Owen K. C. Stephens
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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 anyone.
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.
Owen K. C. Stephens
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| 1 person marked this as a favorite. |
Sure, here's an excerpt from the introduction, along with the name and flavor text of every feat, and one sample Horrifically Overpowered Mythic Feat, and one sample Mythic Horrifically Overpowered feat.
Given the long list problems with Horrifically Overpowered Feats, it may sound as if these rules are unusable. That’s not strictly speaking true. Each feat is designed to give all the rules needed to use it in a campaign, and to be consistent and logical within the frame of reference of being Horrifically Overpowered. It’s just that the feats themselves are intentionally too much to reasonably be added to a typical game.
In short, don’t use these for any reason.
These feats come in two categories. The first are Horrifically Overpowered Mythic (HOM) feats. These are follow-up feats to mythic feats from Mythic Adventures, specifically designed to take the mythic rules to an illogical conclusion beyond their intended scope. Second (and listed in their own alphabetical order after all the HOM feats) are the Mythic Horrifically Overpowered (MHO) feats. These take already-extant Horrifically Overpowered feats, and tack on the power boost of having Mythic versions available. All these feats follow all the rules and restrictions of mythic feats, they are just horrifically overpowered even when compared to "normal" mythic feats. Adding any of these to a campaign is likely to break it.
Don’t use these.
Part One: Horrifically Overpowered Mythic Feats
These mythic feats are horrifically overpowered, and for mythic feats, boy is that saying something. Even if a mythic game, they are unbalancing and unreasonable. On the other hand, if you allowed them in a tier 10 mythic game, no one may even notice how ridiculous they are compared to the normal tier 10 options.
All of these feats have a feat from Mythic Adventures as a prerequisite, and most require use of that book to be used.
Acrobatic (Horrifically Overpowered, Mythic)
Yours lithe maneuvers are so amazing thy can leave observers slack-jawed in shock.
Augment Summoning (Horrifically Overpowered, Mythic)
Your summoning spells bring forth legendary monsters.
Bleeding Critical (Horrifically Overpowered, Mythic)
Your deadliest blows unleash comically over-exaggerated floods of flood.
Blind-Fight (Horrifically Overpowered, Mythic)
You don't really need your sense of vision.
Cleave (Horrifically Overpowered, Mythic)
Twelve with one blow.
Combat Expertise (Horrifically Overpowered, Mythic)
No one can touch you.
Combat Reflexes (Horrifically Overpowered, Mythic)
Boot to the head.
Command Undead (Horrifically Overpowered, Mythic)
Undead. You rule them.
Deflect Arrows (Horrifically Overpowered, Mythic)
No one can shoot you.
Disruptive (Horrifically Overpowered, Mythic)
The most difficult magic is simply impossible when you are harassing a spellcaster.
Eldritch Heritage (Horrifically Overpowered, Mythic)
You are, essentially, a sorcerer.
Eschew Materials (Horrifically Overpowered, Mythic)
Material components? You don’t need no stinking material components.
Far Shot (Horrifically Overpowered, Mythic)
The moon is in range
Great Fortitude (Horrifically Overpowered, Mythic)
Your stamina is without equal.
Improved Bull Rush (Horrifically Overpowered, Mythic)
You are both unstoppable force, and immoveable object.
Improved Initiative (Horrifically Overpowered, Mythic)
You are a blur or sudden action.
Improved Unarmed Strikes (Horrifically Overpowered, Mythic)
Your hands are among the most deadly of weapons.
Lunge (Horrifically Overpowered, Mythic)
No one is beyond your grasp.
Manyshot (Horrifically Overpowered, Mythic)
At least your enemies will fight in the shade.
Mobility (Horrifically Overpowered, Mythic)
You float through combat like a butterfly.
Mounted Archery (Horrifically Overpowered, Mythic)
You are the saddle-sitting master of mounted archery.
Mounted Combat (Horrifically Overpowered, Mythic)
No one hurts your steed while you are around.
Natural Spell (Horrifically Overpowered, Mythic)
Even as a dire bear, you have thumbs and can wear pants.
Power Attack (Horrifically Overpowered, Mythic)
What you hit, dies.
Prerequisites: Power Attack, Power Attack (mythic).
Benefit: When you are using Power Attack, any foe you hit with a melee weapon must make a Fortitude save (DC 15 + your mythic tier) or die (if alive) or be destroyed (if inanimate or undead).
Quick Draw (Horrifically Overpowered, Mythic)
You always have just what you need.
Rapid Reload (Horrifically Overpowered, Mythic)
You never seem to run out of ammo.
Rapid Shot (Horrifically Overpowered, Mythic)
You can lay down a field of fire so think, people can walk across it.
Spell Focus (Horrifically Overpowered, Mythic)
In your chosen mystic field of study, you have no equal.
Spell Mastery (Horrifically Overpowered, Mythic)
Spell books? You don’t need no stinking spellbooks!
Spell Penetration (Horrifically Overpowered, Mythic)
Only gods are immune to your magic… and not all of them.
Spellbreaker (Horrifically Overpowered, Mythic)
You don't just break foe's spells, you claim them as your own.
Stunning Fist (Horrifically Overpowered, Mythic)
Your fists are like iron.
Two-Weapon Defense (Horrifically Overpowered, Mythic)
You can try to block every attack.
Two-Weapon Fighting (Horrifically Overpowered, Mythic)
If the left don’t get them, the right one will.
Uber-Mythic (Horrifically Overpowered, Mythic)
You are more mythic than mere mythic.
Undead Master (Horrifically Overpowered, Mythic)
Your undead armies and vast and readily available.
Vital Strike (Horrifically Overpowered, Mythic)
Even seeing you use Vital Strike is disturbing.
Weapon Finesse (Horrifically Overpowered, Mythic)
Your attacks are swift, powerful, and well-placed.
Weapon Focus (Horrifically Overpowered, Mythic)
You are the unquestioned master of attacks with your preferred weapons.
Weapon Specialization (Horrifically Overpowered, Mythic)
You may finally get to roll as many dice as the wizard.
Part Two: Mythic Horrifically Overpowered Feats
Since apparently many GMs have been allowing Horrifically Overpowered feats as choices for mythic campaigns, apparently there is a step being "Horrible Overpowered" that needs to be explored. It goes without saying that using any of these feats, ever, is a terrible idea and no one should ever do it. All the feats presented here are mythic versions of horrifically overpowered feats from The Genius Guide to Horrifically Overpowered Feats, and that book is required to use most of them.
There's really no reason to ever use these. Maybe if a mythic campaign has gotten out of hand, and you want to escalate the problem rather than address it, but even then you might be better off just throwing a fiendish tarrasque swarm at your players.
Denied (Horrifically Overpowered, Mythic)
If you don’t like it, it didn’t happen.
Empowered Attack (Horrifically Overpowered, Meta-attack, Mythic)
Your attacks can deal horrendous damage.
Enlarged Attack (Horrifically Overpowered, Meta-attack, Mythic)
No one is beyond your reach.
Eschew Foci (Horrifically Overpowered, Mythic)
You have no need for idols and mirrors… and you can see to it your friends don’t either.
Extra Lives (Horrifically Overpowered, Mythic)
You are nearly impossible to kill.
Favored (Horrifically Overpowered, Mythic)
The universe likes you, a lot. Really, it's kind of unfair.
Full Casting Action (Horrifically Overpowered, Mythic)
You can cast multiple spells as a full-round action, without losing much for doing so.
Gestalt (Horrifically Overpowered, Mythic)
You have prestige, in addition to class and horrifically overpowered mythic abilities.
Go First (Horrifically Overpowered, Mythic)
Even among people who always go first… you go first.
Prerequisites: Go First (Horrifically Overpowered), Improved Initiative.
Benefit: You go first in any initiative order. Full stop. Additionally, if someone readies an action in response to an act you take, their readied action does NOT pre-empt your triggering action, and you are allowed to complete your turn before any readied actions go off. If that means their ready can not be completed (such as if they ready to stab the first creature that comes within their threatened range, and you run into and then out of their range as your action), their ready is triggered and wasted.
Special: Only one creature per campaign world can have this mythic horrifically overpowered feat. First come, first serve. After that, you have to wait for the previous holder to die to take it. If you used to have it, die, and someone else has it when you wake up, you don't get to use the feat until you go kill whoever took it while you were out of it.
Healing Factor (Horrifically Overpowered, Mythic)
You can heal from nearly anything.
Heroic Grace (Horrifically Overpowered, Mythic)
Myths shall be told of you… so you can’t die yet.
Hex Maven (Horrifically Overpowered, Mythic)
You rule hexes.
Magic-User (Horrifically Overpowered, Mythic)
You can casually cast spells as well as someone who works really hard at it. They probably hate you.
Mental Paragon (Horrifically Overpowered, Mythic)
You exceed the peak of mental perfection for your race.
Offensive Combat Training (Horrifically Overpowered, Mythic)
You exceed the mortal peak of combat skill.
Physical Paragon (Horrifically Overpowered, Mythic)
You exceed the peak of physical perfection for your race.
Perfect Blow (Horrifically Overpowered, Mythic)
You can make better-than-perfect attacks.
Skill God (Horrifically Overpowered, Mythic)
You can succeed at the impossible.
Supernatural Spell Monster (Horrifically Overpowered, Mythic)
You break the rules of magic.
Unflappable (Horrifically Overpowered, Mythic)
Nothing puts you at less than your best. Nothing.
Owen K. C. Stephens
Contributor
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...sounds fair- I'll just be using these feats for a Asura's Wraith game, hah!
...
I am AMAZED how popular a product becomes when I say "These are unbalanced. Don't use them!"
PLEASED too, of course. But these are the only things I write that I don't allow into my home campaigns.
Of course some of my FRIENDS have allowed them into games they run...
Ascalaphus
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OmNomNid wrote:...sounds fair- I'll just be using these feats for a Asura's Wraith game, hah!...
I am AMAZED how popular a product becomes when I say "These are unbalanced. Don't use them!"
PLEASED too, of course. But these are the only things I write that I don't allow into my home campaigns.
Of course some of my FRIENDS have allowed them into games they run...
I felt that many of the non-caster feats were actually the right power level to pull martials into the "high fantasy" tier that the casters were already in.
Owen K. C. Stephens
Contributor
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The Genius Guide to Horrifically Overpowered Mythic Feats is available now!
...
You know, in case you want to break your game. :P
Owen K. C. Stephens
Contributor
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| 1 person marked this as a favorite. |
I felt that many of the non-caster feats were actually the right power level to pull martials into the "high fantasy" tier that the casters were already in.
To be serious for a (brief) moment:
This is exactly why this product line started. I mentioned to friends and playtesters that I had feats that were *cool*, and would work well in *some* people's games, but that absolutely did not meet my standards for balanced feats. One of them looked me in the eye and said "Just mark them as overpowered."
And a product was born.
I am a big fan of trusting GMs and players to figure out what a game needs to be more fun for them, if they want to take the time and effort to do so. At the same time, I totally understand gamers who just want the game to deliver a standardized experience, and for supplemental material to not shatter that.
Now people can disagree how well any specific product meets those goals, but the HO line of products are labeled as carefully as I can as for "tinkerers only." You may find something in here you love! But very few folks will use everything, most will only use them in specific circumstances, and a lot will (wisely!) make changes to this material match their needs. And that's cool as heck!
So by all means, feel free to ignore my warnings. Use anything, any way your group enjoys. I don't care what rules you use to have fun, as long as you're having fun.
I just want to cover myself, so no one thinks I expect these to get added to a typical game without major consequences. :)
| Owen KC Stephens |
Many thanks to Endzeitgeist for his review of The Genius Guide to Horrifically Overpowered Mythic Feats!
I may print this and frame it on my wall: ""OMG, deez feats are s000 imba1111!!!! Can 1 uz dem???" and "These are what's wrong with the game! Back in the day, we rolled a d1 and subtracted 10 to hit a Goblin and only did so on a zero!" are both wrong ways to approach this book, so let's be mature and flat-out state this - these feats are designed for very specific circumstances and groups and do not pretend to be balanced. The book flat out tells it like it is and points toward an art that seems to be the source of many a table's problem - player entitlement and DM stubbornness/campaign Mary-Sueing. So if your players think they have a right to use such feats...don't use them. If as a DM, your world is so precious to you that you want to run your PCs and force your vision on how a world's narrative is supposed to run on them...don't even think about it. These feats and their power-curve require dialogue, an ability to maturely discuss them and decide which ones to use and which ones to ignore. They are NOT balanced with the core game or even mythic rules (though, mythic rules honestly lose any semblance of balance at the higher tiers anyway...) and thus require a mature table. Got that? Great, for if you do, then this will quite probably rock your world."
Thanks, End!