of the special column is just a descriptor of where to find such.

Using that as my baseline, I'd say yes it gives you the AC bonus of the monk, as that is a class feature.

Justin Sluder wrote:
Can an archetype be applied to the class features gained through the Gestalt feat?

If your GM is allowing an archetype (and if the GM is allowing Horrifically Overpowered feats, what are the odds an archetype is going to get banned?), then certainly. You'd pick a class, select an archetype to apply to it, swap out it's class features as dictated by the selected archetype, then use gestalt to gain the new set of class features.

Justin Sluder wrote:
If you gain the Physical Exemplar archetype from The Genius Guide To: Martial Archetypes by using the Gestalt feat, does the +1 hp/level apply to character level? Or effective class level?

It's work just as outline for normal archetypes, above. You'd pick some character class to apply Physical Exemplar to, the use Gesalt to get class features of the new class + Physical Exemplar (which means you'd get +1 hp per effective level of the Gesalted class).

Dark Archive

1 person marked this as a favorite.
Adventure Path Charter Subscriber

Thank you sir.

Also, I would like to shake your hand and thank you for all the awesome stuff y'all at SGG put out if you make it to PaizoCon this year.

Scarab Sages

Justin Sluder wrote:

Thank you sir.

Also, I would like to shake your hand and thank you for all the awesome stuff y'all at SGG put out if you make it to PaizoCon this year.

Thanks, Justin! Sadly Paizo Con does not look to be in the cards for me this year, but Stan! and Hyrum should be there, and goodness knows their hands deserve shaking too!


There's a PbP on here that just began recruitment. It's a 20th level game and the GM is allowing three HOpF as sort of epic class features.

Skimming through the book(I'll read it all later) I really like some of what I see.

Questions:

For Favored, does the bonuses for Favored Enemy also equal your HD? So with the character for this game, I would have 20 Favored Enemies and gain the bonuses to them as a 20th level Ranger would?

Also,
There's several feats that are described, but are not in the table. Spell Shifting, Supernatural Spell Monster and Unflappable for sure.

Finally,

I see there's a HOpF for the Witch, but none of the other new APG classes. Why the Witch?

And what's the likelihood there will be a sequel so the other base classes get some love, as well as the SGG creations??


Really nice work. Love the flexibility these extra options can provide.

Two questions though about the Augmenter Summoner package - doesn't taking away the summoners spells make it impossible to heal his/her eidolon?

(Note: I realize that other characters can heal the eidolon, I'm only talking about the summoner's abilities to heal it)

It seems like having an eidolon that's at max 1/2 HP until fast healing is available (LV.11) is a huge disadvantage. Was that intentional?

Scarab Sages Contributor; Developer, Super Genius Games

1 person marked this as a favorite.
Monkeygod wrote:
There's a PbP on here that just began recruitment. It's a 20th level game and the GM is allowing three HOpF as sort of epic class features.

Awesome. :D

Monkeygod wrote:
Questions:

Sorry I missed these initially!

Monkeygod wrote:
For Favored, does the bonuses for Favored Enemy also equal your HD? So with the character for this game, I would have 20 Favored Enemies and gain the bonuses to them as a 20th level Ranger would?

Favored gives you the benefit of taking a favored class bonus, like the +1hp and +1 skill point options listed in the core rulebook.

Monkeygod wrote:

Also,

There's several feats that are described, but are not in the table. Spell Shifting, Supernatural Spell Monster and Unflappable for sure.

Those feats were So overpowered...

No, that's just an editing error. I'll see when the schedule will let us fix it.

Monkeygod wrote:
I see there's a HOpF for the Witch, but none of the other new APG classes. Why the Witch?

Most of the HOpF are not class-specific (there's no HOpF for just the monk, for example). The witch happens to have a unique mechanic (hexes) that lent itself well to such a feat so we included it.

Monkeygod wrote:
And what's the likelihood there will be a sequel so the other base classes get some love, as well as the SGG creations??

The likelihood is "high"

Scarab Sages Contributor; Developer, Super Genius Games

Furt wrote:
Really nice work. Love the flexibility these extra options can provide.

Thanks! I answered your questions here.

Liberty's Edge

Might that product be eventually adjusted/revised to be used with Mythic Adventures?

Shadow Lodge

THANK you sir for bumping this. I was not aware of the existence of this. And on sale! Bought.

Scarab Sages Contributor; Developer, Super Genius Games

Lord Magus wrote:
Might that product be eventually adjusted/revised to be used with Mythic Adventures?

Certainly a sidebar is possible. I'm not sure about anything greater than that as a revision ... but I haven't ruled it out, either.

Scarab Sages Contributor; Developer, Super Genius Games

Orthos wrote:
THANK you sir for bumping this. I was not aware of the existence of this. And on sale! Bought.

In fact right now EVERYTHING of ours is on sale. And if you give us your thoughts about what you'd like to see from us in this thread, you can also ask for any one pdf we put out prior to this month for free. :)

Also, enjoy!


this is beginning to look less overpowered & more Mythic. :P

Shadow Lodge

My first review up and posted =)

Scarab Sages Contributor; Developer, Super Genius Games

Many thanks for the review!

Shadow Lodge

Eight months later and I finally get to use these things for the first time.

Stuck a few Meta-Attack feats on some level-9 Half-Dragon Fighters for my PCs to fight while invading a dragon's lair. The PCs seemed pretty surprised at the abilities these guys could dish out, and it was one of the toughest fights they had to date. But the PCs won out in the end, despite some close calls, and killed one, captured a second, and forced the third to flee. (She might become a recurring enemy, dunno yet. They killed their dragon father in the next session.)

Was an interesting, difficult, and challenging fight, but for my five level-11/mythic-1 PCs against four CR 10 opponents (they were accompanied by a caster Dryad, who didn't have any Overpowered feats) it was supposed to be a difficult pre-boss fight. My recommendation for this book - and analysis that the fighter-focused ones, including most of the Meta-Attack line, are not so over-the-top as the title claims ;) - remain unchanged =)

Scarab Sages Contributor; Developer, Super Genius Games

Orthos wrote:
Eight months later and I finally get to use these things for the first time.

Sounds like fun!

Orthos wrote:
My recommendation for this book - and analysis that the fighter-focused ones, including most of the Meta-Attack line, are not so over-the-top as the title claims ;) - remain unchanged =)

Hey, as long as you recommend the book, I have a hard time finding the energy to take issue with any of the rest of your opinion. :D


Now that Mythic rules are out, I wonder if these would still be overpowered as Mythic feats (thinking to Mythic Eldritch Heritage, I guess maybe not). I have a character that was just searching something like Cohort Familiar.

Scarab Sages Contributor

8 people marked this as a favorite.

I have been told by a lot of people that they offer these as Mythic feats and it works fine for them.

I have NOT playtested that, so I can't comment from tested knowledge.

On the other hand, if I were to write Horrifically Overpowered MYTHIC Feats...


2 people marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Adventure, Lost Omens Subscriber
Owen K. C. Stephens wrote:
On the other hand, if I were to write Horrifically Overpowered MYTHIC Feats...

Teh powah. I feels it.

Dark Archive

3 people marked this as a favorite.
Adventure Path Charter Subscriber
Owen K. C. Stephens wrote:
On the other hand, if I were to write Horrifically Overpowered MYTHIC Feats...

I can haz the Horrifically Mythically Overpowered Feats?! :D


1 person marked this as a favorite.
Owen K. C. Stephens wrote:

I have been told by a lot of people that they offer these as Mythic feats and it works fine for them.

I have NOT playtested that, so I can't comment from tested knowledge.

On the other hand, if I were to write Horrifically Overpowered MYTHIC Feats...

I've used a number of the Metacombat feats as Mythic feats that take a Mythic point to activate it. Worked pretty well for us. I do love these books - I run a variation of the 3.x Epic rules, and they work there easily too.

We often run solo games and need a character to cover multiple niches and we've done a lot of "normal" gestalts, but allow two Gestalt (OP) feats in place of a full class gestalt helps the variety and cover extra bases that way.

The idea of horrifically overpowered Mythic feats both frightens and delights me.

Scarab Sages Contributor

So the REAL question is, would you prefer The Genius Guide to Horrifically Overpowered Mythic Feats (which takes existing Mythic feats, and overpowers them horrifically), or The Genius Guide to Mythic Horrifically Overpowered Feats (which would do mythic versions of the existing Horrifically Overpowered feats)?


2 people marked this as a favorite.
Owen K. C. Stephens wrote:
So the REAL question is, would you prefer The Genius Guide to Horrifically Overpowered Mythic Feats (which takes existing Mythic feats, and overpowers them horrifically), or The Genius Guide to Mythic Horrifically Overpowered Feats (which would do mythic versions of the existing Horrifically Overpowered feats)?

Both.

Shadow Lodge

1 person marked this as a favorite.

¿Por que no los dos?


2 people marked this as a favorite.
Monkeygod wrote:
Owen K. C. Stephens wrote:
So the REAL question is, would you prefer The Genius Guide to Horrifically Overpowered Mythic Feats (which takes existing Mythic feats, and overpowers them horrifically), or The Genius Guide to Mythic Horrifically Overpowered Feats (which would do mythic versions of the existing Horrifically Overpowered feats)?
Both.

Agreed both.


1 person marked this as a favorite.
Owen K. C. Stephens wrote:
So the REAL question is, would you prefer The Genius Guide to Horrifically Overpowered Mythic Feats (which takes existing Mythic feats, and overpowers them horrifically), or The Genius Guide to Mythic Horrifically Overpowered Feats (which would do mythic versions of the existing Horrifically Overpowered feats)?

Bolded part. Super powered mythic feats I do not need them... Yet.

Scarab Sages Contributor

4 people marked this as a favorite.

I didn't think I was going to do this, but last night I couldn't sleep so I pounded out The Genius Guide to Horrifically Overpowered Mythic feats over the past 12 hours.
It includes both Mythic version of horrifically overpowered feats, and Horrifically Overpowered versions of mythic feats.
Maybe I'll release it a week from tomorrow?


Owen K. C. Stephens wrote:

I didn't think I was going to do this, but last night I couldn't sleep so I pounded out The Genius Guide to Horrifically Overpowered Mythic feats over the past 12 hours.

It includes both Mythic version of horrifically overpowered feats, and Horrifically Overpowered versions of mythic feats.
Maybe I'll release it a week from tomorrow?

I'll buy that the day it is out.

I've been putting my thoughts to paper on what to do for character advancement after 20th/10R - those will fit right there. :D

Scarab Sages Contributor

3 people marked this as a favorite.

A teaser for Horrifically Overpowered Mythic Feats

Coming April 1st. Seriously.
But you shouldn't buy it... these are too unbalanced to be of any use to you.

Requires both Mythic Adventures and the Genius Guide to Horrifically Overpowered Feats for use. Which is fine, because you shouldn't use this book anyway.


Pathfinder Adventure, Adventure Path Subscriber

Awesomesauce.


So I read this, and some feats are more OP than others really. There's a lot here that I would not allow, mostly on the caster side, but some of this is actually stuff I feel should have been part of the fighter's mechanics for a while. Even if that would be unimaginative.

It's a good read, and I really enjoyed it, but if you can, please publish whatever ideas you have for martial style feats.

51 to 96 of 96 << first < prev | 1 | 2 | next > last >>
Community / Forums / Paizo / Product Discussion / The Genius Guide to Horrifically Overpowered Feats (PFRPG) PDF All Messageboards

Want to post a reply? Sign in.