The cavalier is one of the least flexible classes in the base rules. The class grants a single choice at first level (what order to join), and a very few bonus feat options (six over 20 levels, half of which must be teamwork feats and half combat feats), and no other opportunities for customization. The only other classes with so few customizable abilities are spellcasters, who can create very different... [click here for more]
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... [click here for more]
Chaos magic is the eldritch force of pure, churning anarchy, outrageous coincidence, and unrelenting entropy. It is more than spells that draw on the chaotic element of the alignments that define the morals of creatures throughout the multiverse, it also is a way to dip into the pure stuff of madness and creation. Chaos magic requires its practitioners to embrace a lack of control, and accept that... [click here for more]
Many of the psionic feats presented in this product are designed to be useful to classes that aren’t traditionally psionic and are developed with the assumption that characters using these other classes might want to gain a little psionic ability with the Wild Talent feat. You can use the feats easily in many styles of game or when the psionic focus mechanic is replaced with something less mental... [click here for more]
Although a vast number of spells are available in the game’s core rulebooks, many GMs and players have an insatiable desire for more options. In many cases it’s not necessary to create new spell options from scratch, since a few minor changes to an existing spell can create something with a very different feel or impact on game play. These spell variants are based on the idea that you can make... [click here for more]
Super Genius Games promises to donate 100% of the proceeds of this PDF to the Red Cross to help the victims of disasters, initially focusing on the Moore, Oklahoma tornado.
The Geniuses would also like to thank world renowned illustrator Wayne Reynolds, who kindly donated the sketch used for the cover of this product. The sketch, and his kind gesture to make it available, not only inspired the Order... [click here for more]
The Advanced Player's Guide introduced six new base classes. One of these new classes is the cavalier: the mounted knight whose power comes as much from the conviction of his ideals, the oaths that he swears, and the challenges that he makes as it does from sheer force of arms. The cavalier class also introduces the concept of cavalier orders-the cavalier chooses one order from among the six... [click here for more]
Haunts, first introduced in the GameMastery Guide, are a fascinating option for GMs to keep in their toolboxes. Mechanically they are very similar to traps, but in flavor they are more similar to undead. Haunts allow a GM to add significant spookiness to an area, and give that atmosphere important in-game effects. It’s one thing to tell players the walls of an old crypt are bleeding, and quite... [click here for more]
Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world- building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are... [click here for more]