• PC

    For the Glory of Beer.

    List of Feats -
    0_1497397760076_DND Feat Index.pdf

  • PC

    Yet another list of Feats

    Feat Index.pdf

    Also found here

  • PC

    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).

    [Reference: The Genius Guide to More Horrifically Overpowered Feats.pdf; Super Genius Games, Page. 11]

  • PC

    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.

    [Reference: The Genius Guide to Horrifically Overpowered Feats; Super Genius Games; Page 7]

  • PC

    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.

    [Reference: The Genius Guide to Horrifically Overpowered Feats.pdf; Super Genius Games, Page. 8]

  • PC

    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.

    [Reference: The Genius Guide to Horrifically Overpowered Feats.pdf; Super Genius Games, Page. 11]

  • PC

    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.

    [Reference: The Genius Guide to Horrifically Overpowered Feats.pdf; Super Genius Games, Page. 10]

  • PC

    /me slaps bob around for posting such silly shit to a legit game forum…

  • PC

    Fuse With Item [Eldritch]
    Using your skill with magic, you absorb a magic item into your body, taking on its essence and powers.

    Prerequisite: Charisma 19, caster level 10th

    Benefit: You can absorb a magic item and make its powers inherent within you. You cannot fuse with magic weapons or armor, nor can you fuse with potions or scrolls. You can fuse with any other item. Activating or using an item that’s fused with you works the same as for a normal item. A fused wand of wall of ice allows you to cast wall of ice as a spell-like ability (using the item’s caster level) 50 times, or however many charges it had left at the time of the fusing. Bonus types do not change. A fused amulet of health +4 grants you a permanent enhancement bonus (not an inherent bonus) of +4. Fusing with an item first requires an XP cost equal to half the item’s gold-piece value. Then, you must make a Spellcraft check with DC 20 + the item’s caster level for each of the item’s separate abilities. Failure means that you cannot use that power. You may try only once per ability. Even if you are unable to use any of the powers of a fused item, the item is consumed and the experience points lost. Once consumed, a fused item cannot be taken away from you. It does not need to be drawn or wielded, and it is not visible in any way. It takes up no space on your body, so if you have fused with an amulet you can wear another amulet without problems. Like all spell-like abilities, using the fused item requires no components and draws no attack of opportunity.

    Items that logically grant no benefit from being absorbed— mainly because their power comes from being independent of the user, such as a figurine of wondrous power or dust of tracelessness—cannot be fused.
    Mord’s disjunction removes the item from you, restoring it to its normal state.

    Intelligent Items: Fusing with an intelligent item forces you to make a Will save at the beginning of each day (DC 10 + item’s level + item’s Charisma bonus). If you succeed, you are in control for the day and can use the item’s abilities, skills, and feats (if applicable). If you fail, the item remains in control of you for the day and can use your abilities, skills, and feats. Items fused with a character cannot gain levels as described on page 63.

    [Reference: The Complete Book of Eldritch Might; Page 20-21; Sword & Sorcery]