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Pathfinder First Edition General Discussion

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Pathfinder Rulebook Subscriber

Another book worth looking at for ideas is Iron Heroes by Fiery Dragon. In particilar the expanded feats and stunts are worth getting ideas for an interesting encounter.

Doug


I'm not 100% sure it's OGL but I liked the:

Traps & Treachery books by Fantasy Flight Games.


Any source book that has well done representations of alternate paladins for chaotic good and neutral good as starting classes, like in AEG's Good. I hate playing lawful good but I like the concept of paladins, so I am always looking for other versions like the Avenger (CG) and the Defender (NG) from that book.

I have not had a chance to read through all the Pathfinder books yet, so if this has already been done for PFRPG I would appreciate being pointed to the material. And if not, and they would fit the flavor of the setting used for PFRPG, then I would love to have official versions.


Enevhar Aldarion wrote:

Any source book that has well done representations of alternate paladins for chaotic good and neutral good as starting classes, like in AEG's Good. I hate playing lawful good but I like the concept of paladins, so I am always looking for other versions like the Avenger (CG) and the Defender (NG) from that book.

I have not had a chance to read through all the Pathfinder books yet, so if this has already been done for PFRPG I would appreciate being pointed to the material. And if not, and they would fit the flavor of the setting used for PFRPG, then I would love to have official versions.

Lucky you! The Advanced Players Handbook (middle of next year) will have alternate paladin information for alternate alignments, and a full 20 level class for Blackguard (Anti-Paladin) in it, per Paizo Staff.

Scarab Sages

Pathfinder Roleplaying Game Superscriber
Dies Irae wrote:

Privateer Press:

Iron Kingdoms Character Guide:
- Firearms
- Pain of Healing
- Gun Mage Base Class

Monstronomicon:
- Adventuring Scholar Prestige Class

Here here, all of the Privateer stuff would work great in the Pathfinder RPG. They don't seem to be doing anything with it. Perhaps a phone call or two??

A players guide conversion from Pathfinder to Iron Kingdoms and bang zoom.


mdt wrote:
spoiler

LOL

I liked The Book Of The Righteous.
When it comes to Paladins I think they should be extreme when it comes to alignment.
LG should be the rule, but LN or CG are nice alternatives.
I hate the neutral paladin. The Paladin should have a code to follow.
But if you play a CG Paladin she should be played as chaotic just as hard as a lawful Paladin should be played Lawful.

Does anyone have a list of all the stuff that is open Content?

Dark Archive

Jarik wrote:
I second Freeport. My DM ran Death in Freeport within an Eberron campaign and it was awesome.

I ran it in Greyhawk, and could easily move it into Golarion, but it's not really very rules-intensive, being mostly a cool setting and storyline. There isn't much to adapt, really.


mdt wrote:
Coridan wrote:
Book of Erotic Fantasy, yeah it had some stupid stuff in it, but it also had a lot of great stuff.
You'll note that that book was published in Europe, if it's the one I think it is, which has a much more relaxed attitude. However, as far as I know, it's not OGC.

Apparently you are thinking of something else: the book of Erotic Fantasy was published by Valar Project, whose address was (is?) in Seattle, Washington, although the actual publication was done in China. It's also chock full of OGC: "All game mechanics and statistics herein are to be considered Open Game Content."

It was originally to be produced under not just the OGL, but the d20 license, which required a certain percentage of Open Content in the work be new. It was because of this book that the d20 license was revised to allow Wizards of the Coast to deny the license based on content.

Ironicly for a book that came with a "Mature Content" warning, it's handling of the subject matter is often fairly juvenile, going for shocking or titalating just for the sake of being shocking or titalating, but it does have a number of good crunchy bits in there, whether you are running a regular dungeon-crawl campaign (rules for half-demons, half-dragons, half-giants that could all make interesting monsters to fight), or one that is merely suggestive and "naughty" (Bards are always popular with the opposite sex, and now they can put that Perform skill to good use :) ), or a ribald comedy (the cantrip Grope leaps to mind, as well as new uses of Command).

And a number of the spells they introduced with erotic intent have non-erotic uses:
Disrobe, 2nd level spell that will cause the target's non-magic armor to fall off.
Come To Me, 7th level spell that teleports 1 willing ally from anywhere on the same plane to a space adjacent to the caster.

**********************************
A comment about 2 books mentioned above: A Magical Medeval Society: Western Europe and Silk Roads contain virtually no rules. They are great books, but they are guides to world-building, and part of what makes them great is not wasting pages on the nearly obligatory 5 new Prestige Classes and 3 pages of Feats. :)

I'll be going through my Big Pile of Books to remind myself from where I took the gems I use, so I expect to be adding to the list.


Just remembered, Green Ronin redid most of their Races of Renown books as Racial Codex's when 3.5 came out.

All of the Racial Codex books are 100% OGC. I never bought the codex's because I had the Renowns, and most of the changes were minor.


Have to day Green Ronin's Plot & Poison to be on the top of my personal list. A lot of stuff from Fantasy Flight Games as well....

Liberty's Edge RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 16

The one OGL-published thing I used extensively was The Hypertext d20 SRD. Used it more than the PHB, DMG, and MM put together (because it was all of these things plus more). In fact, the only things I used more than it were dice and pencils. I know there are web PFSRD's out there but I have yet to find one that is as easy to navigate and as thoroughly hyperlinked.


Pathfinder Rulebook Subscriber
Charlie Bell wrote:
The one OGL-published thing I used extensively was The Hypertext d20 SRD. Used it more than the PHB, DMG, and MM put together (because it was all of these things plus more). In fact, the only things I used more than it were dice and pencils. I know there are web PFSRD's out there but I have yet to find one that is as easy to navigate and as thoroughly hyperlinked.

I'm assuming then that you've already seen d20pfsrd.com? Is there anything in particular about it not to your liking? Just so you know also, d20pfsrd.com is open for others to edit or add content to so if something is not linked correctly or you'd like to see a particular feature you just have to tell me you'd like to be added into the system. We'd love to have you on the team!

Liberty's Edge

Great Question Jason. I still wind up pulling out these books every other game during prep:

Complete Book of Eldritch Might by Malhavoc. I allow this book's spell section to be available for my PF players to use to choose spells from. We don't use the prestige classes or feats so much, but the spells, yes. I also add some to my villain's spellbooks.

Eldritch Sorcery by Necromancer Games. Pretty much the same thing, but I keep a little more careful eye on some of the spell's assigned levels. Otherwise this book (and the one above) really fill in a lot of the 'utilitarian' spells my players miss from the earlier edition eras where the goal of the spell wasn't always "cause damage".

Book of Hallowed Might I and II also by Malhavoc, for the same reason listed above but for clerics and their ilk. Again, the spells, but not much else.

Tome of Horrors I, II , III by Necromancer Games. The lot of 'em.

Advanced Bestiary by Green Ronin and Book of Templates by Goodman Games to spruce up and customize monster stats. They presented them in an easy to use way and are a snap to add.


RE Old Favourites:

I really wonder, given the popularity of some of these titles, if some sort of reissue would be a better idea. I don't know how big the market would be or what the cost would be but I can imagine a new PDF with Pathfinder material might be popular. (At least with me :))

Do people think the original publisher would accept a % of the new sales and have all the conversions done by a second source? How expensive does a conversion have to be?

How many sales do people think this might be? Anyone have a basis for a guess?

Sigurd


Paizo might not be looking to rehash something, as much as to get a feel for the OGC that is popular enough to dip into in some of their own products. Why get any company to republish whole products, when the only thing used out of them was (for example) Chpt 3, Chpt 6, and the last 3 paragraphs in Chpt 8. I have heard, and done so myself, of buying a book and basically using 10 pages of material, out of 150.

On another note, there are a TON of articles from Dragon Mag that I WISH were OGC.

Liberty's Edge RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 16

jreyst wrote:
Charlie Bell wrote:
The one OGL-published thing I used extensively was The Hypertext d20 SRD. Used it more than the PHB, DMG, and MM put together (because it was all of these things plus more). In fact, the only things I used more than it were dice and pencils. I know there are web PFSRD's out there but I have yet to find one that is as easy to navigate and as thoroughly hyperlinked.
I'm assuming then that you've already seen d20pfsrd.com? Is there anything in particular about it not to your liking? Just so you know also, d20pfsrd.com is open for others to edit or add content to so if something is not linked correctly or you'd like to see a particular feature you just have to tell me you'd like to be added into the system. We'd love to have you on the team!

I have seen it, and I do like it, but it just isn't to the level of ease-of-use as d20srd.org, mainly due to the latter's extensive hyperlinking: looking at Improved Grapple, the word "grapple" is hyperlinked to the grapple rules in the combat section. Conditions in spells hyperlink to the appropriate entry in the condition summary (you have hyperlinks to the conditions in the paizo.com PFSRD glossary, which doesn't help if I'm using the downloaded version of your site). That sort of thing. That said, you're making an extremely valuable contribution to the community and I'd love to help in any way.

The Exchange Owner - D20 Hobbies

Jason Bulmahn wrote:
1. Open Content products only.

I have two bookshelves of books. I decided to go through them and pick out the parts I really liked, the parts I have used in characters, or the parts players in my games have wanted to use.

I tried to be very explicit, only listing the class/feat/spell/item and never whole books or sections of books.

From the Unearthed Arcana:
http://www.dandwiki.com/wiki/UA:Racial_Paragon_Classes
http://www.dandwiki.com/wiki/UA:Bard_Variant:_Divine_Bard
http://www.dandwiki.com/wiki/UA:Cleric_Variant:_Cloistered_Cleric
http://www.dandwiki.com/wiki/UA:Druid_Variant:_Druidic_Avenger

There is a strong need for non-Lawful Good Paladin type class. The UA way (Freedom/Slaughter/Tyranny) seems wrong. There have been other takes such as the Holy Warriors from Green Ronin's Book of the Righteous and the variety of custom Paladin like classes from Paradigm's Arcanis setting.

In the end, I think I'd prefer to see a Paizo creation that fills the role of "some other god's Paladin" without looking like a Paladin. I'd be happy with taking something direct like Holy Warrior/Arcanis Paladin/Unearthed Arcana but here is my personal take on a class that would be interesting and varied without a ton of rules to cover all bases:

Quote:

Holy Disciple (Paizo may use this on the spot creation of mine without credit etc etc)

A Prepared Divine Caster with Full Base Attack Bonus
Alignment must match Deity Alignment
Cha as primary class score for class abilities.
Class Spell list is equal to all spells on all domains on Deity's list of domains (if Deity only has Fire, Sun then only 18 spells on the class spell list)
No Domain Abilities (like Cleric gets) just gain the spells from the Domains.
Full Caster Level Progression (so 1st level caster at 1st level, 9th level caster at 9th level with 4th level spells, etc.)
Half Channel Progression (so 20th Holy Disciple = 10th Cleric Channel Positive)
Channel Positive or Negative based on Alignment.
Fighter Bonus feats every 4 levels or so (count for Fighter of 4 levels less than Holy Disciple level, so Weapon Spec work)
Some class feature that allows you to cast personal or single target buffs that last 1 minute per level or less as a swift (if they need be limited limit by your ability Modifier.)

From The Complete Book of Eldritch Might:

Spells: Betray the Years, Lesser Wall of Force
Items: Belt of Fey form, Star of Blood

From Relics and Rituals Olympus (Sword Sorcery):
Feats: Stalwart Defender
Spells: Liquid Form
Items: Sun Goblet

From Relics and Rituals (Sword Sorcery):
Prestige Class: Penumbral Lord
Spells: Spells on Penumbral Lord Spell List, Sunspear, Tattoo Item,

From Book of the Righteous (Green Ronin):
Spells: Moonbeam, North Star, Transference, Greater Transference

From Beyond Monks The Art of the Fight (Chainmail Bikini Games):
Feats: Drunken Stance

From Advanced Players Manual (Green Ronin):
Spells: Moonbright, Obscure Text, Pearl of Brilliance, Starblade, Sunglobe, Sunray

From Good (Alderac):
Spells: Perfect Shield Other, Shield of Good

From War (Alderac):
Items: Trebuchet, Ammo (Animal Carcass, Metal, Red Hot, Stones, Thunder Crash)

From Ssethregore In the Coils of the Serpent Empire (Paradigm):
PrC Classes: Pit Fighter
Feats: Deadly Strike
Spells: Improved Shield Other, Greater Shield Other
Items: Portal Key

From Legacy of Damnation (Paradigm):
PrC Classes: Scourge

From Magic of Arcanis (Paradigm):
Spells: Teleport Redirect, Teleport Block

From Revised Players Guide to Arcanis (Paradigm):
Base Classes: Bearer of Woe, Patrician (yes really)
Feats: Advanced Pole-Arm Fighting, Gentry (may need modification for Patrician), Martial Weapon Technique, Opportune Strike, Riposte
PrC Classes: Emerald Society Archaeologist (AKA Indiana Jones), Hurrianic Aegis
Spells: Perfect Human Form, Greater/Improved Shield Other (not sure of the diff from the Ssethregore versions), Sticks to Snakes

Rokugan Oriental Adventures Campaign Setting (Alderac):
Feat: Way of the Crab
Spells: False Tongue, Tsunami

I verified all these items were listed (as per my reading) as Open Content before posting them. Most require name changes and flavor extraction (so presumably Paizo will need to add that back into them.) There may also be balancing that needs to be performed to bring them UP or DOWN to 3.p rules (in the case they are under/over powered.)


James Risner wrote:
There is a strong need for non-Lawful Good Paladin type class.

My post and a reply from earlier in this thread on just this subject in case you missed it:

mdt wrote:
Enevhar Aldarion wrote:

Any source book that has well done representations of alternate paladins for chaotic good and neutral good as starting classes, like in AEG's Good. I hate playing lawful good but I like the concept of paladins, so I am always looking for other versions like the Avenger (CG) and the Defender (NG) from that book.

I have not had a chance to read through all the Pathfinder books yet, so if this has already been done for PFRPG I would appreciate being pointed to the material. And if not, and they would fit the flavor of the setting used for PFRPG, then I would love to have official versions.

Lucky you! The Advanced Players Handbook (middle of next year) will have alternate paladin information for alternate alignments, and a full 20 level class for Blackguard (Anti-Paladin) in it, per Paizo Staff.

Liberty's Edge

- Ptolus (with Night of Dissolution)
- The Skeleton Keys maps
- Book of Experimental Might
- Advanced Bestiary
and most of all...

- CHAOSITECH (from Malhavoc Press)


Pathfinder Rulebook Subscriber
Charlie Bell wrote:
I have seen it, and I do like it, but it just isn't to the level of ease-of-use as d20srd.org, mainly due to the latter's extensive hyperlinking: looking at Improved Grapple, the word "grapple" is hyperlinked to the grapple rules in the combat section.

Oh I agree. We certainly don't have anywhere near as many things linked as Jans did/does... though we're getting there. It's a long process. I think right now we probably have more things linked than the PRD simply because I (and other collaborators) have been adding more as we get a chance. However... see my next comment...

Charlie Bell wrote:
Conditions in spells hyperlink to the appropriate entry in the condition summary (you have hyperlinks to the conditions in the paizo.com PFSRD glossary, which doesn't help if I'm using the downloaded version of your site). That sort of thing.

Yep. We basically just copied and pasted the existing PRD pages and then reformatted them as desired/necessary. We are going over every page and relinking to the appropriate internal page/target but again, its very long and time consuming since we're doing it manually (ugh). However, with almost 60 collaborators registered now it is coming along and there's more linked every day. I'd say check back frequently and you'll be more and more pleased/satisfied each time.

As a side note, fixing links in spells will probably be last as there are just so freaking many of them. We do have a couple of guys studying up on the Google Sites API to work out a better import/export process. I also happen to have a Google Sites engineer on my Google Wave friends list whom also happens to be a former D&D'er and is now Pathfinder-curious :)

Charlie Bell wrote:
That said, you're making an extremely valuable contribution to the community and I'd love to help in any way.

Thanks for the compliments but as I mentioned, its not just me anymore. With that said, if you (or anyone else) would like to help out we'd love to have you. All I need is a Google ID. Email me at jreyst@gmail.com along with a Google ID and the phrase "I have nothing better to do, can I help?"

:)


Dies Irae wrote:

Privateer Press:

Iron Kingdoms Character Guide:
- Firearms
- Gun Mage Base Class

Monstronomicon:
- Adventuring Scholar Prestige Class

Good stuff wasnt to much of a fan of healing death in that system but love there stuff.

Not sure if Ghostwalk is open or not but I like that book alot.

Ignatz

Sovereign Court

Sorry - I thought Jason didn't want Monster book references? Maybe I misread....?

At my table I've been using:
>Insidiae (Gygax/Cross)
>Toolbox (AEG)
>ToH I, II, III
>Creature Collection I
>Encyclopedia Magika
>Free internet spell summary sheets (the kind that have 30 summaries on a page, fan created); I assemble these into little booklets (Cleric, Druid, Sorc, etc.) Much easier to spell sling this way.
>Ptolus is a thing of beauty! (I keep wanting to use it, but can't seem to). Just wanted to mention it because there is so many great things there and its in my crosshairs to use.
>PAIZO's Dragon Compendium I has gotten a lot of use this year: Ettercap, Advanced Elite Rust Monster, etc.

SIDE NOTE: >*Spell Compendium NOT the best - I realize this is not OGL generally, but since Jason is reading this thread in its entirety, I wanted to mention that I had to remove the Spell Compendium from play last night. When the Pathfinder Sorc mixed its power with those spells there was a visible wonky factor at the table. Once the players crossed over into another world I explained magic works differently here, and the SC is no longer available at the table. (A nerf, I realize, but sensible.) Jason - I just wanted to mention that any effort to massively expand the spell lists at this time is not desired. I personally enjoyed the SC and the fact that it collected so many great ideas from the past 20 years, but it caused much pain.)

And, I don't think a lot of Greyhawk is OGL, but I use Erik/Moore's Gazeteer for Greyhawk and other items. (not in the gameroom right now, so I don't know if there was anything OGL in there? doubtful though:()

My biggest surprise was how useful TOOLBOX is. Reminds me of using Gygaxian librams. LOL. And finally, there is a book by Bastion Press "Arms and Equipment Guide" I think its called that is definately OGL and sees a lot of use.

Recently, however, since we're enjoying the release of Pathfinder RPG, I've begun recinding offers to use material outside of Pathfinder. Not because it isn't good, and not to be a dick, but just because Pathfinder RPG has all the good stuff I need to help with things like playtest of Oracle, Cavalier and so forth.

hope that helps,
-Pax

EDIT: One more - - - The SWORD for Pathfinder Beta saw 100% use as a GM guide/screen/summary for almost a year during open playtest.


Been lurking for a while, sucked me in to register just to add my two cents here :)

I have stacks and stacks of 3rd party 3.x books. Out of all of those, two of the books I have practically worn out.

Secret College of Necromancy by Green Ronin publishing - This is an absolute must have for everything undead and necromantic. The D&D rules for necromancy have always been laughably pathetic that I always just deferred to this book for everything Necro.
Best part - True Necromancer class
Used most - Necro feats, Necromantic spell lists

Iron Kingdoms by Privateer Press - I love steampunk settings, and Iron Kingdoms painted a steampunk medieval setting very well. Sadly, they stopped support when 4.0 came out. They also rushed production of their books, which left thier rules incomplete and broken... I had to house rule and even rewrite everything to do with mekanika, Arcane mekanics, and everything with steamwork/crafting. If Paizo picked up the torch, I think i'd explode with happy-happy-joy-joy.
Best part - crafting of steamwork automatons, steamwork items
Used most - Gobber race, General setting, guidelines for crafting automatons and steamwork items, since actual rules were severely broken.

(Edited to add info)


Secrets of Pact Magic, and the sequel Villains of Pact Magic are both open content, and are probably my most used and absolute favorite resources that have come out in years, save probably the Pathfinder Core Rulebook.

Pact magic, as presented in wotc's Tome Of Magic was weak, and lacking. In Dario Nardi's Secrets of Pact Magic, it is expanded to a full magic system, with several classes that take advantage of it.

Bargaining with extra-planar supernatural beings to gain their power in exchange for hosting a portion of their essence? What magic system is inherently more flavorful? Both books offer reasons for stigma against pact magic, and reasons not to use it, as well as enemies of pact magic users. The system itself isnt perfect, which i think comes from the Authors limited playtest, and having what is basically a one man staff, and a couple books made in his free time.

Hes been talking about updating his content to pathfinder, and has a free update supplement, but i dont know if any future content will be pathfinder compatible.

HOWEVER, i would LOVE to see Pact Magic in Golarion. Even if it was only a one time 19.99 supplement with one class, and a few dozen spirits, its something i want to see.


Jit wrote:
"A Magical Medieval Society: Western Europe", expeditius retreat press

+1

Best supplement I have ever read.

And Iron Heroes for managing complex characters without leaning on magical items. Feats pyramids, etc.


All of Green Ronin's Advanced Books
I think these three are the best of the best of the OGL. While I don't know what you do need, the classes in Advanced Player's manual are ripe for Pathfinderization, and many of the rules in the AGMG are pure brilliance. Also, the AGMG had advice that saved a friendship of mine, so I am highly biased in favor of it.

Sword and Sorcery's Advanced Player's Guides
While a lot of their earlier books were hit-or-miss, by the time of the advanced Player's Guides they had their act together. I think the APG to fighters and barbarians is the best. The actual open game rules material in these takes up only about twenety pages in the back of each, but that's a *good* thing. They add the rules needed for new effects, instead of burying us in crap to add pages to the book.

Troll Lord Games
Path of the Magi
With the names Mike McArtor and Sean K. Reynolds on the front, I suspect you know about this one already. Really cool stuff about magic studies, and neat ideas for astrlogers, alchemists and so on. The only Troll Lord book I've ever gotten any use out of.

Dark Archive

Jason Bulmahn wrote:

Hey there folks,

I have a question for the community and I would love to hear your opinions.

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)?

I actually want to second the Book of Erotic Fantasy as a favorite 3rd party supplement. I think the Tantrist base class is particularly cool (scarification-as-spellbook!), as is the Metaphysical Spellshaper and Divine Celibate PrC's. I tend to play in games with a multi-gender crowd that doesn't shy away from IC romance and the consequences thereof, so I find the rules both useful and entertaining.


Nyambe. Almost all of it is open content.


*cough* 4 Winds Fantasy Gaming.


Lyingbastard wrote:
*cough* 4 Winds Fantasy Gaming.

I find it hard to trust your opinion, you Lyingbastard. :P

Sovereign Court

Always interested in skill ideas:
AEG toolbox is fun, I was looking for pickpocket result ideas.
Bastion Alchemy & Herbalists goes crazy on knowledge nature, herbalism, and alchemy. A few simple guidelines here would be useful.
Bastion Druids & Druidism has similar but simpler ideas on herbs.
FFG Monsters Handbook has already been pillaged in the Bestiary on customisation of monsters.
FFG Traps & Treachery had some stuff on Thieves Guilds and poisons that impose conditions rather than attribute damage.
Legend of the 5 Rings has useful oriental ideas following up on OA for more Monk options and other oriental style classes and weapons.
Mongoose Quintessential Monk 2 has some new skill uses.
Quintessential Druid 2 has some stuff around Druid circles.
S&S Relics and Rituals Ritual Magic, although it needs to be based on Spellcraft not a new skill.

From WotC, Cityscape ideas are useful, DMG2 party spirits I'm going to try in my campaign. I like the Fiendish codex feats for corrupting characters. Many of these are generic or duplicated in 3rd party books.

I also use a simplified legendary weapons rule for each character to have a weapon that grows in power as the character does, currently based around the magic item compendium item power levels, which could be simplified around gp/level conversion in PF.


Miranda wrote:
AEG toolbox is fun, I was looking for pickpocket result ideas.

Are you aware of Ultimate Toolbox?


I always liked the rules extensions that Mongoose printed in their Quintessential guides, such as class concepts, reputation, thieves' guilds and more stronghold ideas than you can shake a stick at.


Malhavoc Press
- Chaositech (forbidden magitech)
- Arcana Evolved (spellcaster multiclassing done right)

Sword and Sorcery Studios / Scarred Lands
- Strange Lands: Lost Tribes of the Scarred Lands (elemental creatures)
- Relics and Rituals (ritual magic - needs simplifying, but adds a lot of leeway for the purpose of constructing story seeds)

Green Ronin
- Black Company (armies, mercenary companies)

Regards,
Ruemere


Dreamscarred's Untapped Potential is more credible then some WotC books at my table ;)


I have no idea whether it's open content or not but we still use the critical hit and critical failure decks.


One of the best books I never used was "Darkness & Dread". Besides some generally terrific rules for running low-powered fantasy-horror hybrid games, it also had some neat core classes that struck an interesting balance between the NPC classes and the usual d20 core, most of them based on actual professions. It felt a little like Warhammer Fantasy for D&D.

And boy, would I like to do the first few adventures of the Ruinlords AP with an updated version of that.


James Hunnicutt wrote:
Set wrote:

Necromancer Games;

The Tome of Horrors, Revised.
I second that. This was a great book (even before it was revised) and really helped grognards like me who choked over the omission of certain monsters in the 3.0 MM. I would add Tome of Horrors 2.

Thirded, and Tome of Horrors 3 as well.

Green Ronin's Mythic Vistas series & Hamunaptra (the classes, adjustments to magic, new feats and equipment, new creatures and the general idea of working D & D elements into real world history) and Advanced Bestiary (can't have too many templates) and Advanced Players Manual (racial adjustments)

Malhavoc's Book of series for the addtional options it presents.

Alluria Publishing's Remarkable Races series (can't have too many races, well I suppose it is possible to have too many, but the new races here are stellar)


yoda8myhead wrote:
Personal favorites include Monte Cook's Complete Book of Eldritch Might, Green Ronin's Advanced Bestiary and Goodman Games' Book of Templates (though these might count as monster books), and Mongoose's Renegade Cleric's Tome and Renegade Wizard's Spellbook for their massive amount of new and varied spells.

I have to agree with all these books. I really like alot of the Prestige class books put out by various companies but im not sure which ones are open content


Open Content from 3P publishers is legally required to be specifically spelled out in each book. Check the OGL licenses to find out what is exactly.

Dark Archive

Here's an example of Open Content pulled from difference sources.


Arakhor wrote:
Open Content from 3P publishers is legally required to be specifically spelled out in each book. Check the OGL licenses to find out what is exactly.

That means I would have to go in my attic and look in the banker boxes full of 3.5 and 3.0 books that I put away for Pathfinder


I'm pretty sure Mongoose's stuff was all open. I loved the Ultimate Books... Ultimate Feats, Ultimate Arcane Magic, etc. Feat by feat and spell by spell it was hit or miss, but there was some great stuff in there. Some really broken stuff as well, but some great stuff too.

Dark Archive

Set wrote:

Wizards of the Coast:

- The OGC stuff from Unearthed Arcana

Green Ronin:
- The Advanced Bestiary

Necromancer Games:
The Tome of Horrors, Revised

Malhavoc Press:
- Books of Eldritch Might (particularly III, which had the best stuff, IMO)
- Book of Experimental Might I & II
- Arcana Unearthed (specifically the concepts of heightened or diminished spells, laden spells & spell template feats)

These are the ones I'd go with -- especially 'Advanced Bestiary' and 'Tome of Horrors' are my top two favorites! :)


Asgetrion wrote:
Set wrote:

Wizards of the Coast:

- The OGC stuff from Unearthed Arcana

Green Ronin:
- The Advanced Bestiary

Necromancer Games:
The Tome of Horrors, Revised

Malhavoc Press:
- Books of Eldritch Might (particularly III, which had the best stuff, IMO)
- Book of Experimental Might I & II
- Arcana Unearthed (specifically the concepts of heightened or diminished spells, laden spells & spell template feats)

These are the ones I'd go with -- especially 'Advanced Bestiary' and 'Tome of Horrors' are my top two favorites! :)

Note that only (fairly large) chunks of Monte Cook's books are OGC. For instance, in the Book of Experimental Might II, only the feats are Open Content; that's a large part of the book, of course.

The Exchange

Book of the Righteous from Green Ronin. I use the pantheon for both my campaigns (well... two games, same world), and the Holy Warrior is awesome. I've been working to take the Pathfinder Paladin, deconstruct it, and work it into a Holy Warrior.

d20 Freeport Companion from Green Ronin, but I planted Freeport in my game world.

Secret College of Necromancy by Wolfgang Baur from Green Ronin. This is the basis of all necromancy in my campaigns.

The Quintessential Chaos Mage from Mongoose Publishing.

Astrology in D&D from Dragon 340.


Mmkay, I'm not sure how to tell if something's Open Game Content, but the book I'm looking at only has the WotC OGL information copied verbatim, and no extra mentions of content so I'm going to assume that means they consider the manuals OGL themselves. But the only not WotC book I actually used for anything I adore, so.

Mythic Vistas Egyptian Adventures Hamunaptra. Full Egyptian campaign setting with races, spells, and general awesomeness. 3rd edition, apparently part of a set involving Testamnt and the world of Freeport. I never saw any of the others to use them.

Edit: It's from Green Ronin.


Dungeon Grrrl wrote:


All of Green Ronin's Advanced Books
I think these three are the best of the best of the OGL. While I don't know what you do need, the classes in Advanced Player's manual are ripe for Pathfinderization, and many of the rules in the AGMG are pure brilliance. Also, the AGMG had advice that saved a friendship of mine, so I am highly biased in favor of it.

+1

Those books are great, especially the Psychic's handbook and d20 True Sorcery. If you guys are looking to make new classes and game mechanics then you should definitely have a look at both.

Cheers!


Monte Cook's Arcana Unearthed and The Diamond Throne. My group liked the new races, classes, racial advancement, the new PrCs, the exotic armors and weapons.

Testament: Roleplaying in the biblical era

Dark Archive

I will never know WHY it's there, but you've gotta check out the 'Animal Lord' core class in Sorcery and Steam from the Legends and Lairs series by Fantasy Flight games. It was perfect for the Tarzan/Mowgli type, because I personally think no core class works well for it.

I know it'll never be implemented, but I love the concept of the Luck Stat, talked about in both Green Ronin's Advanced Player's Manual, and in Monte Cook's Book Of Roguish Luck (it was done better in the book of roguish luck).

I actually have enjoyed everything from Malhavoc Press, but their Open Content rulings are very strangely worded to someone such as me. Throw in the fact that Paizo has published some Malhavoc Press books, and I have no idea where you guys stand.

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