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Pathfinder RPG General Discussion

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Shadow Lodge

EATERoftheDEAD wrote:
The single thing I'd LOVE to see Pathfinderized is something I only this week discovered was open content and that is the Sanity rules. I always just lifted them from Call of Cthulhu d20 but I discovered they also appeared in Unearthed Arcana with a subtle D&D tweak.

Do you have the GameMastery Guide?

Andoran

Kthulhu wrote:
Do you have the GameMastery Guide?

I only ever leafed through the GameMastery Guide but if I remember correctly there were just rules about madness and so on, not the sanity points, sanity checks, mind blasting horror thing from Call of Cthulhu.

This is the OGL version that Monte Cook did for Unearthed Arcana: Sanity :: d20srd.org

--edit--

I just found the d20pfsrd version. It looks like it's part of the affliction rules.

Madness - Pathfinder_OGC

Is this how it appears in the GMG?


hi i dont know how to write new threads.. so im sorry if i am de-railing your topic.

I am looking to play pathfinder with players in London, UK.

anyone interested please let me know.

Andoran

Pathfinder Battles Case Subscriber; Pathfinder Adventure Path, Campaign Setting, Maps, Roleplaying Game Subscriber

Hi Mark,

Go here: Gamer Connection and click Add New Thread.


Mmmm i do not know if it is off limits, but there was a feat in PHBII
Oversized twoweapon fighting


Zombie Sky Press: Incantations in Theory and Practice.

These belong in the core rules. :)

-Ben.


The Incantations in the OGL from Unearted Arcana add an element to d20 that is often lacking. Spellcasting tends to either be story-based, like in Call of Cthulhu (the effects are more story-based than number based) or crunchy (D&D 3.0 and 3.5 have mostly numberical effects for spells. Incantations provide story-based spellcasting and story-based effects. Pathfinder does a much better job of providing spells with a story effect in addition to spells with numberical effects (modify memory is a good example), but incantations can provide a nice element to a campaign.

Andoran

Let me add my agreement with the Book of Templates and the Advanced Bestiary. Too many templates? Huh? What's that?

I'd also agree with Bastion's Airships...I've seen attempts by other publishers, but theirs was best...if still lacking. Paizo could SO do that right, though!

*HINT, HINT*!

I'd love to see a book on airships and floating cities, if nobody has mentioned it.

*HINT, HINT*!

Airships, please?


As concise as I can make it:

I have no clue whether or not its OGC, but the Quintessential Fighter II (The technique creation mechanic) was used a lot for our group back in the day. Made combat oh so much less hack and slash. I believe Mongoose Publishing also had other quintessential things - like the elf? Can't quite remember after all this time, honestly. I just remember something to do with liquid starlight or something? Again, no clue if its OGC.

Seconding anything by Monte Cook, quite frankly.

Osirion

Ndar wrote:

I just remember something to do with liquid starlight or something?

Seconding anything by Monte Cook, quite frankly.

Liquid Starlight, IIRC, is from Monte Cook's Book of Eldritch Might 3, and was indeed pretty darn cool.


:: This post has been edited for clarification ::

Yes, Monte Cook had liquid Starlight and the likes. However, I'm referring to (specifically) the Mongoose Publishing Quintessential Series; Fighter II for their special combat maneuver techniques, which I believe should be OGC, and after much searching, it is the Quintessential Elf II that has rules for Elfin-craft objects (like Plum-crafted bags, which can keep food fresh infinitely) and using Starlight, Sunlight, Moonlight, and Darkness into solid and liquid forms through powerful magics. That, I'm not sure how much would be OGC.

Osirion

Ndar wrote:
Quintessential Elf II that has rules for Elfin-craft objects (like Plum-crafted bags, which can keep food fresh infinitely) and using Starlight, Sunlight, Moonlight, and Darkness into solid and liquid forms through powerful magics. That, I'm not sure how much would be OGC.

At least this much is OGC.


Traps & Treachery

It's liek a "monster manual" but for traps. It had great illustrations and really inventive traps. I would love to see one with new traps for Pathfinder.


darth_borehd wrote:

Traps & Treachery

It's liek a "monster manual" but for traps. It had great illustrations and really inventive traps. I would love to see one with new traps for Pathfinder.

I'm going to second this--interesting traps are one of my favorite parts of the game (no, not "roll once or take damage" traps, but traps which create complex encounters).

Two books which I feel really need an update are the Epic Level Handbook and Deities&Demigods.


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

Book of the Righteous by Aaron Loeb and Green Ronin press. It's 3.0, but it's still one of the best supplements I've ever read in almost four decades of gaming.

Shadow Lodge

Pathfinder Adventure Path, Roleplaying Game Subscriber

I loved Arcana Unearthed by Monte Cook. It's an OGL product that was meant to act as an alternative to the players handbook. It's really easy to mix up the title with the 3.5 splat book Unearthed Arcana. They are entirely different.


I'd recommend the Wurst of Grimtooth's Traps by Necromancer Games. The traps veer more towards the Rube Goldberg end of practicality and are overall very lethal, but it's an entertaining read and very creative. Nothing as simple as a "poisoned dart in treasure chest" here!


Fantasy Flight Games
Legends & lairs series (mostly traps and treachery and the path series (faith, magic, shadow, and the sword). the whole line was pretty good, but the ones listed above were my favorites.

Sword & Sorcery Studios
Relics and Rituals I and II
Player's Guides
Every adventure they produced was good.
I also loved their 3.5 version of Ravenloft, but don't think it's open content.

Mongoose Publishing
Quintessential Series: some were better than others, but overall great character resources.
Slayer's Guide Series: as above, some were better than others, but overall great resources for fleshing out monster races.

Bad Axe Games
Heroes of High Favor Series: great resources for multi-class players, 'tho possibly not as good with the way pathfinder reworked the favored class mechanic.

and some non-open stuff that constantly gets used in my games:

Kenzer & Company
Kingdoms of Kalamar Player's Guide and Campaign Setting: these are two of my favorite and most used 3rd ed. books.

The Shackled City adventure path: the true 1st adventure path from Paizo (rise of the runelords be damned). Words cannot describe the awesomeness of this series, it simply must be experienced.

Shadow Lodge

Not sure if this has allready been sent to you but one of my favorite 3rd party books from 3.0-3.5 was the AEG books, mainly the FEATS book.
200 pages of nothing but feats, quest, backround, racial, and general. Some went WAY overboard(death strike was obtainable at the earliest by a rogue of 17th lvl, but if you sucsessfully hit with a sneak attack the target dies, no save) but others were amazingly well done, I.E. Superior Finesse Requires Weapon finesse, combat expertise, dex 13+, and a BaB of 6? but it was the same as mythic finesse or the feat that you guys are publishing(or so we were told) for the swashbuckler in the Advanced Class book.


I liked "Torn Asunder," but would like to see a revamp of it for Pathfinder.


Dug wrote:
I liked "Torn Asunder," but would like to see a revamp of it for Pathfinder.

Never mind. Found it. :D


Evil, by AEG.


The encyclopedia arcane series, I never got to use ANY of it, but it was one of my favorite set of books and gave me so many interesting ideas, though by far the best in my opinion is the chaos magic books and the construct books.

Though the book of blue magic is ALWAYS worth mentioning, if only for fun.


Iron Heroes from Malhavok Press (specially for the "token" system to track the use of some abilities that was an inovation...) and Conan.


Jason Bulmahn wrote:
What are your favorite 3rd party rules supplements from the 3.0 and 3.5 eras? What parts of that product were best? What specific rule or mechanic saw the most use in your game (ie, spell, feat, magic item, piece of gear)?

3.5 alchemist and herbalist. I think that's third party.

I really liked how it expanded alchemy to such an extent that you could create whole quest-lines around alchemical elements without having to make up advance alchemy items.

I really like how it fleshed out the alchemy skill and added tons of interesting alchemical items.


Marcus Robert Hosler wrote:
Jason Bulmahn wrote:
What are your favorite 3rd party rules supplements from the 3.0 and 3.5 eras? What parts of that product were best? What specific rule or mechanic saw the most use in your game (ie, spell, feat, magic item, piece of gear)?

3.5 alchemist and herbalist. I think that's third party.

I really liked how it expanded alchemy to such an extent that you could create whole quest-lines around alchemical elements without having to make up advance alchemy items.

I really like how it fleshed out the alchemy skill and added tons of interesting alchemical items.

Alchemy and Herabalists is from Bastion Press although half of their stuff is now found at DragonWing Games.


Pathfinder Roleplaying Game Subscriber

Legends & Lairs put out a few D20 book back in 2001 called Traps & Treachery that I still use. Some of the most imaginative traps complete with awesome illustrations.

You can use them for just about any game. If you can find them they are highly recommended.

-MD


I would put in another vote for Unearthed Arcana. It has plenty of interesting ideas that Paizo could legally steal but hasn't.

Qadira

To save me scrolling back through 200+ posts, if someone will summarize for me what is the most popular/in-demand OGL content that is not currently available on d20pfsrd.com, I can get on that - that is, make that higher priority.


Beyond Monks by Chainmail Bikini/Goodman Games IIRC

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