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Products found in this section... Sort by: 
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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 $5.39

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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 wilderness...   [click here for more]
Rogue Genius Games  $4.99

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The Genius Guide to the Talented Cavalier

The Genius Guide to the Talented Cavalier


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]
Rogue Genius Games  $4.99

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The Genius Guide to the Talented Fighter

The Genius Guide to the Talented Fighter


The Genius Guide to the Talented Fighter rewrites the classic fighter class to use talents instead of 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 increased flexibility allows the fighter to...   [click here for more]
Rogue Genius Games  $3.99

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Houserule Handbooks: Spellpoints

Houserule Handbooks: Spellpoints


Welcome to Houserule Handbooks: Spell Points, the first in a series of products presenting some of the houserules used at Super Genius Games. Each of these products is designed to introduce a carefully balanced, developed, and playtested version of a popular houserule for campaigns using the Pathfinder Roleplaying Game Core Rulebook. Houserule Handbooks...   [click here for more]
Rogue Genius Games  $4.99

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The Genius Guide to Relics of the Godlings

The Genius Guide to Relics of the Godlings


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 (such as King Arthur pulling the sword from the stone), and in other cases the items were gained as part of an early adventure (Hercules killed the Nemean lion as the first of his Twelve Labors, and thereafter wore...   [click here for more]
Rogue Genius Games  $3.95

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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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The Genius Guide to Chaos Magic

The Genius Guide to Chaos Magic


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]
Rogue Genius Games  $3.99

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The Genius Guide to 110 Spell Variants vol. 4

The Genius Guide to 110 Spell Variants vol. 4


While there are a vast number of spells available in the Pathfinder Roleplaying Game Core Rulebook and official expansions, 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...   [click here for more]
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Ranger Options: Knacks of Nature

Ranger Options: Knacks of Nature


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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The Genius Guide to Name Traits

The Genius Guide to Name Traits


So seriously, what’s in a name? In any RPG, names are often the first clue players get to build a mental picture of the PCs and NPCs they encounter. Names often give some idea about the culture a character is from, or even what kind of attitude the player running that character plans to project. For NPCs, a name can be as important as an illustration or good verbal description, and often as not,...   [click here for more]
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Houserule Handbooks: Spellpoints Expansion

Houserule Handbooks: Spellpoints Expansion


The spell point system introduce in Houserule Handbooks: Spell Points was designed to be flexible, simple set of rules for replacing the normal spell slot/spell preparation system used by spellcasters in the Pathfinder Roleplaying Game Core Rulebook with a different resource management system – spell points. Though both successful in this goal and quite popular, the book did little...   [click here for more]
Rogue Genius Games  $3.99

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The Genius Guide to Horrifically Overpowered Feats

The Genius Guide to Horrifically Overpowered Feats


This product is a bad idea. It contains a wide array of feats that are, as the title suggests, horrifically overpowered. The only way these feats can be considered “balanced” is that they can make any character horrifically overpowered, so allowing them all into a campaign gives all the players (and monsters, and NPCs, and even minions) a chance to be ridiculously super-powered. And as long as...   [click here for more]
Rogue Genius Games  $3.99

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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 Fighter Talents

The Genius Guide to More Fighter Talents


The idea of fighter talents (and why they are a good idea) is first presented in The Genius Guide to the Talented Fighter, along with a large number of talents (many adopted from the abilities of fighter archetypes). The new talents presented here can be used with that book, or they can be added as new options for the traditional fighter class. To use these talents with the core fighter...   [click here for more]
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The Genius Guide to Apeiron Staves

The Genius Guide to Apeiron Staves


What In The World Are Apeiron (pronounced a-pay-ron) Staves? Simply put, they are to spellcasters what a magic sword is to a fighter. They are weapons of war used by the magically inclined to blast away that which ails them. Where the swordmaster passes down his blade to his favorite student, so too does the master wizard pass his apeiron stave down to his star apprentice. Apeiron...   [click here for more]
Rogue Genius Games  $3.99

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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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#1 With a Bullet Point: 10 Mage Armor Feats (Full Clip!)

#1 With a Bullet Point: 10 Mage Armor 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 needed are...   [click here for more]
Rogue Genius Games  $1.00

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Christina Stiles Presents: Races Revised - Cackle of the Gnolls

Christina Stiles Presents: Races Revised - Cackle of the Gnolls


Welcome to Races Revised - Cackle of the Gnolls, 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

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The Genius Guide to What's in my Pocket?

The Genius Guide to What's in my Pocket?


It’s fairly common for randomly generated treasure to include a few mundane or low-value items. While these may be appreciated and hoarded for the few coins they can raise at low-levels, fairly early in most campaigns players stop caring much about items taken from the standard equipment tables (players only appreciate so many sunrods). However, sometimes a GM wants to spark some interest and mystery...   [click here for more]
Rogue Genius Games  $2.99

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Christina Stiles Presents: Ultimate Options - Minor & Major Drawbacks

Christina Stiles Presents: Ultimate Options - Minor & Major Drawbacks


Welcome to Ultimate Options: Minor & Major Drawbacks, the latest Christina Stiles Presents offering from Super Genius Games! This book builds on the Drawback rules presented in Ultimate Campaign, with the Minor Drawbacks listed here being equivalent to the Drawbacks from that book, making them, in effect, reverse Traits that allow the character to receive an extra Trait in exchange...   [click here for more]
Rogue Genius Games  $3.99

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The Genius Guide to More Cavalier Talents

The Genius Guide to More Cavalier Talents


The idea of cavalier talents (and why they are a good idea) is first presented in The Genius Guide to the Talented Cavalier, along with a large number of talents (many adapted from the abilities of cavalier archetypes). The new talents presented here can be used with that book, or added as new options for the traditional cavalier class. To use these talents with the core cavalier class, simply...   [click here for more]
Rogue Genius Games  $2.49

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The Genius Guide to the Mosaic Mage

The Genius Guide to the Mosaic Mage


Traditional wizards find magic in books, sorcerers in blood, and bards in music. The most powerful magical creatures of the Material Plane—dragons—find magic in color. Ignoring the traditional schools of magic, mosaic mages define spells by associated color. Red magic is violent and aggressive, but it also heals and loves. Both black magic and white magic are death, but one is also evil while the...   [click here for more]
Rogue Genius Games  $3.99

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#1 With a Bullet Point: 12 Alternatives For The Rogue's Trapfinding Class Ability

#1 With a Bullet Point: 12 Alternatives For The Rogue's Trapfinding Class Ability


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

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

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#1 With a Bullet Point: 5 Machinesmith Feats

#1 With a Bullet Point: 5 Machinesmith 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 needed are...   [click here for more]
Rogue Genius Games  $1.00

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

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#1 With a Bullet Point: 7 Shield Spell Feats

#1 With a Bullet Point: 7 Shield Spell 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 needed are...   [click here for more]
Rogue Genius Games  $1.00

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#1 With a Bullet Point: 6 Teleportation Spell Feats

#1 With a Bullet Point: 6 Teleportation Spell 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 needed are...   [click here for more]
Rogue Genius Games  $1.00

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#1 With a Bullet Point: 7 Sinful Feats of Gluttony (Full Clip!)

#1 With a Bullet Point: 7 Sinful Feats of Gluttony (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 needed are...   [click here for more]
Rogue Genius Games  $1.00

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#1 With a Bullet Point: 4 Feats for Spells that Raise the Dead

#1 With a Bullet Point: 4 Feats for Spells that Raise the Dead


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

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#1 With a Bullet Point: 4 Feats for the Invisibility Spell

#1 With a Bullet Point: 4 Feats for the Invisibility Spell


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

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#1 With a Bullet Point: 10 Feats of Fear and Fearlessness

#1 With a Bullet Point: 10 Feats of Fear and Fearlessness


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

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#1 With a Bullet Point: 5 Control Water Spell Feats

#1 With a Bullet Point: 5 Control Water Spell 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 needed are...   [click here for more]
Rogue Genius Games  $1.00

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#1 With a Bullet Point: 6 Antimagic Field Feats

#1 With a Bullet Point: 6 Antimagic Field 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 needed are...   [click here for more]
Rogue Genius Games  $1.00

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#1 With a Bullet Point: 5 Silver Weapon Magic Properties

#1 With a Bullet Point: 5 Silver Weapon Magic Properties


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

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#1 With a Bullet Point: 9 Witch Hunter Feats

#1 With a Bullet Point: 9 Witch Hunter 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 War Master Feats

#1 With a Bullet Point: 7 War Master 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 needed are...   [click here for more]
Rogue Genius Games  $1.00

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#1 With a Bullet Point: 5 Mount Steed Spell Feats

#1 With a Bullet Point: 5 Mount Steed Spell 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 needed are...   [click here for more]
Rogue Genius Games  $1.00

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Annals of the Archfiends: Phosonith the Cruel Charmer

Annals of the Archfiends: Phosonith the Cruel Charmer


“Men ought either to be indulged or utterly destroyed, for if you merely offend them they take vengeance, but if you injure them greatly they are unable to retaliate, so that the injury done to a man ought to be such that vengeance cannot be feared.“   –Niccolo Machiavelli Some individuals possess an intangible quality that not only inspires confidence, but makes those around...   [click here for more]
Rogue Genius Games  $1.99

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