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Lord-Mayor Haldmeer Grobaras

Owen K. C. Stephens's page

Contributor; Developer, Super Genius Games. Pathfinder Society Member. 2,103 posts. No reviews. No lists. No wishlists.


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Osirion (Contributor; Developer, Super Genius Games)

As Hyrum has noted elsewhere, it’s a Double Tap week, with two Bullet Points being released!

The feats in #1 with a Bullet Point: 7 Feats for the Undead, which all have being an undead creature as one of their prerequisites, are:
Disturbing Movements
The disjointed, uneven, jerky way you move strains the minds of those who see you.
Fulminate
When you are reduced to 10 or fewer hit points, you explode. If your pieces aren’t found and destroyed your corpse reforms.
Mist Walk
You gain the ability to travel between darkness and shadow as if by means of a dimension door spell.
Putrid Spray
When you take hp damage, you can spray all adjacent spaces with a putrid puss as an immediate action.
Shadow Minion
You can send your shadow out to do your bidding.
Staggering Consequences
When you take acid, cold, electricity, or fire damage, your body becomes engulfed in energy of that type (acid clings to your skin and is splattered as you move about, ice forms a mist around you, you become a walking lighting rod, or you burst into flames).
Weapon Bind
The weapons of your foes often get stuck in your body, forcing them to take extra time to pull their weapons free.

Osirion (Contributor; Developer, Super Genius Games)

Get More Bang For Your Buck!
#1 with a Bullet Point: 7 Magic Firearm Properties is available now! Good for the fiendish flintlock of eldritch pirates or the cult-smasher .45s carried by two-fisted mystery men, these magic properties make firearms more than just another way to put a piece of +1 flaming ammo into your foes!

Includes the following magic properties:
Boomstick. +1 bonus
You can choose to deafen foes rather than hurt them

Burrowing. +3 bonus
Bullet keeps crawling around after foe is shot.

Dependable. +1 bonus
Lower misfire, fixes itself over time if broken.

Dimensional Capacity. +1 bonus
Firearm has handy haversack-like bullet capacity

Entangling. +1 bonus
You can choose to entangle foes rather than hurt them.

Hot Lead. +2 bonus
Firearm deals fire damage, and doesn't have to be loaded between shots.

Ricochet. +4 bonus
Bullet can damage one foe, and bounce off to damage a second foe.

Osirion (Contributor; Developer, Super Genius Games)

The second Super Genius Presents book is now available: Power Word Spells: Lore of the First Language. This product explores what makes power word spells (power word blind, power word stun, and power word kill) different from other spells, and presents the idea of a First Language, a potent ur-tongue from which all other language eventually evolved.

The product includes:
What Makes Power Words Different?
A discussion of how power words work, and what that means about their nature.
The First Language
Introduction of a new element for a campaign, the mythic First Language, from which power word spells come.
New Feats
New feats focused on power words and mastery of The First Language
First Language Syntax
Greater First Language Syntax
Heighten Power Word
Lore of the First Language
Master of the First Language
Speaker of the First Language
Split Word
New Power Word Spells
1st-Level Spells
Power Word Dazzle
Power Word Fascinate
Power Word Hesitate

2nd-Level Spells
Power Word Combust
Power Word Decelerate
Power Word Trip

3rd-Level Spells
Power Word Bleed
Power Word Inspire
Power Word Sicken

4th-Level Spells
Power Word Burden
Power Word Frighten
Power Word Mute

5th-Level Spells
Power Word Beguile
Power Word Deafen
Power Word Weary

6th-Level Spells
Power Word Stagger
Power Word Surprise

7th-Level Spells
Power Word Daze
8th-Level Spells
Power Word Confuse
9th-Level Spells
Power Word Nauseate

Osirion (Contributor; Developer, Super Genius Games)

The Genius Guide to the Death Knight is available now!

The death knight is an alternate class for the antipaladin, itself an alternate for the paladin core class. Making use of and altering numerous facets of the antipaladin alternate class, this dread warrior can't truly be considered a new character class in its own right. By the changes made here, though, the details and tones of the antipaladin are shifted in a completely opposite direction and capture an entirely different fantasy theme, without needlessly designing an entire new class.

While a redesign of sorts, this alternate class can be used just as any of the other base classes.

Role: Evil death knights are villains at their most dangerous – cunning
and linked to the vast fiendish and eldritch forces of undeath. Though they ultimately slay any living creature that associates with them, they
see this as a favor rather than a betrayal. Their dark, powerful, brooding nature often attracts the service of necromancers, cultists of
death gods, and evil witches with dread patrons – despite the long history of such death knights killing everyone and everything. Even those death knights unable to lure breathing allies to their side are often seen by undead as worthy equals, and even worthwhile masters.

Neutral death knights are generally agents of supernatural powers that need them to serve as guardians, judges, or avengers. No less able as
champions of the grave, neutral death knights see the undead as a violation of the natural order, and are as opposed to them as they are to tomb raiding and desecrations of corpses. Neutral death knights are actually less likely to build organizations of followers or close allies, despite their willingness to let the living come to a natural (rather than untimely) demise. But when a powerful enough undead threat looms, death knights are often willing to submit themselves to the orders of others, albeit temporarily, to achieve their goals.

The book includes the Death Knight alternate class, three new feaqts (Deadly Steed, Extra Immunity, Icy Gaze of Death), new anti-paladin spells with deathly themes (death knell, greater; disintegrate undead; grave summoning I to IX*); mask of life; pale mists; spectral eye; take the Low Road; and vigor of the grave), and a brief description of the paths dead spirits use to reach the afterlife, the Low Road.

*No, anti-paladins don't get 5th and higher spells. But they do get grave summoning I to IV, and the rest are used if the death knight takes a lost soul servant with the deathly boon class feature.

15 pages, +1 page cover and +1 page credits, for 17 total pages.

Osirion (Contributor; Developer, Super Genius Games)

Heya folks!

So I'm trying to compile a list of what Pathfinder spells are considered the most "iconic" by the players. I'm not talking about the most used spells, or the most powerful, but those that have a long history of popularity and the ability to define and mold a spellcaster's image.

Fireball is a given. I'd say the same is true of magic missile, blade barrier, sleep, and web. Any other votes?

Osirion (Contributor; Developer, Super Genius Games)

The first book in the new "Super Genius Presents" line, The Vile Magic of Argonax the Mad, is now available! This book is something I've been working on for months, in what little spare time I can scrape together, and it's significantly different from a typical SGG Pathfinder-compatible product. Rather than a book conceived and developed by the entire Super Genius staff, this project is much more a one-man-show – an "unplugged" version of how I write games without the (admittedly extremely useful) feedback from the other geniuses.

There's a good chance there will be more "Super Genius Presents" books in the future. I have a long list of ideas I've been saving, that I'm not ready to give over to become the kernel of Super Genius products. That's not to say I don't value their contributions – I absolutely do or I wouldn't be in business with them! But no matter how good a committee is, design by committee is still a different kind of activity that an entirely solo design. I love what we've managed to do together with our Class Options, Genius Guide, and Mythic Menagerie product lines. But I also want to stretch my solo design muscles, and offer up something a little different in scope and tone. Since I'm experimenting a bit, I don't want to call this a "Genius Guide," since my intent and outline are different from what we do with those books.

The "Super Genius Presents" line name is a sign that while SGG stands behind the production values of those books, they are very much the vision of their creators rather than the SGG collective. In addition to my own solo products, at least a couple of other authors have expressed some interest in making arrangements for us to do the editing, layout, and business end of things, while letting the author's vision shine through. I have no idea if we'll manage to make those deals work to everyone's satisfaction, but it's an interesting new way to try to do things.
So, what all is in The Vile Magic of Argonax the Mad? Well, the 44 page PDF includes:
How to Use This Book
Vile Magic can be used as a sourcebook of a new element of history and cosmology for a campaign world, or as just a collection of new (and often icky) magic items, feats, and spells.
The Mad One
An overview of the history of Argonax, the insane demi-mortal spellcaster who is living multiple lifetimes, as different races and classes, in an effort to recreate the knowledge of creating major artifacts.
The Works of Argonax the Mad
Descriptions of the workbooks and journals Argonx keeps creating in his many lifetimes.
Argonax the Outside and the College Obscura
What Argaonax is doing in the outer planes in-between lives, and how to handle that in a campaign.
The Harbingers of Argonax
A loose collection of cults drawn from multiple different cultures that wish to prepare the world for Argonax's next lifetime.
Using Argonax the Mad in Your Campaign
Suggestions on utilizing Argonax as an enemy, ally, background figure, planar threat, or even part of a PC's character history.
Vile Magic Items
As a guy trying to create major artifacts, Argonax has spent a lot of lvies creating new, often unpleasant, kinds of magic items.
The Powers of the Curios of Argonax
If you insist on trying to do things in ways no one ever has, there are going to be consequences. The highlight of this section is the table of 100 random magic item side effect powers, a common element in items created by Argonax, or using his notes.
Vile Armor and Shields
New armor and shield special abilities, as follows:
Attacking (melee)
Attacking (ranged)
Betraying (& improved & greater)
Charging
Dissipating
Gaze Reflecting
Impatient (& improved & greater)
Nameless
Retributive
Scourge
Tyrannical (& improved & greater)
Vengeful
Watchful
Vile Weapons
New weapon special abilities, as follows:
Elemental (and greater)
Enhancing
Featherlight
Invincible
Spectral (minor & major)
Soul Stealing
Sworn
Wearying
Vile Rings
For some reason, Argonax has never gone into much research regarding magic rings. Some scholars believe Argonax finds the symbolic ties of rings to such limits and oaths and pledges of friendship to be distasteful. Among the Harrowers, a common legend relates how early in his efforts, Argonax spoke with a powerful undead elf that had mastered all there was to know about magic rings, and concluded further study one the issue was pointless.
However, Argonax has created a few magic rings in his many lives, usually to allow him some insight into points of view he has not yet gained through reincarnation, or as defenses against the consequences of his frequent delving into forbidden and protected lore. Precisely because such rings are rare, they are highly valued prizes among Argonax enthusiasts.
Courtesan's Ring
Deathless Band
Interrogator's Ring
Ring of Affliction Reversal
Ring of Succor
Verminlord's Signet
Eldritch Lense
Among the new kinds of magic items created by Argonax the Mad are eldritch lense (both singular and plural), crystals that have the mystic patterns of one or more specific spells permanently etched into them. An eldritch lense is a magic item that allows a spellcaster to convert energy from a prepared spell or unused spell slot into the spell coded within the item. This works much like a cleric's spontaneous healing ability, but rather than converting a prepared spell into a cure spell, the magic is converted into whatever spell is within the eldritch lense.
Battle Lense
Fire Lense
Lense of Storms
Lense of the Wanderer
Peace Lense
Sage Lense
The Vile Art of Minor Artifact Construction
Though Argonax has not managed to create major artifacts, despite spending lifetimes in the quest, he has rediscovered a dangerous (and often distasteful) technique for creating minor artifacts. The full rules are presented here, though few characters will wish to pay the cost, along with one minor artifact of Argonax's design: The Cyclopean Helm (as seen on the product's cover).
Vile Feats
You don't study the forbidden shadows of magic without developing some new techniques, a few of which are presented here, as listed below:
Accursed Spell
Bleeding Spell
Blinding Spell
Blood Reaping
Craft Curios of Argonax
Craft Minor Artifact
Crippling Spell
Diseased Spell
Fatiguing Spell
Hindering Spell
Necrothurge
Paralyzing Spell
Spell Leech
Spell Reaper
Terrifying Spell
Vile Spells
You also can't study the forbidden shadows of magic without developing some new spells, as listed below, including spells for alchemists (a few), antipaladins, bards, cleric/oracles, druids (just 2), inquisitors (a few), magi (a few), sorcerers/wizards, summoners (just 2), and witches (a bunch).
Alter Poison.
Apply Poison.
Blood Fangs
Blood Fangs, greater
Blood Vomit
Bloody Terrain (I just have made a magic item that does blood vomit and then bloody terrain, but I didn't. You could, though.)
Curse of Dread
Dimensional Bolt
Dislocate (as in, dislocate an arm)
Eldritch interdiction
Geist
Hex Harrow
Horrific Shriek
Ioun Sigil (also depicted on the cover)
Isolate
Jack'O'Lantern
Knell of Ruin
Last Breath
Nightmare Limbs
Pale Return
Pariah
Phantasmal Horror
Reckoning
Red Hands
Rend Psyche
Shrouded Afflictions
Toil and Trouble
Witchfire
Witchfire, Greater
A Harbinger of Argonax
An overview of how the Harbingers work, and stat blocks for sample Harbinger at 6th, 12th, and 18th level.
And that's it! Just about 25,000 words of creepy arcana, wrapped around a narrative background you can take whole cloth, modify as needed, or ignore totally as you prefer!

Osirion (Contributor; Developer, Super Genius Games)

The first book in the new "Super Genius Presents" line, The Vile Magic of Argonax the Mad, is now available! This book is something I've been working on for months, in what little spare time I can scrape together, and it's significantly different from a typical SGG Pathfinder-compatible product. Rather than a book conceived and developed by the entire Super Genius staff, this project is much more a one-man-show – an "unplugged" version of how I write games without the (admittedly extremely useful) feedback from the other geniuses.

There's a good chance there will be more "Super Genius Presents" books in the future. I have a long list of ideas I've been saving, that I'm not ready to give over to become the kernel of Super Genius products. That's not to say I don't value their contributions – I absolutely do or I wouldn't be in business with them! But no matter how good a committee is, design by committee is still a different kind of activity that an entirely solo design. I love what we've managed to do together with our Class Options, Genius Guide, and Mythic Menagerie product lines. But I also want to stretch my solo design muscles, and offer up something a little different in scope and tone. Since I'm experimenting a bit, I don't want to call this a "Genius Guide," since my intent and outline are different from what we do with those books.

The "Super Genius Presents" line name is a sign that while SGG stands behind the production values of those books, they are very much the vision of their creators rather than the SGG collective. In addition to my own solo products, at least a couple of other authors have expressed some interest in making arrangements for us to do the editing, layout, and business end of things, while letting the author's vision shine through. I have no idea if we'll manage to make those deals work to everyone's satisfaction, but it's an interesting new way to try to do things.
So, what all is in The Vile Magic of Argonax the Mad? Well, the 44 page PDF includes:
How to Use This Book
Vile Magic can be used as a sourcebook of a new element of history and cosmology for a campaign world, or as just a collection of new (and often icky) magic items, feats, and spells.
The Mad One
An overview of the history of Argonax, the insane demi-mortal spellcaster who is living multiple lifetimes, as different races and classes, in an effort to recreate the knowledge of creating major artifacts.
The Works of Argonax the Mad
Descriptions of the workbooks and journals Argonx keeps creating in his many lifetimes.
Argonax the Outside and the College Obscura
What Argaonax is doing in the outer planes in-between lives, and how to handle that in a campaign.
The Harbingers of Argonax
A loose collection of cults drawn from multiple different cultures that wish to prepare the world for Argonax's next lifetime.
Using Argonax the Mad in Your Campaign
Suggestions on utilizing Argonax as an enemy, ally, background figure, planar threat, or even part of a PC's character history.
Vile Magic Items
As a guy trying to create major artifacts, Argonax has spent a lot of lvies creating new, often unpleasant, kinds of magic items.
The Powers of the Curios of Argonax
If you insist on trying to do things in ways no one ever has, there are going to be consequences. The highlight of this section is the table of 100 random magic item side effect powers, a common element in items created by Argonax, or using his notes.
Vile Armor and Shields
New armor and shield special abilities, as follows:
Attacking (melee)
Attacking (ranged)
Betraying (& improved & greater)
Charging
Dissipating
Gaze Reflecting
Impatient (& improved & greater)
Nameless
Retributive
Scourge
Tyrannical (& improved & greater)
Vengeful
Watchful
Vile Weapons
New weapon special abilities, as follows:
Elemental (and greater)
Enhancing
Featherlight
Invincible
Spectral (minor & major)
Soul Stealing
Sworn
Wearying
Vile Rings
For some reason, Argonax has never gone into much research regarding magic rings. Some scholars believe Argonax finds the symbolic ties of rings to such limits and oaths and pledges of friendship to be distasteful. Among the Harrowers, a common legend relates how early in his efforts, Argonax spoke with a powerful undead elf that had mastered all there was to know about magic rings, and concluded further study one the issue was pointless.
However, Argonax has created a few magic rings in his many lives, usually to allow him some insight into points of view he has not yet gained through reincarnation, or as defenses against the consequences of his frequent delving into forbidden and protected lore. Precisely because such rings are rare, they are highly valued prizes among Argonax enthusiasts.
Courtesan's Ring
Deathless Band
Interrogator's Ring
Ring of Affliction Reversal
Ring of Succor
Verminlord's Signet
Eldritch Lense
Among the new kinds of magic items created by Argonax the Mad are eldritch lense (both singular and plural), crystals that have the mystic patterns of one or more specific spells permanently etched into them. An eldritch lense is a magic item that allows a spellcaster to convert energy from a prepared spell or unused spell slot into the spell coded within the item. This works much like a cleric's spontaneous healing ability, but rather than converting a prepared spell into a cure spell, the magic is converted into whatever spell is within the eldritch lense.
Battle Lense
Fire Lense
Lense of Storms
Lense of the Wanderer
Peace Lense
Sage Lense
The Vile Art of Minor Artifact Construction
Though Argonax has not managed to create major artifacts, despite spending lifetimes in the quest, he has rediscovered a dangerous (and often distasteful) technique for creating minor artifacts. The full rules are presented here, though few characters will wish to pay the cost, along with one minor artifact of Argonax's design: The Cyclopean Helm (as seen on the product's cover).
Vile Feats
You don't study the forbidden shadows of magic without developing some new techniques, a few of which are presented here, as listed below:
Accursed Spell
Bleeding Spell
Blinding Spell
Blood Reaping
Craft Curios of Argonax
Craft Minor Artifact
Crippling Spell
Diseased Spell
Fatiguing Spell
Hindering Spell
Necrothurge
Paralyzing Spell
Spell Leech
Spell Reaper
Terrifying Spell
Vile Spells
You also can't study the forbidden shadows of magic without developing some new spells, as listed below, including spells for alchemists (a few), antipaladins, bards, cleric/oracles, druids (just 2), inquisitors (a few), magi (a few), sorcerers/wizards, summoners (just 2), and witches (a bunch).
Alter Poison.
Apply Poison.
Blood Fangs
Blood Fangs, greater
Blood Vomit
Bloody Terrain (I just have made a magic item that does blood vomit and then bloody terrain, but I didn't. You could, though.)
Curse of Dread
Dimensional Bolt
Dislocate (as in, dislocate an arm)
Eldritch interdiction
Geist
Hex Harrow
Horrific Shriek
Ioun Sigil (also depicted on the cover)
Isolate
Jack'O'Lantern
Knell of Ruin
Last Breath
Nightmare Limbs
Pale Return
Pariah
Phantasmal Horror
Reckoning
Red Hands
Rend Psyche
Shrouded Afflictions
Toil and Trouble
Witchfire
Witchfire, Greater
A Harbinger of Argonax
An overview of how the Harbingers work, and stat blocks for sample Harbinger at 6th, 12th, and 18th level.
And that's it! Just about 25,000 words of creepy arcana, wrapped around a narrative background you can take whole cloth, modify as needed, or ignore totally as you prefer!

Osirion (Contributor; Developer, Super Genius Games)

Redmond, WA (April 11, 2012) — Super Genius Games (SGG) is proud to announce the addition of a new Genius to the team! Starting immediately John D. Halpin will be the Interactive Statistics Coordinator (or "Code Monkey") for SGG. John has worked as a software developer and analyst for six years followed by becoming the manager of a software organization for eight years. His efforts have led to a patent titled "Protection of code or data from exposure by use of code injection service." His professional interests include cybersecurity, artificial intelligence, and informatics. John is recognized as a subject matter expert in technology protection and has a Bachelor of Science in Computer Science from Rowan University.

In addition to having amazing technical experience, John has been an avid gamer since 1980. He has played all editions of Dungeons & Dragons, Paladium ‘s Heroes Unlimited, White Wolf's Storyteller system, Pathfinder, FASA's Star Trek, The One Ring, the Hero System, Everway, Shadowrun, Talislanta, Tunnels and Trolls, GURPs, and Feng Shui as well as a number of independent unpublished games. He enjoys computer role-playing games including Dragon Age, Final Fantasy, ChronoTrigger, and Dragon Warrior. He plays many board games and card games, including the Lord of the Rings Card game. John is also an avid collector of games, having a library of over 5000 roleplaying games.

"We couldn't be happier to be adding someone to the team who combines John's technical expertise with his love of gaming," said Owen K.C. Stephens, Lead Developer of SGG. "We want to take advantage of a lot of the great technology out there to help gamers get better experiences with their tabletop games. Not only can John guide us to that goal, he also has real interest in promoting gaming in general. We expect to get a lot of us out of John's creativity and enthusiasm, in addition to his computer skills."

Super Genius Games is committed to providing more options for patrons to acquire and use our game material. Over the upcoming weeks John will work his cyber-magic, and soon Pathfinder fans can expect to find classic SGG material available as Hero Lab files.

"I really just want to help make the great material Super Genius creates even better," said John about his new position. "Also, I'm looking forward to hanging out with the other Geniuses at cons!"

About Super Genius Games
Super Genius Games is dedicated to publishing quality print and PDF products for a wide range of games and game systems.

Owners Hyrum Savage, Stan!, and Owen K.C. Stephens have more than 40 years combined experience working professionally in the hobby games industry. They have done projects with and created products for Wizards of the Coast, Harper Collins, Upper Deck Entertainment, TSR Inc., Paizo Publishing, Malhavoc Press, Green Ronin, West End Games, White Wolf, Steve Jackson Games, Gazillion Entertainment, Viz Media, The Game Mechanics, and many other industry-leading companies. Their work has been nominated for more than 10 major game industry awards.

(All book titles are TM and or © their respective owners.)

MEDIA CONTACT
Steven Brown
760-586-4281
steven@stannex.com

Osirion (Contributor; Developer, Super Genius Games)

Okay, I'll take SOME responsibility if there are side effects from Horrifically overpowered feats. Like, if you7 accidentally summon an elder god during play with these feats, that's my bad.

But there's no chance that'll happen. I mean, it's almost entirely impossible. At worst, you might get a Hound of Tindalos, and that's only if you use a serif font. At most, like 1 in 5 group will have this problem. Maybe 1 in 4.

You know on second thought, Paizo is right. We're not responsible.

Osirion (Contributor; Developer, Super Genius Games)

The Genus Guide to Horrifically Overpowered Feats is now available!

Since I've been asked this question a lot:

YES, this is a real product.
YES, the title is accurate.
NO, these feats aren't appropriate for every campaign, and I'd never pressure anyone into using them. But we DO talk about why and how you might want to (even if the tone of the writing keeps tongue firmly in cheek).

The sections, sub-sections, and feats included in this product are:
How to Use These Feats in Your Campaign
*Monster Templates
*The Horrifically Overpowered Campaign
*Horrifically Overpowered Epic Games
The Horrifically Overpowered Feat Type
The Meta-Attack Feat Type
*Additional Meta-Attack Uses/Day
Prerequisites
The Feats
Denied
Eschew Foci
Eschew Gestures
Eschew Incantations
Extra Lives
Extra Meta-Attacks
Favored
Full Casting Action
*Greater Full Casting Action
*Ultimate Full Casting Action
Gestalt
Go First
Healing Factor
Heroic Grace
Hex Maven
Magic-User
Master of Magic Items
Mental Paragon
Offensive Combat Training
Physical Paragon
Prestigious
Skill Domination
Skill God
Spell Shifting
Supernatural Spell Monster
Unflappable
Meta-Attack Feats
Empowered Attack
Enlarged Attack
Extended Attack
Heighten Attack
Maximize Attack
Perfect Blow
Quicken Attack
Silent Attack
Still Attack
Widen Attack

Enjoy!

Osirion (Contributor; Developer, Super Genius Games)

Rangers Options: Knacks of Nature is available now! Want to play a ranger as more than a fighter who knows how to camp? This product offers new rangers powers (knacks) that let you do things such as borrow fighting techniques from animals, link to the powers of the elements, communicate with other rangers in secret sigils, and lead groups quickly through the wilderness. It also offers nine new ranger spells, from the modestly useful blood scent, to the extremely flexible spell bolt. And finally it offers three new archetypes in the style of the APG -- the Explorer who is more focused on sneakiness and avoiding traps than combat, the Master Herbalist who can use natural materials to create extracts like an alchemist, and the Tercel, who is a mid-step between the druid and the ranger, like a wilderness inquisitor.

Osirion (Contributor; Developer, Super Genius Games)

The third of our Anachronistic Adventurer line of PDFs, The Daredevil, is now available!

The daredevil is the kind of character that might actually be called an "adventurer” by members of common society – someone who is driven to regularly and intentionally do things that are clearly dangerous and frightening. Some daredevils are driven by the desire to experience evergreater thrills, while others feel a sense of duty to undertake perilous tasks so that others don’t have to. What unites all daredevils is that no matter why they run into a building when everyone else is running out, they have a personality that allows them to do dangerous things with a calm and poise that belies the great skill and concentration such tasks demand. A daredevil is more than a thrill-seeker, he is a professional risk-taker who is trained and predisposed to accomplish deeds often described as suicidal, foolhardy, or even impossible. Daredevils may be stunt men, masked vigilantes, professional escapists, espionage agents, or military commandos given missions regular soldiers know better than to accept.

Includes the daredevil base class, four anachronistic archetypes(escapist, masked adventurer, secret agent, and occultist), and rules for ritual magic!

Osirion (Contributor; Developer, Super Genius Games)

The third of our Anachronistic Adventurer line of PDFs, the Daredevil, is now available!

The daredevil is the kind of character that might actually be called an "adventurer” by members of common society – someone who is driven to regularly and intentionally do things that are clearly dangerous and frightening. Some daredevils are driven by the desire to experience evergreater thrills, while others feel a sense of duty to undertake perilous tasks so that others don’t have to. What unites all daredevils is that no matter why they run into a building when everyone else is running out, they have a personality that allows them to do dangerous things with a calm and poise that belies the great skill and concentration such tasks demand. A daredevil is more than a thrill-seeker, he is a professional risk-taker who is trained and predisposed to accomplish deeds often described as suicidal, foolhardy, or even impossible. Daredevils may be stunt men, masked vigilantes, professional escapists, espionage agents, or military commandos given missions regular soldiers know better than to accept.

Includes the daredevil base class, four anachronistic archetypes(escapist, masked adventurer, secret agent, and occultist), and rules for ritual magic!

Osirion (Contributor; Developer, Super Genius Games)

Heya folks.

I'm working on an official Paizo product (unfortunately I can't say which one yet), and I'm looking for sources on the Mendev Crusaders. I don't want to miss any important sources for them. So, what have people already read about them that's important, and where did you read it?

Thanks in advance!

Osirion (Contributor; Developer, Super Genius Games)

Heya folks.

I'm working on an official Paizo product (unfortunately I can't say which one yet), and I'm looking for sources on the Knights of Ozem. They've been name-dropped a lot, but nothing significant seems to have been published yet that really defines them, of gives any details about their organization or membership.

Anyone seen anything particularly relevant on the Knights of Ozem? And if so, where?

Anyone have any pet theories about them, and if so what official information led you to it?

Thanks in advance!

Osirion (Contributor; Developer, Super Genius Games)

Have a character concept that doesn't fit neatly into one character class? Don't want to get involved with the hassle of stopping all progress in your main class just to pick up a little extra flavor? Try out The Genius Guide to feats of Multiclassing. Written by Ryan Costello, Jr. and Owen K.C. Stephens. Guided by the ideas behind Amateur Gunslinger and the Eldritch Heritage line of feats, we present a new mechanism to allow characters to broaden their scope, without breaking game balance or dealing with the more complex options of actually taking a full level of another class.

Osirion (Contributor; Developer, Super Genius Games)

Hello everyone!

I'm working on something for an official Paizo product (sadly I am forbidden from discussing exactly what product).

As part of that work, I need to track down every kind of horse breed mentioned in the Inner Sea. I've got fell ponies in Amaans. What else is out there? What would you hate to see me miss?

Osirion (Contributor; Developer, Super Genius Games)

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?

Presented in this products 11 pages (plus a cover and a credits page, for a total of 13) are:

bascinet of turned blows
buccal of ferocity
bullhorn helm
capuchon of astrology
crown of forceful strikes
domino mask
ethereal gauze
fez of escape
fez of storing
funerary mask
greenleaf cap
grotesque
hannya or hard won wisdom
hat of many uses
helm of the iron boar
helmet of shadowed gaze
seer's diadem
snood of obfuscation
summoner's hat
tarboosh of subjective gravity
totem mask
turban spike of jade

Osirion (Contributor; Developer, Super Genius Games)

Now-available #1 With a Bullet Point: 4 Death Mage Feats presents a short selection of feats (some are a bit more complex, and took up more room, than those in earlier class-feat BPs) for the Death Mage. Or, if you're not using Death Mages in your game, they can be taken by alchemists of the reanimator archetype, clerics with the death or repose domains, oracles with the bones or dark tapestry mysteries, undead-bloodline sorcerers, necromancy-specialist wizards, witches with a death, occult, or plague patron and (if the GM wishes) summoners who have an eidolon with the undead appearance evolution (replacing death mage levels prerequisites with a class level prerequisite in the appropriate class).

The feats included are:
Deathless Vigor: Your studies into the power of death and undeath allows you to resist the call of the grave a little longer than most.
Revenant: When you die or are near death, spirits loyal to you form an undead body to carry out your bidding.
Student of the Dead: You can use the mystic lore found in corpses to alter your prepared spells/spells known.
Vampiric Spell [Metamagic]: You can call forge a link between you and the targets of your spells, using it to gain false vitality.

Osirion (Contributor; Developer, Super Genius Games)

The new Bullet Points has four feats (some are a bit more complex, and took up more room, than those in earlier class-feat BPs) for the Death Mage. Or, if you're not using Death Mages in your game, they can be taken by alchemists of the reanimator archetype, clerics with the death or repose domains, oracles with the bones or dark tapestry mysteries, undead-bloodline sorcerers, necromancy-specialist wizards, witches with a death, occult, or plague patron and (if the GM wishes) summoners who have an eidolon with the undead appearance evolution (replacing death mage levels prerequisites with a class level prerequisite in the appropriate class).

The feats included are:
Deathless Vigor: Your studies into the power of death and undeath allows you to resist the call of the grave a little longer than most.
Revenant: When you die or are near death, spirits loyal to you form an undead body to carry out your bidding.
Student of the Dead: You can use the mystic lore found in corpses to alter your prepared spells/spells known.
Vampiric Spell [Metamagic]: You can call forge a link between you and the targets of your spells, using it to gain false vitality.

Osirion (Contributor; Developer, Super Genius Games)

Already sporting a 4/5 review, #1 With a Bullet Point: 6 Archon Feats is available now!

While the 6 feats within are specifically designed for the archon class from The Genius Guide to the Archon they also work for our vanguard, the official magus class, eldritch knights, and similar caster-combatant character builds.

Osirion (Contributor; Developer, Super Genius Games)

Mythic Menagerie: Faeries of the Fringe is live! Need some fey to fill less common roles, or lurk in unexpected places? ENnie-nominated Monster Maestro Sam Hing offers up seven unusual otherworlders, and a selection of fey-related items, feats, and spells to spruce up all your faerie-based encounters!

Seven new fey (graveyard-swelling charnel-kin, freedom-loving cait sith or catfey, small rocky gahonga, peaceful glade maidens, deathly night swan, massive river mother, and maddening waterbaby).

15 pages (1 page of cover, 1 page of foreword, 9 pages of fey, 2 pages of items and feats, 1 page of spells, 1 page of credits)

Osirion (Contributor; Developer, Super Genius Games)

Mythic Menagerie: Faeries of the Fringe is live! Need some fey to fill less common roles, or lurk in unexpected places? ENnie-nominated Monster Maestro Sam Hing offers up seven unusual otherworlders, and a selection of fey-related items, feats, and spells to spruce up all your faerie-based encounters!

Seven new fey (graveyard-swelling charnel-kin, freedom-loving cait sith or catfey, small rocky gahonga, peaceful glade maidens, deathly night swan, massive river mother, and maddening waterbaby).

15 pages (1 page of cover, 1 page of foreword, 9 pages of fey, 2 pages of items and feats, 1 page of spells, 1 page of credits)

Osirion (Contributor; Developer, Super Genius Games)

The second book in our Anachronistic Adventures line of classes designed to portray adventurers from times and places more modern than typical Pathfinder campaigns, The Investigator is available now!. In this 23-page book you'll find:

The Investigator, a class that depends on intellect to solve mysteries, find weaknesses, and overcome foes with clever tricks and careful planning.

Three archetypes. The investigator class is designed to have an archtype added to it for further customization. In addition to any archetype from The Enforcer, this product includes three new archetypes. The Great Detective is a master crime solver. The Inventor is a master of building and maintaining better versions of tools, weapons, and vehicles. The Medical Examiner is a skilled healer who can use his skills to patch wounds, unravel the causes of mysterious ailments, and learn from the bodies of the dead.

A page of advice on running Mysteries in Pathfinder RPG campaigns.

Research rules, allowing the search for answers to become more than a single die roll, or be stymied when that die roll goes badly. Includes rules for using research archives (such as museums and libraries), and six examples of research archive game stats.

A quick sampling of anachronistic investigation gear, such as forensic kits.

Whether investigators are pulp-era cult-hunters who follow elder horrors back to their homelands, or is used to represent swords-and skullduggery delvers of urban fantasy mysteries, they add a touch of brains-over-brawn to fantasy campaigns!

Osirion (Contributor; Developer, Super Genius Games)

So as I have mentioned in a number of threads, Super Genius Games has taken eight of the Top Ten slots for Downloads From Other companies in Paizo's newsletters for the past two weeks.

That's amazing, and we wanted to find a way to express our gratitude.

Since The Genius Guide to the Godling Ascendant led the way for this accomplishment (#1 both weeks), I decided our thank you gift should have something to do with that product. As a result, today we are releasing #1 With a Bullet Point: 6 Godling Feats, free.

It's more stuff, for our most popular classes ever, at absolutely no cost to you.

And any week we ever end up with 8 out of the Top 10 slots again, I'll pick my jaw up off the floor, and find another way to show you all how much we appreciate how you have welcomed us onto your gaming tables.

Thanks, everyone!

Osirion (Contributor; Developer, Super Genius Games)

I wanted to make sure every was aware that out 52% Off Sale in in its final hours. Originally slated to end last MOnday, the fact that we got 8 of the Top Ten Downloads From Other Companies in the Paizo Newsletter caused us to extend it. At midnight tonight, that extension ends, so if you want anything of ours, now is the time to get it!

Also, we did not manage to also capture spaces 2-8 in the list this week, which didn't surprise us. We DID get products in spots 2-6 (Bullet Points: 2 Options for the Leadership Feat, The Genius Guide to the Mosaic Mage, Codex Draconis: White Terrors of the North, Bullet Points: 13 Witch Hexes, and Bullet Points: 7 Feats for Sword and Board Fighting).

Then, it turns out, we also got spots 8-9 as well (Ultimate Options: Grit and Gunslingers, and Ultimate Options: Power of the Ninja)

To say we are thrilled would be a massive understatement. We're going to be announcing an official act of gratitude later this week! And it's safe to say, we're still off to a Very Merry December!

Osirion (Contributor; Developer, Super Genius Games)

So, the Super Genius Games 52% off Sale was supposed to end last night at midnight. It didn't. We're extending out more-than-half-off offer for a week. Why?

Last week The Genius Guide to the Godling Ascendant moved up from the #6 overall best-selling item at Paizo to #5, so we assumed it would likely be the #1 best-selling item in the "Top Downloads from Other Companies" category in the weekly newsletter. And, it was. We were thrilled!

The #2 best-selling was also ours: The Genius Guide to the Mosaic Mage. Yay! And so was the #3: Bullet Points: 2 Options for the Leadership Feat. Woot!

Imagine our shock to see we also had #4 (Codex Draconis: White Terrors of the North), #5 (Ultimate Options: Power of the Ninja), #6 (Codex Draconis: Red Tyrants of the Mountains), #7 (Bullet Points: 13 Witch Hexes) AND #8 (Ultimate Options: Grit and Gunslingers).

To say we are thrilled would be a massive understatement. We've over the moon, and are extending our sale by a whole week to show our thanks!

And if sales spike and we get even the Top 5 "Downloads From Other Companies" in the next newsletter? I assure you all, we'll do SOMETHING big to show just how much we appreciate it!

Osirion (Contributor; Developer, Super Genius Games)

Kthulhu wrote:
I apologize for continuing the thread-jack, but I have the following to say about Dungeon-A-Day, and there doesn't really seem to be a better place to put it at the moment

For subscribers we do have a thread going on the Dungeonaday.com forums, but if folks want to have questions answered here, I'm happy to create a thread (so we don't keep jacking LPJ's threads!).

Keep in mind the site is going to remain up until at least April, so we're still looking at the answers to a lot of these questions. As a result in many cases right now all I can say for certain is "we're looking at our options."

Here's the announcement up on the site:

Dungeonday.com wrote:

A number of weeks ago we released a statement talking about the current state of Dungeonaday.com. Since that time, we’ve taken a deep look at the in-depth financials of the site, new customer acquisitions, existing customer retention, and the hard costs of running the site (under several different models of operation). Unfortunately, when all the “i”s were dotted and “t”s were crossed, no matter how we looked at it, the business came out on the wrong side of the ledger.

There’s really no easy way to say this except to come out and say it, Dungeonaday.com is not covering its expenses, and Super Genius Games is not in a position to continue running it under the current conditions. So as of now we’ve removed the ability for new customers to join the site. We are also in the process of disabling the recurring charges that current members automatically incur when their subscription period lapses, so NO ONE should be charged any more money for Dungeonaday.com. (If your account is charged, please let us know immediately so we can find the problem and refund you the money.)

However, you will notice that we did NOT say that Dungeonaday.com is immediately out of business. We will not take any more money, but we still have a commitment to you, the faithful subscribers, and we plan to fulfill it as thoroughly as we can. We will do this in a number of ways.

The Dungeonaday.com website will remain up and running through at least April 2012 -- this should complete the term of most of the annual subscribers.
All current subscribers will be given free copies of the existing Dragon’s Delve PDF level compilations AND copies of subsequent level PDFs as we release them.
All current subscribers will be upgraded to All Genius Pass status and get free downloads of all new Super Genius Games PDF releases through at least April 2012.
Daily content updates will continue through the completion of The Temple of the Black Goat, which is scheduled to conclude in early December 2011. After that, daily updates will cease.
After daily content ceases, we will make an expanded selection of our back stock of Super Genius Games PDF products (those that were released before the start of the All Genius Pass program) available for free download by all members.
In 2012 we will release an exclusive original adventure written by Ed Greenwood, creator of the Forgotten Realms and best-selling author of numerous novels and stories. This will be available for free download by all members.
Later in 2012, we will release The City of Refuge -- an exclusive original city setting, more than 20,000 words, in PDF format, and will be available for free download by all members.

We did not reach this decision lightly. When we took over daily management of Dungeonaday.com in September 2010, it was with thoughts of building it to new heights and creating new daily content for years to come. But given the current state of the site, we really had very few options. The one we chose was, we are certain, the fairest all around.

It’s important to us that we show you, the subscribers of Dungeonaday.com, the greatest possible respect and give you our deepest thanks. We couldn’t have gotten this far without you. And we’re only sorry that we’ll have to part ways so soon. But, hey, there’s still a lot of exciting stuff between now and then ... and from this point on, it’s all free. And no one but you has access to it.

It then goes into steps about making sure your existing paid account doesn't get automatically charged by PayPal, though we believe we've turned everything off at our end.

Osirion (Contributor; Developer, Super Genius Games)

Going to carve more than a turkey this weekend? Pick up #1 With a Bullet Points: 7 Feats for Sword & Board Fighting.

Osirion (Contributor; Developer, Super Genius Games)

So, for the second year in a row, Super Genius Games has produced at least one PDF product every week for 52 weeks in a row! Our "52 in 52" Sale is in full swing (52% off!), and for some reason as often happens when we have a big sale, I'm sick and hopped up on cough syrup, and the other Geniuses are much too busy to keep track of what I'm doing.

So it's time to give some stuff away for free!

So I'm starting the Help Us Pick Our Options promotion. One of the most popular lines SGG had this year was the various Advanced Options and Ultimate Options books (along with odd-option-out Sorcerer's Options). They've sold well, received good reviews, and generated a lot of positive fan feedback. I plan to do more such books, but having provided some new options for every new class except the samurai, the big question is what topics should our new option books cover?

I want to know what you want to buy! And I want to know so much, I'll give away free PDFs to the people who'll give me their opinions! This has worked quite well for me in the past – the Genius Guide to the Time Warden was the most-asked-for sequel from last years' contest, and it's been a very positive product for us!

So, here's how this promotion works.

1. Respond in this thread with a suggestion for a book in one of Super Genius Games' various Options lines. If you like the idea someone else has already made, vote for it. If not you may suggest a sequel to an existing Options book (for example, you might like to see another Ninja Options book), or a new set of options for a rule set we already covered (for example, you might suggest a Sorcerer Options book that focuses on new bloodlines), or a set of Options for a set of Advanced or Ultimate rules we haven't covered yet (for example, you might suggest we should write Advanced Options: Dirty Tricks or Ultimate Options: Piecemeal Armor).

2. Tell people which Super Genius Games PDF you want for free. It needs to be a product released before November 11th 2011 (11-11-11, ie not the Genius Guide to the Godling Ascendant or a product we release after the promotion has started). It's be nice if you also mention why you want it, but that's optional. :D

3. Send an email to owen [at] supergeniusgames [dot] com, and tell me which PDF product you want, and what email address you want me to send it to.

I'll do updates from time to time on how the promotion is coming allow, tally votes, and answer questions and comments!

This promotion runs through Dec 5th, which is also the last day of our 52% off sale!

Osirion (Contributor; Developer, Super Genius Games)

I continue to work on developing a Pathfinder-compatible product over at my blog, and this week I look at a question of class.

Osirion (Contributor; Developer, Super Genius Games)

I've decided to try to develop a Pathfinder-compatible product in semi-public over on my blog, and the first post is up. I'm taking input and feedback from readers, as well.

It's all a bit rough right now, but the early stages of most RPG products are a bit rough. :D

Osirion (Contributor; Developer, Super Genius Games)

#1 With a Bullet Point: 3 Simian Races is available now! Rules for three races are presented: the gorilla-like Mangani warriors, the form-changing Shift, and the quick and cunning Wukong. We don't tell you how to use these races -- if they are good or evil, rare or ubiquitous, primitive savages or masters of advanced super science. We just give you rules and 2 feats these races of sapient simians, and let you decide how to use them best in your campaigns.

Osirion (Contributor; Developer, Super Genius Games)

#1 With a Bullet Point: 3 Simian Races is available now! Rules for three races are presented: the gorilla-like Mangani warriors, the form-changing Shift, and the quick and cunning Wukong. We don't tell you how to use these races -- if they are good or evil, rare or ubiquitous, primitive savages or masters of advanced super science. We just give you rules and 2 feats these races of sapient simians, and let you decide how to use them best in your campaigns.

Osirion (Contributor; Developer, Super Genius Games)

For the first time ever, the popular Loot 4 Less line of PDF supplements has a print book! "Things That Make You Go Boom" is a 32-page tome that compiles (and updates) the armors, weapons, rings, and rods from the first three Loot 4 Less products. Available now!

Osirion (Contributor; Developer, Super Genius Games)

Advanced Options: More Cavalier Orders is available now Paizo! The follow-up to our popular Advanced Options: Cavaliers' Order, this book presents seven new cavalier orders as follows.
Order of the Bow: A cavalier who belongs to this order is dedicated to mastering the bow and mounted archery in particular. Cavaliers of this order see perfection in archery as an outward manifestation of inner perfection.
Order of the Citadel: Cavaliers who join the order of the citadel dedicate their lives to the ideals of teamwork, bravery, and valor in combat. Cavaliers of the citadel are often seen as the ultimate soldiers, willing to give and obey difficult orders and lay down their lives in the performance of their duty.
Order of the Raven: Grim enforcers of their lord's safety and lawbound servants of that lord's will, cavaliers of the order of the raven wrap themselves in dark colors to enhance their function as warnings to those who would oppose them. To members of this order, a harsh appearance and gruesome reputation are as effective as a sharp sword and swift lance charge.
Order of the Shroud: A cavalier who belongs to this mysterious order is dedicated to hunting down and destroying undead. Cavaliers of the shroud see life and death as a natural cycle, and undead are a vile and unnatural violation of that cycle. Although a few cavaliers of the shroud recognize that not all undead are evil, the majority see little distinction and are more than willing to destroy neutral and good undead along with the evil ones.
Order of the Trident: Cavaliers belonging to this order frequently come from aquatic races such as sea elves, tritons, merfolk, locathah, and sahuagin. Cavaliers of the trident are dedicated to the pursuit of various goals pertaining to the sea. However, like the sea, those goals can be wildly different and ever changing. Some cavaliers of the trident nobly dedicate themselves to protecting the creatures of the sea while others selfishly work to plunder and exploit the sea's vast resources.
Order of the Unicorn: Cavaliers who belong to this order are staunch protectors of nature. The order is open only to females of exceptionally pure virtue. Cavaliers of the unicorn are great enemies of evil and particularly seek out those who harm animals or damage the local ecosystem unnecessarily.
Order of the Wolf: This order is most often taken by the champions and legendary warriors of less civilized clans and tribes, especially orc and half-orcs. The order of the wolf cavalier is a fierce defender and supporter of the clan, working to further its best interests regardless of what others think of the cavalier's actions.

Plus three new cavalier-themed feats (Knightly Focus, Mounted Specialization, Squire), and rules for aquatic, unicorn, and dire wold mounts.

9 pages, +cover, +1 page credits.

Osirion (Contributor; Developer, Super Genius Games)

The follow-on to our very popular Advanced Options: Cavaliers' Order, this book presents seven new cavalier orders as follows.
Order of the Bow: A cavalier who belongs to this order is dedicated to mastering the bow and mounted archery in particular. Cavaliers of this order see perfection in archery as an outward manifestation of inner perfection.
Order of the Citadel: Cavaliers who join the order of the citadel dedicate their lives to the ideals of teamwork, bravery, and valor in combat. Cavaliers of the citadel are often seen as the ultimate soldiers, willing to give and obey difficult orders and lay down their lives in the performance of their duty.
Order of the Raven: Grim enforcers of their lord's safety and lawbound servants of that lord's will, cavaliers of the order of the raven wrap themselves in dark colors to enhance their function as warnings to those who would oppose them. To members of this order, a harsh appearance and gruesome reputation are as effective as a sharp sword and swift lance charge.
Order of the Shroud: A cavalier who belongs to this mysterious order is dedicated to hunting down and destroying undead. Cavaliers of the shroud see life and death as a natural cycle, and undead are a vile and unnatural violation of that cycle. Although a few cavaliers of the shroud recognize that not all undead are evil, the majority see little distinction and are more than willing to destroy neutral and good undead along with the evil ones.
Order of the Trident: Cavaliers belonging to this order frequently come from aquatic races such as sea elves, tritons, merfolk, locathah, and sahuagin. Cavaliers of the trident are dedicated to the pursuit of various goals pertaining to the sea. However, like the sea, those goals can be wildly different and ever changing. Some cavaliers of the trident nobly dedicate themselves to protecting the creatures of the sea while others selfishly work to plunder and exploit the sea's vast resources.
Order of the Unicorn: Cavaliers who belong to this order are staunch protectors of nature. The order is open only to females of exceptionally pure virtue. Cavaliers of the unicorn are great enemies of evil and particularly seek out those who harm animals or damage the local ecosystem unnecessarily.
Order of the Wolf: This order is most often taken by the champions and legendary warriors of less civilized clans and tribes, especially orc and half-orcs. The order of the wolf cavalier is a fierce defender and supporter of the clan, working to further its best interests regardless of what others think of the cavalier's actions.

Plus three new cavalier-themed feats (Knightly Focus, Mounted Specialization, Squire), and rules for aquatic, unicorn, and dire wold mounts.

9 pages, +cover, +1 page credits.

Osirion (Contributor; Developer, Super Genius Games)

Because spellcasters (and GMs!) can never have too many options, The Genius Guide to Another 110 Spell Variants is available now!

Although a vast number of spells are available in the game's core rulebooks, many GMs and players have an insatiable desire for more options. In many cases it's not necessary to create new spell options from scratch, since a few minor changes to an existing spell can create something with a very different feel or impact on game play. These spell variants are based on the idea that you can make a lot of different effects with fairly minor changes to how a spell works, or by combining effects of multiple spells, or by mixing a spell and magic item or even a class ability (preferably from a class not used in the campaign).

Some spell variants are common and fairly obvious, such as having an iceball spell that is a fireball that deals cold damage. The following list of 110 spells variants are slightly more complex than that, and are designed to show how you can create new spells without too much work. One important tip is that when you base a new spell on an old one many details—such as its school, components, duration, and even interaction with other spells—are already determined. Similarly, you can often create spells that have entirely new themes just by changing casting time and legal targets. This last trick is a great way to make spells appropriate for new classes.

Many of these spell variants began life as twitter entries on my Twitter account (@Owen_Stephens). New variant spells are regularly featured on Twitter, and marked with the hashtag #Spelltweet. Also, some compiled spelltweets can be found at www.d20pfsrd.com/extras/3pppreviews/-spelltweets.

8 pages of spells, +1/2 page cover and 1 page of credits.

Osirion (Contributor; Developer, Super Genius Games)

5 people marked this as FAQ candidate. 1 person marked this as a favorite.

This isn't a RAW question, it's a 'what rule do you think is reasonable' question.

Spiritual weapon uses an attack bonus of caster's base attack bonus plus Wisdom modifier. This works well for clerics, who are Wisdom-based spellcasters and and originally the only class with access to the spell. Now with the APG, both inquisitors and oracles can cast it as well. This is no problem for Inquisitors, who are also Wisdom-based spellcaster, but oracles are Charisma-based.

So, if a player had an oracle, and wanted to be able to cast spiritual weapon using base attack bonus + Charisma modifier, would you (as a GM) 1: stick with RAW and just say no, 2: Allow the change as appropriate with no cost to the character, 3: Create a Cha-based version of spiritual weapon for oracles and immediately give the oracle access to it; 4: Do 2 or 3 but make acquisition of the spell a reward or adventure goal; 5: Allow the oracle to use Cha for the spell if she spends a feat, revelation, skill point, or some other resource, 6: Do something else entirely?

If you were a player, which of these options would satisfy you best?

Osirion (Contributor; Developer, Super Genius Games)

Because a summoner’s eidolon can take many forms, you can use the class to represent a wide range of character types. If the eidolon takes the form of an incubus or succubus, the summoner becomes a diabolist. If it takes the form of a dragon, the summoner becomes a dragon rider. If it takes the form of a primal nature spirit, the summoner is a shaman. If the eidolon is a formless mass of horrific, shapeless flesh, the summoner becomes an alienist working with powers beyond his comprehension.

The Advanced Player’s Guide lacks room to present more than the most basic eidolon abilities, and Ultimate Magic logically must focus on the most popular magic-using classes. The summoner and his eidolon benefit greatly from additional options, each expanding the kinds of characters that can be created from one class, but such options are of necessity interesting only to players of that single class, and they take up a lot of room.

To help in that regard, Advanced Options: Extra Evolutions presents two new base forms (the hut and the ooze) and thirty-eight new evolutions. The evolutions focus on 1- and 2-point evolutions, and many provide additional color that adds to an eidolon’s build. With these new options, an eidolon can become a brass elephant with a built-in howdah, a horrific mass of shifting flesh, or a legendary animal spirit that can draw on any of nature’s natural defenses.

The product includes:

Two new base forms: the hut, and the ooze.

15 New 1-Point Evolutions: Air Mastery, Centipede, Earth Mastery, Guise, Hidden Compartment, Hyboreal, Ink Cloud, Luminescence, Metal Skin, Mimicry, Quills, Scintillate, Shell, Sprint, and Water Mastery

14 New 2-Point Evolutions: Bloody Spray, Camouflage, Corrode Metal, Death Roll, Deafening Roar, Drench, Formless, Hiss, Howdah, Metamorph, Mucus Cloud, Puff Up, Stench Musk, and Suction

6 New 3-Point Evolutions: Adhesive Lash, Darts, Dolorous Wounds, Offensive Digestion, Self-Destruct, and Suffocating Slime.

3 New 4-Point Evolutions: Gaze Attack, Lava Puddle, and Spores.

Osirion (Contributor; Developer, Super Genius Games)

Yes, I am claiming that I, personally, am Pathfinder-compatible! :)

So, the auction is live for the ENnie Dream Date with me, game designer and developer Owen K.C. Stephens.

This is a real opportunity to hang out, and I plan to treat it as I would time spent with a friend or colleague. I'll be happy to discuss anything the winner wants. want to know what I think about 4th edition? Curious how we ended up with Jenny Poussin as a cover model? Want to hear the story of the one crucial, amazingly obvious question Wizards of the Coast never asked me before hiring me to write for the Star Wars RPG? This is your chance to get my totally uncensored, open opinion. (And even if I wouldn't tell you, I assure you my also-to-be-present wife will be happy to blab.)

In addition to the pleasure of my company (and that of my bass-ass gamer chick wife), the winner of this auction will receive a year-long All-Genius-Pass to Dungeonaday,com, the mega-dungeon site created by Monte Cook and powered by Super Genius Games. That includes not just a 500+ encounter dungeon running from 1st-20th level (and presenting new encounters 5 days a week), but also every single PDF product SGG creates for a year.

And as a final incentive, the winner gets autographed copies of of the hard-to-find Starships of the Galaxy books, both the original version for the Star Wars Roleplaying Game, and the more recent full-color copy for the Star Wars Saga Edition. Those out-of-print books run from $50 to $350 each, and these will be signed however you like by one of the authors.

And, if the winner posts such a request in this thread, I'll alsothrow in a signed copy of SGG's print Adventurer's Handbook!

So bid today, and win a once-in-a-lifetime evening, with some rare and valuable prizes!

Osirion (Contributor; Developer, Super Genius Games)

We have a few leftovers from our PaizoCon 2011 exclusive print product, so for sale now, only here, the full-color print version of The Genius Guide to the Time War, while supplies last.

Osirion (Contributor; Developer, Super Genius Games)

The Genius Guide to Expanded Favored Class Options is available now!

Sometimes a skill point or an extra hp just doesn't cut it

Favored class options from the Advanced Players Guide are a great way of adding flavor to particular class and race combinations. An elven cavalier's mount toughens with extra hit points. A dwarven barbarian gains extra rages. A halfling rogue's crits get better with her favored weapon, while a half-orc witch's familiar gains more skills. But the Advanced Player's Guide doesn't hit every combination, and there are many class and race pairings that are still stuck with the standard +1 skill point or +1 hit point.

This product fills in the holes, giving you a flavorful favored class option for every class and race combination. But that's not all. It also gives you a handful of "universal" favored class options, usable by any class/race combination. And it expands beyond the core rules to other Super Genius products, covering all the classes SGG has published with favored class options for each core race.

Osirion (Contributor; Developer, Super Genius Games)

The Genius Guide to Expanded Favored Class Options

Sometimes a skill point or an extra hp just doesn’t cut it

Favored class options from the Advanced Players Guide are a great way of adding flavor to particular class and race combinations. An elven cavalier’s mount toughens with extra hit points. A dwarven barbarian gains extra rages. A halfling rogue’s crits get better with her favored weapon, while a half-orc witch’s familiar gains more skills. But the Advanced Player’s Guide doesn’t hit every combination, and there are many class and race pairings that are still stuck with the standard +1 skill point or +1 hit point.

This product fills in the holes, giving you a flavorful favored class option for every class and race combination. But that’s not all. It also gives you a handful of “universal” favored class options, usable by any class/race combination. And it expands beyond the core rules to other Super Genius products, covering all the classes SGG has published with favored class options for each core race.

Osirion (Contributor; Developer, Super Genius Games)

Check my RAW logic on this.

A 17th level barbarian is not fatigued after ending a rage. Beginning and ending rages are both free actions.

Round 1. Barbarian begin to rage. Uses mighty swing and strength surge rage powers.

Round 2. Barbarian ends rage from round 1 as free action. Barbarian begins new rage as free action. Barbarian is free to use rage powers again.

Osirion (Contributor; Developer, Super Genius Games)

Available now at Paizo, Sorcerer's Options: Beyond Bloodlines is designed to expand the alternate rules that can be used to make two sorcerers different, even if they select the same bloodline. It does this by presenting arcane endowments (special powers available only to sorcerers, representing quirks in their inherited powers), sorcery spells (arcane spells available only to sorcerers), and alternate class powers built on the model of class archetypes (first presented in the Advanced Player's Guide).

Arcane Endowments
Arcane endowments are special powers sorcerers sometimes develop as their natural magic powers expand with experience and maturity.

Adaptive Caster
Arcanavore
Arcane Oddity
Arcane Resistance
Arcane Vengeance
Clandestine Arcana
Eldritch Wards
Exultant Casting
Hereditary Vitality
Instinctive Understanding
Internalize Spell
Planar Caster
Natural Sorcery
Signature Spell
Sorcerous Sideboard
Sorcerous Summoning
Spell Shaper
Target Refinement

Sorcery Spells
Ten spells, one for each spell level, designed specifically for sorcerers. These sorcerer-only spells play off either the game mechanics or thematic elements of the sorcerer class, and as such are not appropriate for use by wizards (or any other spellcasting classes).

Blood Curse
Mnemonic Alteration
Powerful Sorcery
Resistant Sorcery
Sanguine Boon
Sanguine Enhancement
Sanguine Focus
Sanguine Focus, Greater
Symbol of Sorcery

Transfiguration

Alternate Class Powers
As flexible and customizable as the sorcerer is, the class makes numerous assumptions about its role and style of play which may not match the preferences of every player. To create more options on what kinds of sorcerers are available, Sorcerer's Options: Beyond Bloodlines presents three archetypes — bedreven, scourge, and strega, that alter the powers, and even spellcasting ability, of the sorcerer class.

9.5 pages +0.5 pages of cover and 1 page of credits. (11 pages total)

Osirion (Contributor; Developer, Super Genius Games)

Available now at Paizo, Sorcerer's Options: Beyond Bloodlines is designed to expand the alternate rules that can be used to make two sorcerers different, even if they select the same bloodline. It does this by presenting arcane endowments (special powers available only to sorcerers, representing quirks in their inherited powers), sorcery spells (arcane spells available only to sorcerers), and alternate class powers built on the model of class archetypes (first presented in the Advanced Player's Guide).

Arcane Endowments
Arcane endowments are special powers sorcerers sometimes develop as their natural magic powers expand with experience and maturity.

Adaptive Caster
Arcanavore
Arcane Oddity
Arcane Resistance
Arcane Vengeance
Clandestine Arcana
Eldritch Wards
Exultant Casting
Hereditary Vitality
Instinctive Understanding
Internalize Spell
Planar Caster
Natural Sorcery
Signature Spell
Sorcerous Sideboard
Sorcerous Summoning
Spell Shaper
Target Refinement

Sorcery Spells
Ten spells, one for each spell level, designed specifically for sorcerers. These sorcerer-only spells play off either the game mechanics or thematic elements of the sorcerer class, and as such are not appropriate for use by wizards (or any other spellcasting classes).

Blood Curse
Mnemonic Alteration
Powerful Sorcery
Resistant Sorcery
Sanguine Boon
Sanguine Enhancement
Sanguine Focus
Sanguine Focus, Greater
Symbol of Sorcery

Transfiguration

Alternate Class Powers
As flexible and customizable as the sorcerer is, the class makes numerous assumptions about its role and style of play which may not match the preferences of every player. To create more options on what kinds of sorcerers are available, Sorcerer's Options: Beyond Bloodlines presents three archetypes — bedreven, scourge, and strega, that alter the powers, and even spellcasting ability, of the sorcerer class.

Go beyond bloodlines. Because there's more to a sorcerer than her heritage!

9.5 pages +0.5 pages of cover and 1 page of credits. (11 pages total)

Osirion (Contributor; Developer, Super Genius Games)

So, the "Sorry You Won't Be At PaizoCon" Sale is in full swing (50% off all our PDFs), but now that health issues have sidelined me from PaizoCon, I find myself both bored, and free of the checks-and-balances the other Geniuses normally provide. (The painkillers help with that last one, too.)

And I aim to misbehave!

So, I'm announcing (early) that starting this August (at Gen Con), Super Genius Games is going to begin producing print books again. Our first print book will be Loot 4 Less: Things That Make You Go Boom, a 32-page compilation of material from the first three Loot 4 Less PDFs, with a foreword by Erik Mona himself!

While that first book is the only one we're announcing right now, we certainly plan to produce more print books to follow it. The big question we have is, which of our exiting PDFs do you, our friends, fans, and patrons, most want to see in print? We can look at which PDFs have been the most popular, and while that information isn't of a quality I'd call scientific, it is enough to let us make wild speculations about which of our products are the most popular. But it's based on the entirely untested theory that people most want to see print versions of the things they liked in PDF.

But what if that's not true? What if print customers have very different tastes? Or if the ability to bundle 2 or 3 PDFs together into a single tome changes the desire to see them? Of if the fact we update and expand everything we compile makes people much more interested in something they were "meh" on originally? In short, what do you really want to see in print? I'd like to know.

And I'm willing to bribe you to find out. (Because everyone who would normally stop me is busy at PaizoCon right now!)

All through June, anyone can vote in this thread. To vote, just post a link to an existing SGG PDF you'd like to see included in a 32-page print compilation. If you want to see 2 or 3 specific PDFs bundled together, let us know, but be sure you list the thing you most want to see first – that's your "vote." Whatever existing PDF product gets the most votes will be part of a print book before the end of 2012 (and maybe much sooner)! One vote per person, so pick what you most want to see.

And, everyone who votes also gets a free SGG PDF of their choice! After you post a link in this thread, just drop me a line at owen (dot) stephens (at) gmail (dot) com, and tell me what you voted for in this thread, and what PDF you'd like a copy of, for free!

And if you're not sure – why not buy a PDF and see if you'd like a print version? After all right now we're having our "Dang It, I Can't Go To PaizoCon" sale, so everything is 50% off!

Osirion (Contributor; Developer, Super Genius Games)

Hey folks.

Sadly, kidney stones have laid me low, and I can't fly out. For those of you who were looking forward to meeting me at the con, I am sincerely so sorry. Stan! will still be present, and can take care of anything that gets messed up by my absence.

Again, I'm sorry for anyone affected by my inability to attend.

Osirion (Contributor; Developer, Super Genius Games)

Codex Draconis: Green Menace of the Woodlands has arrived! It includes full stat blocks for every age category of green dragon, along with alternate builds, pregenerated treasure hoards for all three exp progressions, and suggestions on how to make encounters with each dragon even tougher! Created in conjunction with d20pfsrd.com!

And right now, it's 50% off, along with all SGG PDFs, as part of our "Sorry You Won't Be At PaizoCon" sale!

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