GGto HOMFeats
GGto HOMFeats
W
hen the first book of Horrifically power creep to make our Horrifically Overpowered
Overpowered feats was released on April line become anything like mainstream. So, there was
1st, 2012, we expected to hear a lot of only one thing to do: Make Horrifically Overpowered
cries of, “What were you thinking?!” Instead we Mythic feats, and Mythic Horrifically Overpowered
mostly heard, “When will you release more?!” So, we feats, and release them on April 1st, 2014.
released the book of More Horrifically Overpowered But first, a warning.
feats, and the main comment we received was “These Horrifically Overpowered Feats, as the name
really aren’t THAT overpowered.” might suggest, are not balanced. They are, in fact,
Challenge accepted! imbalanced in three ways. First, each one represents
With the addition of the mythic rules from Mythic an uptick in power larger than a typical feat (and in
Adventures, some campaigns have found Horrifically most cases—dare we say all cases?—larger than
Overpowered feats normalizing somewhere close to even the most powerful “vanilla” feats). Second,
“reasonable.” Obviously, we can’t allow mythic-level 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.
2
Table 1: Horrifically Overpowered Mythic Feats
Feat Prerequisites Benefit
Acrobatic (Horrifically Acrobatic, Acrobatic Your lithe maneuvers are so amazing that they
Overpowered, Mythic) (mythic) can leave observers slack-jawed in shock.
Augment Summoning Augment Summoning, Your summoning spells bring forth monsters
(Horrifically Overpowered, Augment Summoning out of legend.
Mythic) (mythic)
Bleeding Critical Bleeding Critical, Bleeding Your deadliest blows unleash comically
(Horrifically Overpowered, Critical (Mythic), Critical over-exaggerated floods of blood.
Mythic) Focus (mythic)
Blind-Fight (Horrifically Blind-Fight, Blind-Fight You don’t really need your sense of vision.
Overpowered, Mythic) (Mythic)
Cleave (Horrifically Cleave, cleave (Mythic) Twelve with one blow.
Overpowered, Mythic)
Combat Expertise Combat Expertise, Combat No one can touch you.
(Horrifically Overpowered, Expertise (mythic)
Mythic)
Combat Reflexes (Horrifically Combat Reflexes, Combat Boot to the head.
Overpowered, Mythic) Reflexes (mythic)
Command Undead Command Undead, Undead. You rule them.
(Horrifically Overpowered, Command Undead (Mythic)
Mythic)
Deflect Arrows (Horrifically Deflect Arrows, Deflect No one can shoot you.
Overpowered, Mythic) Arrows (Mythic)
Disruptive (Horrifically Disruptive, Disruptive The most difficult magic is simply
Overpowered, Mythic) (Mythic) impossible when you are harassing a
spellcaster.
Eldritch Heritage (Horrifically Eldritch Heritage, Eldritch You are, essentially, a sorcerer.
Overpowered, Mythic) Heritage (Mythic)
Eschew Materials Eschew Materials, Eschew Material components? You don’t need no
(Horrifically Overpowered, Materials (Mythic) stinking material components.
Mythic)
Far Shot (Horrifically Far Shot, Far Shot (Mythic) The moon is in range.
Overpowered, Mythic)
Great Fortitude (Horrifically Great Fortitude, Great Your stamina is without equal.
Overpowered, Mythic) Fortitude (mythic)
Improved Bull Rush Improved Bull Rush, You are both unstoppable force and
(Horrifically Overpowered, Improved Bull Rush immoveable object.
Mythic) (mythic)
Improved Initiative Improved Initiative, You are a blur of sudden action.
(Horrifically Overpowered, Improved Initiative
Mythic) (mythic)
Improved Unarmed Strikes Improved Unarmed Strikes, Your hands are among the most deadly of
(Horrifically Overpowered, Improved Unarmed Strikes weapons.
Mythic) (mythic)
Lunge (Horrifically Lunge, Lunge (mythic) No one is beyond your grasp.
Overpowered, Mythic)
3
Manyshot (Horrifically Manyshot, Manyshot At least your enemies will fight in the shade.
Overpowered, Mythic) (mythic)
Mobility (Horrifically Mobility, Mobility (mythic) You float through combat like a butterfly.
Overpowered, Mythic)
Mounted Archery (Horrifically Mounted Archery, Mounted You are the saddle-sitting master of mounted
Overpowered, Mythic) Archery (mythic) archery.
Mounted Combat (Horrifically Mounted Combat, Mounted No one hurts your steed while you are
Overpowered, Mythic) Combat (mythic) around.
Natural Spell (Horrifically Natural Spell, Natural Spell Even as a dire bear, you have thumbs and
Overpowered, Mythic) (mythic) can wear pants.
Power Attack (Horrifically Power Attack, Power Attack If you hit it, it dies.
Overpowered, Mythic) (mythic)
Quick Draw (Horrifically Quick Draw, Quick Draw You always have just what you need.
Overpowered, Mythic) (mythic)
Rapid Reload (Horrifically Rapid Reload, Rapid You never seem to run out of ammo.
Overpowered, Mythic) Reload (mythic)
Rapid Shot (Horrifically Rapid Shot, Rapid Shot You can lay down a field of fire so thick,
Overpowered, Mythic) (mythic) people can walk across it.
Spell Focus (Horrifically Spell Focus, Spell Focus In your chosen mystic field of study, you
Overpowered, Mythic) (mythic) have no equal.
Spell Mastery (Horrifically Spell Mastery, Spell Spell books? You don’t need no stinking
Overpowered, Mythic) Mastery (mythic) spellbooks!
Spell Penetration (Horrifically Spell Penetration, Spell Only gods are immune to your magic… and
Overpowered, Mythic) Penetration (mythic) not all of them.
Spellbreaker (Horrifically Spellbreaker, Spellbreaker You don’t just break foe’s spells, you claim
Overpowered, Mythic) (mythic) them as your own.
Stunning Fist (Horrifically Stunning Fist, Stunning Fist Your fists are like iron.
Overpowered, Mythic) (mythic)
Two-Weapon Defense Two-Weapon Defense, You can try to block every attack.
(Horrifically Overpowered, Two-Weapon Defense
Mythic) (Mythic)
Two-Weapon Fighting Two-Weapon Fighting, If the left don’t get them, the right one will.
(Horrifically Overpowered, Two-Weapon Fighting
Mythic) (Mythic)
Uber-Mythic (Horrifically Extra Mythic Power You are more mythic than mere mythic.
Overpowered, Mythic)
Undead Master (Horrifically Undead Master, Undead Your undead armies and vast and readily
Overpowered, Mythic) Master (Mythic) available.
Vital Strike (Horrifically Vital Strike, Vital Strike Even seeing you use Vital Strike is
Overpowered, Mythic) (Mythic) disturbing.
Weapon Finesse (Horrifically Weapon Finesse, Weapon Your attacks are swift, powerful, and well-
Overpowered, Mythic) Finesse (Mythic) placed.
Weapon Focus (Horrifically Weapon Focus, Weapon You are the unquestioned master of attacks
Overpowered, Mythic) Focus (Mythic) with your preferred weapons.
Weapon Specialization Weapon Specialization, You may finally get to roll as many dice as
(Horrifically Overpowered, Weapon Specialization the wizard.
Mythic) (Mythic)
4
Part One Bleeding Critical (Horrifically
Overpowered, Mythic)
Your deadliest blows unleash comically over-
exaggerated floods of blood.
Horrifically Prerequisites: Bleeding Critical, Bleeding Critical
(Mythic), Critical Focus (mythic).
Overpowered Benefit: When you use your Bleeding Critical, the
target sprays so much blood that it cannot be invisible, it
Mythic Feats 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
These mythic feats are horrifically overpowered, and save (DC 10 +1/2 your HD +mythic tier) or be blinded
for mythic feats, boy is that saying something! Even for 1 round as its own blood spray gets in its eyes.
if used in a mythic game, they are unbalancing and
Blind-Fight (Horrifically Overpowered,
unreasonable. On the other hand, if you allow them
Mythic)
in a tier 10 mythic game, it’s possible that no one
You don’t really need your sense of vision.
even notices how ridiculous they are compared to
Prerequisites: Blind-Fight, Blind-Fight (Mythic).
the normal tier 10 options.
Benefit: You ignore any and all penalties from
All of these feats have a feat from Mythic
being unable to see. Always act as though you can
Adventures as a prerequisite, and most require use
see, regardless of light conditions, fog or other
of that book to be used.
concealment, or actually being blinded.
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.
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.
5
Cleave (Horrifically Overpowered, Mythic) Combat Reflexes (Horrifically
Twelve with one blow. Overpowered, Mythic)
Prerequisites: Cleave, cleave (Mythic). Boot to the head.
Benefit: Each time you make a normal melee attack, Prerequisites: Combat Reflexes, Combat Reflexes
you may also make an abnormal melee attack at the (mythic)
same attack bonus against every foe within reach. If Benefit: Creatures within your threatened area
you select this option, it replaces all other functions provoke attacks of opportunity from you. This is
of Cleave or any other feat that has Cleave as a provoked when they first enter an area you threaten,
prerequisite and grants you additional melee attacks. and again at the beginning of their turn if they are in
Special: The only abnormal thing about the an area you threaten.
abnormal melee attacks gained is that they do not Command Undead (Horrifically
grant additional melee attacks. Overpowered, Mythic)
Combat Expertise (Horrifically Undead. You rule them.
Overpowered, Mythic) Prerequisites: Command Undead, Command
No one can touch you. Undead (Mythic)
Prerequisites: Combat Expertise, Combat Benefit: You can command undead, as the spell,
Expertise (mythic) as a supernatural ability with no saving throw. You
Benefit: If your AC is less than 25 + your level, can affect each undead with this ability only once
you gain a dodge bonus large enough to make your per day.
AC equal to 25 + your level. You lose this bonus Deflect Arrows (Horrifically
anytime you are denied your Dexterity bonus to AC. Overpowered, Mythic)
If you actually take the penalty to attacks for Combat No one can shoot you.
Expertise and you make a melee attack, until your next Prerequisites: Deflect
turn, if you are hit by an attack you can expend one use Arrows, Deflect Arrows
of mythic power to cause the attack to miss you. (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.
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.
6
Eldritch Heritage (Horrifically Great Fortitude (Horrifically
Overpowered, Mythic) Overpowered, Mythic)
You are, essentially, a sorcerer. Your stamina is without equal.
Prerequisites: Eldritch Heritage, Eldritch Heritage Prerequisites: Great Fortitude, Great Fortitude
(Mythic) (mythic).
Benefit: You gain spells known and spells per day Benefit: You can only be required to actually roll a
as a sorcerer of a level equal to your mythic tier. Fortitude save once per game session, as determined
Your caster level is equal to your mythic tier or 1/2 by the GM. For all other Fortitude saves, your saving
your HD, whichever is higher. You cast these spells throw total is calculated as your total save bonus +20.
as a sorcerer, subject to all the same limitations. Variations: A GM can use this pattern for Iron
Eschew Materials (Horrifically Will and Lightning Reflexes.
Overpowered, Mythic) Improved Bull Rush (Horrifically
Material components? You don’t need no stinking Overpowered, Mythic)
material components. You are both unstoppable force and immoveable
Prerequisites: Eschew Materials, Eschew object.
Materials (Mythic) Prerequisites: Improved Bull Rush, Improved
Benefit: You can cast any spell without its material Bull Rush (mythic).
component or focus. However, the effect of any Benefit: Add +20 to your CMB and CMD regarding
instantaneous or permanent spell you cast ends in bull rushes. There is no size limit to what creatures
24 hours. Thus you can use raise dead on someone, you can bull rush.
but they become dead again a day later. This includes Variations: A GM can use this pattern for all the
instantaneous or permanent effects from spells with Improved combat maneuver feats.
variable durations (such as wish granting inherent
bonuses to ability scores).
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.
7
Improved Initiative (Horrifically Improved Unarmed Strikes (Horrifically
Overpowered, Mythic) Overpowered, Mythic)
You are a blur of sudden action. Your hands are among the most deadly of weapons.
Prerequisites: Improved Initiative, Improved Prerequisites: Improved Unarmed Strikes,
Initiative (mythic). Improved Unarmed Strikes (mythic).
Benefit: Add +10 to your initiative checks. Benefit: Your unarmed strikes have a threat range of
Anytime your initiative is 40 or higher, you get 19-20, and a x3 critical multiplier. They are also treated
to take a partial action before the first round of as having the blocking, brace, deadly, disarm, distracting,
combat (during which time only other characters grapple, performance, sunder, and trip special weapon
with this feat and an initiative of 40 or higher can features. They deal bludgeoning, piercing, and slashing
act). Additionally, divide your initiative by 20. This damage. When calculating bonus damage from Power
is the number of extra partial actions you can take Attack or your Strength bonus (or similar sources), treat
during this combat. Each extra partial action occurs your unarmed attacks as 2-handed weapons.
between rounds of combat, and you cannot take one Lunge (Horrifically Overpowered, Mythic)
more often than every 2 rounds. 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.
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.
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
8
your two 5-foot steps into a 10-foot step, allowing Power Attack (Horrifically
you to take a 5-foot step in difficult terrain. If you Overpowered, Mythic)
expend a point of mythic power, you gain two If you hit it, it dies.
additional 5-foot steps each round for one minute. Prerequisites: Power Attack, Power Attack (mythic).
Mounted Archery (Horrifically Benefit: When you are using Power Attack, any foe
Overpowered, Mythic) you hit with a melee weapon must make a Fortitude
You are the saddle-sitting master of mounted archery. save (DC 15 + your mythic tier) or die (if alive) or
Prerequisites: Mounted Archery, Mounted be destroyed (if inanimate or undead).
Archery (mythic). Quick Draw (Horrifically Overpowered,
Benefit: You take no penalties for making ranged Mythic)
attacks while mounted, regardless of what speed You always have just what you need.
your mount moves. When your mount moves at least Prerequisites: Quick Draw, Quick Draw (mythic).
10 feet in a round, you may add its total movement Benefit: You can ready and put away any hand-
divided by 10 as bonus damage to all ranged attacks held equipment as free actions. Basically for each
you make in the same round. action you take, you may decide what gear you are
Mounted Combat (Horrifically using. If you expend a point of mythic power, you
Overpowered, Mythic) can even swap clothes and armor as a free action.
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.
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.
9
Rapid Reload (Horrifically from you to any one of your targets that until the
Overpowered, Mythic) beginning of your next round is so thick with flying
You never seem to run out of ammo. arrows (or whatever) that a DC 20 Acrobatics check
Prerequisites: Rapid Reload, Rapid Reload (mythic). allows it to be crossed like a bridge.
Benefit: You can reload any weapon in your Special: The only atypical thing about the atypical
possession without taking any action to do so, ranged attacks gained is that they do not grant
including siege weapons. You never run out of additional ranged attacks with this feat. However,
mundane ammunition. If you expend a point of Manyshot (Horrifically Overpowered, Mythic) does
mythic power, you can reload every weapon you stack with this feat, granting you a total of three
wish to within 30 feet as a swift action. attacks each time you make a normal ranged attack.
Rapid Shot (Horrifically Overpowered, Spell Focus (Horrifically Overpowered,
Mythic) Mythic)
You can lay down a field of fire so thick, people can In your chosen mystic field of study, you have no equal.
walk across it. Prerequisites: Spell Focus, Spell Focus (mythic).
Prerequisites: Rapid Shot, Rapid Shot (mythic). Benefit: Select a school of magic you have already
Benefit: Anytime you make a typical ranged attack with selected for Spell Focus and Spell Focus (mythic).
a weapon, you may also make one atypical ranged attack If you are not a wizard, you gain all the benefits a
with the same weapon, using the same attack bonus. wizard of your character level specialized in that
If you make 5 or more normal ranged weapon attacks school of magic gains.
in the same round, and an atypical ranged attack for If you are a wizard, you may swap any prepared
each normal ranged attack, you may designate a line spell for a spell you know of the selected school of
the same level or less.
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.
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).
10
Spellbreaker (Horrifically Benefit: Undead with hit dice equal to your tier or
Overpowered, Mythic) less do not count against your total HD of undead for
You don’t just break foe’s spells, you claim them as the animate dead spell or the Command Undead feat. If
your own. you expend a point of mythic power, you may teleport
Prerequisites: Spellbreaker, Spellbreaker (mythic). to you a number of HD worth of undead you control
through one of these two methods equal to your caster
Benefit: If you successfully disrupt a foe’s spellcasting
with a readied attack or an attack of opportunity, you level plus your mythic tier. You may do this even if they
gain the spell your foe was attempting to cast, as if you are on another plane, as long as they could reach you if
had used a rod of absorption, but with no level limit. they used greater teleportation or plane shift.
Any spell absorbed fades after 24 hours. Vital Strike (Horrifically
Stunning Fist (Horrifically Overpowered, Mythic)
Overpowered, Mythic) Even seeing you use Vital Strike is disturbing.
Your fists are like iron. Prerequisites: Vital Strike, Vital Strike (Mythic).
Prerequisites: Stunning Fist, Stunning Fist (mythic). Benefit: Whenever you use Vital Strike, Improved
Benefit: You may turn one unarmed attack per Vital Strike, or Greater Vital Strike, the target you
round into a stunning fist without counting it toward hit (and any non-mythic creature that witnesses the
your daily limit. You may select which attack after attack) must make a Will save (DC 10 +1/2 your
seeing its attack roll. If you expend a point of mythic level +your mythic tier) or be shaken for a number
power, targets normally immune to stun effects are of minutes equal to the number of dice you gained
not immune to your stunning fist for 1 round. from the Vital Strike feat used.
Two-Weapon Defense (Horrifically Weapon Finesse (Horrifically
Overpowered, Mythic) Overpowered, Mythic)
You can try to block every attack. Your attacks are swift, powerful, and well-placed.
Prerequisites: Two-Weapon Defense, Two- Prerequisites: Weapon Finesse, Weapon Finesse
Weapon Defense (Mythic). (Mythic).
Benefit: As long as you have two melee weapons Benefit: You may add your bonuses from Strength,
equipped and are not denied your Dexterity bonus to Dexterity, and Intelligence to your melee attack and
AC, you have cover. damage rolls.
Two-Weapon Fighting (Horrifically Weapon Focus (Horrifically
Overpowered, Mythic) Overpowered, Mythic)
If the left don’t get them, the right one will. You are the unquestioned master of attacks with your
Prerequisites: Two-Weapon Fighting, Two- preferred weapons.
Weapon Fighting (Mythic). Prerequisites: Weapon Focus, Weapon Focus
Benefit: Each time you make a melee attack with your (Mythic).
primary weapon, you may also make a melee attack with Benefit: When you make an attack roll with a
your secondary weapon at the same attack bonus -2. weapon for which you have taken Weapon Focus,
Uber-Mythic (Horrifically roll your attack twice and take the best result. If you
Overpowered, Mythic) have Greater Weapon Focus with the weapon, roll
You are more mythic than mere mythic. three times and take the best result.
Prerequisites: Extra Mythic Power. Weapon Specialization (Horrifically
Benefit: For purposes of your own mythic abilities, Overpowered, Mythic)
feats, powers, spells, and magic items, you do not You may finally get to roll as many dice as the wizard.
Prerequisites: Weapon Specialization, Weapon
treat mythic creatures of a lower mythic tier than you
as mythic sources. Specialization (Mythic).
Undead Master (Horrifically Benefit: When you make a damage roll with a weapon
Overpowered, Mythic) for which you have taken Weapon Specialization, roll
Your undead armies and vast and readily available. your damage twice and take the best result. If you
Prerequisites: Undead Master, Undead Master have Greater Weapon Specialization with the weapon,
(Mythic). roll three times and take the best result.
11
Part Two Eschew Foci (Horrifically
Overpowered, Mythic)
You have no need for idols and mirrors… and you
can see to it your friends don’t either.
Mythic Prerequisite:
Overpowered).
Eschew Foci (Horrifically
12
Table 2: Mythic Horrifically Overpowered Feats
Feat Prerequisites Benefit
Denied (Horrifically Denied (Horrifically If you don’t like it, it didn’t happen.
Overpowered, Mythic) overpowered)
Empowered Attack Empowered Attack (Horrifically Your attacks can deal horrendous
(Horrifically Overpowered, Overpowered) damage.
Meta-attack, Mythic)
Enlarged Attack Enlarged Attack (Horrifically No one is beyond your reach.
(Horrifically Overpowered, Overpowered)
Meta-attack, Mythic)
Eschew Foci (Horrifically Eschew Foci (Horrifically You have no need for idols and mirrors, and
Overpowered, Mythic) Overpowered) you can see to it your friends don’t either.
Extra Lives (Horrifically Extra Lives (Horrifically You are nearly impossible to kill.
Overpowered, Mythic) Overpowered)
Favored (Horrifically Favored (Horrifically The universe likes you, a lot. Really, it’s
Overpowered, Mythic) Overpowered) kind of unfair.
Full Casting Action Full Casting Action (Horrifically You can cast multiple spells as a full-
(Horrifically Overpowered, Overpowered) round action, without losing anything
Mythic) for doing so.
Gestalt (Horrifically Gestalt (Horrifically You have prestige, in addition to class and
Overpowered, Mythic) Overpowered) horrifically overpowered mythic abilities.
Go First (Horrifically Go First (Horrifically Even among people who always go
Overpowered, Mythic) Overpowered), Improved Initiative first… you go first.
Healing Factor (Horrifically Healing Factor (Horrifically You can heal from nearly anything.
Overpowered, Mythic) Overpowered)
Heroic Grace (Horrifically Heroic Grace (Horrifically Myths shall be told of you… so you
Overpowered, Mythic) Overpowered) can’t die yet.
Hex Maven (Horrifically Hex Maven (Horrifically You rule hexes.
Overpowered, Mythic) Overpowered)
Magic-User (Horrifically Magic-User (Horrifically You can casually cast spells as well as
Overpowered, Mythic) Overpowered) someone who works really hard at it.
Mental Paragon (Horrifically Mental Paragon (Horrifically You exceed the peak of mental
Overpowered, Mythic) Overpowered) perfection for your race.
Offensive Combat Training Offensive Combat Training You exceed the mortal peak of combat
(Horrifically Overpowered, (Horrifically Overpowered) skill.
Mythic)
Physical Paragon (Horrifically Physical Paragon (Horrifically You exceed the peak of physical
Overpowered, Mythic) Overpowered) perfection for your race.
Perfect Blow (Horrifically Perfect Blow (Horrifically You can make better-than-perfect
Overpowered, Mythic) Overpowered) attacks.
Skill God (Horrifically Skill God (Horrifically You can succeed at the impossible.
Overpowered, Mythic) Overpowered)
Supernatural Spell Monster Supernatural Spell Monster You break the rules of magic.
(Horrifically Overpowered, (Horrifically Overpowered)
Mythic)
Unflappable (Horrifically Alertness, Unflappable Nothing puts you at less than your best.
Overpowered, Mythic) (Horrifically Overpowered) Nothing.
13
Gestalt (Horrifically Overpowered, Prerequisites: Go First (Horrifically
Mythic) Overpowered), Improved Initiative.
You have prestige, in addition to class and horrifically Benefit: You go first in any initiative order. Full
overpowered mythic abilities. stop. Additionally, if someone readies an action in
Prerequisite: Gestalt (Horrifically Overpowered) response to an act you take, their readied action does
Benefit: When calculating what class features you NOT pre-empt your triggering action, and you are
gain from your gestalt class, add your mythic tier to allowed to complete your turn before any readied
half your character level (to a maximum of your hit actions go off. If that means their readied action
dice). If you expend a point of mythic power, you cannot be completed (such as if they ready to stab
may also gain the class features from the first level the first creature that comes within their threatened
of any one prestige class you meet the prerequisites range, and you run into and then out of their range
for, for one minute. as your action), their readied action is triggered and
Go First (Horrifically Overpowered, wasted as they try really hard and utterly fail to do
Mythic) whatever it was they were ready to do.
Even among people who always go first… you Special: Only one creature per campaign world can
go first. 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.
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.
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.
14
Hex Maven (Horrifically Overpowered, automatically hit, deal a critical hit (even if the target
Mythic) is normally immune to or can negate critical hits),
You rule hexes. and cause the damage dealt to only be able to be
Prerequisites: Hex Maven (Horrifically Overpowered). healed by a mythic source.
Benefit: There is no limit to how many times per Skill God (Horrifically Overpowered,
day you may affect a target with your hexes, even Mythic)
those that normally have such a limit. You can succeed at the impossible.
Magic-User (Horrifically Overpowered, Prerequisites: Skill God (Horrifically Overpowered).
Mythic) Benefit: You gain an additional +20 bonus to the
You can casually cast spells as well as someone who total of all skill checks with skills you have selected
works really hard at it. They probably hate you. with the Skill God feat.
Prerequisites: Magic-User (Horrifically Supernatural Spell Monster
Overpowered). (Horrifically Overpowered, Mythic)
Benefit: Select one set of spells you gained You break the rules of magic.
through the use of the Magic-User (Horrifically Prerequisites: Supernatural Spell Monster
Overpowered) feat. You cast spells as a member of (Horrifically Overpowered).
that class of a level equal to your total hit dice. Benefit: You can expend one point of mythic
Mental Paragon (Horrifically power to cause all your spells, spell-like abilities, and
Overpowered, Mythic) supernatural abilities to act as extraordinary abilities
You exceed the peak of mental perfection for your race. for one minute. They work in antimagic fields, do
Prerequisites: Mental Paragon (Horrifically not detect as magic, and cannot be dispelled.
Overpowered). Unflappable (Horrifically
Benefit: Add your mythic tier to your Intelligence, Overpowered, Mythic)
Wisdom, and Charisma scores. Nothing puts you at less than your best. Nothing.
Offensive Combat Training Prerequisite: Alertness, Unflappable (Horrifically
(Horrifically Overpowered, Mythic) Overpowered).
You exceed the mortal peak of combat skill. Benefit: You are never surprised or flat-footed,
Prerequisites: Offensive Combat Training you never lose your Dexterity bonus to AC (even if
(Horrifically Overpowered). tied up and unconscious), and are never considered
Benefit: Add your mythic tier to your base attack helpless. You may expend a point of mythic power to
bonus. This can exceed your hit dice. You can spend also be immune to being confused, dazed, dazzled,
a point of mythic power to add your mythic surge to nauseated, staggered, or stunned for one minute.
your base attack bonus for 1 minute.
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.
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
15
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Use any Open Game Material so affected. Scott Greene, based on original material by Gary Gygax. Author Scott Greene, based on original material by Gary Gygax.
13 Termination: This License will terminate automatically if You fail to Bunyip from the Tome of Horrors, Revised, © 2002, Necromancer Games, Tentamort from the Tome of Horrors, Revised, © 2002, Necromancer
comply with all terms herein and fail to cure such breach within 30 days of Inc.; Author Games, Inc.; Author
becoming aware of the breach. All sublicenses shall survive the termination Scott Greene, based on original material by Dermot Jackson. Scott Greene, based on original material by Mike Roberts.
of this License. Crypt Thing from the Tome of Horrors, Revised, © 2002, Necromancer Tick, Giant & Dragon from the Tome of Horrors, Revised, © 2002,
14 Reformation: If any provision of this License is held to be unenforceable, Games, Inc.; Necromancer Games,
such provision shall be reformed only to the extent necessary to make it Author Scott Greene, based on original material by Roger Musson. Inc.; Author Scott Greene, based on original material by Gary Gygax.
enforceable. Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Troll, Ice from the Tome of Horrors, Revised, © 2002, Necromancer
15 COPYRIGHT NOTICE Revised, © 2002, Games, Inc.; Author
Open Game License v 1.0a, © 2000, Wizards of the Coast, Inc. Necromancer Games, Inc.; Author Scott Greene, based on original material Scott Greene, based on original material by Russell Cole.
System Reference Document, © 2000, Wizards of the Coast, Inc.; Authors by Ian McDowall. Troll, Rock from the Tome of Horrors, Revised, © 2002, Necromancer
Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Daemon, Derghodaemon from the Tome of Horrors, Revised, © 2002, Games, Inc.; Author Scott Greene.
Gygax and Dave Arneson Necromancer Zombie, Juju from the Tome of Horrors, Revised, © 2002, Necromancer
Pathfinder Roleplaying Game Core Rulebook, © 2011, Paizo Publishing, Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Daemon, Hydrodaemon from the Tome of Horrors, Revised, © 2002, Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC;
Cook, and Skip Williams. Necromancer Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael
The Book of Experimental Might, © 2008, Monte J. Cook. All rights Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James
reserved Daemon, Piscodaemon from the Tome of Horrors, Revised, © 2002, L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook,
Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors: Scott Greene, Necromancer and Skip Williams.
with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Kobold Quarterly Issue 7, © 2008, Open Design LLC, www.koboldquarterly.
Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Death Worm from the Tome of Horrors, Revised, © 2002, Necromancer com; Authors John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John
Based on original content from TSR Games, Inc.; Flemming, Jeremy Jones, Derek Kagemann, Phillip Larwood, Richard Pett, and
Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Author Scott Greene and Erica Balsley. Stan!
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Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Games, Inc.; Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
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Author Scott Greene, based on original material by Gary Gygax. Author Scott Greene, based on original material by Gary Gygax. Inc.; Author Scott Greene, based on original material by Gary Gygax.
Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Forlarren from the Tome of Horrors, Revised, © 2002, Necromancer Axe Beak from the Tome of Horrors, Revised, © 2002, Necromancer Games,
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Author Scott Greene, based on original material by Gary Gygax. Games, Inc.; Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
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The Book of Fiends, © 2003, Green Ronin Publishing; Authors Aaron Loeb, Quickwood from the Tome of Horrors, Revised, © 2002, Necromancer Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal
Erik Mona, Games, Inc.; MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.
Chris Pramas, Robert J. Schwalb. Author Scott Greene, based on original material by Gary Gygax. Demodad, Slime from the Tome of Horrors Complete © 2011,
Amphisbaena from the Tome of Horrors, Revised, © 2002, Necromancer Sandman from the Tome of Horrors, Revised, © 2002, Necromancer Necromancer Games, Inc., published and distributed by Frog God Games;
Games, Inc.; Games, Inc.; Author Author: Scott Greene, based on original material by Gary Gygax.
Author Scott Greene, based on original material by Gary Gygax. Scott Greene, based on original material by Roger Musson. Forlarren from the Tome of Horrors Complete © 2011, Necromancer
Angel, Monadic Deva from the Tome of Horrors, Revised, © 2002, Scarecrow from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc., published and distributed by Frog God Games; Author:
Necromancer Games, Games, Inc.; Author Scott Greene, based on original material by Ian Liveingstone.
Inc.; Author Scott Greene, based on original material by Gary Gygax. Scott Greene, based on original material by Roger Musson. Hangman Tree from the Tome of Horrors Complete © 2011,
Angel, Movanic Deva from the Tome of Horrors, Revised, © 2002, Skulk from the Tome of Horrors, Revised, © 2002, Necromancer Games, Necromancer Games, Inc., published and distributed by Frog God
Necromancer Games, Inc.; Author Scott Games; Author: Scott Greene, based on original material by Gary Gygax.
Inc.; Author Scott Greene, based on original material by Gary Gygax. Greene, based on original material by Simon Muth. Pathfinder Roleplaying Game Mythic Adventures. © 2013, Paizo
Aurumvorax from the Tome of Horrors, Revised, © 2002, Necromancer Slime Mold from the Tome of Horrors, Revised, © 2002, Necromancer Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland,
Games, Inc.; Games, Inc.; Sean K Reynolds, Denis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim
Author Scott Greene, based on original material by Gary Gygax. Author Scott Greene, based on original material by Gary Gygax. Hitchcock, Tracey Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan
Bat, Mobat from the Tome of Horrors, Revised, © 2002, Necromancer Slithering Tracker from the Tome of Horrors, Revised, © 2002, Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and
Games, Inc.; Authors Necromancer Games, Inc.; Ray Vallese.
Scott Peterson and Clark Peterson, based on original material by Gary Author Scott Greene, based on original material by Gary Gygax. The Genius Guide to Horrifically Overpowered Feats. ©2014, Rogue
Gygax. Soul Eater from the Tome of Horrors, Revised, © 2002, Necromancer Genius Games. Author: Owen K.C. Stephens.
Beetle, Slicer from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author
Games, Inc.; Scott Greene, based on original material by David Cook.
Author Scott Greene, based on original material by Gary Gygax. Spriggan from the Tome of Horrors, Revised, © 2002, Necromancer
Blindheim from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author
Games, Inc.; Author Scott Greene and Erica Balsley, based on original material by Roger Moore
Scott Greene, based on original material by Roger Musson. and Gary Gygax.
Brownie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Tenebrous Worm from the Tome of Horrors, Revised, © 2002, Necromancer
Inc.; Author Games, Inc.;
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