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?
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
I just found the d20pfsrd version. It looks like it's part of the affliction rules.
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.
Mmmm i do not know if it is off limits, but there was a feat in PHBII
Oversized twoweapon fighting
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.
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!
I'd love to see a book on airships and floating cities, if nobody has mentioned it.
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.
:: 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.
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.
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.
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.
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
Every adventure they produced was good.
I also loved their 3.5 version of Ravenloft, but don't think it's open content.
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.
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.