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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...   [click here for more]
Rogue Genius Games  $0.50

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#1 With a Bullet Point: 4 Death Mage Feats

#1 With a Bullet Point: 4 Death Mage 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: 6 Archon Feats

#1 With a Bullet Point: 6 Archon 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: 6 Godling Feats

#1 With a Bullet Point: 6 Godling 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 a few cool...   [click here for more]
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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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#1 With a Bullet Point: 6 Spell-Less Ranger Feats

#1 With a Bullet Point: 6 Spell-Less Ranger 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 Bard Feats

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

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#1 With a Bullet Point: 8 Barbarian Feats

#1 With a Bullet Point: 8 Barbarian Feats


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

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#1 With a Bullet Point: 8 Dragonrider Feats

#1 With a Bullet Point: 8 Dragonrider 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: 9 Armiger Feats

#1 With a Bullet Point: 9 Armiger 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: 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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Houserule Footnotes: Spell Point Feats

Houserule Footnotes: Spell Point Feats


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

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Mythic Options: The Missing Core Feats

Mythic Options: The Missing Core Feats


Being mythic is cool as hell. Characters that get to use the options from Mythic Adventures have the opportunity to take their characters to a whole new level (or, at least, a whole new tier). An important part of that ruleset is Mythic Feats, most of which are powered-up versions of normal feats. While a large number of feats from numerous rulebooks receive mythic versions, not all feats...   [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 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 Feats of Immediate Action

The Genius Guide to Feats of Immediate Action


Everyone loves rolling a high initiative when a combat starts. Going first is its own reward, allowing a player to get the jump on foes, grab points of tactical advantage, and set the tone for the combat to come, but it's also just fun. Finding yourself at the bottom of the initiative order is significantly less exciting. For low rollers, the combat round can seem to lag on, having little to do but...   [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 Feats of Multiclassing

The Genius Guide to Feats of Multiclassing


Fantasy fiction is rife with characters that can call on a hodgepodge of minor techniques, from rogues who apprenticed as wizards in their youth to priests who were once warriors, often fantasy characters break out of the narrow restrictions of a single class. If a player wishes to create similarly flexible characters they often have little choice but to multiclass, often only “level dipping”...   [click here for more]
Rogue Genius Games  $4.99

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The Genius Guide to Feats of Psionic Might

The Genius Guide to Feats of Psionic Might


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]
Rogue Genius Games  $5.32

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The Genius Guide to Feats of Runic Might

The Genius Guide to Feats of Runic Might


Runes-an ancient form of writing often linked to strange and magical powers. In history, runes are nearly-two-thousand-year-old alphabets whose origins remain shrouded in mystery. In legend, wizards, shamans, and warriors use runes to imbue places, items, and even people on which they are inscribed with fantastic powers. Runes, it has been said, hold the power to foretell the future and even to bring...   [click here for more]
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The Genius Guide to Feats of Runic Might II: Runebinding

The Genius Guide to Feats of Runic Might II: Runebinding


Runes are an ancient form of writing often linked to strange and magical powers. In history, runes are nearly two-thousand-year-old alphabets whose origins remain shrouded in mystery. In legend, wizards, shamans, and warriors use runes to imbue the places, items, and people on which they are inscribed with fantastic powers. Some say runes hold the power to foretell the future and even bring the dead...   [click here for more]
Rogue Genius Games  $3.99

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The Genius Guide to Feats of Spellcasting

The Genius Guide to Feats of Spellcasting


Super Genius Games is proud to present our first Genius Guide to feats, Feats of Spellcasting! New feats for spellcasters should mean more than new metamagic feats. Just as monks, fighters and rogues can use feats to adjust and modify their fighting styles; bards, clerics, druids, sorcerers and wizards should have a range of options that let them adapt their spellcasting ability....   [click here for more]
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The Genius Guide to Feats of Subterfuge

The Genius Guide to Feats of Subterfuge


Not every Pathfinder Roleplaying Game character is built to take challenges on using direct assaults - some prefer subtler methods that focus on stealth, misdirection, and covert maneuvers. The Genius Guide to Feats of Subterfuge contains a collection of feats that provide new alternatives to characters who use duplicity and deception to make their ways through the world, including exactly zero feats...   [click here for more]
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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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Campaign Options: The Feat Reference Document

Campaign Options: The Feat Reference Document


Everything You Don't Already Have!! The Feat Resource Document has over 700 feats from the publisher of the Pathfinder Roleplaying Game Core Rulebook! It's the ultimate compilation of feats that aren’t in the online Resource Document, taken from more than 100 adventures, companions and campaign sourcebooks. All are in as close to their original format as possible with only...   [click here for more]
Rogue Genius Games  $14.99

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Four Horsemen Present: Even More Horrifically Overpowered Feats

Four Horsemen Present: Even More Horrifically Overpowered Feats


Four Horsemen Present: Even More Horrifically Overpowered Feats MORE STUFF YOU DON'T NEED AND SHOULDN’T USE! Look folks, this is our FOURTH Horrifically Overpowered book. And we got this one written by the experienced and dignified Four Horsemen RPG writing guild. Why would you make us do that? Yes, it’s April Fools. Yes, it’s ten pages of feats that are MUCH...   [click here for more]
Rogue Genius Games  $1.95

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Four Horsemen Present: Heralds of the Apocalypse

Four Horsemen Present: Heralds of the Apocalypse


Get Good at Being Bad! Whether you are a GM looking for some options for a campaign's Big Bad Evil Guy, a player in an evil-themed adventure (or a whole set of adventures), or the lone evil PC in a group that likes to live dangerously, this book is ready to give you ways for your character to be evil AND fun. Because no one knows evil like the Four Horsemen! After a brief discussion of evil in its...   [click here for more]
Rogue Genius Games  $6.95

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Four Horsemen Present: Mature Character Options

Four Horsemen Present: Mature Character Options


Four Horsemen Present: Mature Character Options It’s not the years. It’s the mileage! Sometimes, characters who complain they’re getting too old for this stuff are the most interesting heroes! In conjunction with d20PFSRD.com and Rogue Genius Games, the Four Horsemen Present: Mature Character Options takes the middling out of middle-age. In this volume are mature themes, from...   [click here for more]
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Four Horsemen Present: Yet More Horrifically Overpowered Feats

Four Horsemen Present: Yet More Horrifically Overpowered Feats


Four Horsemen Present: Yet More Horrifically Overpowered Feats Overpowered is the New Black! We didn’t want to do this. We ASKED you not to use the Overpowered Feats. We already have FOUR books worth! But did you listen? No. So here it is, the FIFTH book in the Horrifically Overpowered line of feat books. You SHOULD NOT use the feats herein. Just the NAME of Cleaving Sneak Attack should...   [click here for more]
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Microsized Adventures

Microsized Adventures


Cut your players down to size with Microsized Adventures, by Everyman Gaming, LLC. Designed for the Pathfinder Roleplaying Game, Microsized Adventures gives GMs and players alike the tools they need to create adventures and campaigns from an ant’s point of view, whether the PCs want to mount an ant, scale a dog, or boldly flee from a lumbering toddler. Microsized Adventures...   [click here for more]
Rogue Genius Games  $12.95

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The Genius Guide to Bravery Feats

The Genius Guide to Bravery Feats


Bravery defines the hero The fighter, more than any other class, is an exemplar of this truth, routinely facing down spell-hurling sorcerers, otherworldly monsters, even devils and demons, all with nothing but a slender piece of steel or wood with which to confront the roaring magics of these fearsome foes. This .pdf presents a series of feats designed to showcase just how essential bravery can be...   [click here for more]
Rogue Genius Games  $2.99

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The Genius Guide to Feats of Spellcasting II

The Genius Guide to Feats of Spellcasting II


Aren’t there enough feats already? Certainly it’s possible to make an extremely effective spellcaster without adding any of the feats in this book. However, rather than attempt to create must-have feats that patch rules in the game, or open entirely new ways to fill crucial party roles, this book is designed to just add some fun options. These are feats that give a spellcaster an interesting...   [click here for more]
Rogue Genius Games  $2.99

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Ultimate Options: Story Feats

Ultimate Options: Story Feats


Feats to match your character and the GM's storyline. Add abilities based on your actions and goals met in-game to become more than just another character on the board. Useable for monsters and NPCs as well, story feats bring your game to a whole new level of awesome. Let the rules help you tell a legendary story! ...   [click here for more]
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