Title ▼ |
Publisher |
Price |
The death knight is a champion of the grave, serving to spread the power of death throughout the lands of the living. Most death knights are the chosen warriors of gods of undeath and decay, evil psychopaths who desire nothing more than to see the “mistake” of life replaced by the glorious, unchanging “blessing” of undeath. Though unquestionably evil, these death knights are often confused... [click here for more] |
Rogue Genius Games |
$3.99
|
Here in Loot 4 Less vol. 6: Cloaks and Daggers we're looking at bargain-bin capes and knives that most characters may find useful. Not only do we provide each item with a full description and cost, we've scattered sidebars throughout the book to explain those costs. Each "Behind the Counter" sidebar explains how a price was determined, allowing GMs to apply that logic to other abilities and... [click here for more] |
Rogue Genius Games |
$3.99
|
Welcome to the fifth 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 items, gauntlets of infinity, 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) magic items. No... [click here for more] |
Rogue Genius Games |
$3.99
|
Welcome to Power Word Spells: Lore of the First Language, the latest product in the new Super Genius Presents line of books!
Power word spells are one of the most interesting elements of the “assumed setting” described by the rules of the Pathfinder Roleplaying Game Core Rulebook. Though the power word spells do not have any description of how and why they are different from other... [click here for more] |
Rogue Genius Games |
$3.99
|
Primal Heroes: The Sangoma
Onscreen Page Count (including cover and OGL): 105 Printer Friendly Page Count (including OGL): 102 System: OGL Fantasy Genre: Stone Age Fantasy
Say Goodbye to Druid Prestige Classes Forever!
Do you wish you could switch your druid's animal companion for some other ability? Instead of Woodland... [click here for more] |
Bloodstone Press |
$2.50
|
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
|
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
|
Welcome to the Houserule Footnotes: Spell Point Feats, the first in a planned series of short, concise products designed to support material presented in the Houserule Handbooks line of products. This product adds a series of feats for use with Houserule Handbooks: Spell Points, and requires that product to be useful.
The 10 feats included here are designed to both give spell-point... [click here for more] |
Rogue Genius Games |
$1.49
|
A global fanmine has plunged a world into crisis. A relief convoy bringing much needed food suppliers is then attacked and drstroyed, and in the middle of all this are your player characters.
Can they rescue the last surviving food freighter and bring it back to the planet?
Can they survive the aftermath of the attack on the food convoy?
Hivers I is the first in a series of adventures and is intended... [click here for more] |
Mongoose |
$2.99
|
Hair of the Dog” marks the second Waysides in my Christina Stiles Presents offerings for Super Genius Games! In case you missed the first one, please check out “Didjer’s Crab House” and its tandem release, “#1 With a Bullet Point: 3 Things Made from Crabmen.”
“Hair” introduces a gnoll family who is struggling to make their... [click here for more] |
Rogue Genius Games |
$3.99
|
A 6-Pack Adventure: pick-up-and-play adventures designed to fill 2-4 hours of play and containing everything you need.
Battle Map
Tokens
Pre-generated characters
For longevity you can use the tokens and the map for anything else you care to do and the adventures should be fairly easily adaptable to fit into your existing campaign if you want.
The Sting has a band of experienced adventurers following... [click here for more] |
Postmortem Studios |
$1.99
|
This supplement is designed for use by the referee when they need to add a little flavor to the game, to link NPC’s or when the Player Characters (PCs for short) have decided to go in a different direction than was intended, and they’ve turned down that dark alley and bit off more than they can chew. Where do the PCs go once they land at the Starport, arrive by shuttle or conveyance? Why did they... [click here for more] |
Mongoose |
$7.00
|
This supplement is designed for use by the referee when they need to add a little flavor to the game, need some ideas to link NPC’s or the Player Characters (PCs for short) have decided to go in a different direction than was intended. I ‘ve divided it up into sections for greater ease of use. This was originally designed for use with Traveller but can easily be adapted to most Science Fiction... [click here for more] |
Mongoose |
$7.00
|
You have been preparing for this gaming session for weeks and now the PCs have decided that they aren’t going near anything that you have prepared. Nooo. They have taken everything in a different direction. But don’t get mad. Get glad. Because you have access to 100 Plots. Instead of them jerking you around, it’s time to get even. Here are 100 Plots, with Patrons, Job Advertisements, Red Herrings,... [click here for more] |
Mongoose |
$7.00
|
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
|
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
|
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 |
$1.28
|
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
|