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Preview: paizo.com Top Sellers in Super Genius Games

paizo.com Top Sellers in Super Genius Games



paizo.com Top Sellers in Super Genius Games



Published: 2013-07-17T01:53:40Z

Updated: 2013-07-17T01:53:40Z

 



Houserule Handbooks: Spellpoints Compilation (PFRPG) PDF ($8.99)

2013-04-25T21:43:59Z

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Welcome to Houserule Handbooks: Spellpoints Compilation, the first in a new line of compiled Houserule Handbooks. Each of these products is designed to present the full rules compiled from several Houserule Handbooks pdfs, introducing a set of carefully balanced, developed, and playtested houserules for campaigns using the Pathfinder Roleplaying Game Core Rulebook.

While the core rules present characters with two kinds of spellcasting—spontaneous spellcasters and preparation spellcasters—their core spellcasting abilities follow the same general restrictions. While tried and true, both of these spellcasting types don’t do a very good job of modeling how spellcasters tend to work in popular fantasy fiction. The vast majority of spellcasters in stories with magic almost never complain about not having prepared the right spell for a specific encounter, or whine that they are limited in how many spells they can learn by some unbreakable mystic limit.

Inside this humble 38 page volume of Houserules is a system to allow all spellcasters to fuel their spells with a pool of spell points, not requiring any spell preparation, and allowing a spellcaster additional flexibility by using a lot of spell points to fuel a few high-level spells, or gain extended staying power by restricting casting to a larger number of lower-level spells. Further, the system is designed only for actual spellcasters, ignoring the spell-like abilities of monks and other classes dissimilar enough from true spellcasters to not need the same kind of spell point houserules.

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Welcome to Houserule Handbooks: Spellpoints Compilation, the first in a new line of compiled Houserule Handbooks. Each of these products is designed to present the full rules compiled from several Houserule Handbooks pdfs, introducing a set of carefully balanced, developed, and playtested houserules for campaigns using the Pathfinder Roleplaying Game Core Rulebook.

While the core rules present characters with two kinds of spellcasting—spontaneous spellcasters and preparation spellcasters—their core spellcasting abilities follow the same general restrictions. While tried and true, both of these spellcasting types don’t do a very good job of modeling how spellcasters tend to work in popular fantasy fiction. The vast majority of spellcasters in stories with magic almost never complain about not having prepared the right spell for a specific encounter, or whine that they are limited in how many spells they can learn by some unbreakable mystic limit.

Inside this humble 38 page volume of Houserules is a system to allow all spellcasters to fuel their spells with a pool of spell points, not requiring any spell preparation, and allowing a spellcaster additional flexibility by using a lot of spell points to fuel a few high-level spells, or gain extended staying power by restricting casting to a larger number of lower-level spells. Further, the system is designed only for actual spellcasters, ignoring the spell-like abilities of monks and other classes dissimilar enough from true spellcasters to not need the same kind of spell point houserules.




One Night Stand: Kobold Death Maze (PFRPG) PDF ($3.99)

2009-11-30T20:25:40Z

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Got a Pathfinder RPG game to run this weekend but are too busy to get something together for your players? Looking for a way to challenge your power gamers? If so, then you're ready for a One Night Stand!

Too long, my brethren! Too long has fear of the soft-skinned races ruled our lives. No matter how deep underground we keep our warrens, no matter how far from their wretched cities we build our villages, no matter where we go, they always follow with their blades of steel and burning hatred.

The Kobold Death Maze contains everything you'll need for an evening of fun using the Pathfinder Roleplaying Game. Inside you will find:

  • Adventure: Inside you will find detailed background and action that sets up the Kobold Death Maze, including stat blocks and traps.
  • GM Map: Following the adventure is a single-sheet version of the map with notations for the GM's use. Marked on the map are room numbers, the monster and NPC starting positions for each encounter, and areas of difficult or noticeably different terrain.
  • Map Tiles: Following the GM Map are 16 map tiles that, when cut out and assembled, create a battlemat with a one-inch square grid.
  • Standees: After the map tiles are a collection of cut-and-tape standees representing all the creatures and monsters in this adventure. Together with these are larger presentations of the encounter areas as well as reviews of the action that takes place in each.

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Got a Pathfinder RPG game to run this weekend but are too busy to get something together for your players? Looking for a way to challenge your power gamers? If so, then you're ready for a One Night Stand!

Too long, my brethren! Too long has fear of the soft-skinned races ruled our lives. No matter how deep underground we keep our warrens, no matter how far from their wretched cities we build our villages, no matter where we go, they always follow with their blades of steel and burning hatred.

The Kobold Death Maze contains everything you'll need for an evening of fun using the Pathfinder Roleplaying Game. Inside you will find:

  • Adventure: Inside you will find detailed background and action that sets up the Kobold Death Maze, including stat blocks and traps.
  • GM Map: Following the adventure is a single-sheet version of the map with notations for the GM's use. Marked on the map are room numbers, the monster and NPC starting positions for each encounter, and areas of difficult or noticeably different terrain.
  • Map Tiles: Following the GM Map are 16 map tiles that, when cut out and assembled, create a battlemat with a one-inch square grid.
  • Standees: After the map tiles are a collection of cut-and-tape standees representing all the creatures and monsters in this adventure. Together with these are larger presentations of the encounter areas as well as reviews of the action that takes place in each.



Bullet Points: 9 Alchemical Bomb Discoveries (PFRPG) PDF ($1.00)

2013-09-26T22:11:44Z

Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world- building is a useful skill, you don't always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn't have time to slog through a page of history for every magic weapon. Sometimes all that's needed are a few cool ideas, with just enough information to use them in a game. Sometimes, all you need are bullet points. Bullet Points are a line of very short, cheap PDFs each of which gives the bare bones of a set of related options. It may be five spells, six feats, eight magic weapon special abilities, or any other short set of related rules we can cram into about a page. Short and simple, these PDFs are for GMs and players who know how to integrate new ideas into their campaigns without any hand-holding, and just need fresh ideas and the rules to support them. No in-character fiction setting the game world. No charts and tables. No sidebars of explanations and optional rules. Just one sentence of explanation for the High Concept of the PDF, then bullet points. High Concept: New alchemist discoveries for alchemists focusing on bomb-throwing. Bombard: You can infuse the ammunition of your allies with the power of your bombs. Dye Bomb: Creatures damaged by a dye bomb are marked with a brightly-colored dye that cannot be washed off. Elemental Bomb: You can cause any bomb that would normally deal fire damage to instead deal acid, cold, electricity, or shock damage Gas Bomb: Gas bombs do not explode, instead they cover an area in thin alchemical gas. Glitterbomb: These bombs cover all creatures within its area (including targets of splash damage) in a cloud of golden particles. Laughing Gas Bomb: Bombs of this type act as smoke bombs, but deal no hit point damage, but instead cause those exposed to burst into laughter as if affected by a hideous laughter spell. Personal Immunity: You take no damage or harmful effects from your own bombs. Remote Detonator: You may detonate your delayed bombs with a move action. Volatile Bombs: Your bombs are more difficult to resist. Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world- building is a useful skill, you don't always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn't have time to slog through a page of history for every magic weapon. Sometimes all that's needed are a few cool ideas, with just enough information to use them in a game. Sometimes, all you need are bullet points. Bullet Points are a line of very short, cheap PDFs each of which gives the bare bones of a set of related options. It may be five spells, six feats, eight magic weapon special abilities, or any other short set of related rules we can cram into about a page. Short and simple, these PDFs are for GMs and players who know how to integrate new ideas into their campaigns without any hand-holding, and just need fresh ideas and the rules to support them. No in-character fiction setting the game world. No charts and tables. No sidebars of explanations and optional rules. Just one sentence of explanation for the High Concept of the PDF, then bullet points. High Concept: New alchemist discoveries for alchemists focusing on bomb-throwing. Bombard: You can infuse the ammunition of your allies with the power of your bombs. Dye Bomb: Creatures damaged by a dye bomb are marked with a brightly-colored dye that cannot be washed off. Elemental Bomb: You can cause any bomb that would normally deal fire damage to instead deal acid, cold, electricity, or shock damage Gas Bomb: Gas bombs do not explode, instead they cover an area in thin alchemical gas. Glitterbomb: These bombs cover all creatures within its area (including targets of splash damage) in a cloud of golden particles. Laughing Gas Bomb: Bombs of this type act[...]



The Genius Guide to the Riven Mage (PFRPG) PDF ($3.99)

2012-12-05T19:55:17Z

The Genius Guide to the Riven Mage presents a new base class, one that masters a form of magic similar to spells, but considerably simpler and more primal. Known by various cultures as jinx, marvels, will-work, and invocations, most riven mages from more advanced cultures call their mystic powers "rivenspells," meaning these powers use the same energies as spells but all the unnecessary trappings haven been removed. Rather than "cast spells," riven mages talk of "riving energies," as they see the act of creating a riven spell ("to rive" such an effect) the equivalent of tearing a magic effect loose from the background of reality. While rivenspells are significantly more limited in their breadth and flexibility than spells, at the same time they are freed of many of the limitations of spells. A riven mage never worries herself about having a component pouch, what armor she is wearing, or exactly what noises and movements she must make to call on her magic powers. While other spellcasters often claim riven mages are "primitive," riven mages see themselves as the purest of magic-users, able to call upon their effects easily, quickly, and even under significantly adverse conditions. Riven mages are proud of their powers, and like to show off what they can do. For goodaligned riven mages this often means using their powers to aid the downtrodden or defend their homelands. Neutral riven mages are more likely to seek compensation for their talents, acting as mercenaries or occasionally, entertainers. Evil riven mages are always planning to build a power base from which to gain wealth and comfort, but begin such efforts by acting as enforcers for groups who do not normally attract the full-time services of traditional spellcasters (such as gangs, brigand bands, slavers, assassins, and thieves guilds). While riven mages are well known and understood in their native lands, they are also independent and often wander far from their homes. It's not unusual to find riven mages thousands of miles from their homes, making it easy to introduce a few wandering riven mages into a campaign (as travelers from a distant land where their powers are commonplace).The Genius Guide to the Riven Mage presents a new base class, one that masters a form of magic similar to spells, but considerably simpler and more primal. Known by various cultures as jinx, marvels, will-work, and invocations, most riven mages from more advanced cultures call their mystic powers "rivenspells," meaning these powers use the same energies as spells but all the unnecessary trappings haven been removed. Rather than "cast spells," riven mages talk of "riving energies," as they see the act of creating a riven spell ("to rive" such an effect) the equivalent of tearing a magic effect loose from the background of reality. While rivenspells are significantly more limited in their breadth and flexibility than spells, at the same time they are freed of many of the limitations of spells. A riven mage never worries herself about having a component pouch, what armor she is wearing, or exactly what noises and movements she must make to call on her magic powers. While other spellcasters often claim riven mages are "primitive," riven mages see themselves as the purest of magic-users, able to call upon their effects easily, quickly, and even under significantly adverse conditions. Riven mages are proud of their powers, and like to show off what they can do. For goodaligned riven mages this often means using their powers to aid the downtrodden or defend their homelands. Neutral riven mages are more likely to seek compensation for their talents, acting as mercenaries or occasionally, entertainers. Evil riven mages are always planning to build a power base from which to gain wealth and comfort, but begin such efforts by acting as enforcers for groups who do not normally attract the full-time services of traditional spellcasters (such as gangs, brigand bands, slavers, assassins, and thieves guilds). While ri[...]



Super Genius Presents—Races Revised: The Kobold Kings (PFRPG) PDF ($4.99)

2012-07-03T17:16:01Z

Welcome to Races Revised: The Kobold Kings, the latest in the Super Genius Presents line of books. Each of the products in the Super Genius Presents line is the strong vision of a single game designer, bypassing the normal planning, development, and revision process used for most Super Genius Games products. While we consider those processes to be a major part of maintaining a high level of compatibility, quality, and balance in our main product lines, we also know that sometimes a writer has a strong vision that doesn’t exactly match the style of our company, or that the designer doesn’t want to be diluted through normal development processes. In those cases, if we believe in the skill and vision of the designer, we now have the option of presenting their work without laying claim to it as part of one of our standard product lines. While most Super Genius Games products are the carefully developed work of a team (even when there’s only one designer, the input of the whole Super Genius staff is likely to have affected the product), Super Genius Presents are the editorial pages, the solo rants, and the soapboxes. As a company we’re giving individual creators a chance to present their ideas more directly to the consumer. As commercial works we’ll try to ensure such products are professionally produced and edited, but the tone, content, and voice are largely under the control of the authors. The Author Owen K.C. Stephens is an experienced and well-known game designer, with credits dating back to the late 1990s for games that focus on fire-breathing lizards and laser swords. He has worked with numerous role-playing game companies, has more than 250 RPG credits, and is currently the Lead Developer of Super Genius Games. The Kobold Kings "The Kobold Kings" is a term used by the common civilized races to describe those kobolds that differentiate themselves from the sniveling, fearful, treacherous, and cowardly nature that otherwise defines their race as a whole. Most common humanoid races believe the kobold kings are just exceptional kobolds—paragons of their race who, through a quirk of bloodline or an unusual degree of talent and determination, manage to achieve a higher degree of skill in magic or learn more advanced fighting techniques. In some ways this is true—occasionally, a kobold clan will produce a kobold king child as a throwback to a time when that branch of the race was stronger and closer to their draconic forefathers. But its also an extremely dangerous misunderstanding of what the kobold kings are, for there are places far from other civilized nations where entire kingdoms are populated with the more potent, more noble kin of kobolds. Those nations are generally too far from other settled lands for the kobold king nations to pose a threat, often located in vast cavern systems deep below the ground, in the center of vast swamps, or perches on massive plateaus with no paths to the lowlands. But the day may yet come when the border lands of the humans, elves, and dwarves discover just how numerous and dangerous the kobold kings truly are. Some lone kobold kings born into tribes of lesser kobolds often have no idea what they truly are, and accept that they are simply more blessed with the courage and power of a distant winged ancestor than their clan-mates. But in lands were the kobold kings have maintained their own civilizations (as well in the few kobold tribes that have remembered how they came to be), the kobold kings know their traditional name. They are the Koldemar, and their history holds the secret of why kobolds think themselves the inheritors of the dragons, and why so few of them show the nobility and power of their distant progenitors.Welcome to Races Revised: The Kobold Kings, the latest in the Super Genius Presents line of books. Each of the products in the Super Genius Presents line is the strong vision of a single game designer, bypassing the normal plann[...]



Bullet Points: 7 Shadow Assassin Feats (PFRPG) PDF ($1.00)

2012-05-22T20:35:44Z

Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world-building is a useful skill, you don't always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn't have time to slog through a page of history for every magic weapon. Sometimes all that's needed are a few cool ideas, with just enough information to use them in a game. Sometimes, all you need are bullet points. Bullet Points are a line of very short, cheap PDFs each of which gives the bare bones of a set of related options. It may be five spells, six feats, eight magic weapon special abilities, or any other short set of related rules we can cram into about a page. Short and simple, these PDFs are for GMs and players who know how to integrate new ideas into their campaigns without any hand-holding, and just need fresh ideas and the rules to support them. No in-character fiction setting the game world. No charts and tables. No sidebars of explanations and optional rules. Just one sentence of explanation for the High Concept of the PDF, then bullet points. The High Concept: Seven feats for use with the shadow assassins class (from The Genius Guide to the Shadow Assassin) or any other shadow-themed character (such as shadow dancers, ninjas with the shadow clone or shadow split talents, or even sorcerers of the shadow bloodline). The feats included are: Black Balm: You can wrap your wounds in cool, healing shadows. Into the Darkness: When you hide in shadows, you are nearly invisible. Shadow Sense: You can feel the darkness around you. Shadow Stalker: You are most at home in the dark places. Through the Cracks: You can slip into anyplace a shadow lies. Umbral Venom: You can imbue poisons with the power of shadow. Unseen Terror: You know how to make your attacks from concealment unnerving. Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world-building is a useful skill, you don't always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn't have time to slog through a page of history for every magic weapon. Sometimes all that's needed are a few cool ideas, with just enough information to use them in a game. Sometimes, all you need are bullet points. Bullet Points are a line of very short, cheap PDFs each of which gives the bare bones of a set of related options. It may be five spells, six feats, eight magic weapon special abilities, or any other short set of related rules we can cram into about a page. Short and simple, these PDFs are for GMs and players who know how to integrate new ideas into their campaigns without any hand-holding, and just need fresh ideas and the rules to support them. No in-character fiction setting the game world. No charts and tables. No sidebars of explanations and optional rules. Just one sentence of explanation for the High Concept of the PDF, then bullet points. The High Concept: Seven feats for use with the shadow assassins class (from The Genius Guide to the Shadow Assassin) or any other shadow-themed character (such as shadow dancers, ninjas with the shadow clone or shadow split talents, or even sorcerers of the shadow bloodline). The feats included are: Black Balm: You can wrap your wounds in cool, healing shadows. Into the Darkness: When you hide in shadows, you are nearly invisible. Shadow Sense: You can feel the darkness around you. Shadow Stalker: You are most at home in the dark places. Through the Cracks: You can slip into anyplace a shadow lies. Umbral Venom: You can imbue poisons with the power of shadow. Unseen Terror: You know how to make your attacks from concealment unnerving. [...]



The Genius Guide to the Death Knight (PFRPG) PDF ($3.99)

2012-05-08T17:44:53Z

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The death knight is a champion of the grave, serving to spread the power of death throughout the lands of the living. Most death knights are the chosen warriors of gods of undeath and decay, evil psychopaths who desire nothing more than to see the “mistake” of life replaced by the glorious, unchanging “blessing” of undeath. Though unquestionably evil, these death knights are often confused as to why anyone would wish to be alive, since life is a condition that leads to hunger, exhaustion, pain, and suffering. Undeath is the perfect state of existence, but even normal death is obviously better than struggling through a life. To these death knights, they are bringing a gift to all living creatures, even if they have to do it one murder at a time.

However, a very few gods of true death also empower death knights specifically to preserve the sanctity of the grave and oppose the forces of the undead. Though the gods of repose have many names in many cultures, the death knights often refer to their divine sponsors as “the Grey Mistress” and see her as a personification of the state of death itself. To these death knights death is a calm, cool mistress who eventually envelops all things, and undeath is an insult to her. Though such death knights have little care for the living, and are not of good alignment, they can sometimes serve as allies to life-loving champions who must oppose a powerful undead force. Though they see life as a lesser state of being than death, they also see it as a temporary one and know their Grey Mistress will eventually enwrap all living things in her pale embrace.

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The death knight is a champion of the grave, serving to spread the power of death throughout the lands of the living. Most death knights are the chosen warriors of gods of undeath and decay, evil psychopaths who desire nothing more than to see the “mistake” of life replaced by the glorious, unchanging “blessing” of undeath. Though unquestionably evil, these death knights are often confused as to why anyone would wish to be alive, since life is a condition that leads to hunger, exhaustion, pain, and suffering. Undeath is the perfect state of existence, but even normal death is obviously better than struggling through a life. To these death knights, they are bringing a gift to all living creatures, even if they have to do it one murder at a time.

However, a very few gods of true death also empower death knights specifically to preserve the sanctity of the grave and oppose the forces of the undead. Though the gods of repose have many names in many cultures, the death knights often refer to their divine sponsors as “the Grey Mistress” and see her as a personification of the state of death itself. To these death knights death is a calm, cool mistress who eventually envelops all things, and undeath is an insult to her. Though such death knights have little care for the living, and are not of good alignment, they can sometimes serve as allies to life-loving champions who must oppose a powerful undead force. Though they see life as a lesser state of being than death, they also see it as a temporary one and know their Grey Mistress will eventually enwrap all living things in her pale embrace.




The Genius Guide to Loot 4 Less: Volume 10—Fezzes are Cool! (PFRPG) PDF ($3.99)

2012-02-07T16:40:31Z

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Welcome to the tenth book in the Loot 4 Less line, in which we deal exclusively with items that have a cost to consumer of 2,500 gp or less. And to increase the level of difficulty in terms of providing you with low-cost items, we also don’t deal in one-shot (or even two- or three-shot) magic items.

Here in Volume X: Fezzes Are Cool, we’re looking at a narrow range of wondrous items that you wear on your head, including crowns, hats, helmets, masks, caps, and turbans.

Many of these items are useful for spellcasters (in keeping with the origin of such items in myth and legend), but at least a few in each group can be useful to any character. Everything in these pages has no charges and can be used in adventure after adventure. Additionally, these items are all of real use. No spot-on-the-wall spells stored in a wand with a switch. We deal only in things that are of at least some practical use. No one is going to kill a teammate to make sure they get the fez of escape from the loot pile, but is that such a bad thing? These items can flesh out the equipment lists of low‐level characters, can be found in treasure troves of mid-range monsters, or can be passed out as party favors at the celebrations of 20th-level wizards.

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Welcome to the tenth book in the Loot 4 Less line, in which we deal exclusively with items that have a cost to consumer of 2,500 gp or less. And to increase the level of difficulty in terms of providing you with low-cost items, we also don’t deal in one-shot (or even two- or three-shot) magic items.

Here in Volume X: Fezzes Are Cool, we’re looking at a narrow range of wondrous items that you wear on your head, including crowns, hats, helmets, masks, caps, and turbans.

Many of these items are useful for spellcasters (in keeping with the origin of such items in myth and legend), but at least a few in each group can be useful to any character. Everything in these pages has no charges and can be used in adventure after adventure. Additionally, these items are all of real use. No spot-on-the-wall spells stored in a wand with a switch. We deal only in things that are of at least some practical use. No one is going to kill a teammate to make sure they get the fez of escape from the loot pile, but is that such a bad thing? These items can flesh out the equipment lists of low‐level characters, can be found in treasure troves of mid-range monsters, or can be passed out as party favors at the celebrations of 20th-level wizards.




The Genius Guide to the Godling Ascendant (PFRPG) PDF ($5.99)

2011-11-15T20:59:58Z

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Beings with powers drawn from the might of the heavens themselves, godlings first appeared in The Genius Guide to the Godling. That product gave us two hero classes, the clever godling and mighty godling, based on the classic Greek heroes and heroines who could claim Olympians as parents or grand-parents. It also offered a godling prestige class, for characters whose divine heritage doesn’t manifest until later in their careers. Not long after, the spellcasting classes of adept godling and eldritch godling were presented in The Genius Guide to Mystic Godlings, creating godlings that took after the demi-mortal spellcasters of myth and legend. The classes immediately garnered a large following, and requests for additional material quickly began making their way to Super Genius Games.

The first book to offer additional support for them was Rite Publishing’s 101 Renegade Class Feats, which includes 7 feats designed specifically for use by the godling classes, as well as feats for numerous other classes created by Super Genius Games and other publishers. And now, The Genius Guide to the Godling Ascendant expands the classes even further, with rules for using godling abilities to create exemplar monsters, new ways for characters with non-godling classes to represent scions of immortal power, and new divine traits, ascendancies, scion talents, and feats for the four godling classes, as well as new ways to introduce the concept of godlings to a campaign.

32 pages of divine awesomeness!

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Beings with powers drawn from the might of the heavens themselves, godlings first appeared in The Genius Guide to the Godling. That product gave us two hero classes, the clever godling and mighty godling, based on the classic Greek heroes and heroines who could claim Olympians as parents or grand-parents. It also offered a godling prestige class, for characters whose divine heritage doesn’t manifest until later in their careers. Not long after, the spellcasting classes of adept godling and eldritch godling were presented in The Genius Guide to Mystic Godlings, creating godlings that took after the demi-mortal spellcasters of myth and legend. The classes immediately garnered a large following, and requests for additional material quickly began making their way to Super Genius Games.

The first book to offer additional support for them was Rite Publishing’s 101 Renegade Class Feats, which includes 7 feats designed specifically for use by the godling classes, as well as feats for numerous other classes created by Super Genius Games and other publishers. And now, The Genius Guide to the Godling Ascendant expands the classes even further, with rules for using godling abilities to create exemplar monsters, new ways for characters with non-godling classes to represent scions of immortal power, and new divine traits, ascendancies, scion talents, and feats for the four godling classes, as well as new ways to introduce the concept of godlings to a campaign.

32 pages of divine awesomeness!




Codex Draconis: White Terrors of the North (PFRPG) PDF ($4.99)

2011-11-01T15:46:03Z

Welcome to Codex Draconis, the line of products that gives you what you need to drop dragons into your games with a minimum of effort and a maximum of options. Here, in the fifth volume of our line, we present options and alternatives for a dozen white dragons, covering every age category of the pale hunters of artic mountains, frozen deserts, and chilled tundra. Each age category also has three pregenerated treasure hoards, some alternative monster builds, and suggestions on how to build even deadlier dragon encounters. Dragons are among the most iconic, and most popular, of all fantasy roleplaying game foes. Once the domain exclusively of higher-level adventures, dragons now have rules for every stage of life. This means that wet-behind-the-ears PCs can face dragons early in their careers (though likely they will be facing dragons the size of housecats). To ensure that a dragon is always just the right threat for PCs of any level, dragons are given twelve stages of life that, when combined with the many different types of dragons, creates a range of CRs from 2 to 22. The problem with that, of course, is that it requires a lot of stat blocks, and those take up room. To save space, instead of presenting a full write-up of every dragon at every age category, the game’s creators present a set of rules outlining how to write up dragons, and then give a few examples of each type. As a result, although you can find a dragon of the right CR for an encounter, it takes a considerable amount of work to get that dragon ready for the game. To help with that problem, the fine folks at D20PFSRD.com took on the job of creating full stat blocks for every true dragon of every type, and when we expressed an interest in using those as the starting point for our Codex Draconis line, they were kind enough to give us their blessing. In addition to their dragon write-ups, Codex Draconis: White Terrors of the North presents additional material to expand the ways you can use these dragons and allows you to drop them into your campaign.Welcome to Codex Draconis, the line of products that gives you what you need to drop dragons into your games with a minimum of effort and a maximum of options. Here, in the fifth volume of our line, we present options and alternatives for a dozen white dragons, covering every age category of the pale hunters of artic mountains, frozen deserts, and chilled tundra. Each age category also has three pregenerated treasure hoards, some alternative monster builds, and suggestions on how to build even deadlier dragon encounters. Dragons are among the most iconic, and most popular, of all fantasy roleplaying game foes. Once the domain exclusively of higher-level adventures, dragons now have rules for every stage of life. This means that wet-behind-the-ears PCs can face dragons early in their careers (though likely they will be facing dragons the size of housecats). To ensure that a dragon is always just the right threat for PCs of any level, dragons are given twelve stages of life that, when combined with the many different types of dragons, creates a range of CRs from 2 to 22. The problem with that, of course, is that it requires a lot of stat blocks, and those take up room. To save space, instead of presenting a full write-up of every dragon at every age category, the game’s creators present a set of rules outlining how to write up dragons, and then give a few examples of each type. As a result, although you can find a dragon of the right CR for an encounter, it takes a considerable amount of work to get that dragon ready for the game. To help with that problem, the fine folks at D20PFSRD.com took on the job of creating full stat blocks for every true dragon of every type, and when we expressed an interest in using those as the starting point for our[...]