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(...and PaizoCon in one case) Heya folks. Christina Stiles, whose name most of you should recognize, is running an IndieGoGo fundraiser to help cover the costs of Con travel from herself, myself, and Amanda Hamon. To incentivize folks there are various rewards for pitching in, ranging from a good-sized pdf bundle ( the bundle currently includes pdfs from Misfit Studios, Super Genius Games, LPJ Design, Fat Dragon Games, Fat Goblin Games, Black & Green Games, and Total Party Kill Games) to advertising to one-on-one time to talk to us about whatever you want. Having freelancers who make the things you enjoy travel to events like this is good for everyone, as it helps build relationships that open doors to otherwise impossible programs (I suspect most of the SGG/Rite Publishing collaboration can be traced back to meeting at Gen Con), and helps keep the minds of your favorite creators fresh and inspired. So if you feel like getting some cool stuff and helping offset the costs of independent creatives building a stronger industry, check it out! http://www.indiegogo.com/projects/get-industry-pros-to-gencon/x/3206025
So, The Genius Guide to the Talented Rogue isn't out yet (soon, I hope). But I shared this teaser section on Facebook, and some folks who don't like/don't use Facebook found out about that and asked if I'd share it here, sooo..... Save Vs. Wall of Text
Defensive (General)
Defensive (Saving Throws)
Flexible Customization
Magic/Mysticism
Movement
Offensive (General)
Offensive (Sneak Attack)
Traps
Skills (General)
Skills (Acrobatics)
Skills (Bluff)
Skills (Climb)
Skills (Diplomacy)
Skills (Disable Device)
Skills (Disguise)
Skills (Fly)
Skills (Intimidate)
Skills (Linguistics)
Skills (Knowledge)
Skills (Perception)
Skills (Sense Motive)
Skills (Sleight of Hand)
Skills (Stealth)
Skills (Swim)
The Genius Guide to Relics of the Godlings II is now available at Paizo! This pdf presents six magic items that grow in power as characters advance from 1st-20th level (the magic rings draupnir and lokanaut; the suits of light, medium and heavy armor drakkenhael, myrmix, and kavacha; and the magic shield svalinn) and five templates for GMs to create their own godling relics that grow from 1st to 20th level (for rings, shields, and light, medium, and heavy armor). This book uses the same system as Relics of the Godlings, but all the items and templates in this follow-up are brand new! Between the two books you gave 14 items that grow in power from 1st to 20th level, and seven templates covering rings, staves, weapons, shields, and light, medium, and heavy armor!
Houserule Handbooks: Spell Point Expansion is available now! The spell point system introduce in Houserule Handbooks: Spell Points was designed to be flexible, simple set of rules for replacing the normal spell slot/spell preparation system used by spellcasters in the Pathfinder Roleplaying Game Core Rulebook with a different resource management system – spell points. Though both successful in this goal and quite popular, the book did little to show how the spell point mechanic can be used to create new options and mechanics beyond just tracking spellcaster resources. While the system has received a small expansion in Houserule Footnotes: Spell Point Feats, the new Houserule Handbooks: Spell Point Expansion is the first effort to grow the spell point system to be a more comprehensive option able to cover all spellcasting related classes, archetypes, and combinations, as well as provide new ways that spell points can be used to add more flavorful options to a campaign. As an expansion of the original product, this book requires the use of Houserule Handbooks: Spell Points.
Houserule Footnotes: Stocking Stuffers, our free PDF gift to our friends, fans, and patrons, is available now! We hope you enjoy reading these little twists to the normal rules, which we offer free of charge as our holiday gift to our fans, patrons, and fellow gamers. The houserules included are:
SUPER GENIUS GAMES ACQUIRES 'WARLORDS OF THE APOCALYPSE' FROM ADAMANT ENTERTAINMENT December18, 2012 Super Genius Games, critically-acclaimed publisher of supplemental material for the Pathfinder, Savage Worlds and Call of Cthulhu role-playing game systems, has acquired the rights to the Pathfinder-compatible WARLORDS OF THE APOCALYPSE game setting from original developer Adamant Entertainment. WARLORDS OF THE APOCALYPSE, first announced in 2010, brings the gonzo, over-the-top world of classic post-apocalypse science-fantasy to the Pathfinder rules system, featuring mutants, psychic powers, radioactive beasts and warriors of the wasteland. "The game ran into some major snags during development," says Gareth-Michael Skarka, director of Adamant Entertainment. "We soldiered on, trying to pull it together, but it became apparent that the property would be far better in the hands of Pathfinder experts like the crew at Super Genius. We're very glad they expressed an interest and that we were able to come to an agreement that honors not only WOTA, but the existing pre-order customers, who were our primary concern." Customers who had pre-ordered WARLORDS OF THE APOCALYPSE will see those orders fulfilled by Super Genius Games. "We are well aware folks have already been waiting a very long time, and shown amazing patience," says Owen K.C. Stephens, the Line Developer for WOTA at Super Genius. "We'll be outlining our full plans soon, and setting up a forum for open discussions. We know we'll eventually put the book in the hands of the pre--order customers, and we're working out how the general public can get involved. Since we want the biggest, best release possible for Warlords of the Apocalypse, we're even considering a Kickstarter campaign." Stephens and Skarka both expressed enthusiasm for the project and it's future in the hands of Super Genius Games. "It's such a fun genre, and Super Genius has strongly established themselves as seriously excellent developers," said Skarka. "I look forward to seeing WARLORDS OF THE APOCALYPSE in its final form. I'm sure it will be brilliant!" Super Genius Games was founded in fall 2007 by game industry veterans Hyrum Savage and Stan!, SGG is dedicated to publishing quality PDF and print products for a wide range of games and game systems. For more information contact owen@supergeniusgames.com. Adamant Entertainment is a digital media company founded in 2003 by Gareth-Michael Skarka. For more information, visit http://www.adamantentertainment.com.
The popular Super Genius Presents book, The Vile Magic of Argonax the Mad, is now available in print, here.
You can see the draft cover here! Includes new motes of time and aevum powers, options and archetypes for the time thief and time warden (including the time reaver), and chronal options for other base classes, and new temporal hazard, and rules for creating temporal monsters. With (at least some) never-before-seen art of our two chronothurge characters!
It’s something of a tradition that when Super Genius has a sale (like our 52% Off “52 in 52 Sale”), I go a bit overboard. The other geniuses are often pretty busy around November, and I’ve used that to grab the steering wheel and take over. Generally I set up a thread offering fans a chance to talk to use about specific ideas, and rewarded their feedback with free PDFs. A lot of good things have come from these discussions. I’m sad we haven’t managed to roll out our regular print line yet (though we’re still working on it), and not every idea comes to fruition. But feedback from these chats has resulted some of our most popular sequels (such as The Genius Guide to the Godling Ascendant and Mythic Menagerie: Ravagers of Time), and taken some product lines in directions we’d never have thought of (such as Ranger Options: Knacks of Nature and the recent Ultimate Options: Bardic Masterpieces. And in some cases, it’s just been a chance for patrons to let me know they still want to see the Genius Guide to Valkyries and Viragos (still due before the end of this year – fingers crossed). And yes, I’m doing it again this year. I should have run this by my fellow Geniuses. I even had a chance to – they aren’t as unavailable as in previous Novembers. To be honest, I just forgot. But I’m going rogue anyway. I don’t have a specific idea I want feedback on this year. Instead, I really want to hear what people would most like to see us do in the next 12-18 months. Are you still excited by the idea of print SGG books? Do you want to see the nearly-complete set of Anachronistic Adventurers classes get expanded, maybe even turned into a full set of rules for a Modern Pathfinder RPG? Are you done with seeing a new SGG pdf every week? Did you like the slew of Bullet Points better? Worse? Did you even notice? Do you want them compiled? So, yeah. Let me know. And in return, each person who posts an opinion here may also send me an email to owen@supergeniusgames.com, asking for any pdf we released before this month as a free reward. Given the confusion of past offers, I’m requiring everyone send me an email (rather than private message or just mentioning it in this thread), and tell me what your forum name is when you do it. If you take those steps, I’ll make sure you get the pdf. Super Genius has always exceeded my expectations, and I believe a lot of that is because we’ve tried very hard to give our patrons what they want. Given that I have no idea what people will suggest I can’t say if we’ll tackle any of the ideas presented here – but we’ll read and seriously consider all of them!
For the third year straight, Super Genius Games has released at least one product every week, for 52 weeks in a row. That's only been possible because our patrons continue to show amazing support for our releases and give us great feedback on what they'd like to see more of. To celebrate this achievement, and help fans fill in any gaps they may have in their Super Genius collections, we are once again having a month-long "52% Off to celebrate 52 Products in 52 Weeks" sale. Everything in our PDF catalog is 52% off from now until December 1st! Thanks for supporting for another year, and we hope you all enjoy what we have planned for the next 52 weeks!
Welcome to Houserule Handbooks: Spell Points, the first in a series of products presenting some of the houserules used at Super Genius Games. Each of these products is designed to introduce a carefully balanced, developed, and playtested version of a popular houserule for campaigns using the Pathfinder Roleplaying Game Core Rulebook. Houserule Handbooks aren’t for everyone, and should always be considered “alternate” rules, only for use if a GM and players all want to add something different to a campaign. In the case of Spell Points, the alternate rule 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 the infusions of alchemists as dissimilar enough to not need the same kind of spell point houserules. These considerations drive all the design decisions that follow, so if the system as described doesn’t sound like your cup of tea, this product likely isn’t for you. Spell Points
The Original Online Megadungeon Kickstarter is less than $500 from its next goal, and on track to hit our $10,000 stretch goal to fully update the biggest online Pathfinder dungeon in existence! This ends Sunday, so there's just one week left!
Anachronistic Adventurers: The Tough is available now on Paizo, and has a 4.5/5 review! Quote: "Really, if you ever wanted to bring bikers, villain-pounding roughnecks, and monster-fighting pro wrestlers into a Pathfinder game then this s indeed the PDF for you. " The tough is a rough-and-tumble free spirit, who possesses what might charitably be called a recalcitrant streak, or uncharitably be called "rage issues." A tough does not like to be told what to do, where to go, or how to act, and he absolutely does not accept the idea that he is going to lose (even when he has clearly, logically already lost). When things are calm, a tough can be hard to identify from everyone else, acting the role of anything from anarchist bomb-thrower to peaceful member of the gardening club. But when things get grim, when blood starts to flow and the tough has been smashed and battered, the tough reacts differently than anyone else. The more a tough is bloodied and hurt, the angrier and more determined to survive, to win, the tough becomes. Toughs often have trouble with authority, and may take the easy route and live lives as bikers, bouncers, rum runners, thugs, and crooks. But just as many fight against their riotous, dangerous nature and seek to channel their anger and strength. Toughs can be found as drill sergeants, beat cops, bounty hunters, and local heroes. But no matter how carefully trained their fighting skills are, or neatly ordered their plans are, a tough is simply different once the fit hits the shan. A tough soldier may be respected, but he's also the guy quietly described as a crazy SOB. A tough firefighter is respected and honored, but people get nervous when they are assigned to his squad. A tough seems to be able to survive things that should leave him a smoldering corpse, and displays a refusal to quit that sometimes gets his more fragile allies killed. A tough is a heck of an ally... if you can survive the friendship. Included in this 24 page book are rules for the new "Battered" condition, as well as rules and guidelines for when characters from modern settings bring vehicles from those settings with them into fantasy campaigns with lower-progress levels. Based on the rules found in Ultimate Combat, these character-scale rules are designed to handle heroes on foot running from a sedan of tommy-gun-toting mobsters, or a single character on a motorcycle driving in and out of a riot, to a gang of smugglers ambushing a steam punt boat with an archeological expedition on board. In all these cases, the main action is focusing on character vs. character conflict, and a small number of vehicles interacting with those characters as outliers to the general activity. Also included are rules for when the main focus of the encounter is straight up vehicle on vehicle action! Finally we touch on the idea of Progress Levels (PL), a simple way to determine the general technological advancement of a campaign (and outlined in more detail in Anachronistic Adventurers: The Enforcer).
#1 with a Bullet Point: 7 Shield Spell Feats is available now! This product presents seven feats that allow spellcasters using the classic and venerable shield spell to have as many options as characters who use material shields. This is the latest in a series of products to celebrate the "Summer of Bullets" event! The feats included are:
#1 With a Bullet Point: 8 Ligtning Bolt Feats includes eight feats that allow spellcasters using the classic and venerable lightning bolt spell (and other spells with similar traits) to have as many options as characters who use feats to focus on skills or combat maneuvers. This is the latest in a series of extra-large "Full Clip" Bullet Points products to celebrate the "Summer of Bullets" event! The feats included are:
#1 With a Bullet Point: 6 Nonmagic Special Qualities for Weapons introduces six new nonmagic weapon special qualities (similar to brace, reach, and trip) to vastly expand the options a campaign has for unusual or bizarre tools for killing things. This is the latest in a series of products to celebrate the "Summer of Bullets" event! The qualities included are:
What dungeon, you ask? Dragon's Delve — a massive 27-level mega-dungeon more than half-a-million words long! It's an adventure with 661 encounters, none of which are empty rooms or featureless corridors, arranged over nearly 30 maps! A whole campaign worth of material, capable of taking characters from 1st to 20th level, that begins with a bell on a string set by goblins and ends with a battle against a great wyrm red dragon demigod where the fate of a god hangs in the balance! And while Dragon's Delve may not be the biggest dungeon in the world, it has the distinction of having been conceived by Monte Cook (Ptolus, 3E Dungeon Master Guide) as the initial offering for Dungeonaday.com — a subscription website that created a classic "dungeon delve" style dungeon by releasing a single hyperlinked, cross-referenced encounter every weekday (each of which now has years of forum posts giving ideas on how to tweak, improve, or survive its challenges). Over the site's original lifecycle Monte designed 14 levels of Dragon's Delve, and then turned to Super Genius Games to finish the massive adventure location with 13 more levels! Originally begun as a d20 OGL fantasy adventure, Super Genius Games supported the dungeon's original rules system but also added rules for the Pathfinder Roleplaying Game to their expansions. The final battle with the Dragon Prince went live in July of 2011, and Dragon's Delve came to an end. Shortly afterwards it was decided to close the site for new patrons—existing memberships were honored, and four more (shorter) adventures released, but the encounter-a-day format ended. Since that time, numerous additional customers have expressed an interest in gaining access to the five dungeons of Dungeonaday.com, but that posed a problem. The words and maps of these adventures could be saved and be sold in the form of PDFs, but what really made Dungeonaday.com special—the vast network of hyperlinks between the encounters that could continually be modified and added to—could not be maintained without the proprietary content management software that was used in the site's creation. So, now we have an opportunity to enter a new stage of Dungeonaday.com. We want to make the site available again, and allow new customers to experience Dragon's Delve, and it's companion adventures (Necropolis of Pergia, Tomb-World of Alak-Amur, Night of the Starbird, and Temple of the Black Goat). We have lots of additional things we'd like to do with the dungeon. We have a 3-D walkthrough video already finished for one level, and would love to produce more for the crucial levels of the Dragon's Delve. The Pathfinder game rules for some levels are not integrated into the early encounters, and many new Pathfinder supplements have been produced in the meanwhile, so we'd love to give the entire dungeon a top-down overhaul to fully take advantage of the rules, classes, monsters, and other awesome content that Paizo Publishing has released. But those are things we can talk about a bit later—first what we want to do is offer patrons access to five complete online dungeons in all their hyperlinked glory, beginning the week after our Kickstarter campaign funds. Even if we never get the chance to do all the other amazing things we'd love to try (which we will add in the form of stretch goals once our basic target is met), this funding campaign aims to make some of the coolest dungeons ever written available to a broader audience.
#1 With a Bullet Point: 7 War Master Feats introduces seven feats designed to augment the options and utility of war masters (from The Genius Guide to the War Master) or, if war masters aren't being used in a campaign, that can be taken by classes that receive bonus combat or teamwork feats as class features (using their class levels as war master levels for prerequisites) or characters that have the Leadership feat (using their character level as war master levels for prerequisites). This is the latest in a series of products to celebrate the "Summer of Bullets" event! The feats included are:
#1 With a Bullet Point: 7 Sinful Feats of Gluttonypresents seven new feats based on the classic sin of gluttony, to make villains more interesting and let PCs express their own sins with panache. This is the latest in a series of products to celebrate the "Summer of Bullets" event, and the first of a planned line of "sinful feat" products! The feats included are:
#1 With a Bullet Point: 9 Witch Hunter Feats presents nine feats designed to augment the options and utility of witch hunters (from The Genius Guide to the Witch Hunter) or, if witch hunters aren't being used in a campaign, that can be taken by fighters with the Disruptive feat (replacing witch hunter level prerequisites with fighter level prerequisites, and adding Disruptive as a prerequisite to all feats). This is the latest in a series of products to celebrate the "Summer of Bullets" event! The feats included are:
#1 With a Bullet Point: 7 Tendril Tentacle Spell Feats presents seven feats to give spellcasters that focus on "tendril spells" (spells that entangle or grapple foes such as animate plants, animate rope, black tentacle, entangle, shifting sand, snare, and web). This is the latest in a series of products to celebrate the "Summer of Bullets" event! The feats included are:
Races Revised: The Kobold Kings by Owen K.C. Stephens is available now! "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. This product includes: *The history of kobolds and a sub-race, the fierce koldemar.
Roughly 18 pages of content, plus 1 page cover and 1 page credits
So when Hyrum, John, and Stan! are busy, and I go crazy and run a sale (like the current "Sorry You Can't Make It To PaizoCon" 50% off sale!), I normally use that opportunity to get feedback from our patrons. The opinions and ideas I am so kindly given have lead to the development of some great products from SGG. While we haven't managed to get a new print book out this year (sometimes business plans don't survive contact with reality), feedback from these sales polls lead to The Genius Guide to the Godling Ascendant, Ranger Options: Knacks of Nature, The Genius Guide to Fire Magic, and #1 with a Bullet Point: 13 Witch Hexes (along with some products still in development, and others I'm not thinking of right now). And, of course, I provide free pdfs to those who are kind enough to respond! So what do I want to know this time? Well the Summer of Bullets event is going very well, and we're releasing Bullet Points faster than ever before! So far the subjects I've chosen to cover seem popular, but there's a lot of summer left, so... What would You Like To See Bullet Points Cover? Reply with your favorite bullet point (if you'd like to see more of the same), or an idea for a short subject that could be covered in 1 page of bullet-point text, by July 15th. I'll keep track of the votes, and write some BP to cover popular topics. Meanwhile, everyone who posts can send me an email (owen@supergeniusgames.com) or Paizo-message with a PDF from June 2012 or earlier, and get a copy of it for free! (One pdf per person, but feel free to post your opinion often and loudly!) So, shoot your mouth off!
Okay, while Stan and Hyrum are too busy preparing for the Con to know any better, I aim to misbehave! From now until July 15th, I'm throwing a "Sorry You Can't Make It To PaizoCon Sale!" It'll be, ah, 50% off everything! Yeah, that's a GREAT idea! Half off for two weeks, to bring some joy to Pathfinder players (like me) who can't make the Great Pilgrimage this year!
Now, what other deviltry can I get up to... ?
#1 With a Bullet Point: 6 Spell-Less Ranger Feats presents new feats to help rangers who have given up their spell ability (such as the spell-less ranger from New Paths: Expanded Spell-Less Ranger and skirmishers from the Advanced Player's Guide) redirect their unused mystic energies in a way that helps compensate for their lack of the flexible, mystic bonuses spells can provide. This is the latest in a series of products to celebrate the "Summer of Bullets" event! The six feats included are:
Another Full Clip Bullet Point, for the Summer of Bullets!
Five feats that allow spellcasters using the classic and venerable magic missile spell to have as many options as characters who use material weapons. This is the first in a series of products to celebrate the "Summer of Bullets" event! The feats included are: Five feats that allow spellcasters using the classic and venerable fireball spell to have as many options as characters who use material weapons. This is the first in a series of products to celebrate the "Summer of Bullets" event! The feats included are: Environmental Effects: Your fireball creates secondary effects depending on the environment in which you cast it.
Welcome to A Brace of Pistols, the first firearms-based product in the new Super Genius Presents line of books. Each of the products in this 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
Swashbuckling rings incomplete without the fiery retort of the pistol: the shower of sparks, the flash of powder, the reek of sulfur. No self-respecting pirate captain boards her enemy’s ship without a rapier at her belt and a brace of flintlocks in her sash. The genteel highwayman halts the coach with his firearms out. Nobles, sleeves rolled up, turn at ten paces. Weapons crack, and they vanish behind simultaneous plumes of white smoke, their fates momentarily obscured. A Brace of Pistols contains rules to expand the options for black-powder flintlocks in fantasy campaigns that allow them, supporting the uniquely dramatic flavor of the pistol – the arresting jab of a gun in the back, the standoff, highway holdups, and the ferocious chaos of ship-to-ship boarding battles – as well as some unusual real-world firearm variants, and some new fantasy-based rules that mix muskets and magic. All the rules in A Brace of Pistols work with the early firearm rules found in Ultimate Combat. New Options Include:
In a different thread Alexander Augunas wrote: However, I think that an Advanced Race Guide 2 is something that could definitely happen in the future. Hopefully other 3PP will do something similar with their own home-made races (*waits expectantly for the latest Genius Guide on the topic* :-P). So, I am already partway through a few Advanced Options books built around races, and apparently I'm being pretty predictable in doing so. Just as the previous Advanced Options books built off the APG, these would build off the ARG. Anything people are just dying to see?
It's another Double Tap week, as Super Genius Games releases a second of my Bullet Points! This week it's #1 With a Bullet Point: 7 Feats For Flying Foes as our second shot -- From Dogfighting to Dive Bombing to Strafing, the airborne maneuver feats are ready to soup up everything from harpy harpooners to rocketmen! The feats included are: Aerobatics: You ability to duck, roll, and dive while flying makes it difficult to target you with combat maneuvers.
[Super Genius Games] #1 With a Bullet Point: 12 Alternatives for the Fighter’s Bravery Class Feature
#1 With a Bullet Point: 12 Alternatives for the Fighter’s Bravery Class Feature is available now!
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:
Get More Bang For Your Buck!
Includes the following magic properties:
Burrowing. +3 bonus
Dependable. +1 bonus
Dimensional Capacity. +1 bonus
Entangling. +1 bonus
Hot Lead. +2 bonus
Ricochet. +4 bonus
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:
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
Neutral death knights are generally agents of supernatural powers that need them to serve as guardians, judges, or avengers. No less able as
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.
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?
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.
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.
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
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
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.
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.
The sections, sub-sections, and feats included in this product are:
Enjoy!
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.
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!
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!
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!
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!
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.
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?
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