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So, first, a note.

Between the burst pipe in the game room, my wife getting surgery on her hand, massive unexpected bills, and the normal stresses and issues of my life. I have been off-balance for nearly a month now. I've worked to make sure you all get regular content, but it hasn't been the PLANNED content.

I hope to get back to normal soon. But it is not this day.

I got a request for Horrifically Overpowered Species Traits for Pathfinder 1e. My brain told me I could crank those out in 15 minutes. It took 25.

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.

As always, paying Patrons can find this, and all other HO content, at the Index of Horrifically Overpowered Content.

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.

(Now THAT is a Dwarf of Dwarvenkind. Art by Digital Storm)

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.

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