Another couple of weeks have passed, and we’ve seen another dozen terrific reviews for SGG products. It was especially gratifying to see Ultimate Options: Grit and Gunslingers pick up a 5-star review within hours of going on sale, but it’s also great to see some love heaped on a few older titles—which are still out there and still just as great as the day they were published! Here’s a rundown of what we’ve seen recently:
Ultimate Options: Grit and Gunslingers
“The Fusilier is more of a swashbuckler than western gunslinger. He uses Panache instead of Grit, is able to use his deeds with firearms or finesse weapons, and can add slowly add his Charisma modifier to his armour class. All in all, an interesting class.”
“This product really raises the bar, even for SGG. From alternate uses of Grit, to variations of Grit, to a swashbuckler like alternate class, you can’t go wrong with this book.”
“One of the best supplements to compliment the fine gun rules Paizo introduced.”
Codex Draconis: Red Tyrants of the Mountains
“Are you a GM who intends to ever use a dragon anywhere? Buy this book.”
Genius Guide to 110 Spell Variants and Another 110 Spell Variants
“From alchemists to inquisitors to some nice exclusive oracle spells, they all get their due.”
“The vast majority of the variants actually serve some interesting, cool purpose and offer fluff and options via their names and the classes to which they’re offered. From the howling agony-based inquisition spell to the superbly cool eye of doom, the ultimate scrying tool to remote-cast your foes to oblivion, this pdf offers a lot of neat ideas.”
#1 with a Bullet Point: 8 Barbarian Feats
“If you want more mighty-thewed barbarians superior to those weakened by the decadence of civilization, these are the feats you have been looking for.”
The Forgotten Tomb of Felgar the Goblin King
“Whilst a straightforward ‘dungeon delve’ on the face of it, this is a neatly-crafted adventure that should make a memorable one-off or interlude in a campaign, perhaps revealing a little of the ancient history of your setting or posing some interesting questions for more reflective characters.”
Advanced Options: Inquisitors’ Judgements
“The ability to see invisible foes via blazing eyes, the power to banish summoned creatures to sickening and weakening strikes, the offensive judgments rock.”
The Genius Guide to Dream Magic
“I’m all excited for this pdf: The spells rock, the templates are cool, the dreamscape-ideas are cool and can easily be merged with other rules.”
Krazy Kragnar’s Magic Staff Emporium
“The Tige Vierge [allows] crafters to create most of a staff as a blank slate, and add spells to it later. It is an interesting idea, and really if you have a Kragnar-like magic shop in your game, it is a great way to present the players and other npcs with access to specific staves.”
The Genius Guide to Races of Hoof and Horn
“The three new races are concisely presented, especially the Lapith, which makes playing a centaur without worrying about being large and not having legs possible is a stroke of genius.”
The Genius Guide to the Time Thief
“I really like modular classes that have a lot of options to choose from, and the time thief serves as a prime example of excellent class design. A complex concept that is hard to balance not only gets a balanced representation, but a rather cool one at that. “
When it comes to magic, more choices are always better!
A ghost step variation on feather step. A jester’s jail variant of fool’s forbiddance. A version of campfire wall that protects an entire barony. Small changes to a spell—an alteration in target, duration, casting time, energy type, or so on—can greatly affect its theme, its atmosphere, and its appropriateness to different classes, giving you something with a fresh feel, but without inventing new spells from the ground up.
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. Following up the variants in the highly successful The Genius Guide to 110 Variant Spells and The Genius Guide to Another 110 Variant Spells, the 110 spell variants in this tome are based on the idea that you can make a lot of different effects by making minor changes to how a spell works, by combining effects of multiple spells, or by mixing a spell and magic item or even a class ability.
Grit, gumption, and a steady hand
D’Artangan. Jonah Hex. The Man with No Name. The gunslinger is the archetypical hero who pits his nerve, mettle, and skill at arms against outlaws, bandits, and the bullies of lawless lands. In many ways the gunslinger is a natural evolution of the heroes of older eras, a direct outgrowth of the black knight, highwayman, and wandering martial artist.
Ultimate Options: Grit and Gunslingers presents over 30 new abilities for the gunslinger, along with 17 new grit-related feats, an alternate gunslinger class, and new grit and gunslinger-related rules. With this broad set of new resources you can more easily add Three-Musketeers-inspired characters to your campaign or even expand the grit rules to non-firearms-using characters or settings.
The Ultimate Options series of short products focuses on topics introduced in the Ultimate Magic book for Pathfinder, expanding options for players using that book.
The Gamerati Tour will be hitting Game Matrix in Lakewood, WA on Wednesday, September 14th, starting at 4PM. SGG will be there for the festivities, represented by our own Stan! Brown. If you’re in the greater Seattle/Tacoma area, stop on by for food, fun, a chat, and, of course, a few great games!
1 idea, 1 page, 1 dollar
Barbarians are people too—and they need feats! Not just access to the same feats regular old fighters use, but feats that make barbarians what they are truly meant to be. #1 with a Bullet Point: 8 Barbarian Feats gives you eight feats that replicate the abilities and traits of the classic pulp-era fictional barbarians, whose stories are a principal inspiration for fantasy roleplaying games. So good-bye Combat Expertise, hello Great Thews, Sudden Rage, and Panther-like Grace! If you haven’t checked out our #1 with a Bullet Point items yet, why not give this one a try? Seriously, what do you have to lose? (Just a dollar!)
Each title in the #1 with a Bullet Point series brings you a short, sharp batch of mechanics on a single, focused topic. The concept is simple: Strip away the fluff and the extras to bring you one idea, in one page, for one dollar. #1 with a Bullet Point products are usually released in addition to SGG’s normal weekly product.