TEXT: 1
  W
  hen 
  the 
  first 
  book 
  of 
  Horrifically 
  Overpowered feats was released on April 
  1st, 2012, we expected to hear a lot of cries 
  of “What were you thinking?!” Instead we mostly 
  heard “When will you release more?!”
  The obvious answers should have been either 
  “Never!” or “Not until we can sneak them in on April 
  1st, 2013!” But to some extent, that’s cheating. Either 
  we want to release more Horrifically Overpowered 
  feats, or we don’t – hiding behind a Fool’s Day 
  would show a lack of conviction on our part. And, 
  it turns out, we do want to release more. But if we’re 
  going to do that, and we’re not going to claim it’s a 
  joke, some defense of the idea is in order.
  Horrifically Overpowered Feats, as the name 
  might suggest, are not balanced. They are, in fact, 
  imbalanced in three ways. First, each one represents 
  an uptick in power larger than a typical feat (and 
  in most cases, larger than the most powerful 
  feats). Second, 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 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 sins placed at Horrifically 
  Overpowered Feat’s, er, feet, it may sound as 
  if these rules are unusable. That’s not strictly 
  speaking true. 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.
  So, why produce more of them?
  
  2
  The fact of the matter is that no two gaming 
  groups are the same, and no two campaigns 
  have exactly the same needs. After The Genius 
  Guide to Horrifically Overpowered Feats came 
  out, numerous customers gushed about the 
  ways they had found to use these feats in their 
  games. These ranged from only giving them 
  to monsters, to using them to allow 3-man 
  adventuring parties to survive encounters- 
  designed for 4 heroes, and even as special 
  temporary divine blessings or for powers of 
  artifacts. We didn’t want to tell our customers 
  they were doing it wrong, and since there 
  seems to be a real enjoyment of such things, 
  we began work on the second volume in what 
  is scheduled to eventually be a 32-part line.
  (Okay, probably not. But if the sales are 
  good enough…)
  However, we aren’t kidding when we say 
  these things do not meet the normal rules 
  of good feat design. Such feats can badly 
  unbalance a game, and shouldn’t be used 
  by anyone, at any time, without a really 
  good reason. GMs who feel they know what 
  they are doing are, of course, welcomed 
  to find interesting ways to add horrifically 
  overpowered feats to a game (we made some 
  suggestions in The Genius Guide to Horrifically 
  Overpowered Feats).
  But we warned you.
  – Owen K.C. Stephens, Winter 2013
  The horrifically 
  overpowered feaT Type
  All the feats presented here are of the 
  horrifically overpowered type. The reason 
  for 
  this 
  is 
  twofold. 
  First, 
  horrifically 
  overpowered feats should never be available 
  to be taken as bonus feats. Of course they 
  shouldn’t ever be available to be taken at all, 
  but if a GM decides he wants to watch his 
  campaign be burned down around his ears 
  by horrifically overpowered PCs, he still 
  shouldn’t allow the feats to be taken other 
  than as one of the feats every character gets 
  at 1st, 3rd, and every 3 levels thereafter. 
  The only way to even pretend the feats are 
  balanced (which they aren’t) is to make sure 
  no character can take more of them than any 
  other. Allowing a 1st level human fighter to 
  take the horrifically overpowered feat Brow 
  Cut is bad enough without also giving him a 
  chance to take Combat Vigilance and Escape 
  is Impossible! as race and class bonus feats.
  The second reason is to ensure that if 
  someone begins copying out feats from the 
  product (which are Open Game Content, 
  after all) and presenting them as examples of 
  Super Genius Games’ rules, we can point out 
  the feats are carefully marked as “Horrifically 
  Overpowered.”
  The MeTa-aTTack feaT Type
  In addition to horrifically overpowered feats, 
  this product presents meta-attack feats. These 
  are feats (all horrifically overpowered) that allow 
  weapon-users to modify attacks in ways similar 
  to how metamagic feats allow spellcasters to 
  modify their spells. Most meta-attack feats take 
  a swift action, and apply to any one attack. The 
  attack can be any kind of weapon attack, unarmed 
  attack, or natural attack, but not a spell attack. 
  If a meta-attack feat is used to deliver a spell or 
  similar effect (such as with the magus spellstrike 
  class feature or similar abilities) the spell effect is 
  not modified by the spellstrike.
  Meta-attack feats can be combined with feats 
  such as Vital Strike and special attacks such 
  as charge. Whether or not a meta-attack can be 
  used for a combat maneuver is up to the GM 
  to adjudicate, based on what makes sense. A 
  character cannot normally use more than one 
  meta-attack feat in a round, even if the character 
  has multiple attacks, nor can he use the same 
  meta-attack feat multiple times in the same round.
  addiTional MeTa-aTTack Uses/
  day
  Once a character has taken even one meta-attack 
  feat, he eventually earns additional uses of such 
  feats as he gains in level. At 4th level, and every 
  4 levels thereafter, the character may use 1 meta-
  attack feat of his choice 1 additional time per day. 
  Characters wishing for even more uses of meta-
  attack feats can take the Extra Meta-Attack feat 
  (see The Genius Guide to Horrifically Overpowered 
  Feats) to increase their uses/day.
  
  3
  3
  Table 1: feaTs
  Feat
  Prerequisites
  Benefit
  Animated Leap
  Acrobatic, Run
  Take your movement in leaps.
  Arcane Armor Lord
  Arcane Armor Training, Arcane armor Mastery, Medium Armor Proficiency, caster level 11th
  You ignore arcane spell failure.
  Backswing Attack
  Base attack bonus
  Reroll missed attacks against new targets.
  Brow Cut
  --
  Dazzle foes with your attacks.
  Channel Brightly
  Ability to channel energy, Improved Channel, Selective Channeling
  Simultaneously heal and harm with channeled energy.
  Cohort Familiar
  Improved Familiar, Leadership, ability to acquire a familiar
  Your cohort becomes your familiar.
  Combat Assault
  Wis 13
  You can increase your accuracy at the expense of your defense.
  Combat Vigilance
  Alertness or Combat Casting
  Avoid making an AoO once per round. 
  Concussive Attack
  --
  Rattle foes you hit with bludgeoning weapons.
  Dandelion Tread
  Dex 15, Acrobatic Steps, Nimble Moves
  Ignore difficult terrain, stand on treetops.
  Elemental Attack
  --
  Your attacks repeat their elemental damage.
  Endless Cleave
  Str 13, Cleave, Cleaving Finish, Great Cleave, Improved Cleaving Finish, Power Attack, 
  base attack bonus +9
  Every attack can cleave.
  Escape Is Impossible!
   Str 13, Dex 13
  Strap yourself to an escaping foe.
  Flaying Attack
  --
  Daze foes with your attacks.
  Flex
  Cha 13, Dazzling Display
  Demoralize foes with your appearance.
  Greater Alignment Channel
  Ability to channel energy, Alignment Channel, Improved Channel
  Use your channel energy on creatures of an alignment.
  Imperial Spell
  --
  Use dispels to take control of others spells.
  Mega-Magic Spell
  Two or more metamagic feats
  Permanently apply metamagic to a specific spell.
  Metanatural
  --
  Use metamagic on spell-like and supernatural abilities.
  Oversized Fighting
  Str 19, Lunge, base attack bonus +6
  Use an oversized weapon without penalties.
  Penetrating Attack
  --
  Your attacks can ignore 10 hardness or DR.
  Ready For Anything
  Alertness, Improved Initiative
  Don’t define your readied action. 
  Shish-Kebab
  Str 19, Dex 13
  Grapple foes by impaling them.
  Splash Spell
   Int, Wis, or Cha 13, Magical Aptitude
  Have a single-target spell hit a second adjacent target. 
  Strong-Arm
  Str 19, Dex 13, Improved Grapple, Improved Unarmed Strike
  Grapple a foe without gaining the grappled condition. 
  Throat-Crusher
  Str 21, Dex 13, Improved Grapple, Improved Unarmed Strike.
  Pin a foe without gaining the grappled condition. 
  Twist the Blade
  Base attack bonus +6
  Deal damage with your attack twice.
  Ultimate Combat
  Any Horrifically Overpowered feat, 4 or more levels in a class with a base attack bonus 
  equal to its level
  Have any attack hit.
  Ultimate Defense
  Any Horrifically Overpowered feat, class feature that adds a bonus to your armor class 
  (such as a monk’s AC bonus or a duelist’s canny defense).
  Have any attack miss.
  Ultimate Magic
  Any Horrifically Overpowered feat, 4 or more levels in a class with a spell list that 
  includes 9th level spells
  Have a spell affect a target that negated it with a save.
  Vorpal Critical
  Critical Focus, base attack bonus +19
  Off with their heads!
  
  4
  prereqUisiTes
  While several Horrifically Overpowered 
  feats list prerequisites, this should not be 
  taken to suggest that a character that meets 
  these prerequisites should reasonably be 
  allowed to take the feat. No character can 
  reasonably take a Horrifically Overpowered 
  feat, regardless of what hoops they leap 
  through. The prerequisites exist only to 
  complete the illusion of these feats being 
  useable — if a GM was going to allow Flex 
  into a campaign, obviously a character would 
  have to take Dazzling Display first. 
  aniMaTed leap 
  [Horrifically Overpowered]
  You can make vast jumps, well beyond the 
  range of normal mortals.
  Prerequisites: Acrobatic, Run.
  Benefit: You can move your entire 
  movement in a round as one or more jumps 
  without making Acrobatics checks. If you take 
  an action that allows you to move farther than 
  your normal movement rate (such as the run 
  action), you may make this entire movement 
  as a leap or series of leaps. Each leap must be 
  straight, must end on a surface able to support 
  you (though if you have Dandelion Tread, see 
  below, that’s pretty much any surface), and 
  takes you to an altitude equal to 1/3 of the 
  distance jumped. The highest you can jump 
  is equal to 50% of your normal movement 
  rate. You must declare each leap in advance 
  (indicating where you jump from and your 
  planned destination), and cannot change 
  your route if you discover an invisible wall 
  of force in the way, or you suddenly expose 
  yourself to fire from a column of archers with 
  readied actions.
  against another target. This attack counts as 
  the same attack for purposes of abilities that 
  only work on a single attack roll, and the new 
  target must be one you could have attacked 
  instead of your original target. 
  arcane arMor lord 
  [Combat, Horrifically Overpowered]
  You are too skilled at casting in armor to 
  be hindered by the limited range of motion 
  armor leaves you.
  Prerequisites: Arcane Armor Training, 
  Arcane armor Mastery, Medium Armor 
  Proficiency, caster level 11th. 
  Benefit: You ignore arcane spell failure.
  backswing aTTack 
  [Horrifically Overpowered, 
  Meta-Attack]
  When your attacks bounce off a foe’s 
  armor, you can use the momentum to 
  backswing against another target.
  Prerequisites: Base attack bonus +6.
  Benefit: Three times per day, as a free 
  action, when you make a weapon attack, 
  unarmed attack, or natural weapon attack, 
  and miss your target (but successfully 
  hit the target’s touch AC), you may 
  immediately 
  reroll 
  the attack as an 
  a t t a c k 
  
  5
  5
  brow cUT 
  [Horrifically Overpowered, Meta-Attack]
  You cut a foe’s brow causing blood from the 
  wound to flow into its eyes.
  Benefit: Once per round as a free action, 
  when you hit and damage a foe with a slashing 
  weapon, you cause the foe to be dazzled for 
  one round, +1 round per 5 points of your base 
  attack bonus. Any magic healing directed 
  specifically at healing the wound bleeding 
  into the target’s eyes ends this effect, though 
  it does not also restore hit points.
  Special: Characters with Improved Unarmed 
  Strike and Improved Grapple may also take this 
  feat, calling it Eye Gouge, and using it when they 
  hit a foe with an unarmed attack.
  channel brighTly 
  [Horrifically Overpowered]
  You can channel energy of an impressive 
  intensity.
  Prerequisite: Ability to channel energy, 
  Improved Channel, Selective Channeling.
  Benefit: when you channel energy, you 
  may simultaneously heal all creatures you can 
  heal with the ability, and harm all creatures 
  you could harm with the ability. For example, 
  Xasha is a 16th level cleric that channels 
  positive energy with Alignment Channel 
  (evil), Channel Brightly, Improved Channel, 
  and Selective Channeling. When she channel 
  energy, she can heal living creatures and 
  harm undead and evil outsiders (using the 
  same channeling dice for both), or heal living 
  creatures and evil outsiders and harm undead.
  cohorT faMiliar 
  [Horrifically Overpowered]
  You have forged a bond with a much more 
  powerful familiar than the norm.
  Prerequisites: 
  Improved 
  Familiar, 
  Leadership, ability to acquire a familiar.
  Benefit: Your cohort (from the Leadership 
  feat) becomes your familiar. It’s alignment 
  does not change, but it is devotedly loyal and 
  obedient to you, regardless of any difference 
  in alignment. Cohort familiars otherwise 
  use the rules for regular familiars, with two 
  exceptions: if the creature’s type is something 
  other than animal, its type does not change; 
  and cohort familiars do not gain the ability 
  to speak with other creatures of their kind 
  (although many of them already have the 
  ability to communicate).
  Your Leadership score does not take a penalty 
  from having a familiar if it is a cohort familiar.
  coMbaT assaUlT 
  [Combat, Horrifically Overpowered]
  You can increase your accuracy at the expense 
  of your defense.
  Prerequisite: Wis 13.
  Benefit: You can choose to take a –1 penalty 
  on your Armor Class to gain a +1 bonus on 
  attack rolls and combat maneuver checks. 
  When your base attack bonus reaches +4, and 
  every +4 thereafter, the AC penalty increases 
  by –1 and the attack bonus increases by +1. 
  You can only choose to use this feat at the 
  beginning of your turn, before moving or 
  making any attacks. The effects of this feat 
  last until the beginning of your next turn.
  coMbaT vigilance 
  [Combat, Horrifically Overpowered]
  You never let your guard down.
  Prerequisites: 
  Alertness 
  or 
  Combat 
  Casting.
  Benefit: Once per round, as a free action, 
  when you take an action that normally 
  provokes an attack of opportunity, you may 
  decide to not provoke an attack of opportunity.
  Special: This feat may be taken more than 
  once. Each additional time you take it, add 
  one to the number of times you can stand 
  from prone (or whatever) without having an 
  orc stab you for it.
  concUssive aTTack 
  [Horrifically Overpowered, Meta-Attack]
  When you deal bludgeoning damage, you 
  leave your foes reeling.
  Benefit: Three times per day, as a swift action, 
  when you make a weapon attack, unarmed 
  attack, or natural weapon attack that deals 
  bludgeoning damage, you may declare it to be 
  a concussive attack. In addition to its normal 
  damage, a concussive attack causes creatures 
  that take damage from it to take a –2 penalty 
  on attack rolls, saving throws, skill checks, and 
  ability checks for a number of rounds equal to 
  1, +1 per 5 points of your base attack bonus.
  
  6
  dandelion Tread 
  [Horrifically Overpowered]
  Your footsteps are so light you can stand on 
  the slightest of structures, even a tiny flower.
  Prerequisites: Dex 15, Acrobatic Steps, 
  Nimble Moves.
  Benefit: You may move through difficult 
  terrain as if it was not difficult terrain. You 
  have a climb speed equal to your ground 
  movement, and you can climb (or stand 
  on) structures regardless of their ability to 
  support your weight. As long as some object 
  reaches a point you wish to go, you can run 
  and stand there – even if it’s standing on 
  water, walking across the tops of blades of 
  grass, or walking down the sail of a ship.
  eleMenTal aTTack 
  [Horrifically Overpowered, Meta-Attack]
  When your attacks deal elemental damage, you 
  can cause that damage to continue for 1 round.
  Benefit: Four times per day as a swift 
  action, when you make a weapon attack, 
  unarmed attack, or natural weapon attack 
  that deals acid, cold, electricity, fire, or sonic 
  damage, you may declare it to be an elemental 
  attack. If a creature is hit by an elemental 
  attack, it takes acid, cold, electricity, fire, or 
  sonic damage at the start of its next turn. This 
  damage is equal to the acid, cold, electricity, 
  fire, or sonic damage dealt by the elemental 
  attack when it first hits.
  endless cleave 
  [Combat, Horrifically Overpowered]
  Your weapon attacks are made in wide, lethal arcs.
  Prerequisites: Str 13, Cleave, Cleaving 
  Finish, Great Cleave, Improved Cleaving 
  Finish, Power Attack, base attack bonus +9.
  Benefit: Whenever you make a melee 
  attack against a foe within reach, if you hit, 
  you deal damage normally and can make 
  an additional attack (using the same attack 
  bonus as the initial attack) against a foe 
  that is adjacent to the first and also within 
  reach. This is considered a use of the Cleave, 
  Finishing Cleave, Great Cleave, or Improved 
  Finishing Cleave feat. Each time you make 
  an attack that is not instigated by a “cleave” 
  feat, you cannot hit any given foe more 
  than once with additional cleaving attacks. 
  Additionally, you no longer take a –2 penalty 
  to your Armor Class until your next turn 
  when you cleave.
  escape is iMpossible! 
  [Horrifically Overpowered, Meta-Attack]
  You can latch onto a foe and be dragged 
  wherever it goes.
  Prerequisites: Str 13, Dex 13.
  Benefit: Whenever you hit a foe with a 
  weapon that is flexible over 2/3 or more of its 
  length  -- including the bladed scarf, cat-o’-
  nine-tails, dwarven chain-flail, flying blade, 
  flying talon, harpoon (if a rope is attached), 
  net, scorpion whip, spiked chain, snag net, 
  whip, and various Asian weapons; but not 
  flails or heavy flails – as a swift action you may 
  make a grapple check. This does not provoke 
  
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  7
  an attack of opportunity. If the grapple check 
  is successful, the foe is not grappled, but you 
  wrap enough of your weapon around some 
  part of the foe that wherever it goes, you 
  are dragged along. You maintain a distance 
  based on the length of your weapon (adjacent 
  to the target for most weapons, 10 feet away 
  for reach weapons, and a variable distance 
  based on how much slack you leave in the 
  case of weapons with greater length such as 
  harpoons with ropes attached).
  You gain the grappled condition as long as 
  you hold onto your weapon, and must use 
  at least one hand to maintain your grip (the 
  GM may make exceptions for weapons with 
  enough slack to tie the weapon around your 
  waist). You may disengage your weapon 
  from the target at any time, ending the 
  grappled condition on yourself and ceasing 
  your automatic movement with the target 
  creature. If you are within range of the 
  creature you may attack it with attacks you 
  could make while grappled.
  The target cannot free itself from your 
  weapon, but it does have options to make you 
  let go. If the creature is able to move through 
  areas with multiple obstacles you might hit 
  (such as a dragon flying through rocky crags, 
  or a giant running through a forest), it can 
  attempt to slam you against these painful 
  protrusions as a free action if it takes at least 
  a move action. A flying foe makes a fly check, 
  while a running foe makes a CMB check. In 
  both cases, you make an opposed Acrobatics 
  check. If the foe’s check exceeds yours, you 
  take damage equal to the difference between 
  the two checks.
  The target can also attack you freely, 
  attempt to sunder the weapon, or take other 
  appropriate countermeasures such as turning 
  insubstantial.
  flaying aTTack 
  [Horrifically Overpowered, Meta-Attack]
  When you deal slashing damage, you can 
  painfully flay the flesh from your foes.
  Benefit: Three times per day as a swift 
  action, when you make a weapon attack, 
  unarmed attack, or natural weapon attack 
  that deals slashing damage, you may declare 
  it to be a flaying attack. In addition to its 
  normal damage, a flaying attack causes 
  creatures that take damage from it to make 
  a Fortitude save (DC 10 +1/2 
  your base attack bonus + 
  your Str or Dex bonus) or 
  be dazed for one round.
  flex 
  [Horrifically Overpowered]
  Your appearance is so intimidating, just 
  cracking your knuckles frightens people.
  Prerequisites: Cha 13, Dazzling Display.
  Benefit: As a move action, you can make a 
  display of your physique, pop your vertebrae 
  by rolling your neck, or just put on your killing 
  face. Make an Intimidate check to demoralize 
  all foes within 60 feet who can see your display.
  
  8
  greaTer alignMenT channel 
  [Horrifically Overpowered]
  You can channel energy to heal or harm all 
  those of a specific ethos.
  Prerequisite: Ability to channel energy, 
  Alignment Channel, Improved Channel.
  Benefit: When you choose to channel 
  energy to affect an alignment you have 
  selected with the Alignment channel 
  feat, you may heal or harm all creatures 
  of that alignment (rather than just 
  outsiders). If you choose to heal or harm 
  creatures of the chosen alignment, your 
  channel energy has no effect on other 
  creatures. The amount of damage healed 
  or dealt and the DC to halve the damage 
  is otherwise unchanged.
  Special: You can gain this feat multiple 
  times. Its effects do not stack. Each time you 
  take this feat, it applies to a new alignment 
  you have selected with the Alignment 
  Channel feat. Whenever you channel energy, 
  you must choose which type to effect.
  iMperial spell 
  [Horrifically Overpowered, Metamagic]
  Your magic can take command of the magic 
  of others.
  Benefit: You can cast a dispel magic, 
  greater dispel magic, or disjunction spell as an 
  Imperial Spell. When you use an imperial 
  spell to counterspell a foe’s spell, you gain 
  control of that spell. On the next round 
  you may cast the spell you counterspelled 
  without expending any spell slots of your 
  own. You make all decisions regarding 
  this spell (area, targets, and so on) and are 
  considered the caster of the spell. If you do 
  not cast the spell by the end of your next 
  turn, it is lost.
  An Imperial Spell takes a spell slot five 
  levels higher than the spell’s actual level.
  Mega-Magic spell 
  [Horrifically Overpowered]
  You know a few spells you have made 
  horrifically overpowered.
  Prerequisites: Two or more metamagic feats.
  Benefit: Select one spell you can cast. Its 
  level may not be higher than half the highest-
  level spell you can cast. Select one or more 
  metamagic feats you know. The total level 
  adjustments of these metamagic feats cannot 
  exceed the level of the spell you have selected. 
  Whenever you cast the selected spell, you may 
  choose to apply the selected metamagic feats 
  without changing the spell’s level or casting 
  time. You cannot also add other metamagic 
  feats when you do this.
  For example, Davor Runetusk is a 16th 
  level half-orc wizard who knows fireball and 
  has the Enlarge Spell and Maximize Spell 
  feats. He takes Mega-Magic, and selects 
  those two metamagic feats (with a total level 
  adjustment of +4, half the level of the highest 
  level spell he can cast – 8th), and fireball, 
  allowing him to cast an Enlarged Maximized 
  fireball as a 3rd level spell. If he decided to add 
  another metamagic feat to the spell, he could 
  not also apply the two feats he selected with 
  Megamagic Spell for free (though he could 
  add them with the normal increase in the 
  fireball’s effective spell level).
  Special: If your GM is crazy enough to let 
  you take this feat once, there’s no reason not 
  to let you take it multiple times. Its effects 
  do not stack, though. Get real. Each time it 
  is selected, it applies metamagic feats to a 
  different spell known.
  MeTanaTUral 
  [Horrifically Overpowered]
  You can modify how your supernatural and 
  spell-like abilities work.
  Benefit: You can use metanatural points 
  to apply metamagic feats you know (or 
  have access to through a rod) to your spell-
  like and supernatural abilities. You have 
  a number of metanatural points per day 
  equal to 3 + your Int, Wis, or Cha bonus. 
  For every spell level higher than a spell’s 
  normal level a metamagic feat uses, it takes 
  one metanatural point to apply it to a spell-
  like or supernatural ability. You cannot use 
  more metanatural points for a single use of 
  an ability than 1/3 your hit dice.
  oversized fighTing 
  [Horrifically Overpowered]
  You can swing a sword WAY too big for you.
  Prerequisites: Str 19, Lunge, base attack 
  bonus +6.
  Benefit: You can use weapons one size 
  too large for you without penalty, and those 
  two sizes two large for you as if they were 
  one size too large. Thus a Medium creature 
  with this feat can use a Large longsword in 
  one hand without penalty, or a Large two-
  
  9
  9
  handed sword in two hands, or a Huge 
  longsword as a two-handed weapon with a 
  -2 attack penalty.
  Special: While you take no penalties from 
  using oversized weapons, this feat cannot 
  prevent you from looking ridiculous.
  peneTraTing aTTack 
  [Horrifically Overpowered, Meta-Attack]
  You can focus on an attack, making it more 
  difficult for foes to ignore.
  Benefit: Four times per day, as a swift 
  action, when you make a weapon attack, 
  unarmed attack, or natural weapon attack, 
  you may declare it to be a penetrating attack. 
  A penetrating attack ignores 10 points of 
  hardness or DR on its target (even DR with 
  no type).
  ready for anyThing 
  [Horrifically Overpowered]
  You can be ready for any possible event.
  Prerequisites: 
  Alertness, 
  Improved 
  Initiative
  Benefit: When you take the ready action, 
  you do not need to specify in advance what 
  event you are readying for, or what action 
  you will take when that event occurs. Once 
  you take a ready action, you simply have a 
  partial action you may use to pre-empt any 
  one thing you can perceive that occurs.
  shish-kebab 
  [Horrifically Overpowered, Meta-Attack]
  You can ram a spear through one foe, lifting 
  him off the ground, and still stab it into 
  another target.
  Prerequisites: Str 19, Dex 13, 
  Benefit: Once per round, as a swift action, 
  you may make a grapple check against a foe 
  you have hit with a piercing reach weapon 
  that has a solid haft (not a flexible reach 
  weapon). This does not provoke an attack 
  of opportunity. If successful, you ram 
  several feet of your weapon through 
  the foe and take a free 5-foot step to 
  move into the foe’s space. 
  You are not considered grappled, and you 
  cannot pin the foe.
  Whenever you successfully attack another 
  target, the impaled target takes damage equal 
  to your weapon’s base damage dice (not 
  including any ability score modifiers, magic 
  properties, feats, or maneuvers). As long as 
  you make at least one attack per round with 
  the weapon, the impaled foe cannot free itself 
  
  10
  from this grapple until you are disarmed or 
  forced to drop your weapon. If you do not 
  make an attack, the creature may attempt 
  to free itself by making a grapple check as 
  a full-round action (crawling along the haft 
  and dropping off the end). You may have 
  impaled at one time, a single creature of 
  your size category, or two creatures one size 
  smaller, or up to four creatures two or more 
  sizes smaller.
  splash spell 
  [Horrifically Overpowered, Metamagic]
  Your single-target spell splashes onto a 
  second, adjacent target.
  Prerequisites: Int, Wis, or Cha 13, Magical 
  Aptitude.
  Benefit: When a splash spell targets only a 
  single creature, and either hits that creature 
  (if an attack roll is required)- or the creature 
  fails its save (if a save is allowed), the spell 
  can also target a creature adjacent to the first 
  target that is an appropriate target of the 
  spell and within the spell’s range. The second 
  target is affected as if it was the target of the 
  spell. Splash Spell has no effect on spells that 
  affect more than one target, or do not either 
  require an attack roll or allow a saving throw.
  A splash spell takes up a spell slot 0 levels 
  higher than the spell’s normal level.
  sTrong-arM 
  [Horrifically Overpowered]
  You can grab a foe by the throat, and lift him 
  off his feet.
  Prerequisites: Str 19, Dex 13, Improved 
  Grapple, Improved Unarmed Strike.
  Benefit: When you are grappling a single 
  foe your size category or smaller, you may 
  do so with only one arm and without gaining 
  the grappled condition yourself. You cannot 
  pin a foe you are grappling in this manner.
  ThroaT-crUsher
  [Horrifically Overpowered]
  When you have a foe by the throat, there’s 
  not much they can do.
  Prerequisites: Str 21, Dex 13, Improved 
  Grapple, Improved Unarmed Strike.
  Benefit: You know how we said back in 
  Strong-Arm you couldn’t pin a foe you were 
  grappling using that feat? Well, now you 
  can. Plus, foes you grapple cannot speak or 
  complete somatic spell components until 
  they escape the grapple.
  TwisT The blade 
  [Horrifically Overpowered, Meta-Attack]
  After you pierce a foe, you can make the 
  wound worse before you bother to take the 
  weapon out.
  Prerequisites: Base attack bonus +6.
  Benefit: Three times per day, as a free 
  action, when you hit and damage a foe in 
  melee with a piercing weapon, you may 
  immediately reroll the attack as an attack 
  against the same target’s flat-footed AC. This 
  attack counts as a new attack for purposes of 
  abilities that only work on a single attack roll. 
  If your attack is successful, you deal damage 
  again to that target. 
  UlTiMaTe coMbaT 
  [Combat, Horrifically Overpowered]
  You are capable of delivering attacks against 
  which there is no defense.
  Prerequisite: 
  Any 
  Horrifically 
  Overpowered feat, 4 or more levels in a class 
  with a base attack bonus equal to its level.
  Benefit: When you make an attack that 
  misses, you may invoke Ultimate Combat as 
  a free action. The attack hits. You may invoke 
  Ultimate Combat a number of times per day 
  equal to 1 + your Strength or Dex ability 
  bonus (whichever is higher).
  UlTiMaTe defense
  [Combat, Horrifically Overpowered]
  You are capable of avoiding attacks that have 
  you dead-to-rights.
  Prerequisites: 
  Any 
  Horrifically 
  Overpowered feat, class feature that adds a 
  bonus to your armor class (such as a monk’s 
  AC bonus or a duelist’s canny defense).
  Benefit: When you are hit by an attack 
  roll, you may invoke Ultimate Defense as a 
  free action. The attack misses you. You may 
  invoke Ultimate Combat a number of times 
  per day equal to 1 + your Int, Wis, or Cha 
  ability bonus (whichever is highest).
  
  11
  11
  UlTiMaTe Magic
  [Horrifically Overpowered]
  You can cast spells that bypass all a foe’s defenses.
  Prerequisite: Any Horrifically Overpowered feat, 4 or 
  more levels in a class with a spell list that includes 9th level 
  spells.
  Benefit: When you cast a spell that has a duration greater 
  than 1 round and a saving throw that negates it, and it is 
  negated by a saving throw, spell resistance, or use of a feat, 
  you may invoke Ultimate Magic as a free action. The target 
  it is still affected by the spell, but only for 1 round. You may 
  invoke Ultimate Magic a number of times per day equal to 
  1 + your Int, Wis, or Cha bonus (whichever is highest). This 
  has no effect on creatures that ignore the effect of your spell 
  for other reasons (such as not qualifying as a target or having 
  enough energy resistance to avoid damage).
  vorpal criTical 
  [Combat, Horrifically Overpowered]
  Your critical hits behead things. Even jabberwocks.
  Prerequisites: Critical Focus, base attack bonus +19.
  Benefit: When you score a critical hit with a slashing 
  weapon, the weapon severs your opponent’s head (if it has 
  one) from its body. Some creatures, such as many aberrations 
  and all oozes, have no heads. Others, such as golems and 
  undead creatures other than vampires, are not affected by 
  the loss of their heads. Most other creatures, however, die 
  when their heads are cut off. Alternatively, if you wish, you 
  may slice off some other extremity when you score a critical 
  hit.
  Additionally, all your attacks count as vorpal damage for 
  purposes of bypassing DR (normally only relevant if you are 
  facing a jabberwock, but if your GM lets you take this feat, 
  obviously all bets are off).
  UnsToppable forces vs. iMMoveable objecTs
  Sometimes, two Horrifically Overpowered feats contradict each 
  other. At the level of ridiculous power these feats represent, sometimes 
  absolute statements are used in the rules, and two feats may directly 
  oppose each other. That’s not a rules oversight. That’s a chance to discuss 
  how awesome characters with this feats are.
  When Horrifically Overpowered feats are in direct rules-opposition, 
  the characters involved both make character level checks (1d20 + 
  character level). No bonuses, rerolls, or modifications are allowed to 
  these rolls, not even from Horrifically Overpowered sources. Whichever 
  character gains the higher check applies his Horrifically Overpowered 
  feat normally. If the Horrifically Overpowered feat that fails has a limited 
  number of uses per day, the failed effort to use it does not count against 
  this total.
  Further, any creature that does not have a Horrifically Overpowered 
  feat that can see and hear the event that led to this Horrifically 
  Overpowered level check is shaken for 1 round. This stuff is just that 
  impressive.
  For example: During the WorldGate War the horrifically overpowered 
  Wroclaw – a 13th level barbarian with a greatsword and Ultimate Combat 
  – attacks the legendarily awesome Allejandro – a fighter 7/duelist 7 with 
  Ultimate Defense. Wroclaw swings on Allejandro, and rolls a natural 
  1 on his attack – an automatic miss. Not wishing to look like an idiot, 
  Wroclaw invokes Ultimate Combat, and declares the attack hits. Not 
  liking the idea of taking full damage from a barbarian, Allejandro 
  invokes Ultimate Defense.
  Since these two Horrifically Overpowered feats are in direct contention, 
  the GM has the two characters make character level checks. Wroclaw 
  rolls 1d20, getting a 7, and adds his 13 levels for a total of 20. Allejandro 
  rolls 1d20 and gets a 4, making his total only 18. Wroclaw spends a use 
  of Ultimate Combat and gets to hit Allejandro, while the duelist is not 
  considered to have burned a use of his Ultimate Defense feat.
  Meanwhile the warriors surrounding the two Horrifically Overpowered 
  heroes are all overawed by the amazing display of swordplay, and are 
  all shaken for 1 round.
  
  12
  we err on The side of awesoMe!
  crediTs
  Designer:
  Owen K.C. Stephens
  Editor:
  The Geniuses
  Creative Director:
  Stan!
  Cover Art:
  Chester  Ocampo
  Interior Art:
  Shaman Stockart, Classic Fantasy Art and LPJ Productions
  Graphic Design and Typesetting:
  Hyrum Savage and Lj Stephens
  Produced by:
  Super Genius Games
  www.supergeniusgames.com
  Contents Copyright ©2013 Owen K.C. Stephens
  Used with permission
  For more information about Super Genius Games, and our upcoming products, follow us on  
  Facebook: www.facebook.com/SuperGeniusGames, via Twitter: Owen: @Owen_Stephens,  
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  All logos are the trademark of Super Genius Games All rights reserved.
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires  
  the Pathefinder Roleplaying Game from Paizo Publishing, LLC.  
  See http://Paizo.com/PathfinderRPG for more information on the Pathfinder Roleplaying Game.  
  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game 
  and the Pathfinder Roleplaying Game compatibility logo are the trademarks of Paizo Publishing, LLC, 
  and are used under the Pathfinder Roleplaying Game compatibility license. See http://Paizo.com/
  PathfinderRPG/compatibility for more information on the compatibility license.
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based 
  on material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Reference Document. Copyright 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder RPG GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim 
  Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob 
  McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, 
  Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, 
  Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, 
  Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ 
  Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, 
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  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, 
  Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, 
  Sean K Reynolds, and Russ Taylor.
  Pathfinder Companion: Cheliax, Empire of Devils. Copyright 2009, Paizo Publishing, LLC; Authors: Jonathan H. Keith, Colin McComb, 
  Steven E. Schend, Leandra Christine Schneider, and Amber E. Scott.
  The Genius Guide to Horrifically Overpowered Feats. Copyright 2012, Super Genius Games, LLC; Author: Owen K.C. Stephens 
  The Genius Guide to More Horrifically Overpowered Feats. Copyright 2013, Super Genius Games, LLC; Author: Owen K.C. Stephens
  
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