Index of Horrifically Overpowered Content (Patreon)
Content
An index of all my Horrifically Overpowered content, as a exclusive benefit for paying Patrons.
I originally called this the Horrifically Overpowered Index... but the Index itself is only as powerful as a typical index.
This is a paying-members-only index of content I have done in the Horrifically Overpowered line of products and ideas. These are all for Pathfinder 1st edition unless noted otherwise.
I will update this Index as new articles and products are released for the Horrifically Overpowered product line.
PDFsHere are links to the current Horrifically Overpowered Feats pdf products.
The Genius Guide to Horrifically Overpowered Feats (also Here)
The Genius Guide to More Horrifically Overpowered Feat (also Here)
The Genius Guide to Mythic Horrifically Overpowered Feats (also Here)
The Four Horsemen Present: Even More Horrifically Overpowered Feats (also Here)
The Four Horsemen Present: Yet More Horrifically Overpowered Feats (also Here)
The Genius Guide to Horrifically Overpowered Class Features (also Here)
Starfinder's Codex: Horrifically Overpowered Feats (For Starfinder 1st edition). (also Here)
HORRIFICALLY OVERPOWERED CLASS FEATURES(Pathfinder 1e and Starfinder 1e)For both Pathfinder and Starfinder 1st ed games where the GM wants to allow Horrifically Overpowered Class Features, I recommend using the following Horrifically Overpowered Feat. The GM is the only person able to approve Horrifically Overpowered content into a campaign, and every player should be given the same number of HO feats. A game can allow just one HO feat to add a single point of massively off-scale power, or throw them out like candy. It's all about how much HO content a GM wants to allow.
A GM can restrict PCs to using the feat below to gain a Horrifically Overpowered version of a class feature, or allow players to also select from Horrifically Overpowered Feats from other Rogue Genius Games sources.
Horrifically Overpowered Class Feature [Horrifically Overpowered]One of the things you can do? You do it WAY too well.Prerequisites: You bamboozle your GM into allowing this. (GMs... don't be bamboozled).Benefit: Select one class feature you have. You get the Horrifically Overpowered version of that class feature. If the normal version of the class feature does something different, you also get that ability. (If the class feature grants a feat or talent, you only get one feat or talent, unless the Horrifically Overpowered version specifically says otherwise.)
Pathfinder 1e Class Features
Horrifically Overpowered Alchemist Class Features
Horrifically Overpowered Antipaladin Class Features
Horrifically Overpowered Arcanist Class Features
Horrifically Overpowered Barbarian (Core and Unchained) Class Features
Horrifically Overpowered Bard Class Features
Horrifically Overpowered Bloodrager Class Features
Horrifically Overpowered Brawler Class Features
Horrifically Overpowered Cavalier Class Features
Horrifically Overpowered Cleric Class Features
Horrifically Overpowered Druid Class Features
Horrifically Overpowered Fighter Class Features
Horrifically Overpowered Gunslinger Class Features
Horrifically Overpowered Hunter Class Features
Horrifically Overpowered Inquisitor Class Features
Horrifically Overpowered Investigator Class Features
Horrifically Overpowered Kineticist Class Features
Horrifically Overpowered Magus Class Features
Horrifically Overpowered Medium Class Features
Horrifically Overpowered Mesmerist Class Features
Horrifically Overpowered Core Monk Class Features
Horrifically Overpowered Unchained Monk Class Features
Horrifically Overpowered Ninja Class Features
Horrifically Overpowered Occultist Class Features
Horrifically Overpowered Omdura Class Features
Horrifically Overpowered Oracle Class Features
Horrifically Overpowered Paladin Class Features
Horrifically Overpowered Psychic Class Features
Horrifically Overpowered Ranger Class Features
Horrifically Overpowered Core Rogue Class Features
Horrifically Overpowered Unchained Rogue Class Features
Horrifically Overpowered Samurai Class Features
Horrifically Overpowered Shaman Class Features
Horrifically Overpowered (My Revised Version) Shifter Class Features
Horrifically Overpowered (Official) Shifter Class Features
Horrifically Overpowered Skald Class Features
Horrifically Overpowered Slayer Class Features
Horrifically Overpowered Sorcerer Class Features
Horrifically Overpowered Spiritualist Class Features
Horrifically Overpowered (Base and Unchained) Summoner
Horrifically Overpowered Swashbuckler Class Features
Horrifically Overpowered Vampire Hunter Class Features
Horrifically Overpowered Vigilante Class Features
Horrifically Overpowered Warpriest Class Features
Horrifically Overpowered Witch Class Features
Horrifically Overpowered Wizard Class Features
HORRIFICALLY OVERPOWERED SPELLS (Pathfinder 1e)
What Would Horrifically Overpowered Spells Even Look Like?! (With two versions of a HO magic missile spell.)
HORRIFICALLY OVERPOWERED SPECIES TRAITS (Pathfinder 1e)
You could either access these through HO feats (One feat per trait, or maybe one feat per two traits), or a GM could just run a game with Super Species with Horrifically Overpowered Traits, and let the chips land where they may.
This covers every standard trait from every standard species in PF1. Where multiple species have different traits with the same name (Hatred, Weapon Familiarity, and so on) the name of the species for each version is listed.
Horrifically Overpowered Species Traits
Adaptability: You gain Skill Focus as a bonus feat for any skill you are trained in.
Bonus Feat: At each character level after 1st you gain a bonus feat. This feat must be one that has no prerequisites.
Darkvision: You have blindsight to a range of 450 feet. You gain information and suffer consequences as if you had seen the target with black-and-white vision in bright light.
Defensive Training: You have SR (15+ character level) and DR (equal to your Constitution score/--) against spells, attacks, and effects from creatures of the giant subtype.
Elf Blood: You gain all the standard elven and human species traits you do not already have, and may gain an elf-specific and a human-specific favored class bonus at each level for whatever class you take at that level.
Elven Immunities: You need not sleep. You can choose to regain spells and daily abilities at one specific time of day without sleeping. You are immune to enchantment spells and effects.
Elven Magic: You cast spells as a sorcerer with a class level equal to 1/3 your character level. You do not gain a bloodline or any other ability of a sorcerer. At 1st level you have 2 0-level spells known, and at 2nd level 3 0-level spells known, with a caster level of 1. These become part of your 4 0-level spells known when you reach 3rd level and cast spells as a 1st-level sorcerer.
Fearless: You and all your allies within 30 feet are immune to fear effects and cannot be demoralized or made to treat a creature as if you are friendly to them with the Intimidate skill.
Gnome Magic: You cast spells as an oracle with a class level equal to 1/3 your character level. You do not gain a curse or mystery or revelations or any other ability of a sorcerer. At 1st level you have 2 0-level spells known, and at 2nd level 3 0-level spells known, with a caster level of 1. These become part of your 4 0-level spells known when you reach 3rd level and cast spells as a 1st-level oracle.
Greed: You have a +20 bonus to Appraise checks.
Hardy: You add half your character level to saves against poison, spells, and spell-like abilities, and a single saving throw against such threats allows you to ignore it and take no effect.
Hatred (Dwarven): You gain a +5 bonus to attack rolls and a +6d6 bonus to damage rolls attack rolls against humanoid creatures of the orc and goblinoid subtypes.
Hatred (Gnomish): You gain a +5 bonus to attack rolls and a +6d6 bonus to damage rolls attack rolls against humanoid creatures of the reptilian and goblinoid subtypes.
Illusion Resistance: You have continuous nonmagical true seeing in regards to illusion magic.
Intimidating: When you make an Intimidate check, you always automatically treat the d20 roll as if you had rolled a 20.
Keen Senses: Add your Intelligence score to your Perception checks.
Languages (Dwarven): You are considered to have True Speech with any creature that speaks Dwarf, Giant, Gnome, Goblin, Orc, Terran, or Undercommon.
Languages (Elven): You are considered to have True Speech with any creature that speaks Celestial, Draconic, Elven, Gnoll, Gnome, Goblin, Orc, or Sylvan.
Languages (Gnomish): You are considered to have True Speech with any creature that speaks Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Orc, or Sylvan.
Languages (Half-Elven, Human): You have True Speech.
Languages (Halfling): You are considered to have True Speech with any creature that speaks Dwarven, Elven, Gnome, Goblin, or Halfling.
Languages (Dwarven): You are considered to have True Speech with any creature that speaks Abyssal, Draconic, Giant, Gnoll, Goblin, or Orc.
Low-Light Vision: You have blindsight to a range of 150 feet. You gain information as if you had seen the creature in bright light, sniffed them, heard them, touched them, and tasted them, though you don't take any associated penalties for doing any of those things.
Multitalented: You treat all classes and prestige classes as favored classes for purposes of gaining favored class bonuses.
Obsessive: You gain a +20 bonus to all Craft and Profession skills, and are considered trained in all such skills.
Orc Blood: You gain all the standard orc and human species traits you do not already have, and may gain an orc-specific and a human-specific favored class bonus at each level for whatever class you take at that level.
Orc Ferocity: You do not fall unconscious when at negative hit points. You do not take 1 HP from taking a standard action while at negative hit points. You gain regeneration 5 (fire) when at negative hit points. You add your Constitution score to the number of rounds you can be revived by breathe of life if killed.
Skilled: All skills are class skills for you. You gain skill unlocks for all your skills as if you had 4 more ranks in each skill than your actual rank total.
Slow and Steady: You have freedom of movement, but only for your land speed (including untyped or extraordinary augmentations to speed, but not including any magic increases to speed). Add your Constitution score to your CMD against bull rush, drag, overrun, reposition, and trip combat maneuvers.
Small: You can treat your size as Tiny, Smell, or Medium for each thing size modifies. You can choose to be Tiny for purposed of your AC, but Medium for what weappns you can use and your Size modifier to CMB and CMD.
Stability: You are immune to bull rush and trip attempts while standing on the ground, and anyone adjacent to you is immune to those maneuvers when standing on the ground, and anyone who makes such a maneuver attempt against you they provoke an attack of opportunity from you even if they have a feat or ability that would normally prevent the maneuver from provoking.
Stonecunning: You automatically notice unusual stonework, such as traps and hidden doors located in stone walls or floors, within 60 feet, whether or not you are actively looking. You ignore any cover or concealment from stone except complete cover or concealment.
Sure Footed: When you make a Acrobatics or Climb check, you always automatically treat the d20 roll as if you had rolled a 20.
Weapon Familiarity (Dwarven): You are proficient with all weapons in the axe, close, and hammer weapon groups, and any weapon with the word “dwarven” in its name. Treat your character level as your fighter level for any feat you can use with these weapon for purposes of prerequisites. For each level you can treat as a fighter level without this HO species trait, you gain one bonus combat feat for one of these weapons.
Weapon Familiarity (Elven): You are proficient with all weapons in the bow and light blade weapon groups, and any weapon with the word “elven” in its name. Treat your character level as your fighter level for any feat you can use with these weapon for purposes of prerequisites. For each level you can treat as a fighter level without this HO species trait, you gain one bonus combat feat for one of these weapons.
Weapon Familiarity (Gnomish): You are proficient with all exotic weapons that do not have the name of a non-gnome species as part of their name, and any weapon with the word “gnomish” in its name. Treat your character level as your fighter level for any feat you can use with these weapon for purposes of prerequisites. For each level you can treat as a fighter level without this HO species trait, you gain one bonus combat feat for one of these weapons.
Weapon Familiarity (Halfling): You are proficient with all weapons in the slings weapon groups, and any weapon with the word “dwarven” in its name. Treat your character level as your fighter level for any feat you can use with these weapon for purposes of prerequisites. For each level you can treat as a fighter level without this HO species trait, you gain one bonus combat feat for one of these weapons. You can reload your sling one handed as a free action.
Weapon Familiarity (Orcish): You are proficient with all weapons in the axe and heavy blade weapon groups, and any weapon with the word “orcish” in its name. Treat your character level as your fighter level for any feat you can use with these weapon for purposes of prerequisites. For each level you can treat as a fighter level without this HO species trait, you gain one bonus combat feat for one of these weapons.
HO Kitsune Traits
Low-Light Vision: You have blindsight to a range of 150 feet. You gain information as if you had seen the creature in bright light, sniffed them, heard them, touched them, and tasted them, though you don't take any associated penalties for doing any of those things.
Change Shape: You can change your shape to that of any humanoid within 1 size category of you. This supernatural ability can act as alter self or giant form I, except it is instantaneous (you retain the shape until you change it again), and you can change shape to look like a specific individual.
Agile: You receive 1 bonus rank in Acrobatics at each character level, restricted to a max number of ranks equal to your level. You receive skill unlocks for Acrobatics as if you had 5 more ranks than your true total. You can move at full speed at no penalty when using Acrobatics for tasks that are normally restricted to half speed, or take a penalty if moving faster than half speed.
Kitsune Magic: You gain the Charm domain as a cleric with a class level equal to half your character level (minimum 1st). You can cast each of your domain spells once per day, or expend a higher-level domain slot to cast a lower-level spell. Some kitsune bloodlines gain access to a different domain, as determined by the GM.
Natural Weapons: In any form you take, you may choose to have a bite attack you can make as a primary attack, adding 1.5x your strength to the damage, even when making other natural or unarmed attacks or using manufactured weapons. The base damage of this bite is equal to an unarmed attack of a monk of a level equal to your character level. You have an arcane pool equal to that of a magus with a level equal to your character level, and can use this pool exclusively to augment your bite.
Languages (Kitsune): You gain the ability to speak, write, and understand the native language of any creature you emulate with change shape, and can use your character level in place of ranks of Linguistics to emulate their handwriting and formal documents.
Horrifically Overpowered Alternate Kitsune Species Traits
Keen Kitsune: Your Dexterity and Intelligence increase by +2. These increases stack and are gained as if through level advancement.
Gregarious: The penalty creatures take from this ability is permanent. You can make Diplomacy checks to change attitude as a standard action.
Skilled: All skills are class skills for you. You gain skill unlocks for all your skills as if you had 4 more ranks in each skill than your actual rank total (9 more for skill you already gain unlocks 5 ranks early with other HO kitsune features, such as Acrobatics if you also have HO Agile).
Multilingual: You can speak, read, and write all languages except secret languages (such as Druidic). If you also have HO Languages (Kitsune), you gain 1 bonus rank of Linguisitics at every character character (to a maximum ranks equal to your character level), and your ability to emulates and forge handwriting and documents of humanoids you assume the form of is so perfect it cannot be detected without divination magic.
Duplicitous: You gain 1 bonus rank at each level in Bluff and Disguise, to a maximum equal to your character level. You gain skill unlocks for these skills as if you had 5 more ranks in each skill than your actual rank total. You have a permanent nondetection cast at your character level against any spell that would reveal a Bluff or Disguise of yours.
Fast Shifter: You can use your change shape trait as a free action up to twice a round.
Superior Shapeshifter: You can cast polymorph on yourself as a spell-like ability an unlimited number of times per day. It is treated as permanent--any form you take you retain until you use another shapechanging ability. You gain the shapechanger subtype.
And a new HO Feat!
Kitsune Paragon [Horrifically Overpowered]
You are a legendary kitsune, embodying the most vaunted traits of the bloodline.
Prerequisite: Kitsune.
Benefit: You are immune to all polymorph effects you wish to be immune to. If you choose not to be immune to a polymorph effect, you can choose to end that effect as a free action at any time, even when it is not your turn. You gain the See in Darkness universal monster ability. You gain the Magical Tail feat eight times, all as bonus feats.
HO Tiefling Species Traits
Native Outsider: You are an outsider with the native subtype. You do not need to eat, drink, or sleep. You can regain uses of spells and daily abilities once every 23 hours, with an hour's meditation. Bluff, Craft, Knowledge (planes), Perception, Sense Motive, and Stealth are always class skills for you. If you take a level in a class that receives a hit die smaller than a d10, you instead gain a d10. If you take a level in a class that receives fewer than 6 + Int skill points per level, you instead gain 6 + Int skill points.
Darkvision: You have blindsight to a range of 450 feet. You gain information and suffer consequences as if you had seen the target with black-and-white vision in bright light.
Skilled (Tiefling): You gain 1 bonus rank at each level in each of the two skills you gain a bonus to through the Skilled trait. You gain skill unlocks for all your skills as if you had 4 more ranks in each skill than your actual rank total.
Spell-LIke Ability (Tiefling): You gain the Darkness domain as a cleric with a class level equal to half your character level (minimum 1st). You can cast each of your domain spells once per day, or expend a higher-level domain slot to cast a lower-level spell. Some tiefling bloodlines gain access to a different domain, as determined by the GM.
Fiendish Resistance: You halve any cold, electricity, or fire damage you take, applying any temporary HP or energy resistance after you halve it.
Fiendish Sorcery: Select the Abyssal or Infernal sorcerer bloodline. You gain that bloodline as a sorcerer with a class level equal to half your character level (minimum 1st). You can cast each of your bloodline spells once per day, or expend a higher-level bloodline slot to cast a lower-level spell. Some tiefling bloodlines gain access to a different sorcerer bloodline, as determined by the GM.
Languages (Tiefling): You are considered to have True Speech with any outside or creature with the evil subtype.
Horrifically Overpowered Alternate Tiefling Species Traits
Scaled Skin: You gain an enhancement bonus to your natural armor equal to half your class level, minimum +1.
Prehensile Tail: Your tail can be used to do anything you could do with one of your hands. If you have a light weapon in your prehensile tail, when you take a full-attack action you can make one extra attack with your tail's weapon at your highest attack bonus -2.
Smite Good: You can smite good an additional number of times per day equal to half your Hit Dice (minimum +1). If you are lawful, you expend a use of smite good to smite chaos. If you are chaotic, you can expend a use of smite good to smite law. If you are neutral, you can choose either option but once made, this choice cannot be changed.
Soul Seer: You can use deathwatch as a free action, and can use detect chaos, detect evil, detect good, detect law, and discern lies at will.
Pass For Human: You appear human. Any time a spell of effect would treat you differently if you were a humanoid (human) or an outsider (native), you may select which way it affects you. You count as human and an outside for all prerequisites. Select one (non-HO) human species trait. You gain that trait.
Beguiling Liar: Your racial bonus on Bluff checks to convince an opponent that what you are saying is true when you tell a lie increases to +20, and you have SR 15 + class level against any effect that would reveal your words to be lies.
Bullying: Your racial bonus on combat maneuver checks to disarm or steal increases to +4, and you never provoke attacks of opportunity with those maneuvers. You may take the Improved Disarm and Disarm Steal feats, or any feat that has one of those feats as a prerequisite, without meeting the prerequisites of Combat Expertise or having an Intelligence of 13+.
Fiendish Sprinter: Your speed increases by +30 feet.
Vestigial Wings: hell with vestigial, you have wings. You gain a 30-foot fly speed with perfect maneuverability.
And a new Horrifically Overpowered Feat!
Tiefling Paragon [Horrifically Overpowered]
You are a legendary tiefling, embodying the most vaunted traits of the bloodline.
Prerequisite: Tiefling.
Benefit: You are immune to cold, electricity, and fire damage. If you have an ability that reduces damage from one or more of these energy types, you apply it to one additional energy type of your choice (only one additional energy type, regardless of how many abilities you had reducing cold, electricity, or fire damage). You gain the See in Darkness universal monster ability. Your Charisma increases by +2, an additional +2 at character level 10th. These increases stack and are gained as if through level advancement.
Starfinder 1e Class Features
Horrifically Overpowered Envoy Class Features
HORRIFICALLY OVERPOWERED THEMES(Starfinder 1e)
If your GM allows Horrifically Overpowered feats and class features, they might allow Horrifically Overpowered Themes. ... They SHOULDN'T, but they might. You access those with a feat, just like HO class features, but one feat covers your whole theme.
Horrifically Overpowered ThemeIt's not just a theme, for you. It's more an overarching leitmotif.Prerequisites: You bamboozle your GM into allowing this. (GMs... don't be bamboozled).Benefit: Select one theme you have. You get the Horrifically Overpowered version of that theme. A Horrifically Overpowered theme gives you everything the normal version of the theme does, plus much, much (honestly, too much) more!
Ace Pilot Horrifically Overpowered Theme
Athlete Horrifically Overpowered Theme
OTHER HORRIFICALLY OVERPOWERED FEAT ARTICLES
Horrifically Overpowered Archetype Dedication Feats (for Pathfinder 2nd edition)
Let's Create: A Horrifically Overpowered PF2 Feat! (for Pathfinder 2nd edition)
What Was I Thinking?! (An article about why this line even exists)