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Red dragons are the big bad guys, with names like Smaug, Glaurung, and Vermithrax. They are what we think of when we read the word after the ampersand. They are icons of evil, and targets for greedy adventurers everywhere. Here, in the fourth Codex Draconis, we give you what you need to drop red dragons into your games with a minimum of effort and a maximum of options. We want to help you create red... [click here for more] |
Rogue Genius Games |
$4.99
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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
|
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
|
The ranger has a strong tradition in fantasy fiction and mythology. In myths and legends, rangers borrow from ancient sources such as the Greek and Roman goddess of Artemis and Diana. Medieval and later tales included the vigilante and guerilla freedom-fighter Robin Hood, the Huntsman of Grimm’s Snow White fairy tale, and even Jack the Giant-Killer. In modern fantasy fiction, the ranger borrows from... [click here for more] |
Rogue Genius Games |
$3.99
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While there are a vast number of spells 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, as 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 there are a lot... [click here for more] |
Rogue Genius Games |
$3.99
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You can never have too many monster options. It's a truism of running a campaign. Not only do you want to keep your players guessing and keep creating new challenges for them, but you also very likely want a broad range of thematic choices from which to draw. It's not enough to have just a few CR 5 choices. Instead, these gamers want a few CR choices for every type, theme, and role a monster might... [click here for more] |
Rogue Genius Games |
$3.99
|
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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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] |
Rogue Genius Games |
$1.00
|
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] |
Rogue Genius Games |
$1.00
|
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 a... [click here for more] |
Rogue Genius Games |
$1.00
|
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; whether... [click here for more] |
Rogue Genius Games |
$3.99
|
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 a... [click here for more] |
Rogue Genius Games |
$1.00
|
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] |
Rogue Genius Games |
$1.00
|
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] |
Rogue Genius Games |
$1.00
|
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] |
Rogue Genius Games |
$1.00
|
Welcome to Kith of the Harpy Queen, the fifth in our line of monster books called Monster Menagerie. Each volume in this line presents a small set of monsters tied to a single theme, but spread over a range of CRs. For Kith of the Harpy Queen that theme is variants of the classic winged female monster. As an added bonus, author Sam Hing has put together an awesome set... [click here for more] |
Rogue Genius Games |
$3.99
|
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
|
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] |
Rogue Genius Games |
$3.99
|
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 a... [click here for more] |
Rogue Genius Games |
$1.00
|
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] |
Rogue Genius Games |
$1.00
|
Sometimes rules supplements read like the world-setting bible of frustrated novelists. Although 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] |
Rogue Genius Games |
$1.00
|
As this adventure begins, an experimental U.S. aircraft has gone down over Antarctica. Was the plane shot down by Skorpion, or did the weather cause the crash? Only once you brave the Winter Kill can you find out!
In this Mission Pack, PCs take the role of Strike Force 7 operatives sent to the Antarctic to complete a two-fold operation:
1. Find and rescue any surviving pilots.
2. Discover the... [click here for more] |
Super Genius Games |
$8.99
|
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] |
Rogue Genius Games |
$1.00
|
Sometimes rules supplements read like the world-setting bible of frustrated novelists. Although 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] |
Rogue Genius Games |
$1.00
|
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 a... [click here for more] |
Rogue Genius Games |
$1.00
|
Adventurer's Atlas: Outpost Qether is a generic location set on the borders of any two nations with a tense relationship. The outpost is home to all sorts: traders, criminals, farmers, and military men. It's a place where hope is fading fast now that distant rulers have decided that the fifty-year-old installation has outlived its usefulness. Unless someone finds a good reason for the... [click here for more] |
Super Genius Games |
$2.98
|