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It began with the Fighter. and ended with the Vigilante. I have writen Horrifically Overpowered class features for every official character class found in a 1st edition Pathfinder rulebook. Alternate, Base, Core, and Hybrid classes. All written, and for paying members of this Patreon all listed on the Index of Horrifically Overpowered Content.

So I'm done, right? Well...

There ARE two more "official" Pathfinder 1e classes. (Official in that they were created by Pathfinder's publisher.) Classes that never appeared in a hardback book. These classes, the omdura and the vampire hunter, were designed for different settings than every other official class. And apparently some completionist patrons want them to get the HO treatment as well.

Okay. Fine. Two more to go. We'll start with the omdura. You can find the Open Game Content for the omdura class here.

OGL Info

All rules content of this article is declared Open Game Content. The following entry is added to the Section 15 OGL information for this article.

Pathfinder Roleplaying Game: Niobe © 2019, Paizo Inc.; Authors: Sebastian A. Jones, Darrell May, Joshua Cozine, and Luis Loza.

(An omdura: armed, armored, and invoking. art by Николай Акатов)

Horrifically Overpowered Omdura Class Skills (Horrifically Overpowered): Select one specific class skill for each of the types of invocation available to you. When you are granting allies bonuses from an invocation, you gain a bonus to the associated skill equal to half your class level.

Horrifically Overpowered Omdura Weapon and Armor Proficiencies (Horrifically Overpowered): When you are using a weapon the Omdura class grants you proficiency with, allies using a weapon of the same proficiency (simple or martial) or using the preferred weapon of your deity (even if you are using a different weapon) have the total threat range of that weapon increased by 1 (after, but stacking with, any other threat range expansion such as from welding a keen weapon or having Improved Critical). This increases to a 2-point increase at 10th level, and to a 3-point increase at 20th level.

When you are wearing light armor, all allies gaining a bonus from your invocation gain fast healing 1. If you are in medium armor, this increases to fast healing 2. If you are using a shield (other than tower shield), this increases to fast healing 3.

Horrifically Overpowered Invocation (Horrifically Overpowered): You can activate your invocation as a swift or move action. You grant the benefits from one or two types of invocation to allies within 60 feet. You add your Charisma bonus to the number of rounds per day you can have active invocations.

Horrifically Overpowered Divine Touch (Horrifically Overpowered): You add your full class level to the number of times per day you can use this ability. You can use this ability on another creature as a move action. You add your Charisma bonus to the damage healed or dealt with your divine touch. When you use this ability on yourself, you may use it as a move action to increase the damage dealt by +50%.

Horrifically Overpowered Invocation (Horrifically Overpowered):

Divine Infusion: If you are knocked unconscious, but not killed, you can choose to expend a number of spell slots (equal to 1/2 class level +1) to automatically be the recipient of your divine touch ability. Your highest-level spell slots are expended first, and if you do not have enough spell slots available, you cannot use this ability. You must have a daily use of your divine touch remaining to use this ability. You are staggered for 1 round after you use this ability.

Horrifically Overpowered Divine Might (Horrifically Overpowered): For calculations involving your class level for divine might, you use your full class level rather than half your class level. You double the number of times per day you can use this ability.

Horrifically Overpowered Divine Weapon (Horrifically Overpowered): You can use this ability as a swift or move action. You can use this ability one additional time per day at 5th level, and another additional time per day for every 2 levels beyond 5th.

Horrifically Overpowered Commune (Horrifically Overpowered): You can use this ability double the normal number of times per day. You add your Charisma bonus to the number of questions you can ask with each use of this ability. The casting time is one full round, with the spellcasting ending just before your following turn.

Horrifically Overpowered Improved Invocation (Horrifically Overpowered): You gain the full benefit granted to your allies when using invocation. You calculate bonuses from your invocation as if your class level was 5 higher. You gain information on every ally you are granting a bonus with invocation as if you had a status spell running on them.

Horrifically Overpowered Greater Divine Might (Horrifically Overpowered): You add bane to the weapon special abilities you can add with divine might. If you choose to add bane to a weapon, you can choose what creature types (and if necessary subtype) it applies to, or have it become bane against the appropriate type and subtype of the first creature you damage with it.

Horrifically Overpowered Greater Invocation (Horrifically Overpowered): There is no limit to the time you can have your invocation class feature active.

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