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 Hottest Pathfinder OGL, English, GMs Day Sale from Rogue Genius Games
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The Clockwork Wonders of Brandlehill 2.0

The Clockwork Wonders of Brandlehill 2.0


A Pathfinder Roleplaing Game compatible adventure for four to five PCs of 4th level. Mundane contraptions of incredible complexity appear throughout the realm, but shrink back into obscurity just as quickly as they surfaced. Brandlehill, the gnome town responsible for these impossible to replicate creations, has dispatched local bard Terrence Threncewell to seek out adventurers...   [click here for more]
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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]
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The Genius Guide to 110 Spell Variants

The Genius Guide to 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 make a lot...   [click here for more]
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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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The Genius Guide to 110 Spell Variants Volume 3

The Genius Guide to 110 Spell Variants Volume 3


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]
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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]
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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 make...   [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]
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The Genius Guide to Apprentice-Level Characters

The Genius Guide to Apprentice-Level Characters


When you consider the number of things a 1st-level character can do in a Pathfinder RPG campaign, it's pretty clear that even the lowest level characters have completed some intense training. But what do you do if you want to start an adventure before your wizards have mastered their 1st-level spells and paladins have discovered how to detect evil at will? The Genius Guide to Apprentice-Level...   [click here for more]
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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]
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The Genius Guide to Archer Archetypes

The Genius Guide to Archer Archetypes


The archer is a figure of heroic legend and romance-often coming from the ranks of commoners. In eras when the battlefield was dominated by heavily armored knights, archers represented the idea that skill and determination can level the playing field, both in warfare and conflicts between the social classes. Robin Hood and his merry men are the classic icons of the heroic archer, but they are far...   [click here for more]
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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]
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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]
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The Genius Guide to Divination Magic

The Genius Guide to Divination Magic


The saying "knowledge is power" is overused to the point of being cliché. But like most clichés, it has a nugget of truth to it. In a world of magic, where threats can be anything from mundane brigands to psionic half-dragon medusa priests of elder gods, it holds especially true. Divination spells allow characters to learn all manner of useful information: whether something is evil, the location...   [click here for more]
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The Genius Guide to Divine Archetypes

The Genius Guide to Divine Archetypes


Divine magic is one of the most common components of the Pathfinder Roleplaying Game. Humble adept NPCs, evil humanoid shamans, heroic clerics, and stalwart paladins alike use it. Divine spells call to mind major events in popular games and fictions, ranging from the summoning of demons and otherworldly allies to the power to heal, curse, and even raise the dead. Divine spells are the tools...   [click here for more]
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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]
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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]
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The Genius Guide to Exalted Domains of Light and Lore

The Genius Guide to Exalted Domains of Light and Lore


Exalted Domains are a new option that grants clerics a truly special and unique connection to one aspect of their deity's power in exchange for one of their domains. Rather than draw bonus powers and spells from two domains, the cleric with an Exalted domain has a greater focus on a single domain, and can utilize powers not available to any other character. Exalted domains can be used to create clerics...   [click here for more]
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The Genius Guide to Exalted Domains of Storms and Savagery

The Genius Guide to Exalted Domains of Storms and Savagery


Exalted Domains are a new option that grants clerics (and potentially other divine spellcasters) a truly special and unique connection to one aspect of their deity's power in exchange for one of their domains. Rather than draw bonus powers and spells from two domains, the cleric with an Exalted domain has a greater focus on a single domain, and can utilize powers not available to any other character....   [click here for more]
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The Genius Guide to Expanded Favored Class Options

The Genius Guide to Expanded Favored Class Options


In the Pathfinder Roleplaying Game, every time a character takes a level in a favored class, he or she gains a bonus. Under the core rules, that bonus is either an additional skill point or an extra hit point. However, the Advanced Player’s Guide introduced a new set of racial favored class options. Members of specific races can get these benefits when they gain a level in a class that...   [click here for more]
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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 to make...   [click here for more]
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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 many of these...   [click here for more]
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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]
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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]
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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” to...   [click here for more]
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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]
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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]
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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 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]
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The Genius Guide to Gruesome Undead Templates

The Genius Guide to Gruesome Undead Templates


Gruesome undead templates are quick, easy options a GM can add to nearly any undead monster, to create creatures with whole new themes and abilities. A GM can use these as threats that are less familiar to experienced players, clues or elements for a specific background story, or to just have new boss undead to be the focus of a climactic final battle. All the gruesome templates are designed to play...   [click here for more]
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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]
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The Genius Guide to Horrific Haunts

The Genius Guide to Horrific Haunts


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]
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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]
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The Genius Guide to Ice Magic

The Genius Guide to Ice Magic


It's winter! Time for a cold spell! Of all the damage types, fire and lightning seem to get all the best coverage. Maybe it's because fireball and lightning bolt are quantum leaps forward in the offensive arsenals of low-level sorcerers and wizards, or just that there's a limited amount of space in any core rulebook, that an idea like an Ice cleric domain or a Cold wizard specialty that's...   [click here for more]
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The Genius Guide to Loot 4 Less Vol. 10: Fezzes Are Cool!

The Genius Guide to Loot 4 Less Vol. 10: Fezzes Are Cool!


Welcome to the tenth book in the Loot 4 Less line, in which we deal exclusively with items that have a cost to consumer of 2,500 gp or less. And to increase the level of difficulty in terms of providing you with low-cost items, we also don’t deal in one-shot (or even two- or three-shot) magic items. Here in Volume X: Fezzes Are Cool, we’re looking at a narrow range of wondrous items that...   [click here for more]
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The Genius Guide to Loot 4 Less Vol. 1: Armor and Weapons

The Genius Guide to Loot 4 Less Vol. 1: Armor and Weapons


Welcome to the first 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 artifacts, rods of eleventy parts or even typical 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...   [click here for more]
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The Genius Guide to Loot 4 Less Vol. 2: Pretty, Pretty, Rings

The Genius Guide to Loot 4 Less Vol. 2: Pretty, Pretty, Rings


Welcome to the second 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, twelve-spell staves 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]
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The Genius Guide to Loot 4 Less Vol. 3: Hot Rods

The Genius Guide to Loot 4 Less Vol. 3: Hot Rods


Welcome to the third volume in the Loot 4 Less line, in which we deal exclusively in items with a cost-to-consumer of 2,500 gp or less. And just to up the level of difficulty, we also don't deal in one-shot (or even two- or three-shot) magic items. Here in Volume 3: Hot Rods, we're specifically looking only at magic items that are longer than they are wide. Think of it as the Freudian...   [click here for more]
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The Genius Guide to Loot 4 Less Vol. 5: All You Need Is Gloves

The Genius Guide to Loot 4 Less Vol. 5: All You Need Is Gloves


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]
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The Genius Guide to Loot 4 Less Vol. 6: Cloaks and Daggers

The Genius Guide to Loot 4 Less Vol. 6: Cloaks and Daggers


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]
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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]
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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]
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The Genius Guide to Loot 4 Less Vol. 9: Bell, Book, & Candle

The Genius Guide to Loot 4 Less Vol. 9: Bell, Book, & Candle


Welcome to the ninth book in the Loot 4 Less line, in which we deal exclusively with items that have a cost to consumer of 2,500 gp or less. And to increase the level of difficulty in terms of providing you with low-cost items, we also don't deal in one-shot (or even two- or three-shot) magic items. Here in Volume IX: Bell, Book, & Candle, we're looking at a narrow range...   [click here for more]
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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]
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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, an icon...   [click here for more]
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The Genius Guide to More Barbarian Talents

The Genius Guide to More Barbarian Talents


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