Libertad+1
So there's this 3rd-party product called 'The Genius Guide to Horrifically Overpowered Feats.'Released as an April Fool's Joke, it's meant to be exactly what it says on the tin. But then I saw a few reviews, which mentioned that only a few feats were horrifically overpowered, and quite a few of them made for nice boost to the noncasters.
One review, however, said that aside from the more blatant ones, they were no more overpowered than what a well-built Core Wizard could do. And a lot of the feats are geared towards non-casters.Okay, it's a joke product. But what makes this significant? Well, it's written by
Owen KC Stevens, a dude who's done quite a bit of work with Wizards of the Coast and on the Pathfinder RPG. And it has this blurb:
In many ways, these feats are classic bad examples, doing exactly the sorts of things feats shouldn’t. If you ever design a feat you expect to work in a normal campaign and it looks a lot like one of these feats, that’s a clear sign you’ve done something wrong.
So if the feats aren't very powerful, and it's heavily geared towards martial characters, I can't help but wonder if it's reflective of the pro-caster bias which permeates Pathfinder. Even worse, it might just turn people off from genuinely Nice Things for Fighters if the fixes smack of 'overpoweredness.' But that's probably me taking things too seriously.
And it has a sequel product, too! And I got to see some actual feat descriptions in this one beyond a table!
Who knows, I might do a review when I buy the products! Let's see what I've got in the previews:
Animated Leap: You can make a long jump up to your movement rate without an Acrobatics check, or a high jump equal to 1/2 that. It has a feat tax of 2 bad feats (Acrobatic, Run), and you cannot change your route mid-jump.
The verdict: Not overpowered. Overland Flight still exists in Pathfinder.
Arcane Armor Lord: You ignore all arcane spell failure. Proficiency in Medium Armor, 11th level, and 2 feats (Arcane Armory Training & Mastery).
The verdict: Not overpowered. Very powerful, in that it can grant a nice AC bonus, but spell effects can grant miss chances, and its at a high enough level that a Sorcerer/Wizard can pull up stuff to negate attacks.
Backswing Attack: 3 times per day, as a free action, you can roll a new attack against a new opponent within reach if you miss the original opponent in melee. Pre-requisite of +6 BAB.
The verdict: Not overpowered. Very situational, slightly less useful than Great Cleave.
Prime32Backswing Attack: 3 times per day, as a free action, you can roll a new attack against a new opponent within reach if you miss the original opponent in melee. Pre-requisite of +6 BAB.
The verdict: Not overpowered. Very situational, slightly less useful than Great Cleave.
That's actually weaker than
Perfect Strike. *bg_banghead.gif*
SlaughterhouserockI have the first one and it has some...interesting feats. There's two feats that, when combined, will give you 18's in all stats(one for mental, one for physical). There's a feat that is essentially IHS once per day, meta-attack feats which are the core metamagic feats for weapons, iterative attacks for casting spells(at increasingly lower CL), gestalt, Go First(guess what this does), gain spells from a spellcasting class of your choosing at half level, set your BAB to your HD regardless of class, etc.
Also, in the credits, Owen's referred to as Owen “Wide-Girthed God of d20 Rules Crunch” Stephens.
Sinfire TitanAnimated Leap: You can make a long jump up to your movement rate without an Acrobatics check, or a high jump equal to 1/2 that. It has a feat tax of 2 bad feats (Acrobatic, Run), and you cannot change your route mid-jump.
The verdict: Not overpowered. Overland Flight still exists in Pathfinder.
Agreed. Hell we had the same ability in regular 3.5 thanks to MoI. Shape Soulmeld: Airstep Sandals. And it has better prereqs!
StreamOfTheSkySo, I guess this list does not contain Spell Perfection, Persistent Spell, Dazing Spell, Quicken Spell, Flyby Attack, Split Hex, Split Major Hex, Divine Interference, any of the wizard's arcane discovery pseudo-feats, Selective Spell, Reach Spell.... ?
LibertadSo, I guess this list does not contain Spell Perfection, Persistent Spell, Dazing Spell, Quicken Spell, Flyby Attack, Split Hex, Split Major Hex, Divine Interference, any of the wizard's arcane discovery pseudo-feats, Selective Spell, Reach Spell.... ?
Of course not, you big silly goose! All of the feats are new ones!
But it does have some goodies to make spellcasters even more powerful!
Owen KC Stephens is a very happy man, because I just made him seven dollars richer. Soon I'll be doing an overview of the feats in this very thread, giving his product some free publicity. I have to do this, for the children.
The first product mentions that the feats are Open Game Content, so I'm pretty sure I can do this hassle-free.
DESIGNATION OF PRODUCT IDENTITY: The Super Genius Games (SGG) and OtherWorld Creations (OWC) company names and logos; the “Genius Guide To: Horrifically Overpowered Feats” name and logo; all artwork, backgrounds, and logos; all trade dress, and graphic design elements.
DECLARATION OF OPEN CONTENT: All game mechanics, proper names of classes, prestige classes, archetypes, feats, skills, spells, magic items, monsters, rituals, artifacts AND OR the names of abilities presented within this book are Open Game Content as described in Section 1(d) of the License.
LibertadLibertad's Review of The Genius Guide to Horrifically Overpowered Feats
Because It Must Be Done
IntroductionSo basically the book opens up with a blurb of how these feats are not meant to be used in campaigns, for the sanity of players and Dungeon Masters. But it knows that those brave or foolish enough to implement them in Pathfinder games are going to ignore these warnings, so it lays out suggestions and general overview of
[Horrifically Overpowered] feats.
Yes, you read that right,
[Horrifically Overpowered] is its own type. Any feat marked as such can't ever be taken them as a bonus feat due to race or class; you can have a maximum of 1 Horrifically Overpowered Feat at 1st level, 2 at 3rd level, and an additional 1 every 3 levels thereafter. Keep in mind that the feat progression in Pathfinder is faster than normal 3.X, so you can't just unload all your feat slots on them.
And another (but no less important) reason for the new type is that in case anybody copies the feats as part of Open Game Content, interested parties can be properly warned ahead of time. This ends Owen Stephens' public service announcement.
The second type of feat descriptor is
[Meta-Attack]. Basically, they're like Meta-Magic feats, but for normal weapon and natural attacks. They can be used a certain number of times per day, and most of them are activated as a swift or free actions. All such feats are also
Horrifically Overpowered, and you can gain additional uses per day as you gain levels (1 additional use to be applied to the Meta-Attack feat of your choice at 4th level and every 4 levels thereafter).
The Trial: For the purposes of this review, I'll be acting as judge, jury, and executioner. The accused party is Owen KC Stephens, and his crime is false advertising of overpowered feats. After each feat's description, I'll lay down the verdict as to whether the feat in question is Horrifically Overpowered. In the rare case I cannot decide one way or the other, I'll turn things over to the community to decide on my behalf. If you disagree with any of my conclusions, feel free to state your case.
And now that that's out of the way, here are the Feats:
Denied
[Horrifically Overpowered]
You can simply refuse to be affected by a specific attack, spell, or ability.
Benefit: Once per day as a free action, you can decide to not be affected by a single attack, combat maneuver, spell, or effect. All its effects on you are immediately negated. This decision must be made as soon as you are aware of the effect you wish to negate. Only a single use of the effect is negated -- if you prevent an ancient red dragon from grappling you, that does not prevent it from making a new grapple check on its next attack. You may use this twice per day at 8th level, and one more time per day for every additional 8 levels you gain, to a maximum of six times per day at 40th level.
The verdict: Overpowered. It's pretty much a versatile way of avoiding negative effects and will save the PC's bacon quite a bit. But you must be aware of the effect occurring, and in some circumstances the enemy can repeat the action on its next turn.
Edit: StreamoftheSky pointed out in his post that a no-fail ability to nullify any attack can indeed be overpowered in its versatility, while Sor0 said that it's poorly worded enough to cause many headaches (especially in regards to territorial effects). Concerned Ninja Citizen pointed out the lack of duration and specifics and ignoring "effects" such as gravity.
Empowered Attack
[Horrifically Overpowered, Meta-attack]
A limited number of times per day, you can focus all your power and rage into an attack.
Benefit: Two times per day as a swift action, you may declare one weapon attack, natural attack, or unarmed attack to be an empowered attack. You must make this declaration prior to making your attack roll. An empowered attack increases the damage it does by 50%.
The verdict: Not overpowered. This is a nice feat for chargers and damage-dealers, but given that straight hit point damage is not an overall effective forms of offense in Pathfinder, it's not going to get balls-to-the-wall crazy.
Enlarged Attack
[Horrifically Overpowered, Meta-attack]
A limited number of times per day, you can concentrate all your attention and will on the accuracy of one attack.
Benefit: Four times per day as a swift action, you may declare one weapon attack to be an enlarged attack. You must make this declaration prior to making your attack roll. If the attack is with a ranged weapon, the range increment of the attack doubles. If the attack is with a melee weapon, you may throw it as a ranged thrown weapon (not taking the normal penalty for throwing a melee weapon) with a range increment of 30 feet.
The verdict: Not overpowered. Spells with Long range increments can still outpace archers with this feat (who can get about 220 feet increments with a composite longbow). And turning any melee weapon into a thrown weapon isn't that bad.
Eschew Foci
[Horrifically Overpowered]
You have no need for idols and mirrors to cast spells.
Prerequisite: Eschew Materials
Benefit: You do not need to fulfill the focus or divine focus components of spells in order to cast them.
The verdict: Not overpowered. Foci are pretty much reusable material components, and are not very expensive to purchase. Now, if it allowed you to ignore material components, then it would be Horrifically Overpowered.
Eschew Gestures
[Horrifically Overpowered]
You have no need to wiggle your fingers to cast spells.
Prerequisite: Still Spell
Benefit: You do not need to fulfill the somatic components of spells in order to cast them. You effectively treat all the spells you cast as if they had been cast using the Still Spell metamagic feat, but the spell’s level does not change, and no extra time is required to cast it.
The verdict: Depends. The best use I can think of is for gish builds, who can swing around a greataxe or dual-wield scimitars while casting spells without having to drop and sheathe weapons all the time. Plus it also has a feat tax of a feat you won't be using anymore.
However, it allows spellcasters to cast spells while hindered, restrained, and grappled, but spells still provoke an attack of opportunity. It can get overpowered if combined with Supernatural Spell Monster, which takes care of the AoO problem.
Eschew Incantations
[Horrifically Overpowered]
You have no need to speak to cast spells.
Prerequisite: Silent Spell
Benefit: You do not need to fulfill the verbal components of spells in order to cast them. You effectively treat all the spells you cast as if they had been cast using the Silent Spell metamagic feat, but the spell’s level does not change, and no extra time is required to cast it.
The verdict: Overpowered. Silence is no longer a poor man's Anti-Magic Field for enemy spellcasters, and it eliminates a big weakness of spellcasters.
Extended Attack
[Horrifically Overpowered, Meta-attack]
A limited number of times per day, you can drive an attack deep into a foe to insure the wound continues to tear and bleed, at least briefly.
Benefit: Three times per day as a swift action, you may declare one weapon attack, natural attack, or unarmed attack to be an extended attack. You must make this declaration prior to making your attack roll. If the attack hits, the target suffers bleed damage at the beginning of its next round. For this bleed, roll the extended attack’s damage again, using the same modifiers as the original attack.
The verdict: Not overpowered. Since you have to declare it before the attack roll, there's a chance that you'll miss or roll low damage. It's pretty much a free second attack, but only on the next round. Very nice feat for martials.
Extra Lives
[Horrifically Overpowered]
You are just hard to kill.
Benefit: Your character can come back from the dead, with no penalty, three times in its total career. This happens at the end of whatever encounter you died in, unless that would cause your character to immediately die again (such as if your body was dropped into a pool of lava). In that case, you return to life at some safe location within a week, at the GM’s discretion. If you think your character is likely to be raised quickly and easily, you may choose not to use this ability when you die, in which case it does not count against your three total uses of this feat.
Special: This feat can be taken more than once. (Although, really, you need to take Toughness if you’re dying that often. Or maybe Dodge. Or just stand closer to the cleric.) Each time you take it, the number of times your character may freely return from the dead increases by three.
The verdict: Not overpowered, especially at higher levels. Unlike other feats, it has a limited use, and becomes useless after 3 deaths. At low levels it can help increase PC survivability, and at high levels Save or Die effects are increasingly common. Given the way the feat works, 'death' is still a penalty as it takes you out of the game for 1 week. You'll still have to sit things out if the party's in a dungeon or doesn't have time to wait around for you to come back.
More to come soon!
ImperatorKEschew Gestures and
Eschew Incantations are much better versions of
Automatic Silent Spell and
Automatic Still Spell (both Epic feats in 3.X). You can count on those caster-fetishists to give casters unlimited-use feats, but martials have uses per day.
LibertadPart Two of the Review
Extra Meta-Attack
[Horrifically Overpowered]
Benefit: You gain additional uses of meta-attack feats. You gain two additional uses per day, plus one additional use for every meta-attack feat you have. This does not allow you to use meta-attack feats you have not taken, only to get extra uses for meta-attack feats you have. You may spend these extra uses on any meta-attack feat you have, as long as you do not exceed 2 + (total meta-attack feats) per day in additional uses of all your meta-attack feats.
The verdict: Not overpowered. Yeah, it grants a lot of additional uses, but keep in mind that you're spending one of your limited feat slots on it, further limited by the one per 3 levels schematic for Horrifically Overpowered feats. So if you're 12th level, and spent 5 of your 6 available feats on Extra Meta-Attack and other Meta-Attacks, you deserve to gain 6 additional uses spread out among them: your character's limited resources are built around being 'Meta." And I have yet to see any truly crazy Meta-Attacks so far to drive me into conniption fits.
Favored
[Horrifically Overpowered]
The universe likes you, and gives you gifts.
Benefit: For every HD you have, you may select one favored class benefit from any character class. This is in addition to favored class benefits you receive if you actually take a level in a favored class. For more information on favored class benefits, see the Advanced Player’s Guide.
The verdict: Not overpowered. I've seen the Favored Class Options in APG, and let me tell you, none of them are very impressive.
Full Casting Action
[Horrifically Overpowered]
You can cast multiple spells as a fullround action, much like a warrior can make multiple attacks if his base attack bonus is high enough.
Prerequisite: Caster level 6.
Benefit: As a full-round action, you can cast two spells that have a casting time of 1 standard action or less. The first spell is cast normally, while the second spell uses a caster level 5 lower than your normal caster level, and the DC of any saving throw it requires is reduced by 2.
The verdict: Overpowered. More spells per round! If you can't think of ways to abuse this, you're not trying hard enough.
Gestalt
[Horrifically Overpowered]
You are practically a member of two character classes, rather than just one.
Benefit: Select one character class. You gain all the class features (proficiencies and abilities listed in the “special” column of the class writeup) of that class other than spellcasting, as if half your total character level was your class level. (If you are 1st level, gain only the armor and weapon proficiencies of your selected class until you reach 2nd level.) If you actually have levels in the selected class, you gain class features as if your class level was equal to your actual class level plus one-half of all your other levels.
The verdict: It's not like Unearthed Arcana's gestalt, in that it only grants class features as opposed to HD, BAB, Saving Throws, and Skills. However, it's still overpowered in that can dramatically increase the power levels of PCs with a plethora of good abilities. Score some Bardic Music for your Paladin, Sneak Attack and Rogue Talents for your Ranger, or Wild Shape for your Barbarian!
Go First
[Horrifically Overpowered]
No one can more before you. No one.
Prerequisite: Improved Initiative.
Benefit: You go first in any initiative order. If there are multiple creatures present that have feats or abilities that state they each go first in any initiative order, those creatures roll initiative to see what order they go in, and all other creatures go after them (regardless of relative initiative check results).
The verdict: Going first is really important in combat, and can make the difference in battle. Imagine a spellcaster with this thing! Overpowered.
Greater Full Casting Action
[Horrifically Overpowered]
You can cast up to 3 spells as a full-round action, much like a warrior can make multiple attacks if his base attack bonus is high enough.
Prerequisite: Caster level 11, Full Casting Action.
Benefit: This functions as Full Casting Action, except you can also cast a third spell with a casting time of 1 standard action or less. The third spell uses a caster level 10 lower than your normal caster level, and the DC of any saving throw it requires is reduced by 5.
The verdict: In case you're unsatisfied with firing off 2 spells per turn, and need an even more Quadratic Wizard. Overpowered.
Healing Factor
[Horrifically Overpowered]
You have a mutant healing factor.
Benefit: You gain fast healing equal to 1/3 your HD (minimum fast healing 1).
The verdict: Unless you consider the 15-minute adventuring day an important aspect of D&D, this feat is not overpowered. It saves the Cleric and Wand of CLW user to use his resources on others during downtime, and the Fast Healing is not large enough to make a noticeable difference in combat.
Heighten Attack
[Horrifically Overpowered, Meta-Attack]
A limited number of times per day, you can put more muscle behind an attack to make it more effective against thick-skinned foes.
Benefit: Four times per day as a swift action, you may declare one weapon attack, natural attack, or unarmed attack to be a heightened attack. You must make this declaration prior to making your attack roll. The attack ignores a number of points of DR and/or hardness equal to your base attack bonus.
The verdict: Easy ways to bypass DR with weapon types? Check. Limited uses per day? Check. Still shown up by magic attacks? Check. Not overpowered by a long shot.
The evidence is starting to turn against you, Mr. Stephens. Your case can't afford another feat like this!
Heroic Grace
[Horrifically Overpowered]
You are destined for greatness, and are thus unlikely to be petrified by a wandering monster.
Benefit: You may add your Int, Wis, or Cha bonus to all your saving throws, in addition to your normal ability modifier. This does not stack with the paladin’s divine grace class feature, or any other ability that adds your Int, Wis, or Cha to all your saving throws. (You are still allowed to add your Wisdom bonus to your Will saves, as normal.)
The verdict: Paladins have Divine Grace, so at first glance I was inclined to strike this down as Not Overpowered. But after some deliberation, I ruled otherwise. It doesn't require a 2-level dip in a non-fullcasting class. And high-level casters can easily pump their mental scores up to impressive levels. Since Saving Throws are very important to have at high levels, it's easy for a Cleric, Druid, or Wizard to bust his Saves off the RNG.
I feared I may have underestimated you, Stephens. I declare this feat Horrifically Overpowered.
I call for a 10-minute recess. Court is now adjourned!
Sinfire TitanYou know, even though most of them are ridiculously bad, I still wouldn't allow them in one of my games. They break my suspension of disbelief far too much. The meta-attack feats especially (like IK said, casters can do it at-will).
LibertadI made some edits to my original post, specifically regarding the rules of The Trial:
The Trial: For the purposes of this review, I'll be acting as judge, jury, and executioner. The accused party is Owen KC Stephens, and his crime is false advertising of overpowered feats. After each feat's description, I'll lay down the verdict as to whether the feat in question is Horrifically Overpowered. In the rare case I cannot decide one way or the other, I'll turn things over to the community to decide on my behalf. If you disagree with any of my conclusions, feel free to state your case.
SorO_LostI disagree with one of your conclusions, so I should state my case?
"Horrifically-Overpowered" as a term doesn't do Greater Full Casting Action justice. Perhaps "Holy crap they printed this?!" might?
Ok seriously. I'm mostly in shock and awe at some of this stuff.
I can't believe they printed it and I'm glad you're taking the time to review it.
GarrylDoes Pathfinder still have the rule that you can cast a spell with a CL lower than the CL you'd normally have at the level you get the spell? That would put a damper on the Full Casting Action feats, since you'd be restricted to using your lower level spells. Not enough to remove it from the OP category, but it's worth noting.
LibertadDoes Pathfinder still have the rule that you can cast a spell with a CL lower than the CL you'd normally have at the level you get the spell? That would put a damper on the Full Casting Action feats, since you'd be restricted to using your lower level spells. Not enough to remove it from the OP category, but it's worth noting.
*Rummages through the stacks of legal documents.*
Ah, here it is!A spell's power often depends on its caster level, which for most spellcasting characters is equal to her class level in the class she's using to cast the spell.
You can cast a spell at a lower caster level than normal, but the caster level you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same caster level.
In the event that a class feature or other special ability provides an adjustment to your caster level, that adjustment applies not only to effects based on caster level (such as range, duration, and damage dealt), but also to your caster level check to overcome your target's spell resistance and to the caster level used in dispel checks (both the dispel check and the Dc of the check).
The lowering of Caster Level in Pathfinder prevents a spellcaster from utilizing his full arsenal of spells with the feat.
Regardless, it is still a very useful feat for higher-level spellcasters to have. Imagine multiple Evard's Black Tentacles in the same round, or Acid Fog followed by Telekinesis!
I still regard it as an overpowered feat for the potential spell combos it can unleash.
Logged
My product and storefront links.Libertad's List of LinksStreamOfTheSky+1
My thoughts so far...
Denied: Overpowered. It's wings of cover for the whole family. Negating anything at all 100% is broken. Also to nitpick... if it says free action but lacks the words “that you can use out of turn”.... does that mean the feat is technically useless?
Meta-Attacks: None are overpowered, and WTF having daily limits AND needing a swift? Why don't casters have to take it up the ass like this?
Eschew Foci: Mildly broken. Some foci are fairly expensive. It has no price limit like eschew materials.
Eschew Gestures/Incantation: Broken. Removes significant caster weaknesses and helps make every caster a druid (natural spell, cast in any form).
Favored: WTF does this even do? The class specific ones advance class specific features. If you have no bard levels, does getting +1/2 level to one type of bard performance actually do anything? If this lets you double up on FC bonus for the class you're progressing, this is broken. Most FC boni suck, but some caster ones ROCK. Like bonus sorc spells known, or summoner getting +1/4 evo point.
Full-Casting Action: Possibly the most overpowered and broken feat I've ever seen.
Gestalt: Hmm...I think F-C Action still is holding the crown. Barely.
Go First: Ok, this one might possibly be more broken than F-C Action.
Greater F-C Action: WTF? Seriously guys, WTF?
Healing Factor: Overpowered at low levels, ok by 10th and on.
Heroic Grace: Super overpowered, a caster's wet dream, AND a slap in the face to the paladin class. A trifecta of douche-baggery! Well done, Owen!
LibertadCourt is now in session! Here we continue the trial of Owen KC Stephens, game designer and head of Super Genius Games. He produced for the reading public a book of feats, not a crime in and of itself.
But, he promised us that these feats would be 'Horrifically Overpowered,' in such a way as to boost a character's effectiveness and overall power, enough that a single one would be enough to boost a Monster's Challenge Rating by 2! In his defense, he mentioned that an adversary's Challenge Rating is just a guideline, and that the feats do more than the official Pathfinder ones. But are we to believe that a single of these feats is equivalent to 2 class levels worth of hit dice, class features, and a new spell level in the case of casters?
The trial continues.
Hex Maven
[Horrifically Overpowered, Meta-Attack]
Your hexes are much more persistent than most witches’.
Benefit: Your hexes which state they can only affect a specific target once per day, can instead affect the same target a number of times per day equal to your Int bonus.
I am sure that there any many hexes in multiple sourcebooks, but I've so far located 2 hexes which qualify for this feat: Flight and Life Giver. One grants Levitation, the other Resurrection without a material component.
The verdict: Normally I'd rate this one 'not overpowered.' But there might be hexes in Pathfinder source books beyond Ultimate Magic which can be quite powerful, so I'll reserve judgment until I find more hexes (if there are any). If no such hexes can be found, I'll rule this as 'not overpowered.'
Magic-User
[Horrifically Overpowered]
You’ve picked up a considerable amount of spellcasting above and beyond your normal training.
Benefit: Select one spellcasting character class. You can cast spells as a member of this class of a level equal to half your total hit dice. (If you are 1st level, you cast spells as a 1st level member of the class, but can only cast 0-level spells).
Special: This feat may be selected more than once. (Why not?) Its effects do not stack. (Get real.) Each time it is selected, you must choose a new spellcasting class in which you gain spellcasting ability.
The verdict: This feat's tag is accurate. Even a low-level Wizard or Cleric has many useful spells. Combined with another class, it can be quite effective indeed. And furthermore, it serves as a nice way to meet prestige class pre-requisites without multi-classing!
Master of Magic Items
[Horrifically Overpowered]
You can use any magic item to its fullest.
Prerequisites: Use Magic Device as class skill.
Benefit: You can use any magic item, even if you would not normally be able to do so.
The verdict: The feat's wording is unclear. Does this mean that there is no need for Use Magic Device, and all uses are successful? Does it grant proficiency in all magic weapons? Does it allow one to ignore the negative effects of alignment-based weapons and similar restrictions?
I turn to the community to judge in my stead for this one!
Maximize Attack
[Horrifically Overpowered, Meta-Attack]
Once per day, you can give an attack your all.
Benefit: Once per day as a swift action, you may declare one weapon attack, natural attack, or unarmed attack to be a maximized attack. You must make this declaration prior to making your attack roll. A maximized attack deals maximum damage.
The verdict: Not overpowered. For weapons, the modifiers after the damage dice matter more than the dice itself. Unlike fireballs and lightning bolts, the differences between minimums and maximums for longswords, battleaxes, and the like is miniscule (2-12 damage for a Medium greatsword).
Mental Paragon
[Horrifically Overpowered]
You are the peak of mental perfection for your race.
Benefit: Your Intelligence, Wisdom, and Charisma are a base of 18 (before racial and level-based adjustments). If you take this feat at first level and roll for ability scores, you may only roll for your physical statistics. For example, if your campaign normally has new characters roll six times for ability scores, rolling 4d6 and take the best 3 each time, you are only allowed to do this three times (using the values for your Str, Dex, and Con). If you take this feat at 1st level and use a point-buy for ability scores, you get only half as many points (round up) to buy your physical ability scores.
The verdict: Overpowered. +4 skill points per level, +4 on related ability and skill checks, +4 on Will Saves, +4 on social skills, +4 on Save DCs for spells, and 4 additional beginning spells for a Wizard, and bonus spells per day. Combine this with a +2 mental stat bonus, and you're golden!
Granted, this is not as overpowered in point buy games with primary spellcasters who rely upon one stat (just buy an 18). But for dice rolling, it's great to have.
Offensive Combat Training
[Horrifically Overpowered]
You fight like a warrior-born.
Prerequisite: Defensive Combat Training
Benefit: Your base attack bonus is equal to your total hit dice.
The verdict: Not overpowered. At most, it can grant a +5 or +10 increase in accuracy at 20th level, and is very dip-friendly for martial builds. But it's not going to make a significant difference in your campaigns.
Physical Paragon
[Horrifically Overpowered]
You are the peak of physical perfection for your race.
Benefit: Your Strength, Dexterity, and Constitution are a base of 18 (before racial and level-based adjustments). If you take this feat at first level and roll for ability scores, you may only roll for your mental statistics. For example if your campaign normally has new characters roll six times for ability scores, rolling 4d6 and take the best 3 each time, you are only allowed to do this three times (using the values for your Int, Wis, and Cha). If you take this feat at 1st level and use a point-buy for ability scores, you get only half as many points (round up) to buy your mental ability scores.
The verdict: Overpowered, but not as much so as Mental Paragon. You're getting +4 on attack and damage rolls, +4 Fortitude and Reflex Saves, +4 hit points per level, +4 Armor Class, and +4 on related ability and skill checks. It's a definite boon when you're rolling dice for stats, and for MAD martial builds.
Keep in mind for the Paragon feats that it does not preclude the other from being taken, nor does it explicitly state that it must be taken at 1st level. It just changes the base abilities to 18.
Perfect Blow
[Horrifically Overpowered, Meta-Attack]
You can make a perfect attack.
Benefit: Once per day you can choose to make a single attack a perfect strike. Rather than make an attack roll, you hit any AC equal to 20 + your attack bonus or less. The attack automatically threatens a critical. The attack hits even if the target has a defense that would normally cause the attack to be ineffectual or have a chance to be mistargeted, such as mirror image, displacement, concealment, invisibility, etherealness, or feats that allow an attack to be blocked or dodged. The attack bypasses any DR or other defense of the foe, but can be healed, recovered, or regenerated normally.
The verdict: Not overpowered. It is a very nice ability for martial characters, and can foil many kinds of magical defenses. However, one must still roll to confirm the critical threat. I'd definitely allow this in my games.
LibertadPart Four of the Review
Stephens was off to a bad start, but eventually he got back into the game with some truly, horrifically, overpowered feats such as Full-Cast Action, Magic-User, and Gestalt.
Will he be able to keep this up? We've got 11 feats to go!
Prestigious
[Horrifically Overpowered]
You are practically a member of a specific prestige class.
Prerequisites: Character level 6, no levels in selected prestige class.
Benefit: Select one prestige class. You gain all the class features (proficiencies and abilities listed in the “special” column of the class writeup) of that prestige class other than spellcasting. Your effective level for the prestige class (to determine both what powers you receive, and any level-dependent effects of those powers) is one-half of (your HD -5), with a minimum of 1.
The verdict: At 20th level, you technically have 7.5 levels in a PrC. Since it can skip all the prerequisites, I can see this open to some terrific abuse. Overpowered.
Quicken Attack
[Horrifically Overpowered, Meta-Attack]
Once per day, you can make an attack faster than the eye can follow.
Benefit: Once per day as a free action, you may declare one weapon attack, natural attack, or unarmed attack to be a quickened attack. You must make this declaration prior to making your attack roll. A quickened attack is a swift action. Targets within 30 feet of you are flatfooted against a quickened attack. If it is a ranged attack, it does not provoke an attack of opportunity.
The verdict: Not overpowered. Grants a free Sneak Attack for the Rogue at most, and it can't be used in conjunction with other Meta-Attacks.
Silent Attack
[Horrifically Overpowered, Meta-Attack]
A limited number of times per day, you can kill while silent as a shadow.
Benefit: Three times per day as a free action, you may declare one weapon attack, natural attack, or unarmed attack to be a silent attack. You must make this declaration prior to making your attack roll. A silent attack does not end any Stealth you are using, does not count as an attack for the invisibility spell, and cannot be traced back to you with a Perception check.
The verdict: Really ups the power and potential of Rogues, but a high-level wizard with magic can avoid detection better. Not to mention that a Rogue can still be foiled by Blind-sight, True Seeing, and similar things.
I can see this as Overpowered, in that a well-built Rogue can remain effectively out of sight for the entire encounter. But it can only be used for one attack per use. I defer judgment to the community.
Edit: Not overpowered. Sor0_Lost and Concerned Ninja Citizen mentioned that it's limited use cuts down on its potential for abuse.
Skill Domination
[Horrifically Overpowered]
You are an expert in a wide range of skills.
Benefit: All skills count as class skills for you. You can always make a skill check untrained.
The verdict: Not overpowered. In Pathfinder, a class skill grants a +3 bonus, and it doesn't make you any better at untrained skills.
Skill God
[Horrifically Overpowered]
You are the best at one thing you do.
Benefit: Select one skill. Whenever you must make a check for this skill, you always act as if you had rolled a 20.
Special: This feat can be taken more than once. Its effects can’t logically stack, but if you can talk your GM into believing you should get to “roll 40” on a skill check, go ahead. The idea, however, is that each time you select it, it applies to a different skill.
The verdict: Depends upon the skill. Knowledge checks may not be so bad, but it's pure win for common skills such as Perception and Spellcraft (for things such as concentrating on a spell).
Spell Shifting
[Horrifically Overpowered]
You can twist your spells into different spells.
Benefit: You have access to pattern spells. You have a number of pattern spells equal to your HD, to a maximum of two pattern spells per spell level. When you select a spell as a pattern spell it must be a spell of a class and level you are able to cast, and the choice cannot normally be changed. You are allowed to swap out one pattern spell for a new choice at every even level. How pattern spells work depends on how you cast spells. If you are a preparation spellcaster (such as the cleric, druid, and wizard), pattern spells are spells you can cast in place of a prepared spell of the same level or higher, in the same way a cleric can replace a prepared spell for a cure spell. Your pattern spells must be selected from spells you could prepare if you chose to (nearly any class spell for clerics, but limited to spells in your spellbook for wizards). If you are a spontaneous spellcaster (such as the bard and sorcerer), pattern spells are additional spells known, which you can cast once per day by using a spell slot of the same level or higher. If you ever gain one of your pattern spells as a spell known, you may replace it with a new pattern spell of the same level.
The verdict: Overpowered. You know how Clerics and Druids can spontaneously convert spells into Cures and Summons? Well, this feat can grant you up to 20 more! With the right selection, your spellcasters will never have to worry about preparing the wrong spells again!
Still Attack
[Horrifically Overpowered, Meta-Attack]
A limited number of times per day, you can kill without moving.
Benefit: Three times per day as a free action, you may declare one weapon attack, natural attack, or unarmed attack to be a still attack. You must make this declaration prior to making your attack roll. A still attack does not require for your arms to be free or that you move, and can be made while you are grappled or pinned (without requiring a grapple check to do so), held or paralyzed.
The verdict: Not overpowered, but it sounds totally awesome, so Stephens gets my respect for the idea if not the execution. Aside from getting paralyzed or grappled, there's not many opportunities that you'll get to use this.
LibertadPart Five: The Final StretchOf the 32 feats we've reviewed so far, I ruled that 16 of them are Not Overpowered, 11 as Overpowered, 2 varies in use, 3 left to the community's judgment 17 Not Overpowered, 12 Overpowered, 2 varies in use, 1 left to the community's judgment. Even if the last four are Overpowered, and the community judges the undecided feat as Overpowered, it would mean that only half of the Feats in this guide are indeed Overpowered.
StreamoftheSky pointed out that 100% negation can be overpowered, but the feat did not specify that it can be used out of turn, and so I changed it. I will do the Final Four write-ups soon.
Edit: Here they are!
Supernatural Spell Monster
[Horrifically Overpowered]
You’re not really a spellcaster, but you might be mistaken for one.
Benefit: Select one class you have levels in that casts spells. Though you must meet the casting time and all the prerequisites of those spells to use them, they do not count as spells. For rules purposes, they function as supernatural powers.
The verdict: Goodbye, pesky Attacks of Opportunity! Overpowered.
Ultimate Full Casting Action
[Horrifically Overpowered]
You can cast up to 4 spells as a fullround action, much like a warrior can make multiple attacks if his base attack bonus is high enough.
Prerequisite: Caster level 16, Full Casting Action, Greater Full Casting Action.
Benefit: This functions as Greater Full Casting Action, except you can also cast a fourth spell with a casting time of 1 standard action or less. The forth spell uses a caster level 15 lower than your normal caster level, and the DC of any saving throw it requires is reduced by 7.
The verdict: Overpowered like its predecessors.
Unflappable
[Horrifically Overpowered]
You are the sort of person who says “I would not be a bit surprised if the dragon is an illusion and we’re actually surrounded by invisible ninjas.” What’s more, you really aren’t a bit surprised when that turns out to be the case.
Prerequisite: Alertness.
Benefit: You are never surprised, and never flat-footed.
The verdict: Basically poor man's Foresight, except permanent and accessible at lower levels. You always act in the surprise round, and negate the offensive potential of many Rogues. I say that it's overpowered because it negates the Rogue's Sneak Attack in most circumstances, is a no-brainer for characters who boost their AC via mobility, and replicates the best features of a 9th-level spell.
Widen Attack
[Horrifically Overpowered, Meta-Attack]
A limited number of times per day, you can lay about you in a frenzy of blows to kill foes near and far.
Benefit: Three times per day as a swift action, you may declare one weapon attack, natural attack, or unarmed attack to be a widened attack. You must make this declaration prior to making your attack roll. A widened attack allows you to compare your attack roll to the AC of every foe in any four spaces (each adjacent to at least one other of the four spaces, and all within 1 space of an area you threaten). Each foe whose AC is exceeded by your attack roll takes damage from the attack.
The verdict: Basically Whirlwind Attack, sans the ridiculous number of prerequisites and limited in use. Not overpowered.
And the very last picture in this book before the credits and SRD is of a female ninja wielding a blade amid a swarm of cherry blossoms, her nipples poking through her skin-tight suit and sporting a faint case of camel-toe. I guess this fanservice is meant as a reward for reading through this thing.
Anyway, this brings our review to a close! 18 Not Overpowered, 15 Overpowered, 2 varies in use, and 1 still left to the community's judgment! The book's advertisement was 41% correct, but at three bucks I can't really complain.
Expect a review for the Guide to More Horrifically Overpowered Feats in due time.
SorO_LostStreamoftheSky pointed out that 100% negation can be overpowered, but the feat did not specify that it can be used out of turn, and so I changed it. I will do the Final Four write-ups soon.
Do you think it's because Free Actions can be used whenever you want to begin with?
Edit - It also places no limitation on Duration, only it's Single Use based, nor that is has to be used in response to
right now either (in fact it suggests at any point).
You can wake up one day and decide Gravity is an "effect", gain immunity to it for the rest of your life.
Which is kind of a stupid example, but you get what I mean.
Edit 2 - Does PF have Tome of Battle? Like Feral Death Blow deals an additional 20d6 damage on a successful Save. Not saying it's some kind of Saving Grace to making those Feats OP, but there is more to it than a 2d6 being Maximized (it sounds like it applies to Sneak Attack too btw).
Edit 3 - Master of Magic Items, you can use any magic item to it's fullest...
Maybe it's a Colossal +5 Starburst Necromantic Ballast, maybe it's not. But you can use it.
Edit 4 - Deserves a note. I thought "Full-Attack" spellcasting and freebie Gestated was bad. Prestigious (Beholder Mage) with Supernatural Spell Monster. *shudders*
Still can't get over the fact this crap was compiled into and book and they charged you money to read it. DnDWiki is free and their both largely a joke, just saying.
Libertad@Sor0:
Edit 1: I checked Free Actions in the Pathfinder SRD, and only Immediate Actions specified that they could be used out of turn.Edit 2: No, Pathfinder has no Tome of Battle Equivalent.
Edit 3: So that's a "yes" to all my questions in the verdict?
Edit 4: Why do you view Full Action Casting and Gestalt as bad feats?
Just for readers, the last feat to be decided is:
Master of Magic ItemsI ruled
Hex Maven as Not Overpowered, but only because I saw no other 1st-party Hexes which can greatly benefit from this.