Author Topic: The Genius Guide to Horrifically Overpowered Mythic Feats: Revengeance  (Read 19863 times)

Offline Libertad

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Over a year ago, I reviewed this the first two products of this series.  I had a lot of fun doing it, and despite being only 50% overpowered and only the spellcaster ones were really game-breaking, the books had their uses in legitimate games.

One of the products in the Pathfinder RPG line is Mythic Heroes, Paizo's answer to 3rd Edition's Epic Level Handbook.  Instead to cranking up the levels beyond 20, the book introduction a new Mythic system where PCs and NPCs gain amazing powers and abilities if they undergo legendary events in the campaign.  This is determined mostly by DM fiat, where a PC might discover they're a descendant of the Old Gods, drink the blood of a Dragon-King, and other cool stuff like that.  In short, there are 6 Mythic Paths (pseudo-classes with their own distinct abilities) divided into 10 tiers (pseudo-levels which increase when the PC succeeds at trials, or important adventures in line with their Path).

In addition to unique abilities, Mythic characters can increase their ability scores, gain bonus feats, expend per-day uses of Mythic Power to do cool stuff, and...

wait for it...

Mythic versions of existing feats!

Mythic feats are only available to Mythic characters, and are superior versions of existing feats.  For example, Blind-Fight (Mythic) allows you to ignore all forms of cover and concealment with a use of Mythic Power.

Unwilling to be shown up by Paizo, Owen Stephens realized that his own Horrifically Overpowered Feats needed an upgrade.

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When the first book of Horrifically Overpowered feats was released on April 1st, 2012, we expected to hear a lot of  cries of, “What were you thinking?!” Instead we  mostly heard, “When will you release more?!” So, we  released the book of More Horrifically Overpowered  feats, and the main comment we received was “These  really aren’t THAT overpowered.”

Challenge accepted!


With the addition of the mythic rules from Mythic Adventures, some campaigns have found Horrifically Overpowered feats normalizing somewhere close to  “reasonable.” Obviously, we can’t allow mythic-level  power creep to make our Horrifically Overpowered  line become anything like mainstream. So, there was  only one thing to do: Make Horrifically Overpowered  Mythic feats, and Mythic Horrifically Overpowered  feats, and release them on April 1st, 2014.

But first, a warning. Horrifically Overpowered Feats, as the name  might suggest, are not balanced. They are, in fact,  imbalanced in three ways. First, each one represents  an uptick in power larger than a typical feat (and in  most cases—dare we say all cases?—larger than  even the most powerful “vanilla” feats). Second,  each one has the potential for being combined with  class features, spells, tactics, and other feats  to create an even stronger effect than normal,  causing them to skew how big a boost in power  they represent depending on the circumstances.  Third, conceptually, many of them bend the  logic of the core rules, allowing warriors to cast  spells, spellcasters to become weaponmasters,  and well-designed characters to be much, much  more effective than characters that have not  been optimized.

Given the long list of problems with Horrifically  Overpowered Feats, it may sound as if these  rules are unusable. That’s not true, at least not  strictly speaking. 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 when  compared to “normal” mythic feats. Adding any of  these to a campaign is likely to break it.

Seriously, don’t use these.


Part One: Horrifically Overpowered Mythic Feats

Stephens mentions that these feats are horrifically overpowered, even by the standards of existing Mythic feats.  Therefore, we will be judging the book's feats on these merits.  Stephens also mentions that their magnitude might not be as noticeable in Tier 10 Mythic games due to the sheer power available at the PC's fingertips.

Without further ado, let's begin!

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Acrobatic (Horrifically Overpowered, Mythic)
Your lithe maneuvers are so amazing that they can leave observers slack-jawed in shock.
Prerequisites: Acrobatic, Acrobatic (mythic).
Benefit: You can only be required to actually roll an Acrobatics or Fly skill check once per game session (per skill), as determined by the GM. For all other Acrobatics and Fly skill checks, you get a result as if you had opted to take 20, except the skill does not require any additional time to perform.

When you do roll an Acrobatics or Fly skill check, if your die roll is a 15 or greater (the die shows a 15 or higher), non-mythic creatures with fewer HD than you who witness you make the check must succeed on a Will saving throw (DC 10 + 1/2 your HD + mythic tier) or be stunned for 1 round.
Variations: A GM can use this pattern for every feat/mythic feat that grants a bonus to 2 skills.

Verdict: Overpowered.  It can be easy to game under the right circumstances, and auto-succeeding on certain skills (Diplomacy, Perception, etc) is a major boon.  Additionally, impressive use of the skill grants a line-of-sight stun attack to multiple opponents.

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Augment Summoning (Horrifically Overpowered, Mythic)
Your summoning spells bring forth legendary monsters.
Prerequisites: Augment Summoning, Augment Summoning (mythic).
Benefit: Each day when you prepare your spells or regain your spell slots, you may select a number of points of evolutions (from the eidolon evolution list) equal to half your caster level. When you summon creatures with summon spells, they gain the evolutions you selected.

Verdict: Variable.  A bonus 1 or 2 Evolution Points isn't going to be game-breaking at low levels.  It is still a virtual requirement for summoner builds, though.  It can even be used on your Eidolon with the Summon Eidolon spell.

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Bleeding Critical (Horrifically Overpowered, Mythic)
Your deadliest blows unleash comically overexaggerated floods of blood.
Prerequisites: Bleeding Critical, Bleeding Critical (Mythic), Critical Focus (mythic).
Benefit: When you use your Bleeding Critical, the target sprays so much blood that it cannot be invisible, it is considered to be on ice as a result of the risk of slipping in its own blood, and each round it must make a Reflex save (DC 10 +1/2 your HD +mythic tier) or be blinded for 1 round as its own blood spray gets in its eyes.

Verdict: Not overpowered.  Don't get me wrong, it's a great 3-in-1 debuff, and can be combined with the Mythic version of the feat for some Constitution damage.  However, it requires a critical hit to activate, and certain spell effects can replicate similar effects (Solid Fog for reduced visibility and mobility).

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Blind-Fight (Horrifically Overpowered, Mythic)
You don’t really need your sense of vision.
Prerequisites: Blind-Fight, Blind-Fight (Mythic).
Benefit: You ignore any and all penalties from being unable to see. Always act as though you can see, regardless of light conditions, fog or other concealment, or actually being blinded.

Verdict: Not overpowered.  It has no effect when you'd ordinarily be able to see (which is most of the time), although it can be a great visual extender in night-time and underground settings, where darkvision only goes up to 60-120 feet.  You're already paying 3 feat slots to get this, you might as well get something nice like this.

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Cleave (Horrifically Overpowered, Mythic)
Twelve with one blow.
Prerequisites: Cleave, cleave (Mythic).
Benefit: Each time you make a normal melee attack, you may also make an abnormal melee attack at the same attack bonus against every foe within reach. If you select this option, it replaces all other functions of Cleave or any other feat that has Cleave as a prerequisite and grants you additional melee attacks.
Special: The only abnormal thing about the abnormal melee attacks gained is that they do not grant additional melee attacks.

Verdict: Not overpowered.  Turns your normal melee attacks into area-of-effect attacks.  Melee builds need all the help they can get in Pathfinder.

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Combat Expertise (Horrifically Overpowered, Mythic)
No one can touch you.
Prerequisites: Combat Expertise, Combat Expertise (mythic)
Benefit: If your AC is less than 25 + your level, you gain a dodge bonus large enough to make your AC equal to 25 + your level. You lose this bonus anytime you are denied your Dexterity bonus to AC.
If you actually take the penalty to attacks for Combat Expertise and you make a melee attack, until your next turn, if you are hit by an attack you can expend one use of mythic power to cause the attack to miss you.

Verdict: Overpowered.  It is a malleable bonus which effectively negates any penalties to your non-flat-footed AC.  It is great for unarmored and arcane spellcasters in that it eliminates a major weak point in their defenses.

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Combat Reflexes (Horrifically Overpowered, Mythic)
Boot to the head.
Prerequisites: Combat Reflexes, Combat Reflexes (mythic)
Benefit: Creatures within your threatened area provoke attacks of opportunity from you. This is provoked when they first enter an area you threaten, and again at the beginning of their turn if they are in an area you threaten.

Verdict: Overpowered.  Combined with Mythic Combat Reflexes, the wording of both feats' texts allows you to make a potentially infinite number of AoOs per round, against the same opponent even.  Move? Provokes infinite AoOs.  Are still in your threatened square at the beginning of the next round?  Infinite swords.

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Command Undead (Horrifically Overpowered, Mythic)
Undead. You rule them.
Prerequisites: Command Undead, Command Undead (Mythic)
Benefit: You can command undead, as the spell, as a supernatural ability with no saving throw. You can affect each undead with this ability only once per day.

Verdict: Overpowered if used in undead-themed adventures.  Can one-shot undead bosses regardless of Hit Dice.

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Deflect Arrows (Horrifically Overpowered, Mythic)
No one can shoot you.
Prerequisites: Deflect Arrows, Deflect Arrows (Mythic)
Benefit: You are immune to all attacks that would qualify to be deflected with Deflect Arrows. Once per round, you can deflect any ranged attack targeting you (including ranged touch attacks, spells that require attack rolls, siege weapons, and a meteor falling from space if the GM decides to target you with one).

You cannot use this feat when you are denied your Dexterity bonus to AC.

Verdict: Not overpowered.  This is like a ranged version of Crane Wing and Wind Wall spell combined.  As it can't be used if targeted flat-footed, and it's of limited use when fighting multiple spellcasters, there's lots of ways around this defense.  It will make archers cry, though.

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Disruptive (Horrifically Overpowered, Mythic)
The most difficult magic is simply impossible when you are harassing a spellcaster.
Prerequisites: Disruptive, Disruptive (Mythic)
Benefit: A spellcaster you threaten cannot use his highest-level available prepared spell, spell slot, or spell-like ability. If multiple spells or spell-like abilities are tied for the highest-level available, none of them can be used.

Verdict: Not overpowered.  Any spellcaster worth their salt's going to have a bunch of useful lower-level spells, and the ability can only be maintained as long as you remain within melee range.

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Eldritch Heritage (Horrifically Overpowered, Mythic)
You are, essentially, a sorcerer.
Prerequisites: Eldritch Heritage, Eldritch Heritage (Mythic)
Benefit: You gain spells known and spells per day as a sorcerer of a level equal to your mythic tier.  Your caster level is equal to your mythic tier or 1/2 your HD, whichever is higher. You cast these spells as a sorcerer, subject to all the same limitations.

Verdict: Overpowered.  If you're a Sorcerer, you gain a boatload of new spells.  If you're not, well then you gain the ability to cast a few nifty spells which can help any build.  Rogue with Invisibility, Fighter with True Strike, etc.

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Eschew Materials (Horrifically Overpowered, Mythic)
Material components? You don’t need no stinking material components.
Prerequisites: Eschew Materials, Eschew Materials (Mythic)
Benefit: You can cast any spell without its material component or focus. However, the effect of any instantaneous or permanent spell you cast ends in 24 hours. Thus you can use raise dead on someone, but they become dead again a day later. This includes instantaneous or permanent effects from spells with variable durations (such as wish granting inherent bonuses to ability scores).

Verdict: Overpowered, due to the sheer variety of spells out there.  Even a few "permanent" spells can be useful.  Using this feat with  True Resurrection on a fellow party member should give you enough time to clear out a dungeon.

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Far Shot (Horrifically Overpowered, Mythic)
The moon is in range.
Prerequisites: Far Shot, Far Shot (Mythic)
Benefit: Everything in your line of sight is considered to be in the first range increment of any ranged weapon attack you make.

Additionally, you treat anything within 120 feet as being in point-blank range (30 feet) for all purposes that require a ranged target to be within 30 feet.

Verdict: Overpowered.  Can give ranged touch spells an effectively infinite range.  Can make archer builds devastating by taking out unaware opponents before they even come close.



So far, we have 6 Overpowered feats, 5 Not Overpowered feats, and 2 which are variable.  And of the Overpowered Feats, only 2 are caster-centric!  This is quite the interesting start!
« Last Edit: May 23, 2014, 11:35:17 PM by Libertad »

Offline Raineh Daze

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They actually learned what overpowered means!

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Verdict: Not overpowered.  This is like a ranged version of Crane Wing and Wind Wall spell combined.  As it can't be used if targeted flat-footed, and it's of limited use when fighting multiple spellcasters, there's lots of ways around this defense.  It will make archers cry, though.

Yeah, I did worse than that. :lmao

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Epic Deflection [Epic] [Fighter]
Prerequisites: Superior Deflection*, BAB +15
Benefit: You may now reflect any ranged, targeted effect, not just attacks. You can also now select any point within the original effect or attack's range (starting from you) that you have line of effect to as a target for the reflected effect. You can reflect any effect whose line of effect passes through your reach and regardless of whether your hands are free, using modified reach if wielding a reach weapon.
Normal: You can only reflect attacks targeting you to their point or origin and you must have one hand free.

*Renamed, pre-epic combination of the existing epic deflection feats.

Though I guess the fact that I at least stalled it to Epic levels makes some, minor, difference. :rolleyes

Offline Libertad

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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.

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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.

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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.

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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!

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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.

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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.

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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!

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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.

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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...

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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!
« Last Edit: May 23, 2014, 11:35:45 PM by Libertad »

Offline Raineh Daze

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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.

Before reading the rest: I object. It says you can be made to roll once a session, otherwise you get an automatic +20  (but not the effect of a natural 20? I guess if the save is too high this feat makes you more likely to fail).

Offline Garryl

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This only covers the first set of HOM feats (Acrobatic through Far Shot), as I was still writing it when the second set was posted.

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Acrobatic (Horrifically Overpowered, Mythic)
Your lithe maneuvers are so amazing that they can leave observers slack-jawed in shock.
Prerequisites: Acrobatic, Acrobatic (mythic).
Benefit: You can only be required to actually roll an Acrobatics or Fly skill check once per game session (per skill), as determined by the GM. For all other Acrobatics and Fly skill checks, you get a result as if you had opted to take 20, except the skill does not require any additional time to perform.

When you do roll an Acrobatics or Fly skill check, if your die roll is a 15 or greater (the die shows a 15 or higher), non-mythic creatures with fewer HD than you who witness you make the check must succeed on a Will saving throw (DC 10 + 1/2 your HD + mythic tier) or be stunned for 1 round.
Variations: A GM can use this pattern for every feat/mythic feat that grants a bonus to 2 skills.

Verdict: Overpowered.  It can be easy to game under the right circumstances, and auto-succeeding on certain skills (Diplomacy, Perception, etc) is a major boon.  Additionally, impressive use of the skill grants a line-of-sight stun attack to multiple opponents.

I'm not sure HOM Acrobatics/whatever skill booster is as OP as you claim. The stun effect only has a 30% chance of taking effect when you choose to roll (as opposed to taking 20, which you'll probably do), and it only affects lower-HD, non-mythic creatures. Even in mythic games, non-mythic creatures are the norm, but PF still has the 3.5 issue of monsters having much higher HD than CR, so only foes built with class levels will consistently by vulnerable, even before the Will save. The skill boost from natural 20s isn't technically an auto-success (that's only for attack rolls and saving throws), but it does guarantee success on anything you could normally even attempt, so I suppose that's close enough that I'm just being pedantic.

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Cleave (Horrifically Overpowered, Mythic)
Twelve with one blow.
Prerequisites: Cleave, cleave (Mythic).
Benefit: Each time you make a normal melee attack, you may also make an abnormal melee attack at the same attack bonus against every foe within reach. If you select this option, it replaces all other functions of Cleave or any other feat that has Cleave as a prerequisite and grants you additional melee attacks.
Special: The only abnormal thing about the abnormal melee attacks gained is that they do not grant additional melee attacks.

Verdict: Not overpowered.  Turns your normal melee attacks into area-of-effect attacks.  Melee builds need all the help they can get in Pathfinder.

Note that HOM Cleave grants an abnormal attack against every enemy within reach, including whoever you attacked with that normal attack. In addition to making your attacks AoE, it also doubles the number of attacks you make against your primary target. I'm not going to speculate about how that affects it's OP rating (that's your job), but I think it's worth emphasizing.

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Combat Reflexes (Horrifically Overpowered, Mythic)
Boot to the head.
Prerequisites: Combat Reflexes, Combat Reflexes (mythic)
Benefit: Creatures within your threatened area provoke attacks of opportunity from you. This is provoked when they first enter an area you threaten, and again at the beginning of their turn if they are in an area you threaten.

Verdict: Overpowered.  Combined with Mythic Combat Reflexes, the wording of both feats' texts allows you to make a potentially infinite number of AoOs per round, against the same opponent even.  Move? Provokes infinite AoOs.  Are still in your threatened square at the beginning of the next round?  Infinite swords.

I don't think HOM Combat Reflexes gives you infinite attacks. Mythic Combat Reflexes only removes your limit on the number of AoOs/round (normally 1, or 1+Dex mod with Combat Reflexes). Its swift action, spend a mythic power ability is either 1) nonsensical, because it doesn't deal with the actual limits (the 1 AoO/round limit was already removed by the base effect, but the 1 attack per action that provokes remains), 2) enough to trigger infinite AoOs by itself (if it's supposed to let you make any number of attacks each time an opponent provokes an AoO for moving), or 3) unrelated to HOM Combat Reflexes (if it's supposed to make it so that each square of movement within your threatened area provokes, as opposed to just once per move action). I think #3 is the intent, although the wording is terrible either way. In any case, I don't see how HOM Combat Reflexes gives you more than 1 extra attack per round (1 provoke either when an enemy enters, presumably during its turn, or 1 attack when it starts its turn).

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Eldritch Heritage (Horrifically Overpowered, Mythic)
You are, essentially, a sorcerer.
Prerequisites: Eldritch Heritage, Eldritch Heritage (Mythic)
Benefit: You gain spells known and spells per day as a sorcerer of a level equal to your mythic tier.  Your caster level is equal to your mythic tier or 1/2 your HD, whichever is higher. You cast these spells as a sorcerer, subject to all the same limitations.

Verdict: Overpowered.  If you're a Sorcerer, you gain a boatload of new spells.  If you're not, well then you gain the ability to cast a few nifty spells which can help any build.  Rogue with Invisibility, Fighter with True Strike, etc.

Regarding HOM Eldritch Heritage, it's not a gamebreaker except at low-mid levels, and only if you have an unusually high mythic tier for your level. Since mythic tiers only go up to 10, you are, at best, gestalting with a level 10 Sorcerer. As long as your mythic tier doesn't speed too far ahead, you're only getting the spells of a character roughly half your level, which hardly seems unreasonable for 3 feats. In terms of the options it provides, it's certainly OP compared to what you usually get for 3 feats, but it's still only providing lower-level abilities, most of which you could probably just buy as potions, scrolls, and wands (+UMD) without breaking the bank.

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Eschew Materials (Horrifically Overpowered, Mythic)
Material components? You don’t need no stinking material components.
Prerequisites: Eschew Materials, Eschew Materials (Mythic)
Benefit: You can cast any spell without its material component or focus. However, the effect of any instantaneous or permanent spell you cast ends in 24 hours. Thus you can use raise dead on someone, but they become dead again a day later. This includes instantaneous or permanent effects from spells with variable durations (such as wish granting inherent bonuses to ability scores).

Verdict: Overpowered, due to the sheer variety of spells out there.  Even a few "permanent" spells can be useful.  Using this feat with  True Resurrection on a fellow party member should give you enough time to clear out a dungeon.

I have to LOL at HOM Eschew Materials. Be the first blaster caster whose fireballs on temporarily kill people! If an ally's in trouble, you can make them untouchable for a day by disintegrating them. You'd need something like acid arrow or wall of fire to actually make spell damage stick. /snicker

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Far Shot (Horrifically Overpowered, Mythic)
The moon is in range.
Prerequisites: Far Shot, Far Shot (Mythic)
Benefit: Everything in your line of sight is considered to be in the first range increment of any ranged weapon attack you make.

Additionally, you treat anything within 120 feet as being in point-blank range (30 feet) for all purposes that require a ranged target to be within 30 feet.

Verdict: Overpowered.  Can give ranged touch spells an effectively infinite range.  Can make archer builds devastating by taking out unaware opponents before they even come close.

HOM Far Shot is an epic feat in 3.5 (Distant Shot), aside from the extension of point blank range, which is slightly inferior to a 20k-50k gp magic item (removes the range limit entirely). I don't have any point to make about it, I just wanted to mention that.
« Last Edit: May 24, 2014, 12:08:17 AM by Garryl »

Offline Garryl

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This post covers the second batch of HOM feats (Great Fortitude through Weapon Specialization). And, because I'm smart, I'll quote this time so it's easier to tell what's a comment about what.

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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.

There is no +20 bonus. The "+20" part is for when you DON'T roll, essentially giving you the numerical effect of a natural 20 but without the automatic success.

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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.

Presumably, partial actions are supposed to be standard actions. 3.0 had partial actions, but not standard actions or full-round actions (the whole action system was functionally identical, but wasn't as well defined, having only actions, free actions, and I think move actions). Partials became standard actions when the 3.5 conversion came around.

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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.

Damn writers and their lack of units! Try to convince your DM to count distances in nanometers.

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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.

For non-wizards, doubling your levels by adding in a wizard of your level is totally OP. The intent is probably just that you get the specialist special abilities, not the whole class package including spellcasting and bonus feats (and certainly not the HD, skill points, feats, ability boosts, etc. that a character with N levels of wizard has that it can be interpreted as granting, too).

For wizards, semi-spontaneously casting from a single school is a 25k gp magic item, 20k gp if you're cool with a bonded item.

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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.

Preparing spells just lets you fill your slots, it doesn't make those slots available for use again. Spell slots are all 1/day apiece (and anything used in the last 8 hours still counts, even if you've rested since), so this doesn't get around that. It does let you fill up your unused spell slots on a whim, but you can already do that with 15 minutes to an hour of rest in the baseline rules, no feats required.

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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.

Not sure I agree on this call. HOM Spellbreaker doesn't help you stop enemies from casting spells, it just gives you an extra bonus when you do. It's a good bonus, don't get me wrong, but even if it might be OP, it's certainly not horrifically OP.

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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.

Does have the cute benefit of letting you hide behind your tower shield twin weapons, and makes you never provoke AoOs.

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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.

Combine a +1 flaming greatsword (2d6 + 1d6), Greater Vital Strike (+6d6), Power Attack (+5d6), Greater Weapon Specialization, and this feat, and you could be rolling 42 dice, enough to beat the wizard's 40 dice with disintegrate. Not that you get to keep all 42 of your dice, though. :(

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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!

Looking forward to it!

Offline Libertad

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Part Two: Mythic Horrifically Overpowered Feats

In this part are 20 Mythic versions of existing Horrifically Overpowered Feats from the first product in the line.  They require the base feat as a prerequisite, and generally improve upon their effects in some way as a rule.

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Denied (Horrifically Overpowered, Mythic)
If you don’t like it, it didn’t happen.
Prerequisites: Denied (Horrifically overpowered).
Benefit: You can use your Denied feat by expending a point of mythic power, regardless of the number of uses/day you would ordinarily be entitled to.

Verdict: Overpowered.  It allows you to gain more uses of an already overpowered feat.

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Empowered Attack (Horrifically Overpowered, Meta-attack, Mythic)
Your attacks can deal horrendous damage.
Prerequisites: Empowered Attack (Horrifically Overpowered).
Benefit: Your Empowered attacks deal +100% damage, rather than +50%. You may expend a point of mythic power to make an attack empowered, if you are out of meta-attack uses for the day.

Verdict: Not overpowered.  You can definitely use this on a build to rack up some nice damage values, although it's no different than turning most attacks into an automatic critical hit.

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Enlarged Attack (Horrifically Overpowered, Meta-attack, Mythic)
No one is beyond your reach.
Prerequisites: Enlarged Attack (Horrifically Overpowered).
Benefit: There is no limit to how many Enlarged attacks you may make per day.

Verdict: Not overpowered.  It basically permanently doubles the range increments of non-magical weapons and turns all melee weapons into throwing weapons.

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Eschew Foci (Horrifically Overpowered, Mythic)
You have no need for idols and mirrors… and you can see to it your friends don’t either.
Prerequisite: Eschew Foci (Horrifically Overpowered).
Benefit: You may expend a point of mythic power to grant the benefit of your Eschew Foci feat to all allies within 30 feet for one minute.
Variations: The GM can use this to create similar feats for mythic version of Eschew Gestures and Eschew Incantations.

Verdict: Not overpowered.  It can be useful if you have minion mages and followers and you don't want to spend gold on foci, but most of them aren't that expensive to purchase.

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Extra Lives (Horrifically Overpowered, Mythic)
You are nearly impossible to kill.
Prerequisite: Extra Lives (Horrifically Overpowered).
Benefit: As long as you have at least one use of the Extra Lives feat available, you can expend three uses of mythic power to use your Extra Lives feat without it counting against the maximum number of times you can use the feat.

If you expend two points of mythic power, you may grant another dead character one of your uses of the Extra Lives feat. You can’t do both of these at once.

Verdict: Overpowered.  The original feat was very limited, but as mythic power is a replenishing resource, it avoids much of the drawbacks of PC death (including costly resurrections).  The ability to grant it to fellow PCs is icing on the cake.

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Favored (Horrifically Overpowered, Mythic)
The universe likes you, a lot. Really, it’s kind of unfair.
Prerequisite: Favored (Horrifically Overpowered).
Benefit: Select one class. You gain a favored class benefit for that class every time you gain a level, in addition to the normal benefit for favored.

If you expend a point of mythic power, you can bestow the benefits of favored class bonuses you have for any one class to all allies within 30 feet, for one minute.

Verdict: Variable.  Favored class bonuses can grant you additional hit points, skill points, and even additional spells known/learned.  Especially in the last case, you can use it to grant short-term knowledge of new spells to fellow PC spellcasters with an expenditure of mythic power.

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Full Casting Action (Horrifically Overpowered, Mythic)
You can cast multiple spells as a full-round action, without losing anything for doing so.
Prerequisite: Full Casting Action (Horrifically Overpowered).
Benefit: When you use your Full Casting Action feat, your spells cast after the first do not suffer a penalty to their caster level or saving throw DC.

Verdict: Overpowered.  Eliminates the penalty on the original feat.  A literal reading of the text does not allow it to be used with its Greater and Ultimate versions.

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Gestalt (Horrifically Overpowered, Mythic)
You have prestige, in addition to class and horrifically overpowered mythic abilities.
Prerequisite: Gestalt (Horrifically Overpowered)
Benefit: When calculating what class features you gain from your gestalt class, add your mythic tier to half your character level (to a maximum of your hit dice). If you expend a point of mythic power, you may also gain the class features from the first level of any one prestige class you meet the prerequisites for, for one minute.

Verdict: Overpowered.  It can grant you a bunch more nifty class features, given the plethora of PrCs out there, this feat can grant you a lot of great stuff without wasting a level.

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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 readied action cannot 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 readied action is triggered and wasted as they try really hard and utterly fail to do whatever it was they were ready to do.

Special: Only one creature per campaign world can have this mythic horrifically overpowered feat. First come, first served. 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 dead. Just don’t die, it’s easier that way.

Verdict: Overpowered.  It dramatically decreases the usefulness of readied actions against you.  I do like its nifty special requirement.

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Healing Factor (Horrifically Overpowered, Mythic)
You can heal from nearly anything.
Prerequisite: Healing Factor (Horrifically Overpowered).
Benefit: Add your mythic tier to your fast healing. You may expend a point of mythic power to also heal one point of ability damage per round for one minute.

Verdict: Not overpowered.  Fast healing's most useful outside of combat anyway, and expending mythic power to heal ability damage is the kind of thing it should do.

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Heroic Grace (Horrifically Overpowered, Mythic)
Myths shall be told of you… so you can’t die yet.
Prerequisite: Heroic Grace (Horrifically Overpowered).
Benefit: Add your mythic tier to all saving throws. You may expend a point of mythic energy to double this bonus for one minute.

Verdict: Overpowered.  At higher tiers you can really rack up some sweet bonuses.

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Hex Maven (Horrifically Overpowered, Mythic)
You rule hexes.
Prerequisites: Hex Maven (Horrifically Overpowered).
Benefit: There is no limit to how many times per day you may affect a target with your hexes, even those that normally have such a limit.

Verdict: Not overpowered.  I couldn't find enough hexes to make the original feat that great, and I don't think that this will change it.

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Magic-User (Horrifically Overpowered, Mythic)
You can casually cast spells as well as someone who works really hard at it. They probably hate you.
Prerequisites: Magic-User (Horrifically Overpowered).
Benefit: Select one set of spells you gained through the use of the Magic-User (Horrifically Overpowered) feat. You cast spells as a member of that class of a level equal to your total hit dice.

Verdict: Not overpowered.  It applies only to one spell, while the base version of the feat grants you a smorgasbord of cool spells.

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Mental Paragon (Horrifically Overpowered, Mythic)
You exceed the peak of mental perfection for your race.
Prerequisites: Mental Paragon (Horrifically Overpowered).
Benefit: Add your mythic tier to your Intelligence, Wisdom, and Charisma scores.

Verdict: Overpowered.  Untyped bonus to already high ability scores.

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Offensive Combat Training (Horrifically Overpowered, Mythic)
You exceed the mortal peak of combat skill.
Prerequisites: Offensive Combat Training (Horrifically Overpowered).
Benefit: Add your mythic tier to your base attack bonus. This can exceed your hit dice. You can spend a point of mythic power to add your mythic surge to your base attack bonus for 1 minute.

Verdict: Variable.  It has the potential to be overpowered as part of a greater build by helping you meet prerequisites for prestige classes and feats far earlier, but otherwise it's no more than a respectable bonus on attack rolls.

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Physical Paragon (Horrifically Overpowered, Mythic)
You exceed the peak of physical perfection for your race.
Prerequisites: Physical Paragon (Horrifically Overpowered).
Benefit: Add your mythic tier to your Strength, Dexterity, and Constitution scores.

Verdict: Overpowered.  A very good feat for any physical build to take.

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Perfect Blow (Horrifically Overpowered, Mythic)
You can make better-than-perfect attacks.
Prerequisites: Perfect Blow (Horrifically Overpowered).
Benefit: When you use your Perfect Blow feat you may expend a point of mythic power, causing the attack to automatically hit, deal a critical hit (even if the target is normally immune to or can negate critical hits), and cause the damage dealt to only be able to be healed by a mythic source.

Verdict: Not overpowered. It is incredibly useful to really make sure that you land a solid blow, but is still limited by per-day uses.

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Skill God (Horrifically Overpowered, Mythic)
You can succeed at the impossible.
Prerequisites: Skill God (Horrifically Overpowered).
Benefit: You gain an additional +20 bonus to the total of all skill checks with skills you have selected with the Skill God feat.

Verdict: Variable.  Depends upon the original skills selected with normal Skill God.

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Supernatural Spell Monster (Horrifically Overpowered, Mythic)
You break the rules of magic.
Prerequisites: Supernatural Spell Monster (Horrifically Overpowered).
Benefit: You can expend one point of mythic power to cause all your spells, spell-like abilities, and supernatural abilities to act as extraordinary abilities for one minute. They work in antimagic fields, do not detect as magic, and cannot be dispelled.

Verdict: Varies.  I remember a feat from Forgotten Realms called the Initiate of Mystra feat, which did a similar thing.  As Dispel Magic is far more common than Anti-Magic Fields and Dead Magic Zones, I'd rule this as more powerful.  However, these things are very situational, so it really depends upon the spells used.

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Unflappable (Horrifically Overpowered, Mythic)
Nothing puts you at less than your best. Nothing.
Prerequisite: Alertness, Unflappable (Horrifically Overpowered).
Benefit: You are never surprised or flat-footed, you never lose your Dexterity bonus to AC (even if tied up and unconscious), and are never considered helpless. You may expend a point of mythic power to also be immune to being confused, dazed, dazzled, nauseated, staggered, or stunned for one minute.

Overpowered.  Shuts down sneak attack and a lot of abilities dependent upon being flat-footed.

From this section, we have 9 Overpowered, 7 Not Overpowered, and 4 Variable feats.  Combined with Part 1, we have a total of 24 Overpowered, 28 Not Overpowered, and 8 Variable.  The amount of genuinely overpowered feats are around the same as the original book (around half), but far better than the second book (around 25%).

As for myself, I've never had an incentive to use the Mythic rules, so I can't see myself incorporating these feats.  But there are more than a few of them which can be cool for certain character concepts (Blind-Fight, Lunge, Mobility, and Two-Weapon Defense to name a few) which I can see myself incorporating into normal Pathfinder games.  So all in all, this book is quite useful to me.

If you enjoyed the feats listed, or can see yourself using them in your games, I'd recommend tossing a few books Owen's way as a show of good sportsmanship.

I hope you enjoyed reading this review.  In fact, I plan on writing one up for another product now that I'm back in the groove.  Expect to see a write-up of Spears of the Dawn coming soon, an old school D&D retroclone which incorporates the myths and folkore of medieval Africa and its greatest empires.

Offline Power

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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.
I don't know about that. You are investing three whole feats into getting just this and the optimization ceiling on maxing 3 different stats simultaneously (1 of which is not a combat stat) while also investing in Con isn't that good. And then there's the question of how badly you want to dump Wis on a martial (who does not have good will saves). Good for Fighters and I guess Barbarians. Rogues have to make a serious trade-off to obtain this feat. Regular rogues use Weapon Finesse + lots of attacks with SA for the damage, but this goes 2 feats deeper trading against other shit they would've gotten and it still needs MAD optimization to make this feat particularly effective. If you decide to pick a race with multiple stat bonuses (Tiefling?), then you don't get the Human racial bonus feat either.

The Magus could make good use of this, though.

I'm inclined to put this at "Not overpowered."

EDIT: Hm, as bonuses, they would stack with modifiers, wouldn't they? I guess it'd be too strong.
« Last Edit: June 11, 2014, 02:06:16 PM by Power »

Offline TiaC

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Magic-User (Horrifically Overpowered, Mythic)
You can casually cast spells as well as someone who works really hard at it. They probably hate you.
Prerequisites: Magic-User (Horrifically Overpowered).
Benefit: Select one set of spells you gained through the use of the Magic-User (Horrifically Overpowered) feat. You cast spells as a member of that class of a level equal to your total hit dice.

Verdict: Not overpowered.  It applies only to one spell, while the base version of the feat grants you a smorgasbord of cool spells.
This isn't one spell, it's all of them. It gives you full casting in that class.

Offline PlzBreakMyCampaign

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@ fighters with true strike / rogues with invis: you mean like with wands? Yes, wands need banned.

Offline awaken_D_M_golem

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    Acrobatic (Horrifically Overpowered, Mythic)
    Your lithe maneuvers are so amazing that they can leave observers slack-jawed in shock.
    Prerequisites: Acrobatic, Acrobatic (mythic).
    Benefit: You can only be required to actually roll an Acrobatics or Fly skill check once per game session (per skill), as determined by the GM. For all other Acrobatics and Fly skill checks, you get a result as if you had opted to take 20, except the skill does not require any additional time to perform.
    When you do roll an Acrobatics or Fly skill check, if your die roll is a 15 or greater (the die shows a 15 or higher), non-mythic creatures with fewer HD than you who witness you make the check must succeed on a Will saving throw (DC 10 + 1/2 your HD + mythic tier) or be stunned for 1 round.
    Variations: A GM can use this pattern for every feat/mythic feat that grants a bonus to 2 skills.

Verdict: Overpowered.  It can be easy to game under the right circumstances, and auto-succeeding on certain skills (Diplomacy, Perception, etc) is a major boon.  Additionally, impressive use of the skill grants a line-of-sight stun attack to multiple opponents.

 :)
UMD getting a (near) auto Take 20 ... just about
eliminates class differences in using Magic Items.
Not sure if this pulls it to a broad 4e-style equality.


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    Disruptive (Horrifically Overpowered, Mythic)
    The most difficult magic is simply impossible when you are harassing a spellcaster.
    Prerequisites: Disruptive, Disruptive (Mythic)
    Benefit: A spellcaster you threaten cannot use his highest-level available prepared spell, spell slot, or spell-like ability. If multiple spells or spell-like abilities are tied for the highest-level available, none of them can be used.

Verdict: Not overpowered.  Any spellcaster worth their salt's going to have a bunch of useful lower-level spells, and the ability can only be maintained as long as you remain within melee range.

 :)
Neth the Plane That Lives, is ganked by this ... (but it deserves it).
Lots of monsters have 1 big shot ability = nope.  Pit Fiends have no Wish.
Some monsters have a cluster of similar level abilities = super nope.  Pazuzu?
DvR 1's lose 3 or 4 spam 9s and/or their SDA.

Can definitely change a combat or two.

Your codpiece is a mimic.

Offline awaken_D_M_golem

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    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.



Is the PF-speak here, substantially different from 3/3.5e ??
"total save bonus" sounds like a hard cap ; as in various
c.o. builds get way beyond this with some regularity.
Maybe I'm misunderstanding a PF specific here , idk.
Your codpiece is a mimic.