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Houserule Handbooks: Spellpoints Compilation

Houserule Handbooks: Spellpoints Compilation


Welcome to Houserule Handbooks: Spellpoints Compilation, the first in a new line of compiled Houserule Handbooks. Each of these products is designed to present the full rules compiled from several Houserule Handbooks pdfs, introducing a set of carefully balanced, developed, and playtested houserules for campaigns using the Pathfinder Roleplaying Game Core Rulebook....   [click here for more]
Rogue Genius Games  $8.99

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#1 With a Bullet Point: Mythic Fighter Class Features

#1 With a Bullet Point: Mythic Fighter Class Features


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...   [click here for more]
Rogue Genius Games  $1.00

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The Genius  Guide to More Rogue Talents

The Genius Guide to More Rogue Talents


Rogue talents are a crucial part of the core rogue class. They received an overhaul (adding the categories of edges and grand talents and combining the assassin, ninja, and rogue into one flexible stealth-and-trickery class) in The Genius Guide to the Talented Rogue, and this book is designed as a follow-up to that product. However, to use these new talents with the ninjas and rogues from...   [click here for more]
Rogue Genius Games  $2.49

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The Genius Guide to More Monk Talents

The Genius Guide to More Monk Talents


The idea of monk talents (and why they're awesome to begin with) is first presented in The Genius Guide to the Talented Monk, along with a large number of talents (many adapted from the abilities of monk archetypes) to get you going. But we know that you can never have enough talents and so the GGT: More Monk Talents adds over 20 new ones, each of which can be used with the Talented Monk...   [click here for more]
Rogue Genius Games  $2.49

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The Genius Guide to the Talented Rogue

The Genius Guide to the Talented Rogue


Rogues are the iconic masters of stealth and subterfuge, with access to both a number of powerful set class features (primarily relating to traps, evasion, and sneak attacks) and a flexible set of customizable talents. While this gives them a wide range of options, it can also lead to characters with specific sneak, criminal, or adventurer concepts having abilities they don’t need, such as a...   [click here for more]
Rogue Genius Games  $4.99

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#1 With a Bullet Point: 8 Animal Feats

#1 With a Bullet Point: 8 Animal Feats


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...   [click here for more]
Rogue Genius Games  $1.00

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Path of War Expanded

Path of War Expanded


The Path of War continues onward! Inside the pages of this tome, your options for martial characters more than double! Within Path of War Expanded you will find more maneuvers, stances, and feats for your existing martial disciples as well as a host of new options! There are new classes, archetypes, martial traditions, and even the new class template that provides a way to use a single archetype...   [click here for more]
Dreamscarred Press  $34.99 $14.99

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#1 With a Bullet Point: 6 Jester Feats

#1 With a Bullet Point: 6 Jester Feats


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...   [click here for more]
Rogue Genius Games  $1.00

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The Genius Guide to More Horrifically Overpowered Feats

The Genius Guide to More Horrifically Overpowered Feats


When the first book of Horrifically Overpowered feats was released on April 1st, 2012, we expected to hear a lot of cries of “What were you thinking?!” Instead we mostly heard “When will you release more?!” The obvious answers should have been either “Never!” or “Not until we can sneak them in on April 1st, 2013!” But to some extent, that’s cheating....   [click here for more]
Rogue Genius Games  $3.99

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#1 With a Bullet Point: 5 Unseen Servant Feats

#1 With a Bullet Point: 5 Unseen Servant Feats


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...   [click here for more]
Rogue Genius Games  $1.00

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#1 With a Bullet Point: 5 Fireball Feats (Full Clip!)

#1 With a Bullet Point: 5 Fireball Feats (Full Clip!)


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...   [click here for more]
Rogue Genius Games  $1.00

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#1 With a Bullet Point: 8 Lightning Bolt Feats

#1 With a Bullet Point: 8 Lightning Bolt Feats


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...   [click here for more]
Rogue Genius Games  $1.00

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#1 With a Bullet Point: 7 Tendril Tentacle Spell Feats (Full Clip!)

#1 With a Bullet Point: 7 Tendril Tentacle Spell Feats (Full Clip!)


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...   [click here for more]
Rogue Genius Games  $1.00

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The Genius Guide to Relics of the Godlings II

The Genius Guide to Relics of the Godlings II


Mythology is full of heroes who carried one or two amazing items throughout their adventuring careers. Sometimes the acquisition of the item marked the hero as special from the beginning, or is the catalyst for the heroes early adventures. Often, special magic items are given to heroes by the gods (Perseus famously receives gifts ranging from Hades’ helm of invisibility to Hermes’ winged...   [click here for more]
Rogue Genius Games  $3.99

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#1 With a Bullet Point: 5 Haste/Slow Feats

#1 With a Bullet Point: 5 Haste/Slow Feats


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...   [click here for more]
Rogue Genius Games  $1.28

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The Genius Guide to the Hellion

The Genius Guide to the Hellion


The hellion is a master of dark energies, especially afflictions and hexes, who draws his power from deals cut with one or more supernatural patrons. In many ways the hellion is a more martial version of the witch, sharing the witch’s power to draw on hexes and spells but with significantly more options (and inclination) to damage foes directly. What hellions give up in terms of more powerful...   [click here for more]
Rogue Genius Games  $3.99

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The Genius Guide to Hellfire Magic

The Genius Guide to Hellfire Magic


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]
Rogue Genius Games  $3.99

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Ultimate Options: Grit and Gunslingers

Ultimate Options: Grit and Gunslingers


The gunslinger is the archetypical hero of the west, a lone warrior who pits his skill-at-arms and mettle against threats ranging from challengers desiring a shootout at high noon and bandits threatening to destroy the livelihood of towns and whole territories, to hostile natives and packs of wild animals. In many ways the gunslinger is a natural evolution of the heroes of older eras, a direct outgrowth...   [click here for more]
Rogue Genius Games  $3.99

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The Genius Guide to the Godling

The Genius Guide to the Godling


The godling is a new character concept designed for use with the Pathfinder RPG. The godling is presented as both a base class (suitable for 1st level characters) and a prestige class (requiring characters to be higher level before taking it). The godling is a mortal hero in whose veins flows the blood of a god. Cut from the same cloth as classic ancient heroes such as Theseus (fathered...   [click here for more]
Rogue Genius Games  $3.99

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The Adventurer's Handbook

The Adventurer's Handbook


"Stuff People Want To Play!" That’s how Sean K Reynolds, Paizo Publishing’s Developer for the Pathfinder Roleplaying Game, describes the contents of the Adventurer’s Handbook in his introduction to this book. He also says that the Genius Guides are “fun, playable, and of excellent quality.” If the people who make Pathfinder...   [click here for more]
Rogue Genius Games  $12.99

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The Genius Guide to Loot 4 Less: Things That Make You Go Boom

The Genius Guide to Loot 4 Less: Things That Make You Go Boom


Equipping low-level characters in the Pathfinder Roleplaying Game can be a little dull - they have limited resources, and magic items cost a lot of gold. Written by industry veterans and Pathfinder contributors Owen K.C. Stephens and Stan!, this book contains an incredible array of permanent magic items each of which costs 2,500 gp or less. The Loot 4 Less books are some of the best-selling...   [click here for more]
Rogue Genius Games  $6.99

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Krazy Kragnar's Black Market Magic Items

Krazy Kragnar's Black Market Magic Items


The goblin known as Krazy Kragnar has a long and colorful history, not all of which has yet to be chronicled. Always quick to make a deal, take a risk, and turn a profit, Kragnar first came to prominence when he began a line of used-chariots yards (the merchandise for which is detailed in The Genius Guide to Loot 4 Less Volume 7: Krazy Kragnar's Used Chariots). When that operation was shut down...   [click here for more]
Rogue Genius Games  $3.99

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Advanced Options: Alchemists' Discoveries

Advanced Options: Alchemists' Discoveries


The alchemist class represents a trope common in adventure fiction, if not fantasy fiction: the mad scientist. From Mary Shelley's Frankenstein to The Strange Case of Dr Jekyll and Mr Hyde, many of the classic works of fiction that helped build the framework from which most fantasy RPGs hang include the inventor or scholar who is clearly dabbling in matters beyond mundane science. Coupled with the...   [click here for more]
Rogue Genius Games  $3.99

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The Genius Guide to Mystic Godlings

The Genius Guide to Mystic Godlings


A mortal with the blood of a god flowing through her veins-a hero with one foot in the world of man and the other in the realm of the divine. This concept was explored in the best-selling Genius Guide to the Godling, but that material hardly exhausted the subject. The godlings in that first volume focused on flesh and blood, brawn and brains, striding the world as paragons of human endeavors....   [click here for more]
Rogue Genius Games  $3.99

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The Genius Guide to Another 110 Spell Variants

The Genius Guide to Another 110 Spell Variants


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...   [click here for more]
Rogue Genius Games  $3.99

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The Genius Guide to Fire Magic

The Genius Guide to Fire Magic


Fire is arguably the most dangerous and most useful of the elements. Fire represents the power of civilization, through cooking, forging, ceramics, and the production of light. It also represents the power of destruction in that it is a threat to farm, forest, and city alike. Fire is the first magic, and the power to rub sticks together to create a living heat that breathes and moves is the first shaman's...   [click here for more]
Rogue Genius Games  $3.99

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The Genius Guide to Loot 4 Less Vol. 8: Belt One On

The Genius Guide to Loot 4 Less Vol. 8: Belt One On


Welcome to the eighth book in the Loot 4 Less line, where we deal exclusively in items with a cost-to-consumer of 2,500 gp or less. That's right, no epic equipment, girdles of titan strength, or even moderate magic items here. This is a forum for the cheapest of the cheap, and that's it. And just to up the level of difficulty, we also don't deal in oneshot (or even two- or three-shot) magic...   [click here for more]
Rogue Genius Games  $3.99

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Krazy Kragnar's Alchemical Surplus Shop

Krazy Kragnar's Alchemical Surplus Shop


The world's ultimate goblin entrepreneur is back! His previous business (detailed in Loot 4 Less, vol. 7: Krazy Kragnar's Used Chariots) was closed after a dwarven nobleman perished in a freak houda accident. Now Krazy Kragnar returns with a whole new business plan-he is the owner and chief salesman of the Alchemical Surplus Shop, a place that buys alchemist fire that's past its use-by date,...   [click here for more]
Rogue Genius Games  $3.99

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The Genius Guide to Arcane Archetypes

The Genius Guide to Arcane Archetypes


Arcane magic is one of the most popular, flexible, and influential components of the Pathfinder Roleplaying Game. Arcane spells immediately call to mind some of the most iconic elements of fantasy stories. Characters flying through the air, chucking bolts of lightening at their foes, and deflecting dragon's breath with mystic shields are fun and memorable parts of high-magic games. Even in more...   [click here for more]
Rogue Genius Games  $3.99

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The Genius Guide to Martial Archetypes

The Genius Guide to Martial Archetypes


The "fighting man" is the anchor of a huge collection of myth, legend, and fantasy fiction. While it is wizards and dragons that make fantasy ... well ... fantastic, most often the heroes of those tales are loyal knights, dashing swashbucklers, royal guards, kung fu masters, grim gladiators, and duelists armed with quick wits and quicker blades. The image of the brave warrior is universal,...   [click here for more]
Rogue Genius Games  $3.99

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The Genius Guide to the Templar

The Genius Guide to the Templar


The templar is a divine warrior-an agent and crusader for his god and (possibly) his church. Most are champions of a religious order, using their faith to gird them against the plots of heretics, infidels, and pagans. Others are devoted to a specific holy duty, perhaps one that has been entrusted to their family for generations. Although clerics are servants of their gods and paladins, in different...   [click here for more]
Rogue Genius Games  $3.99

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The Genius Guide to Loot 4 Less Vol. 7: Krazy Kragnar's Used Chariots

The Genius Guide to Loot 4 Less Vol. 7: Krazy Kragnar's Used Chariots


Welcome to the seventh in our line of Loot 4 Less books, where we deal exclusively in items with a cost-to-consumer of 2,500 gp or less. That's right: no epic equipment, Chariots of Apollo, or even moderate magic items here. This is a forum for the cheapest of the cheap, and that's it. And just to up the level of difficulty, we also don't deal in one-shot (or even two- or three-shot)...   [click here for more]
Rogue Genius Games  $3.99

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The Genius Guide to the Witch Hunter

The Genius Guide to the Witch Hunter


The Witch Hunter is a 20-level base class designed for use with the Pathfinder Roleplaying Game. It is a warrior class that specializes in finding and defeating evil spellcasters (and spell-using monsters) and fixing the problems such creatures cause. Though witch hunters are able combatants against any foes, they excel when facing enemies that draw much of their power from cursing, draining,...   [click here for more]
Rogue Genius Games  $3.99

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The Genius Guide to Dream Magic

The Genius Guide to Dream Magic


There's something magical about dreams. In them we can be and do anything our minds can conceive, the laws of nature hold no sway, and despite the fact that they seem as real as the waking world you walk through, there are no consequences for any of the actions you take or injuries you may suffer. Dreams are real, yet unreal-which is also as perfect description of magic as you are ever likely to find....   [click here for more]
Rogue Genius Games  $3.99

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The Genius Guide to Feats of Critical Combat

The Genius Guide to Feats of Critical Combat


The concept of a "critical hit" has been part of roleplaying games from the very start-an attack that is extraordinarily well placed or timed perfectly and, as a result, is exceptionally damaging. It started as a phrase used after the results of an attack were determined, but quickly made its way into variant systems and house rules until nearly every campaign had its own version. And in...   [click here for more]
Rogue Genius Games  $3.99

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The Genius Guide to Earth Magic

The Genius Guide to Earth Magic


Of the classic elements-air, earth, fire, and water, earth is often the hardest to work into the magic of a fantasy setting. The core roles of other elements are easy to see-fire burns your foes and grants light, air allows for flight and control of the weather, and water allows ships to move and wells to bring life to farms, plus is the secret domain of sailors and merfolk. The easy uses for these...   [click here for more]
Rogue Genius Games  $3.99

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The Genius Guide to Feats of Metamagic

The Genius Guide to Feats of Metamagic


Metamagic is a kind of give-and-take system for spells that allows spellcasters to gain benefits for spells in exchange for using higher-level spell slots to cast them. This gives a spellcaster considerably more flexibility, especially spontaneous spellcasters, who have a limited number of spells known but can add metamagic to spell slots on the fly. While most of the obvious spell enhancements (increasing...   [click here for more]
Rogue Genius Games  $3.99

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The Genius Guide to Air Magic

The Genius Guide to Air Magic


Air-perhaps the most mysterious of the primal elements of creation, an invisible medium through which we walk and in whose arms a rare few can fly. The power of air and wind, on their own, seem magical even in our modern world-how much more so in the medieval past? Where does the wind come from, what is it maid of, and how can it wield so much power? The pages of fantasy fiction are filled with...   [click here for more]
Rogue Genius Games  $3.99

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The Genius Guide to Feats of Divine Might

The Genius Guide to Feats of Divine Might


New feats for characters focused on divine powers and spells should mean more than new metamagic feats, extra uses of abilities each day, and taking Weapon Focus with a deity's favored weapon. Just as monks, fighters and rogues can use feats to adjust and modify their fighting styles, clerics, druids, rangers and paladins should have a range of options that let them adapt their divinely-granted abilities....   [click here for more]
Rogue Genius Games  $3.99

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The Genius Guide to the Magister

The Genius Guide to the Magister


The magister* is a new base class designed for the Pathfinder Roleplaying Game. She is a hybrid spellcaster, combining arcane spells drawn from power within herself and the faith needed to also call upon divine spells. A magister may be a church wizard, a priestess of magic who has studied the arcane arts, or a dynamic spiritualist who sees no difference in the two traditional forms of magic. Magisters...   [click here for more]
Rogue Genius Games  $3.99

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The Genius Guide to the Armiger

The Genius Guide to the Armiger


The Genius Guide to the Armiger introduces the armiger base class-a warrior who specializes in defensive techniques and the use of shields and heavy armor. As a great tactician once noted, the best way to win a fight is to be the last man standing. Or, put more colloquially, sometimes the best offense is a good defense! Armigers are masters of defense, able to shrug of attacks that...   [click here for more]
Rogue Genius Games  $3.99

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The Genius Guide to Feats of Battle

The Genius Guide to Feats of Battle


There are lots of feats for battle in the core rules of the Pathfinder Roleplaying Game. In fact, it could be argued that most of the feats in the game are battle-related. This naturally leads to asking if yet more feats based on kicking ass and taking names are really needed. The answer is an emphatic "Yes!" This product presents numerous feats balanced for any character, but designed...   [click here for more]
Rogue Genius Games  $3.99

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The Genius Guide to Crystal Magic

The Genius Guide to Crystal Magic


Gemstones and other crystals have long been associated with magic and purity. You only have to think of how crystal balls are used in fiction-often portrayed as the very source of a witch or wizard's powers-to be sure of that connection. Even in modern times, the link has remained strong. Go to any bookstore or new age gift store to see that people today still associate crystals with healing and arcane...   [click here for more]
Rogue Genius Games  $3.99

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#1 With a Bullet Point: 7 Shadow Assassin Feats

#1 With a Bullet Point: 7 Shadow Assassin Feats


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...   [click here for more]
Rogue Genius Games  $1.49

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The Genius Guide to the Order of Vigilance

The Genius Guide to the Order of Vigilance


The Genius Guide to the Order of Vigilance presents a group of three thematically linked prestige classes for the Pathfinder Roleplaying Game. These classes represent various disciplines taught to members of an elite guild of bodyguards known as the Order of Vigilance, an organization dedicated to the notion that any group of individuals only ever reaches their ultimate potential...   [click here for more]
Rogue Genius Games  $2.99

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Christina Stiles Presents: Races Revised - Emergence of the Aardvolk

Christina Stiles Presents: Races Revised - Emergence of the Aardvolk


Welcome to Races Revised - Emergence of the Aardvolk, the latest Christina Stiles Presents offering from Super Genius Games! Many races have received short shrift over the years, while elves, dwarves, gnomes, halflings, half-elves, and half-orcs have hogged the player spotlight. Well no more! Races Revised are meant to inspire you to consider what’s interesting about an alternate race;...   [click here for more]
Rogue Genius Games  $3.99

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The Tomb-World of Alak-Ammur

The Tomb-World of Alak-Ammur


Even within the deepest recesses of history’s own heart, one cannot find a sorcerer more powerful nor infamous than the man known as Alak-Ammur. His origins lie hidden behind a veil of lies and half-truths so thick that it is useless to even speak of them. Know simply this, that Alak-Ammur grew strong in the ways of arcane lore as easily and quickly as other men take to breathing fresh air. Few...   [click here for more]
Rogue Genius Games  $10.99

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Christina Stiles Presents: Waysides - Didjer's Crab House

Christina Stiles Presents: Waysides - Didjer's Crab House


Welcome to Waysides: Didjer's Crab House, the first Christina Stiles Presents offering from Super Genius Games! We're starting off the Waysides lineup with Didjer's Crab House, a nautical-themed tavern and wretched hive of scum and villainy, where pirates spend their coin, and deadly fights take place almost daily, with the dead being tossed off a pier and out to sea. Also included is “Baked...   [click here for more]
Rogue Genius Games  $3.99

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Monster Menagerie: Engines of Destruction

Monster Menagerie: Engines of Destruction


Welcome to Engines of Destruction, the third in our line of Monster Menagerie monster books. Each volume in this line presents a small set of monsters tied to a single theme, but spread over a range of CRs. For Engines of Destruction, that theme is unusual constructs. Rather than presenting a gaggle of yet more golems made out of stone or metal materials, author Sam Hing...   [click here for more]
Rogue Genius Games  $3.99

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100 Taverns, Pubs and Inns

100 Taverns, Pubs and Inns


This PDF gives the Information for 100 different Taverns, Inns and Pubs so you can drop one right into the action and not have to worry about creating one from scratch. Such dives as : 17. Singing Skull Tavern Overall quality: Decent Cleanliness: Somewhat grubby, but decent Size: Large Drinks: Fairly priced, below average quality, average variety, plus a few exotic drinks Food: Overpriced, decent...   [click here for more]
Art of War Games  $3.00 $2.00

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