Learn how awesome ancient secrets and fighting techniques can be when you get to learn what fits your character, instead of choosing from a present list...
With The Genius Guide to the Talented Monk you can make your monk so much more than flurry of blows and unarmed strikes...
The first product from new to Super Genius author Will McCardell is now up. Get your copy of "The Genius Guide to Apeiron Staves" here!
Ok... But what in creation are "Apeiron Staves"?
Glad you asked! Apeiron (pronounced a-pay-ron) Staves are, simply put, to spellcasters what a magic sword is to a fighter. They are magical implements whose most basic function can be used without draining the magical reserves of their owner.
Awesome! Now tell me why I need one.
Need is such a... subjective word, but I can tell you that no self-respecting spellcaster will be seen in public now without one! And here's why! In the core rules, staves are treated as “spells-in-a-can” – a delivery mechanism for a specific number of abilities the user likely already possesses. So yeah, "normal" staves let you create some impressive effects, but at the end of the day they're little more than a different way to cast a spell. And frankly, we already have potions, wands, scrolls, and a multitude of command-word items to do this, which is why you can now get an apeiron staff.
Since I already own "The Genius Guide to Rune Staves and Wyrd Wands", what's the difference between Rune Staves and Apeiron Staves?
The two books are actually very different. Rune Staves are for the most part incredibly generic, giving flat bonuses to spell damage and they might include a special ability that makes specific spells or spell types more effective. On the other hand, Apeiron Staves always have a specific effect (such as summon a spectral hero at a location within 50 feet) and each staff also lets you enhance that effect in defined ways by spending charges (like giving the spectral hero a +4 dodge bonus to AC for 1 round at the cost of 1 charge), with each staff having at least 2 of these "augmentations".
Now we're talking! Alright, one last thing. Apeiron sounds like a word you made up and used to name you your 18 in all stats, elven fighter-magic user-bard who has listed under items "Everything in the PHB" and under spells "Everything in the PHB, x2" character from Jr. High. Be honest, did you just make that word up?
Nope. The word apeiron is Ancient Greek for “infinite” or “unlimited”, and maybe its most famous user was a 6th century B.C. Greek natural philosopher named Anaximander, which he used in his response to the Pre-Socratic natural philosophers of his age who were debating which element, Earth, Wind, Air, or Fire, was the basis of reality. He proposed that the universe was a creation of the infinite, or as he would say it, the apeiron. Which is why we think the name “apeiron staves” is appropriate for a type of magical staff that can continuously create a basic magic effect, infinitely.
Besides, it just sound cool when you can have your incredibly mouthy character say "Stand fast foul creature of the Abyss or feel the wrath of my Greater Apeiron Staff of Force! Take one more step and not only will you suffer (roll 5d4 + your caster level + your casting ability modifier force damage) massive damage, but by spending but 1 charge I can cause you to trip over your own hellish feet!"
Not all Houserules are created equal.... ;)
The 38-pager Houserule Handbooks: Spell Points Compilation is available now in pdf! (POD coming soon!) This collects and reorganizes all 3 of our Spell Points pdfs (and makes editing corrections in the very few places we found them).
SF 7 Airdrops are short, cheap PDF's for Savage Worlds, similar to the Bullet Point line we have for Pathfinder. This first release focuses on five new pieces of equipment to help members of Strike Force 7 retaliate against agents of Skorpion. Or vice-versa....
The 5 new pieces of equipment are:
Think you have enough Fighter Talents? Do you even know what Fighter Talents are? Wait.... Fighters can have talents? I thought only rogues get talents? And while we're at it, what kind of party has a cavalier, a barbarian and a ranger, but no fighter? Not to mention a GM who hands out awesome magic items at first level? (And does that mean Uni is the ranger's animal companion?)
The Genius Guide to the Talented Fighter (did I mention it has four 5-star reviews?) rewrites the classic fighter class to use talents rather than static class abilities alternating with bonus feats. Rather than require all fighters be brave and balance their efforts between armor and weapon bonuses, each fighter can custom-fit the classes abilities to match a player’s specific concept. This greater flexibility allows the fighter to be the default combat-oriented character without limiting it to just one or two styles of fighting. Like a rogue, a fighter character can pick and choose from a range of similarly-powered abilities appropriate for the fighter’s role without making the class overpowered. The talented fighter still fills the same role in the party but can customize his combat style and abilities to fill a much broader range of concepts.
Is your fighter talented? If not, why not? Sick of boring old static bonuses and lame feats you end up taking because you have to and every other feat bores you to death?
Well cheer up! Crunch Master Owen has put together one of his finest masterpieces to date. So pickup your copy of The Genius Guide to the Talent Fighter before Biff the Walking Feat Bot goes on strike!
Spell variants are based on the idea that there are a lot of interesting effects you can make with fairly minor changes to how a spell works, or by combining effects of multiple spells, or a spell and magic item or even a class ability. While a lot of spell variants are fairly obvious, such as having a major magic missile spell that deals 1d8+1 per missile rather than 1d4+1. This book brings 110 spells variants that are slightly more complex, and are designed to show how it’s possible to create new spells without too much work.
Or, as my favorite djin likes to say Phenomenal cosmic power, ity bity living space.
While still in the throws of the Great Plague, the amazing "Mr. He Doesn't Known How To *Not* Produce Amazing Content, or as I like to call him, "Mr. You're Not Going To Let Nurgle's Rot Break 112+ Straight Weeks Of Product Releases Are You?", sent me a 20 page letter via snail mail that was clearly written while deep in a fever dream, but luckily (for him) the snail was well trained and managed to dictate this week's product: #1 With a Bullet Point: 8 Animal Feats.
If "Mr. You're Not Going To Let Nurgle's Rot Break 112+ Straight Weeks Of Product Releases Are You?" heroically keeping the streak alive doesn't pull your heart strings, then I'll have to play rough, because without your $1, I can't guarantee that Timmy* won't find a giant cave under his house after falling into the abandoned well his parents told him to stay away from, but Timmy just ignored them because they're stupid parents who don't know anything. And which, after being rescued, Timmy's parents (Jack and Diane) will ditch him during the opening night of Man vs Vole. When no one comes to claim Timmy, he'll be sent to boarding school. But, after burning down Buck's School For Not Gifted Youngsters, he'll be sent to, and eventually break out of, Sam's Sanctuary For Horrible People Society Hates. Then, after eluding the people looking for him, Timmy will fall down the old well again, but this time he'll make the cave his new home. With little other than the many mushrooms growing in guano he'll stalk (insert your town name here) as the Vole-man!
Finally, you better get this PDF or any of your characters with a familiar, animal companion, and/or trained pet will get eaten by said animal once they find out you deprived them of one of these amazing feats.
Without further ado, the eight feats (that will make your animal friends even more awesome than they were before you bought this) included are:</p>
Have you ever wanted the power to cloud men's minds? I know I have - and now my characters can to!
Anachronistic Adventurers: The Sensitive is now available, rounding out the 6 "base" classes for Modern characters that are 100% compatible with Pathfinder.
What is a Sensitive and what does it do? Glad you asked!
The Pope announces his retirement ... the first in nearly 600 years. Asteroid 2012 DA14 comes within 17.5k miles of Earth -- the closest ever observed by modern astronomers and to top it off, fire rains from the sky over Russia.
Is it coincidence that Super Genius Games has just released their new "Genius Guide to Chaos Magic"?
We report, YOU decide.
And just what is The Genius Guide to Chaos Magic? I'm glad you asked!
High Concept: Eight feats designed to augment the options and utility of death knights (from The Genius Guide to the Death Knight), or any death-themed combatant (characters with classes that have death in the class name, have an archetype with death, killer or slayer in the name, or that grant access to the death or repose domains or true death inquisition—using their appropriate class levels as death knight levels for prerequisites) or character that has already taken a feat with “death” in the title (then using character level as death knight levels for prerequisites).
The eight feats included are:
Hey, we'll be the first to admit that the feats in this book are so.... horrifically overpowered, that not only will they unbalance your game, but could, in the best traditions of the hobby, actually teach you how to summon succubi from the Abyss, make $1,000,000 with almost no work, and/or how you too can make sure your magic missiles hit the darkness.
All in real life.
Seriously folks, these feats shouldn’t be used by anyone, at any time, without really good reasons.
Although, the one exception would be GMs who feel they know what they are doing. These fine folks are, of course, welcomed to find interesting ways to add whatever they want to their games, no matter how horrifically overpowered they might be.
Ever wanted to infuse your spells with the power of Hellfire?
How about not only corrupting your enemies with but a touch, but setting them on fire at the same time?
And seriously, who hasn't wanted to call forth Hellfire from their enchanted weapons?
With #1 With a Bullet Point: 5 Hellfire Feats, even the most celestially aligned character can now add a touch of the infernal to their arsenal!
This Bullet Point includes five new feats that give characters additional ways to access hellfire, that infernal substance that is both a supernatural form of energy (similar to, but not exactly the same as, the mystic fires mortal spellcasters call upon to fuel such spells as burning hands and fireball) and planar material (similar to magic force effects), which was first introduced in The Genius Guide to Hellfire Magic (which was just updated with errata and bookmarks, plus a free Hero Lab file!).
The five feats of incredibly amazing infernal awesomeness are:
Why would a witch empowered by the patron of agility have access to exactly the same hexes as a witch of a plague patron?
To players expand the customization options for their witches, SGG is proud to present Advanced Options: Patron Hexes!
This 6 page PDF adds patron-specific hexes that allow witches to use their key class ability to further their thematic connection to their patron.
The Patrons included and the hexes tied to them are:
We've also updated Advanced Options: Witches' Hexes with the latest errata and the file necessary to use these hexes in HL! If you haven't picked it up already, what else could you be waiting for?
Just in time for your 13 dwarf and 1 halfling, kill the dragon, and retake the dwarven ancestral home, Pathfinder game comes: #1 With a Bullet Point: 14 Halfling Burglar Feats!
In the words of the always wise Dungeon Grrl, "The BRILLIANT Super Genius spell point system by Owen Stephens just got better!"
I couldn't say it better myself. :D
This product adds a series of feats for use with Houserule Handbooks: Spell Points, and are designed to both give spell-point spellcasters access to the same kind of mechanical, numeric bonuses characters that use other limited-resource powers enjoy, and to showcase how the flexibility of the spell point system can be used to add interesting options to a campaign and its traditions of magic.
The feats included are:
*Eldritch Aspect: You can channel spell energy directly into your aura to take on the aspect of a magical totem.
*Eldritch Blending: You have learned to call on multiple sources of magic to cast spells.
*Eldritch Focus: Your deep understanding of one spell makes it easier to cast.
*Eldritch Strike (Combat): You can use spell points to increase the magical boost you give your weapons.
*Extra Spell Points: You have an unusually large reserve of mystic energy.
*Magic of the Wild: You can draw power directly from the forces of nature.
*Mystic Resilience: You are less likely to tire when you draw upon your reserves of mystic energy.
*Spell Eater: You can absorb eldritch energy used against you.
*Tantric Magic: You can turn the energy of physical intimacy into mystic energy able to fuel your spells.
Owen swears that the time/space continuum wasn't disrupted, but I'm not so sure. Regardless, Genius Options: Masters of Time is available now!
This new BP, available at the very modest price of $1.00, is available now!
Ultimate Options: Bardic Masterpieces wrote:
The latest in our well-received line of Anachronistic Adventurer PDFs in now available. Get it here.
What is Anachronistic Adventurers: The Luminary? wrote:
This is the 5th in the line, with one more to go: The Sensitive, coming soon!
The High Concept: Additional abilities that can be added to the classic handy haversack magic item (with the cost, weight, abilities and requirements added to the normal information for a handy haversack).
The additional abilities included are:
The High Concept: Five feats that greatly expand the options available to characters who wish to specialize in the classic and venerable control water spell.
The feats included are:
And some Spell Points. :)
First off is the first in a new line: Houserule Handbooks: Spell Points: Spell points are a resource used to cast spells, as opposed to using the normal rules of spell slots and spell preparation.
Tired of politicking and investigating? Itching to kick down a door and steal a pie from an orc? Then the Megadungeon Delver's Player Options book is for you. And the best part is, it's free!
Next up is a nod to our friends over at LPJ Design with #1 With a Bullet Point: 5 Machinesmith Feats. We offer up 5 feats to expand the options available to machinesmiths from Classes of NeoExodus: The Machinesmith.
And finally, Crunch Master Owen adds some spice to everyone's favorite speed spells in #1 With a Bullet Point: 5 Haste/Slow Feats. These feats allow spellcasters using the classic and venerable spells haste and slow (and blessing of fervor, if it is used in the campaign) to have as many options as characters who use material weapons.
Click on the links for full descriptions and get your copies today!
The High Concept: Feats that expand the function, utility, and tactical options available to casters who take the iconic antimagic field spell (and a selection of other spells with emanations centered on the caster and a duration greater than instantaneous or that work against magic effects).
The six feats included are:
June 14, 2012 Redmond, WA — Super Genius Games is already one of the most popular and prolific 3rd-party publishers of support material for the Pathfinder Roleplaying Game, but this summer they’re taking it up a notch. Since November of 2009, the company has published at least one Pathfinder-related PDF product every week, and now they proudly announce that from June 14 until September 13, 2012 they will instead release two products every week. They’re calling the event the Summer of Bullets, in no small part because a good number of the products will be part of their “#1 With a Bullet Point” line of supplements.
“Bullet Points are particularly short products,” explained Hyrum Savage, Super Genius Games’ co-founder. “Each one features just a few examples of a very specific game feature, like ’8 Barbarian Feats’ and ’4 Ghostbusting Items,’ and this summer we’re going to let the bullet points fly so be sure to check out the Summer of Bullets website!”
Each week during the course of this event, Super Genius Games will release their regularly scheduled product early in the week (generally on Tuesdays) and then a bonus Bullet Point product later in the week (generally on Thursdays).
“The bonus products will all be spell-related,” said Owen K.C. Stephens, Lead Designer for Super Genius and author of all of the Bullet Point products to date. “They’ll feature material that will let spellcasters use their spells in new and novel ways. In effect, they can gain some new capabilities without having to learn any new spells.”
Another highlight of the Summer of Bullets will be the release of three new products in the Anachronistic Adventurers line: The Luminary (for diplomat/faceman characters), the Tough (for thug/biker/bruiser characters), and the Sensitive (for high wisdom perceptive/spiritualist characters). Each of these products will present new base classes that allow you to play modern-era heroes in your Pathfinder game.
“Anachronistic Adventurers line grew out of the ideas we had a few years back,” said Stan!, Super Genius Games Creative Director. “In 2010 we ran a Kickstarter campaign we called ‘P20 Modern’—a full-fledged modern-era RPG based on the Pathfinder rules. Although the fund raising wasn’t successful, we didn’t give up on the idea completely. We just broke it into smaller parts. With these three, we’ll finally have all six of what could have been the base classes for a modern-era Pathfinder game.”
At the end of the Summer of Bullets, Super Genius Games will release the “City of Lights”, an adventure that ties directly into the Anachronistic Adventurers line and is the first in a series of adventurers and supplements that support Pathfinder games in modern settings.
The High Concept: Six new types of swords, based on weapons from the real world (and using their common real-world names, making it easy to find pictures of them with an Internet search), to expand a campaign's options for unusual characters or distant cultures.
The following swords are included:
Be smart, shop P-Mart! You know you've always wanted a bookstick, well now you can! #1 With a Bullet Point: 7 Magic Firearm Properties has you covered.
The High Concept: Seven magic properties designed specifically for firearm weapons (from early firearms – such as those highwaymen, musketeers, and pirates use - to more advanced weapons appropriate in western or pulp-era campaigns).
The properties included are:
It might be one of the first spells you pick up, but with these feats it'll definitely find a use until you take over for your god! Check out #1 With a Bullet Point: 7 Cure Light Wounds Feats here!
Inside you'll find the following feats:
From the annoying and hard-to-pin-down CR 1 leap insect, to the CR 22 lord of time, the Chronal Dragon Great Wyrm, we've got you covered when it comes to temporal adversaries!
Get Mythic Menagerie: Ravagers of Time today!
Hey look, it's a new Prince of Hell!
From the product page:
Heads up everyone... Next week we'll be releasing The Tomb-World of Alak-Ammur, a Dungeonpath adventure for 12th level characters written by the amazing Monte Cook!
Here's the "back cover" text:
Originally part of Dungeonaday.com, this PDF clocks in at 32 pages and is completely linked and bookmarked. You can see the cover here.
Got an idea for a character and it just won't work as a single class? Worried about taking a hit if you "level dip"? Don't fear, the Geniuses are here with the Genius Guide to Feats of Multiclassing!
Now it's easier than ever to play a blue-eyed barbarian with a roguish streak.
Hellfire—the stuff of legends and nightmares. Classically associated with the wrath of the gods and the acrid scent of brimstone, hellfire is also one of the background elements of hell and the torments that await there. Hellfire represents a common element of many fantasy stories and classic mythologies, but has very little presence within the Pathfinder Roleplaying Game. The Genius Guide to Hellfire Magic adds hellfire as a new option for a broad range of spellcasters, adding options for grim antipaladins wielding hellfire scourges, determined inquisitors calling down hellfire cages to imprison their enemies, and even good-aligned clerics and wizards drawing on the building blocks of hell to fight for justice and honor—though facing constant temptation to call upon more vile forces as they do so.
Get your copy today!