Great Fortitude (Horrifically Overpowered, Mythic)
Your stamina is without equal.
Prerequisites: Great Fortitude, Great Fortitude (mythic).
Benefit: You can only be required to actually roll a Fortitude save once per game session, as determined by the GM. For all other Fortitude saves, your saving throw total is calculated as your total save bonus +20.
Variations: A GM can use this pattern for Iron Will and Lightning Reflexes.
Verdict: Overpowered. Can effectively negate many forms of attack, supernatural and otherwise. And when you are forced to roll, the +20 bonus pushes you well over the RNG. Combined with the Mythic version of this feat, you roll twice and take the better result.
Improved Bull Rush (Horrifically Overpowered, Mythic)
You are both unstoppable force and immoveable object.
Prerequisites: Improved Bull Rush, Improved Bull Rush (mythic).
Benefit: Add +20 to your CMB and CMD regarding bull rushes. There is no size limit to what creatures you can bull rush.
Variations: A GM can use this pattern for all the Improved combat maneuver feats.
Verdict: Not overpowered. Bull rushes force you to spend a standard action or use it as part of a charge. And if successful, most builds will have you push the enemy around 20-30 feat (Mythic Imp Bull Rush grants an additional bonus based on your Mythic tier). A cool use, but nothing game-breaking.
Improved Initiative (Horrifically Overpowered, Mythic)
You are a blur of sudden action.
Prerequisites: Improved Initiative, Improved Initiative (mythic).
Benefit: Add +10 to your initiative checks. Anytime your initiative is 40 or higher, you get to take a partial action before the first round of combat (during which time only other characters with this feat and an initiative of 40 or higher can act). Additionally, divide your initiative by 20. This is the number of extra partial actions you can take during this combat. Each extra partial action occurs between rounds of combat, and you cannot take one more often than every 2 rounds.
Verdict: Overpowered. Initiative is very important in Pathfinder and useful to most builds. Combined with the Mythic version, you can expend a point of Mythic Power to treat your roll as a Natural 20, and you gain a flat bonus equal to your Mythic Tier.
Plus, you can get to break the action economy while you're at it! That it, if I can find what a partial action is, as it's not listed in the online Pathfinder SRD.
Improved Unarmed Strikes (Horrifically Overpowered, Mythic)
Your hands are among the most deadly of weapons.
Prerequisites: Improved Unarmed Strikes, Improved Unarmed Strikes (mythic).
Benefit: Your unarmed strikes have a threat range of 19-20, and a x3 critical multiplier. They are also treated as having the blocking, brace, deadly, disarm, distracting, grapple, performance, sunder, and trip special weapon features. They deal bludgeoning, piercing, and slashing damage. When calculating bonus damage from Power Attack or your Strength bonus (or similar sources), treat your unarmed attacks as 2-handed weapons.
Verdict: Not overpowered. You're spending 3 feat slots on one style of combat, it damn well should be superior to most manufactured weapons!
Lunge (Horrifically Overpowered, Mythic)
No one is beyond your grasp.
Prerequisites: Lunge, Lunge (mythic).
Benefit: Your melee reach is extended by 5 feet for all weapons, natural weapons, and unarmed attacks.
You gain a +2 bonus to all attacks of opportunity. These benefits replace Lunge and Lunge (mythic).
Additionally, you can expend a point of mythic power to extend your reach by another 5 feet for 1 minute.
Verdict: Not overpowered. Most larger monsters have a superior reach to human(oid) PCs, so this is a nice counterbalancing effect.
Manyshot (Horrifically Overpowered, Mythic)
At least your enemies will fight in the shade.
Prerequisites: Manyshot, Manyshot (mythic).
Benefit: Anytime you make a normal ranged attack with a weapon, you may also make one abnormal ranged attack with the same weapon, using the same attack bonus. If you make 5 or more normal ranged weapon attacks in the same round, and an abnormal ranged attack for each normal ranged attack, you may reduce the light level one step in a line from you to one of the targets of your ranged attacks until the beginning of your next round.
Special: The only abnormal thing about the abnormal ranged attacks gained is that they do not grant additional ranged attacks with this feat. However, Rapid Shot (Horrifically Overpowered, Mythic) does stack with this feat, granting you a total of three attacks each time you make a normal ranged attack.
Verdict: Overpowered. It doubles the number of ranged attacks you can make in a round, in addition to the two bonus arrows for each attack with the Mythic version of Manyshot. The light reduction is a mere minor effect in comparison to this.
Mobility (Horrifically Overpowered, Mythic)
You float through combat like a butterfly.
Prerequisites: Mobility, Mobility (mythic).
Benefit: Your movement does not provoke attacks of opportunity. You get one additional 5-foot step each round and may use it even if you take other movement, including a 5-foot step, or may combine your two 5-foot steps into a 10-foot step, allowing you to take a 5-foot step in difficult terrain. If you expend a point of mythic power, you gain two additional 5-foot steps each round for one minute.
Verdict: Not overpowered. This is still a very nifty feat. You can now move 20 feet and make a full attack instead of just 5 feet! Also, no more AoOs just for moving through threatened squares!
Mounted Archery (Horrifically Overpowered, Mythic)
You are the saddle-sitting master of mounted archery.
Prerequisites: Mounted Archery, Mounted Archery (mythic).
Benefit: You take no penalties for making ranged attacks while mounted, regardless of what speed your mount moves. When your mount moves at least 10 feet in a round, you may add its total movement divided by 10 as bonus damage to all ranged attacks you make in the same round.
Verdict: Not overpowered on its own. However, when combined with HOM Manyshot and a fast charging mount, you can rack up insane amounts of damage.
Mounted Combat (Horrifically Overpowered, Mythic)
No one hurts your steed while you are around.
Prerequisites: Mounted Combat, Mounted Combat (mythic).
Benefit: As long as you are conscious and mounted, your steed takes no damage from any source. That sounds really impressive, but your steed can still be affected by non-damaging effects, and if you are playing in a game where the GM is allowing Horrifically Overpowered Mythic feats (despite all my warnings not to), you can bet the GM has some awesome options to take out your mount without resorting to anything as dull as hit points. Taking this feat is like looking your GM in the eye and saying “I dare you to make me regret this.” You’ll end up with a steed that has been petrified, or polymorphed into a hunchbacked bunny. And then how cool would you look? Not very. Seriously, go look at Cleave (Horrifically Overpowered, Mythic). It’s much cooler than this.
Verdict: Not overpowered. Owen Stephens actually makes a good case for why his feat
would not be overpowered. Something tells me he's not a fan of mounted PC builds...
Natural Spell (Horrifically Overpowered, Mythic)
Even as a dire bear, you have thumbs and can wear pants.
Prerequisites: Natural Spell, Natural Spell (mythic).
Benefit: When using wild shape, you get to keep all your gear and can do everything you can do in your natural form, even though you still look like an animal.
Verdict: Overpowered. The normal version of this spell's overpowered, so's this one. Due to a lack of omission, Natural Spell is not in the list on the original link of Mythic Feats.
Power Attack (Horrifically Overpowered, Mythic)
If you hit it, it 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).
Verdict: Variable. In the lower levels and against certain enemies it can be great, and it dramatically increases the relevance of the melee fighter at higher levels by making hit points a lesser issue. However, the Save DC will be 25 at the very most, and cannot be modified by ability scores. As higher levels, most monsters have impressive Fortitude saves and will laugh at the pitiful DC.
Quick Draw (Horrifically Overpowered, Mythic)
You always have just what you need.
Prerequisites: Quick Draw, Quick Draw (mythic).
Benefit: You can ready and put away any handheld equipment as free actions. Basically for each action you take, you may decide what gear you are using. If you expend a point of mythic power, you can even swap clothes and armor as a free action.
Verdict: Not overpowered. Very useful for swapping out equipment and quickly putting on armor, but not game-breaking either.
Rapid Reload (Horrifically Overpowered, Mythic)
You never seem to run out of ammo.
Prerequisites: Rapid Reload, Rapid Reload (mythic).
Benefit: You can reload any weapon in your possession without taking any action to do so, including siege weapons. You never run out of mundane ammunition. If you expend a point of mythic power, you can reload every weapon you wish to within 30 feet as a swift action.
Verdict: Not overpowered. How many groups manually track ammunition, anyway? As your attacks per round are still limited by your Base Attack Bonus and feat selection, this isn't going to do much other than allow you to fire crossbows a lot more often.
Rapid Shot (Horrifically Overpowered, Mythic)
You can lay down a field of fire so thick, people can walk across it.
Prerequisites: Rapid Shot, Rapid Shot (mythic).
Benefit: Anytime you make a typical ranged attack with a weapon, you may also make one atypical ranged attack with the same weapon, using the same attack bonus. If you make 5 or more normal ranged weapon attacks in the same round, and an atypical ranged attack for each normal ranged attack, you may designate a line from you to any one of your targets that until the beginning of your next round is so thick with flying arrows (or whatever) that a DC 20 Acrobatics check allows it to be crossed like a bridge.
Special: The only atypical thing about the atypical ranged attacks gained is that they do not grant additional ranged attacks with this feat. However, Manyshot (Horrifically Overpowered, Mythic) does stack with this feat, granting you a total of three attacks each time you make a normal ranged attack.
Verdict: Not overpowered. You can use a rope and grappling hook to traverse the same distance, and the ability's too situational to be of use, and is obsolete at higher levels when spellcasters can fly and transport the party.
Spell Focus (Horrifically Overpowered, Mythic)
In your chosen mystic field of study, you have no equal.
Prerequisites: Spell Focus, Spell Focus (mythic).
Benefit: Select a school of magic you have already selected for Spell Focus and Spell Focus (mythic). If you are not a wizard, you gain all the benefits a wizard of your character level specialized in that school of magic gains.
If you are a wizard, you may swap any prepared spell for a spell you know of the selected school of the same level or less.
Verdict: Overpowered. Making Wizards more Quadratic since 2012.
Spell Mastery (Horrifically Overpowered, Mythic)
Spell books? You don’t need no stinking spellbooks!
Prerequisites: Spell Mastery, Spell Mastery (mythic).
Benefit: You are considered to have taken Spell Mastery for all spells you know.
Verdict: Overpowered. Any spellcaster worth their salt's going to have a tightly locked spellbook, but the
horrifically overpowered part comes in with the Mythic version of this feat. With an expenditure of Mythic Power, you can prepare all of your spells you've taken Mythic Mastery for as a full-round action. And with the HOM version, that's
all of your spells.Spell Penetration (Horrifically Overpowered, Mythic)
Only gods are immune to your magic… and not all of them.
Prerequisites: Spell Penetration, Spell Penetration (mythic).
Benefit: Whenever you make a caster level check to overcome a target’s SR, roll twice and take the best result.
If you expend a point of mythic power, you can ignore a target’s spell immunity, condition immunity, SR, and elemental resistance or immunity for one spell cast (though it still gets a normal saving throw, if one is allowed).
Verdict: Not overpowered. I'm still floored by the previous feat that this one just doesn't seem that overpowered to me.
Spellbreaker (Horrifically Overpowered, Mythic)
You don’t just break foe’s spells, you claim them as your own.
Prerequisites: Spellbreaker, Spellbreaker (mythic).
Benefit: If you successfully disrupt a foe’s spellcasting with a readied attack or an attack of opportunity, you gain the spell your foe was attempting to cast, as if you had used a rod of absorption, but with no level limit. Any spell absorbed fades after 24 hours.
Verdict: Overpowered. You can shut down enemy spellcaster's action for that round, and gain additional uses of spells.
Stunning Fist (Horrifically Overpowered, Mythic)
Your fists are like iron.
Prerequisites: Stunning Fist, Stunning Fist (mythic).
Benefit: You may turn one unarmed attack per round into a stunning fist without counting it toward your daily limit. You may select which attack after seeing its attack roll. If you expend a point of mythic power, targets normally immune to stun effects are not immune to your stunning fist for 1 round.
Verdict: Not overpowered. On the one hand, it's an infinite-use stun. On the other hand, it's unarmed melee only, one attack per round, and not too many creatures are immune to stun effects in the first place.
Two-Weapon Defense (Horrifically Overpowered, Mythic)
You can try to block every attack.
Prerequisites: Two-Weapon Defense, Two-Weapon Defense (Mythic).
Benefit: As long as you have two melee weapons equipped and are not denied your Dexterity bonus to AC, you have cover.
Verdict: Not overpowered. If you're wielding melee weapons and need cover, chances are a ranged opponent's shooting at you.
Two-Weapon Fighting (Horrifically Overpowered, Mythic)
If the left don’t get them, the right one will.
Prerequisites: Two-Weapon Fighting, Two-Weapon Fighting (Mythic).
Benefit: Each time you make a melee attack with your primary weapon, you may also make a melee attack with your secondary weapon at the same attack bonus -2.
Verdict: Not overpowered. You can get additional attacks with the normal versions of Manyshot and Rapid Shot, so melee should get some love too.
Uber-Mythic (Horrifically Overpowered, Mythic)
You are more mythic than mere mythic.
Prerequisites: Extra Mythic Power.
Benefit: For purposes of your own mythic abilities, feats, powers, spells, and magic items, you do not treat mythic creatures of a lower mythic tier than you as mythic sources.
Verdict: Not overpowered. You're not going to be fighting mythic creatures except as special boss battles, and even then this isn't an instant win button.
Undead Master (Horrifically Overpowered, Mythic)
Your undead armies and vast and readily available.
Prerequisites: Undead Master, Undead Master (Mythic).
Benefit: Undead with hit dice equal to your tier or less do not count against your total HD of undead for the animate dead spell or the Command Undead feat. If you expend a point of mythic power, you may teleport to you a number of HD worth of undead you control through one of these two methods equal to your caster level plus your mythic tier. You may do this even if they are on another plane, as long as they could reach you if they used greater teleportation or plane shift.
Verdict: Overpowered. You can totally get a legion of millions of zombies and skeletons at your beck and call, provided that you have enough material components.
Vital Strike (Horrifically Overpowered, Mythic)
Even seeing you use Vital Strike is disturbing.
Prerequisites: Vital Strike, Vital Strike (Mythic).
Benefit: Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, the target you hit (and any non-mythic creature that witnesses the attack) must make a Will save (DC 10 +1/2 your level +your mythic tier) or be shaken for a number of minutes equal to the number of dice you gained from the Vital Strike feat used.
Verdict: Not overpowered. Most combat does not last for more than a minute (tops), and the shaken condition's a minor debuff.
Weapon Finesse (Horrifically Overpowered, Mythic)
Your attacks are swift, powerful, and well-placed.
Prerequisites: Weapon Finesse, Weapon Finesse
(Mythic).
Benefit: You may add your bonuses from Strength, Dexterity, and Intelligence to your melee attack and damage rolls.
Verdict: Overpowered. This feat's very MAD for you to gain the full benefits, but it's great for rogue and gish builds. Gaining bonuses from two ability scores can rocket up your attack bonus, and it's not so hard to do this with the right build.
Weapon Focus (Horrifically Overpowered, Mythic)
You are the unquestioned master of attacks with your preferred weapons.
Prerequisites: Weapon Focus, Weapon Focus (Mythic).
Benefit: When you make an attack roll with a weapon for which you have taken Weapon Focus, roll your attack twice and take the best result. If you have Greater Weapon Focus with the weapon, roll three times and take the best result.
Verdict: Not overpowered. Damage doesn't really change for this, it only allows you to hit a lot more often. A good feat, but not overpowered.
Weapon Specialization (Horrifically Overpowered, Mythic)
You may finally get to roll as many dice as the wizard.
Prerequisites: Weapon Specialization, Weapon Specialization (Mythic).
Benefit: When you make a damage roll with a weapon for which you have taken Weapon Specialization, roll your damage twice and take the best result. If you have Greater Weapon Specialization with the weapon, roll three times and take the best result.
Verdict: Not overpowered. The descriptive text is misleading.
This post's feats were 9 Overpowered, 16 Not Overpowered, and 2 variable.
Combined with the last post, we have 15 Overpowered, 21 Not Overpowered, and 4 variable.
I'll give Owen Stephens credit here. Of the 15 genuinely Overpowered feats, about 9 of them were not caster-centric. A definite improvement than the last books.
But that's not all!We have Part 2 to cover: Mythic Horrifically Overpowered feats! Instead of being versions of "normal" Mythic feats, they're Mythic versions of Horrifically Overpowered feats from the last 2 books!
See you soon!