[Super Genius] Tell Us What YOU Want, Get a Free PDF


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Ryan Costello Jr had a great article in the last Wayfinder about pyromania feats. These were things that let you set your weapon on fire, use torches as weapons, burn enemies, get AC from all your burned / scarred skin, creating difficult terrain / mini wall of fires...

Just really cool things to do with melee weapons. Something like this but for other elements would be really cool.

I might even have a proposal forming.

Dark Archive

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What I would really -love- would be Hero Lab data files for all the SGG stuff I can get my hands on. Especially with how much VTT I've been getting into these days playing with d20pro and numerous players, it'd be so very excellent to be able to more easily incorporate 3PP goodies in that regard.

That said, I'd personally love an SGG release that tackles building communities, bases, fortresses, strongholds, that sort of thing--a crunchy workshop for players and GMs to play with whether constructing a nifty wizard tower, booby-trapping a keep, rebuilding a redoubt or outfitting an outpost.

Something like a lean and efficient Stronghold Builder's Guidebook focusing on the baseline for adaptable systems and seeds for things. :)


Cheapy wrote:

Ryan Costello Jr had a great article in the last Wayfinder about pyromania feats. These were things that let you set your weapon on fire, use torches as weapons, burn enemies, get AC from all your burned / scarred skin, creating difficult terrain / mini wall of fires...

Just really cool things to do with melee weapons. Something like this but for other elements would be really cool.

I might even have a proposal forming.

Tell me more.


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Right here. It's quite good.


Also Anachronistic NPC classes, post 20 play and the stronghold builders guidebook-like book mentioned by Gozuja are all things I'd like to see.

Liberty's Edge

Umbranus wrote:


So perhaps a class that has limited spell knowledge and a medium bab but good ranged options and can mix magic and weapons in a creative way.

Have you checked out the The Vanguard ? A vanguard with a bow as his arcane bond weapon makes for a very cool and effective character that fits your criteria pretty darn well :)


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I would really like to see a Genius Guide to Paladins, with some advice on how to play them without being a thorn in the side of the party. Mechanically, I would like to see more archetypes, feats, and oaths. Some of the feats I would love to see deals with adding to the list of options available for adding properties using the Divine Bond feature.


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Marc Radle wrote:
Umbranus wrote:


So perhaps a class that has limited spell knowledge and a medium bab but good ranged options and can mix magic and weapons in a creative way.

Have you checked out the The Vanguard ? A vanguard with a bow as his arcane bond weapon makes for a very cool and effective character that fits your criteria pretty darn well :)

Interesting, I just realized that the vanguard's weapon channel doesn't limit it to melee attacks. That is interesting. I still think the vangaurd desperately needs a feat (or just an update to the class) to let it channel it's vangaurd blast. It really is a missed opportunity to set it appart from it's contemporaries in my opinion. I would also recommend a feat to allow vital strike to work with weapon channel. Maybe a bullet point is in order :P


zerzix wrote:

I would love a reinvention of gestalt type structure.

I LOVE your system of godlings, but I would love a system built to make Avatars of gods/deities./Demon Lords/Devils and such.

Or even Epic level stuff?

(These might be very bad ideas, but the heart wants what it wants)

I'm still relatively new, so I honestly haven't delved deep, but I always did like the idea of "what happens past the end" kind of details. Or things that exist that arent necessarily intended to be fought, but could be with the right numbers, strategy, and luck.

I like the extraordinarily rare. They need to be "common" (more than like... 5 of them) but rare, sometimes extremely so. I'd love something dedicated to those.

EDIT: When I say common, I mean there needs to be 20, 50, 100 uniquely rare creatures existing all around the globe. ala tarassque that i keep seeing pop up. Surely, there's more of these mystical yet amazing creatures out in the world, avoiding the watchful eyes and haunting every terrain type. They're obviously, still rare.

But a campaign about finding (and maybe killing?) some of these amazingly mystical beasts sounds.. awesome.


I would like to see favored class options for the new races from the Advanced Race Guide.

I would like to see more time related stuff. Archetypes for the time thief and time warden, new classes like time reaver, time archetypes for existing classes (a time chemist?), more time feats, template, and magic items.

I would also like more time in my day. (just an hour or two).

I wonder what a bullet points setting would look like.


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I want to see a guide for playing Lizardfolk and Gnoll characters,they need a serious boost. Maybe even a General monstrous Characters handbook.


Prismatic spells, a la your power word spells supplement.

Silver Crusade

I love the Bullet Points: 5 Control Water Spell Feats product you produced. I've got a character or two who will utilize most of those. But I still want more.

I feel like control or dishing out of water is severely lacking in fantasy. More than likely, there's a few, but they mostly end up being Ice-related. It's almost a trope within a trope that water spells just don't seem to happen. Have you seen what high powered jets of water can do? (ahem: spell idea!)

I want to see a Genius Guide to Water Magic, or a water mage class. Or both. Definitely both. Perhaps a bomb-like spell that looks like a submarine's depth charge when cast underwater. Stuff that works both in and out of submersion is ideal.

Have fun!


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Radiarch Eklesya wrote:

I love the Bullet Points: 5 Control Water Spell Feats product you produced. I've got a character or two who will utilize most of those. But I still want more.

I feel like control or dishing out of water is severely lacking in fantasy. More than likely, there's a few, but they mostly end up being Ice-related. It's almost a trope within a trope that water spells just don't seem to happen. Have you seen what high powered jets of water can do? (ahem: spell idea!)

I want to see a Genius Guide to Water Magic, or a water mage class. Or both. Definitely both. Perhaps a bomb-like spell that looks like a submarine's depth charge when cast underwater. Stuff that works both in and out of submersion is ideal.

Have fun!

Nothing against SGG at all, as I have 95% of their stuff, but for water stuff, have you checked out Cerulean Seas by Alluria Publishing? Probably the finest book on underwater anything that has been done to date and a beautiful book as well. For production values, it rivals anything by Paizo and even the Midgard Campaign Setting from Kobold Press.

Not that I would object if Owen and Co. wanted to do something for underwater of course...

Silver Crusade

Sethvir wrote:


Nothing against SGG at all, as I have 95% of their stuff, but for water stuff, have you checked out Cerulean Seas by Alluria Publishing? Probably the finest book on underwater anything that has been done to date and a beautiful book as well. For production values, it rivals anything by Paizo and even the Midgard Campaign Setting from Kobold Press.

Not that I would object if Owen and Co. wanted to do something for underwater of course...

I intend to check that one out for sure. I figured that was more world building than player option-y.


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Radiarch Eklesya wrote:
Sethvir wrote:


Nothing against SGG at all, as I have 95% of their stuff, but for water stuff, have you checked out Cerulean Seas by Alluria Publishing? Probably the finest book on underwater anything that has been done to date and a beautiful book as well. For production values, it rivals anything by Paizo and even the Midgard Campaign Setting from Kobold Press.

Not that I would object if Owen and Co. wanted to do something for underwater of course...

I intend to check that one out for sure. I figured that was more world building than player option-y.

It is to some degree, but they do have 12 new races, and a discussion on half races, three new classes that replace the druid, the ranger and the bard with aquatic variations along with some new prestige classes and changes to existing ones, that are either removed or changed as necessary.

They have almost completely revisited the spell lists and added new aquatic variations of spells as well. Also a good discussion on depth and pressure and running a three dimensional game, which would probably work equally well with aerial combat. Don't know as I haven't run it, but have looked over it.

Go to their product on the Paizo store and dig into the discussions on the book. I don't believe you would be disappointed in it.

Silver Crusade

Sethvir wrote:
..synopsis of Cerulean Seas...

Word. Good stuff. Thanks, Sethvir!

Dark Archive

I understand some of these may tread to close to copy right infringement but I also hope you creative types come up with something that allows you to provide such material while keeping yourself safe legally.

Create classes that in ignore Paizo insistence that hit die line up with bab. For that matter, maybe even revisit stuff like full casting with full bab but with only weak spells like a Duskblade. Or weak spells and weak bab but add at will abilities like a warlock

I would really love to see alternate power source/mechanics, stuff like Book of Nine Swords, Magic of Incarnum, Psionics, Vestiges. Something other than a vancian spell slot system. Maybe a spell point system that starts debilitating the caster with stuff like hp damage or needing to spend longer actions or more points than normal if all they do is cast their most powerful, highest level spells without returning to use their lower level stuff every now and again.

A new school or just more maneuvers for the Book of Nine Swords.

Customizable classes like the synthesist or the Ageis. Or for that matter, a point menu to buy class/race features from like the the character point purchase system in the AD&D book Player's option Skills & Powers.

We all know NPCs and pregens are almost all horribly written, how about a product line called Starting Lineup. NPCs who are designed well, no more silly race/class/ability score combinations like an elf archer with a 14 wisdom and 15 charisma. Focused on writing out pregens at a few points in their career, maybe levels 1, 5, 11, 17. They could also be used as NPC challengers who are not push overs. Point out a few of their common tactics and combos so people with little time(or just not willing to invest a lot of time) do not miss out on something that should work really well and gets left on the side of the road.

Weapon styles, two separate lines. One specific line of classic styles like net and trident, sword and board, rapier and main gauche. another general like free hand vs weapon and shield vs two weapon fighting vs two handed.

Short adventure paths. I really doubt how many 6 volume paths get stated and actually finish. Real life/time takes a toll on groups. I would love to see adventure paths that were only 3 or 4 volumes long. Consider starting some but not all at level 5 or rarely 10. That way, pcs should have enough hp/tricks that they should really have a chance to feel what the class plays like. I also strongly recommend at least some have a time line of events like The Red Hand of DOOM or Conquest of the Bloodsworn Vale. Knowing that you have a sort of deadline, encourages players to move forward and not waste everything on a single fight or two and decide to step back to recharge for the day. As you go up in levels, you are expected to be able to handle more, not just higher EL or CR but more encounters a day. Haveing to manage your resources throughout the day and several encounters is meant to be part of the challenge when you have so many resources. Others would be great with the exploration method of Kingmaker. Combining the two would be great.

If not mini campaigns like mother above, give a few one shots a try. I am not suggesting converting to be more like dungeon magazine, just an ocational such product.


And once again I'd like to throw in another vote Paladin classes for the remaining seven alignments.

Sovereign Court

There's some packages that I'd definitely want;

---

Stone Age - a cohesive package for running a campaign in a stone age setting. UC has some rules for primitive materials, but actually figuring out which weapons can be made of them is a lot of work, and there's a lot of corner cases. Same goes for armor, and other equipment is worse of course. Is there even a monetary economy? What are these gold pieces you speak of?

Classes need some re-balancing with each other, obviously; druids and monks aren't highly affected, but to fighters the loss of practically all medium and heavy armor and most non-fragile good-stats weapons is a real blow. Wizards will write their spells down in... what? Maybe there's an oral tradition wizard archetype that doesn't actually write down spells (but still needs to prepare)?

There probably isn't a convenient magic item shop either, and there may not be treasure hoards with the stuff you need. What effect will this have on the ability to handle monsters of your own CR?

---

Mesoamerica Package - a package to run a campaign with Aztec/Maya themes. Should include: re-imagining/skinning of some classes, perhaps using archetypes (ninja, monk, druid..), a list of which weapons and armor (and other equipment) are appropriate, perhaps some traits and feats (sacrificial/blood magic?) and spells. Very important: a list of thematically suited monsters, because sadly the bestiary has no Index By Source Culture.

---

The Man With The Plan - statting up and coming up with tactics for high-level NPCs is hard. Making a BBEG that's effective, getting high mileage from his gear and with good action economy (against PCs that may outnumber him) in the end battle, is tricky. I'd be interested in a book with some villains from different classes for several levels - say 7, 11, 15 and 19, and how they plan to win fights. Bonus points if they don't need disproportionate gear for it. Such a book would also have good educational value for making my own villains.


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I'd like to see another product or two that expands upon The Dreamscarred Press psionics rules. Perhaps expanded aegis customizations or soulknife blade skills, or just some psionic powers.

I'm also for something along the lines of the 3.5 Warlock. (Or mash both of these ideas together, and make some sort of at-will psionic class, perhaps something with a focus on telekinesis.)


I would love to see something that expands on the Advanced Race Guide. By adding more unique racial types and abilities so Players/DM's have more freedom to create new and unique races.

Scarab Sages Contributor; Developer, Super Genius Games

Distant Scholar wrote:
Here's a big project: I'd like someone to take on the Words of Power system and modify it into something that feels more robust and complete. I don't think it's necessary for the system to simulate every Pathfinder spell, or even all the core spells, but I think it needs some re-tuning.

A lot of folks seem to like this idea, and I think the system is a cool concept. So, let me ask you, exactly where do you feel the current system falls down? What does it need to handle, that it currently can't, that would increase its robustness?

Also, are you only interested in an expansion of the existing system, or would a top-down reworking of the same basic idea appeal to you, if it covered your concerns and needs better?

I'm interested in everyone's opinion on this, btw. :)

Scarab Sages Contributor; Developer, Super Genius Games

Alzrius wrote:
So I'm asking you, Owen, and you other Super Geniuses, please give us a guide to playing animated object PCs. I have no idea what the name for this product would be, but it would be absolutely awesome!

The Genius Guide to Brave Little Teapots is what leaps to mind, but we might well go a different direction.

It's an interesting idea, with overtones of Disney's Beauty and the Beast movie, and a lot of Oz and some Alice in Wonderland.

Are there other inspirational sources that leap to people's thoughts when they hear this idea?

Scarab Sages Contributor; Developer, Super Genius Games

JAF0 wrote:

If you can do Modern Pathfinder, how about Pathfinder Supers? - something on the order of V&V or GURPS Supers, but using the Pathfinder system, which has some really elegant rules for handling special maneuvers in combat.

Seems like a natural for SUPERgenius games to handle, lol.

Since I was one of the authors on the canceled D20 Superiors, I've often wondered about this.

I have an idea on how to do Pathfinder Modern Supers, which would tie into a system for giving characters innate bonuses and abilities instead of magic items. At the base level, it would just allow for campaigns with few or no magic items, but with characters at the same effectiveness at each level. "Cranked to 11" it could be used for supers.

But the most likely path for that would be Anachronistic Adventurers as a Modern book - Abilities without Items as a book - combined and cranked to 11 as Supers (possibly in yet another book).

I'm always a bit leery asking players to buy Book C which requires Book B which requires Book A. How many folks are interested in Pathfinder Supers along these lines?

Scarab Sages Contributor; Developer, Super Genius Games

And while I have everyone's attention:

A lot of the ideas proposed here are GREAT, but also bigger books with a lot of work required to produce them. That would likely require either we continue to have at least some weeks be two Bullet Points rather than a bigger PDF, or that we end our product-a-week schedule. Others might most realistically happen if we have a Kickstarter campaign for them.

How do those various ideas strike you, our patrons?


Sounds good to me!


I would like to see a full treatment on how to deal with an E6 playstyle. Essentially, how you might throttle high-level fantasy, but still allow players to get a sense of strength and progression.


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I've always liked the concept of Truename Magic and would love to see either a PF Base Class or maybe as an option for a Wizard. As far as the whole PFModern idea, I'd rather see a great PF-Compatible modern horror book (along the lines of d20CoC meets Dark*Matter) or even a well supported PF Space/Sci-Fi book.


Sketchpad wrote:
I've always liked the concept of Truename Magic and would love to see either a PF Base Class or maybe as an option for a Wizard. As far as the whole PFModern idea, I'd rather see a great PF-Compatible modern horror book (along the lines of d20CoC meets Dark*Matter) or even a well supported PF Space/Sci-Fi book.

I agree with this, but here is another notion, could you see it as a Druid archetype/option/something else perhaps? Or a Ranger? Truenames of the world around the character, who better than a character that is already in touch with the natural world?

Shadow magic and it's antithesis, light magic. What that might look like I don't know, but Yin to Yang...


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I would love to see some sort of vile or forbidden magics.
-Bloatmage feats/spells/items
-Body part grafting (Does grafting on troll skin give me regen? Do dragon scales grant energy resistance?)
-Sacrificial rituals and what they require/accomplish (What happens when I sacrifice animals? Humans? Planar beings?)
-Souls (As spell components, magic item fuel, or currency)
-Demon/devil summoning
-Possession

Some of this stuff has been touched on in the Pathfinder rules but it would be nice to see it covered in more detail.


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How about some prestige classes tailored to Monster PC's. That could be cool for someone who wants to play an ogre or such.

Contributor

Owen, not sure if you have looked into or seen Supers20?

A "Pathfinder" version of that type of a system would be nice. They use feats to gain "super" hero powers and you can alternate a new power or a "power" level to give the abilities a boost. It is a nice balance, but was made in the 3.5 days.


Well....a slew of Bullet Point weeks are not going to be a disappointment to me at all, if that would free you to have the time to pull off some larger books or projects.

The idea of seeing you guys dip back into the Kickstarter pool to pull off some of these projects is all good in my mind, but I am a fan of the Kickstarter method for publishing. My concern there is what would that mean to those who backed the DungeonaDay and pledged high enough to get the subscription to future releases? Would they automatically get any Kickstarters you guys do? And how might that effect your numbers?

As far as the product-a-week release schedule....well, that's just insanity, but I digress...lol. It is extremely impressive that you have succeeded at it for as long as you have, and I would hate to see that record fall, but if it must for the sake of quality, then quality should always take precedent.

Scarab Sages Contributor; Developer, Super Genius Games

Loren Peterson wrote:
I would love to see some sort of vile or forbidden magics.

Out of curiosity, have you checked out Krazu Kragnar's Black market Magic Items or The Vile Magic of Argonax the Mad? Both touch on the themes of vile and/or forbidden magics.


I'd love to see more done with the Anachronistic Adventurers, using that idea for ways to fine-tune both the Pathfinder RPG and the classes to things like lost worlds with dinosaurs, Barsoom-esque planetary romance, etc.

And the idea someone had for a PDF on things like beastfolk PC races or even simply an expansion on the race-building ideas from the Advanced Race Guide would be wonderful.


Owen K. C. Stephens wrote:
Loren Peterson wrote:
I would love to see some sort of vile or forbidden magics.

Out of curiosity, have you checked out Krazu Kragnar's Black market Magic Items or The Vile Magic of Argonax the Mad? Both touch on the themes of vile and/or forbidden magics.

I have not, and I am doing so right now!

Sovereign Court

Owen K. C. Stephens wrote:
Alzrius wrote:
So I'm asking you, Owen, and you other Super Geniuses, please give us a guide to playing animated object PCs. I have no idea what the name for this product would be, but it would be absolutely awesome!

The Genius Guide to Brave Little Teapots is what leaps to mind, but we might well go a different direction.

It's an interesting idea, with overtones of Disney's Beauty and the Beast movie, and a lot of Oz and some Alice in Wonderland.

Are there other inspirational sources that leap to people's thoughts when they hear this idea?

Brave Little Toaster and Toy Story.


A Build-your-own-monster book of rules. Maybe like the Race Guide.


I dont know if this has been recommended, but I will say 1 shot wonder short time games would be great. A how do i say "The Big Book of Improv Pathfinder games"! For the busy GM, that didnt have time to read his adventure path, and just needs to entertain his group for a bit. You can start it small and see how it does. Quick and dirty sessions prewritten encounters / skill challenges. Everything from Monsters, traps, riddles, and skill challenges.

On that note... I'd really like to see more riddles integrated in adventures. Make some rules that depending on whether your clever enough, smart enough or wise enough to be able to "guess" the answer more accurately. Just a thought. :)


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What I would like to see is a revised version of the Shaman class that takes advantage of the spirit system introduced by Pact Magic Unbound.


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Caedwyr wrote:
What I would like to see is a revised version of the Shaman class that takes advantage of the spirit system introduced by Pact Magic Unbound.

This is a great idea. I'm really in favor of you guys supplementing other publishers best ideas (and some of your older stuff).

Dark Archive

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Fallout style post apacalypse
The postman (the book over e movie of course)
Mad max
Red dawn
The mournland of eberron
Undead or lycanthropic apacalypse
PA!


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I'd like to see the line of "time classes" expanded. I love the Time Thief and I love the idea of the Time Warden (whose pdf I wish to receive ;-) but I feel like the idea merits further exploration. Perhaps a divine time caster that is spontaneous, not prepared caster, but must spend each day's prayer praying for the previous day's spells from the god of time and will not receive any new spells until all previous ones are prayed for. (A nice bit of fluff that reinforces the weirdness of the timey-wimey ball.) Or maybe a time alchemist or time artificer who stores time motes/aeva in vials or crystals and uses them to fuel their potions/inventions?

Sovereign Court

Rubia wrote:

I would like to see a full treatment on how to deal with an E6 playstyle. Essentially, how you might throttle high-level fantasy, but still allow players to get a sense of strength and progression.

Oh yes! This!

E6/E8 is a sensitive topic in our games, particularly because the idea was introduced halfway, so people have already got some vested interests in it. However, it's a very interesting system; a balanced and comprehensive guide to it would be useful.

Dark Archive

Pathfinder Roleplaying Game Superscriber

More of Kragnar's stuff.


Caedwyr wrote:
What I would like to see is a revised version of the Shaman class that takes advantage of the spirit system introduced by Pact Magic Unbound.

Actually, thinking about this, something I'd like to see is a revisit to a number of the older Genius classes. Off the top of my head, the War Master has also been mentioned as needing some rework done to take teamwork feats into account. The apprentice class system could use another kick at the can, as there seems to be a market for it, but the implementation seems to leave something to be desired.

Also, the Dracomancer is something that there seems to be some desire for. Last I heard it was running into some issues in playtesting, but I hope those issues can be worked out.

As a couple of people mentioned above, I'd love some tie-in work with the Aquatic adventure rules and races from Alluria Publishing's Cerulean Seas.

Also, if you like poking yourself with sharp sticks, taking a shot at an alternate approach to meta-magic (and how to convert existing metamagic feats to the system), alternate mundane and magic crafting rules, or an overhaul to the underlying wealth-by-level system that helps promote a more heroic playstyle (maybe look at the different types of economies that have been postulated or look at how Brandon Sanderson's Stormlight series deals with wealth on many levels and how certain magical items are going to be considered priceless). You've earned a reputation as one of the top 3.x game mechanics people and I'd be interested in seeing your take on some of these more problematic areas of the main game.


I have been very impressed with the material I have been seeing from SGG. I use to stay away from third party because of all the bad 3.0 material that had been released. SGG changed that for me. I like pdf's but to me there is nothing like flipping through an actual book. I would love to see a printed compilations of your material. Especially the feats and the mythic menagerie material.


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I've said this many times, and I'll keep saying it until it happens or until I'm silenced by the less than interesting Paizo Ninja class that I'd love a pdf with rules for creating classes using a system similar to, if not identical to the rules for creating races from the Advanced Race Guide.


Owen K. C. Stephens wrote:
JAF0 wrote:

If you can do Modern Pathfinder, how about Pathfinder Supers? - something on the order of V&V or GURPS Supers, but using the Pathfinder system, which has some really elegant rules for handling special maneuvers in combat.

Seems like a natural for SUPERgenius games to handle, lol.

Since I was one of the authors on the canceled D20 Superiors, I've often wondered about this.

I have an idea on how to do Pathfinder Modern Supers, which would tie into a system for giving characters innate bonuses and abilities instead of magic items. At the base level, it would just allow for campaigns with few or no magic items, but with characters at the same effectiveness at each level. "Cranked to 11" it could be used for supers.

I would probably buy several copies of this and jump around for joy. Its hard to explain how much i want this.

Quote:

But the most likely path for that would be Anachronistic Adventurers as a Modern book - Abilities without Items as a book - combined and cranked to 11 as Supers (possibly in yet another book).

This works for me

Quote:

I'm always a bit leery asking players to buy Book C which requires Book B which requires Book A. How many folks are interested in Pathfinder Supers along these lines?

I think so long as its made clear from the start that it requires the additional products most people would be fine with it. How well did the godling ascendant sell? You couldnt make use of that without previous godling products right? Just make sure its clear in the product description in big letters.

Another consideration, seeing as how these would likely be released incrementally instead of in a big group, you might want to have something set up to give a discount to previous buyers on a bundle containing all the products together.

IE with the godling products, if you bought the godling, and the mystic godling you got -x off the cost of the bundle with the ascendant and any updates.

And you know i would support kickstarters for modern, and probably for a supers system also. I am very excited to hear you have a plan for these sorts of things (magic items replacement, modern, and supers)

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