Best Open Content


Pathfinder First Edition General Discussion

1 to 50 of 276 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Paizo Employee Director of Game Design

6 people marked this as a favorite.

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)?

Now for a couple of caveats...

1. Open Content products only.
2. 3rd Party only please.
3. Skip monster books, that is not what I am currently interested in.
4. This thread is not for discussion. Please post up your favorite products only.

That is all. Thanks for your suggestions.

Jason Bulmahn
Lead Designer
Paizo Publishing


Hey Jason,
I think my favorites would be :

Cityworks (Legends & Lairs) supplement. I found it much more useful for building citys/towns/etc than the WoTC city book. Plus it had a couple of really nice classes I liked. The Acrobat was a sort of combination Monk/Rogue. Very balanced, and took the place of a Monk in a urban environment quite easily. Much more setting appropriate. The Pitfighter was also a very nicely balanced class (and it's class abilities ended up being Critical Feats in PF, so just shows you how much ahead of their time they were). It was basically a cross between a Fighter and a Barbarian, had limited rage and access to lots of exotic weapon abilities. Very balanced and again, very setting appropriate.

Races of Reknown : Plot & Poison(Green Ronin) supplement. It had REALLY great information on underdark drow critters, equipment, alternate monsters/races, even a half-drow. Then again, most of the Green Ronin stuff is very good, but especially the Races of Reknown series.

Traps & Treachery (Legends & Lairs) supplements. They put out a couple of these, and they were SUPERB. All sorts of mechanical and magical traps, trap lethality ratings, and almost all of them had diagrams to show you what the trap looked like and how it worked. Made it SO much easier to build in nasty traps for unsuspecting PCs.

EDIT : Whoops, not sure if any of that is open content. :( I know they used the OGL to release the books, but not sure if any of them are fully OGL themselves. Sorry. :(


The Book of Experimental Might II (although it's not all Open Content) and Hyperconscious (well, parts of it, particularly the prestige classes).

Scarab Sages

2 people marked this as a favorite.

The Kingdom of Kalamar Player's Guide was the one that got used for almost every game.

Other favorites include the Book of the Righteous, KoK Villain Design Handbook, the Kalamar Atlas (a beautiful atlas), Plots and Poison, Friend and Foe: Elves and Bugbears, Friend and Foe: Gnomes and Kobolds, and the Heroes of High Favor Series from Bad Axe Games.


1 person marked this as a favorite.
Pathfinder Rulebook Subscriber
Wicht wrote:

The Kingdom of Kalamar Player's Guide was the one that got used for almost every game.

Other favorites include the Book of the Righteous, KoK Villain Design Handbook, the Kalamar Atlas (a beautiful atlas), Plots and Poison, Friend and Foe: Elves and Bugbears, Friend and Foe: Gnomes and Kobolds, and the Heroes of High Favor Series from Bad Axe Games.

I almost gave Jason the same list of Kenzer products but I don't believe they are open content. Shame because certain parts; scalable spells, advancement for clerics within their church are brilliant.

One product I do have to recommend is Psionics Unbound by Paradigm Concpets. This is an excellant adaption of the psionic rules from the SRD with a lot of the powers cleaned up and material added to make it work in Arcanis.

Doug

Paizo Employee Creative Director

1 person marked this as a favorite.

Yeah; all of the Kalamar stuff is off limits to us. Which is kind of fine with me.


I used all kinds of 3rd party adventure supplements, but not many rules ones. The ones that did catch my eye and saw some use were Monte Cook's stuff - Arcana Unearthed/Evolved and Books of Experimental Might.

The Arcana Unearthed/Evolved magic system of scaling spells is especially good.

Some of the options from Unearthed Arcana (not 3rd party, but also Open Content) were also used.

Dark Archive

1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber

This is fairly hard but a list of a few books I used fairly often below and why.

Conan - Main book and the 3 class books. Gave more character options and different takes on classic classes and a couple of new ones. They worked well pretty much plug and play.

Races of Renown Aasamir and Tiefling - added a lot to those two popular races. Really all the races of renown but that one especially.

Encyclopedia Arcane series by Mongoose.

Secret Collage of Necromancy by Green Ronin

Ritual and Relics by Sword and Sorcery.

I am not sure how open content they are with out getting out each book and looking. But I think they are all open content or mostly open content. I am sure you noticed a them, in them. Race, Class and new spell options.

Contributor

4 people marked this as a favorite.

If we can go back a bit earlier for something still compatible with current systems....

The Destiny Deck

It was a set of cards from Stellar Games, designed by Peter Busch and Dennis McKiernan, and has been out of print for ages (or at least since 1993, which comes to much the same thing). The four types of cards were Atmosphere, Setting, Challenge and Bonus, and you drew one of each to spark off an idea for a quick game or encounter.

For example, drawing from the copy I have here (which other DMs keep trying to get from me) pulling off the tops of the decks, I get Atmosphere: shock, astonishment, startlement, surprise; Setting: Place of Entertainment (theatre, bordello, casino, club, pub, tavern, fair, entertainment planetoid, ship's entertainment center, pleasure palace, racetrack, circus, arcade, etc.); Challenge: survive, avoid, escape, create, discover, prevent or etc. Disaster (ship wrecked, lost in space, downed aircraft, abandoned in the jungle, mine collapsed, blizzard trapped, train wrecked, space ship explosion, space station holed, death of experts, camels died, subway collapsed, etc.); and Bonus: Master of Unarmed Combat (character is endowed with remarkable skill in the martial arts, brawling, kick boxing, unarmed ambush, subduing, etc.)

Looking at those, I can come up with a simple adventure: The PCs have accepted a bounty to capture a powerful monk and bring him back to whatever authority has the warrant. They've tracked him to a town high in the mountains in winter, a little gold mining town, and he's staying at the one inn, which is also the town's saloon and bordello. But in the middle of the inevitable battle, the monk's high pitched ki screams trigger an avalanche. The inn is partially crushed under the snow, fires are breaking out, and everyone is in a frantic bid for survival. Apprehending the monk is now a much lower priority than before.

The text on the cards is brilliant, but the production values are rather, well, 1993. Paizo could do a great job redesigning and illustrating them and republishing them to Paizo's standards.

Full disclosure: I playtested the cards once back in the day, later did a review for White Wolf magazine, and know Dennis professionally, but have no stake in this beyond that. It was a great product that could have used a lot better production design, and other gamers I know still keep trying to get my copy. I'd love if I'd be able to just buy a new one.


Pathfinder Rulebook Subscriber

Indulgence: Art of the Duel is something I would love to have incorporated into PF RPG. I found these rules great in the swashbuckler campaign I am playing in.

Doug

Paizo Employee Director of Brand Strategy

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.

Scarab Sages

DougErvin wrote:
Wicht wrote:

The Kingdom of Kalamar Player's Guide was the one that got used for almost every game.

Other favorites include the Book of the Righteous, KoK Villain Design Handbook, the Kalamar Atlas (a beautiful atlas), Plots and Poison, Friend and Foe: Elves and Bugbears, Friend and Foe: Gnomes and Kobolds, and the Heroes of High Favor Series from Bad Axe Games.

I almost gave Jason the same list of Kenzer products but I don't believe they are open content. Shame because certain parts; scalable spells, advancement for clerics within their church are brilliant.

Doh!

Missed the OGC caveat.

Yeah the church information was what got the most use.


Pathfinder Adventure, Adventure Path, Lost Omens Subscriber

Just about anything from Malhavoc Press.

The Advanced Guides and Book of Fiends from Green Ronin.

Also, everything from Paizo.

Dark Archive

Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Sorcery & Steam (Legends & Lairs) was a good book, and it's mostly Open Content. We got use out of Gun Glyph and the feats & spells. The only problem is that it wasn't balanced very well (in both directions). I'd love to see a balanced Pathfinder version of it.

RPG Superstar 2010 Top 32

Turey wrote:
Sorcery & Steam (Legends & Lairs) was a good book, and it's mostly Open Content. We got use out of Gun Glyph and the feats & spells. The only problem is that it wasn't balanced very well (in both directions). I'd love to see a balanced Pathfinder version of it.

Does Pathfinder have the rights to update and spitshine 3rd party OGL, the same way that they did the core rules?

Or would they have to reprint it as-is with new supporting material, if anything?


2 people marked this as a favorite.

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

RPG Superstar 2010 Top 16

1 person marked this as a favorite.
Jit wrote:
"A Magical Medieval Society: Western Europe", expeditius retreat press

...and "Silk Road" from the same line.


1 person marked this as a favorite.
Jit wrote:
"A Magical Medieval Society: Western Europe", expeditius retreat press

Zeigiest's Blackmoor Book Core book and Tad Kilgore's Riders of the Hak also by Zeigiest.

Riders of the Hak easily is one of the best written and balanced book I have ever read for gaming. The development given to the Hak is amazing. The Hak are plainsdwelling people who are one with their horses.

Oh plus Tad is somewhere on theses boards...

Paizo Employee Creative Director

2 people marked this as a favorite.
Hydro wrote:
Turey wrote:
Sorcery & Steam (Legends & Lairs) was a good book, and it's mostly Open Content. We got use out of Gun Glyph and the feats & spells. The only problem is that it wasn't balanced very well (in both directions). I'd love to see a balanced Pathfinder version of it.

Does Pathfinder have the rights to update and spitshine 3rd party OGL, the same way that they did the core rules?

Or would they have to reprint it as-is with new supporting material, if anything?

If material is open content, ANYONE can go in and spitshine it. No need to reprint as is at all; we've been doing this all the time, actually. As early as Pathfinder #1, where we used a monster from the Tome of Horrors (the bunyip) but fixed some of its stats so it wasn't so overpowered for a CR 3 creature.


I would say that Book of the Righteous/book of fiends/unholy warrior handbook were the best. I loved holy warriors as presented and would have loved the paladin to follow a route like that for all 20 of Paizo's main deities.

Other than that I liked A Magical Society: Silk Road and A Magical Medieval Society: Western Europe from Expeditious Retreat Press.

For me those are the only 3rd party non-monster books I would need. I also liked Skull and Bones for the pirate rules though so I would give that one honorable mention also.


Iron Heroes, from Malhavok Press. It was the Classes that sold me, as well as the idea that the system was tailored to a low-magic campaign. Most 3.5 settings had far too much magic for my taste.

I never got around to folding these into my game, but both of them looked interesting to me, and both were mechanics for making Favored Class work:

In Conan, you get an extra Feat at certain levels in your people's Favored Class. I think it was every 5 levels, so if your Favored Class was Fighter, you'd get an extra Feat whenever you picked up that 5th level of Fighter.
In Iron Kingdoms, you get a one-time bonus at the start of play if you took the Favored Class for your people. Examples include upgrading your starting weapon to Masterwork, a special Holy Symbol that grants a bonus to Turn Undead for a few months, or just 500 XP.

Both struck me as decent ways to nudge players to combine certain races/ethnicities with specific classes.

AEG turned out a bunch of good books. I especially liked Mercenaries and War, although I didn't use any of the rules or classes therein.


tejón wrote:
Jit wrote:
"A Magical Medieval Society: Western Europe", expeditius retreat press
...and "Silk Road" from the same line.

Must check it out:)

Oh and "Conan" - human races and dangerous magic.

The Exchange

Requim for a God
Art of the Duel
Kobold Quarterly


Freeport stuff. Was going to adapt it to my new "Rock of Bral" in an attempt to make an OGC version of Spelljammer.

Airships from Bastion Press (see above).

Arcana Evolved for the magic and spell flavor.

Arsenal & Factory (Both out of print) are SciFi-ish.

RPGObjects' Legends of Sorcery. Elegant way to make d20 magic skill based without changing everything in your game.


I got burned by bad 3rd party books far too many times early in the Open Gaming Movement, and so strayed away from them the rest of the time I played 3.x

Now that I've gotten back into playing after a 4 year hiatus, I picked up the Big Eyes, Small Mouth Advanced d20 Magic book, and that is some good stuff. I really like the magic system in there (though I'm gonna shift it to be based off of Spellcraft or Knowledge (religion) rather then Fort saves for the world I'm building), and when I glanced through the rest of the BESM d20 stuff, I was pleasently surprised. They came up with a rather good point buy system for making your own classes/monsters.


Green Ronin,

"The Book of Righteousness" and "The Holy Warriors Handbook" (3.5 update), specifically the Holy Warrior rules from both.

Also for BBEG, "The Unholy Warriors Handbook". I don't allow PCs access but I do use it for stating up NPCs.

-- david
Papa.DRB

Shadow Lodge

Book of the Righteous
Book of Fiends

Pocket PHB
Pocket GMG

If Paizo were inclined to produce 'pocket' versions; the Core would probably be two books by itself. Unless it was stripped of ALL art and flavor, which would be sad.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Green Ronin stuff is always good. I'd like to see their stuff from the Psychic's Handbook, The Witch's Handbook, Shaman's Handbook and Noble's Handbook pathfinderized. (Although I suppose I'll be seeing the Witch soon enough). I used the Races of Renown Aasimar & Tiefling book as well.

Iron Heroes was a great game system, but I've never had the chance to run a game (due to the bevvy of excellent D&D/Pathfinder material Paizo produces).

I'll also second any votes that mention the Indulgences. They are quite good.


Just checked my Races of Reknown : Plot and Poison (Green Ronin), and about 80% of it is OGC. Good stuff too.


From Kobold Quarterly--I liked the Star and Shadow magic spells from Kobold Quarterly as well. The Blood magic article was pretty good as well. I liked themed magic, especially if it doesn't seem out of balance with current spells.

Ancestral Spirits for Sorcerers from Kobold Quarterly were pretty interesting as well, but probably in need of some reworking for Pathfinder.

From Green Ronin--I know they aren't probably useful in a lot of campaigns, but I really liked some of the "everyday" spells in Testament, such as the spells that influenced fertility.

Book of the Righteous was great, but in the end, the main part that is useful has to do with some of the feats at the end, such as those allowing you to choose a different time of day to pray for spells, the feats that allow for alternate ability scores for casting, and my favorite, Heretic. I also liked a few of the spells, such as the spell that allows for a reversal of Raise Dead if the character didn't have their return properly "blessed" by their church.

A lot of the racial options from the Races of Renown series are worth a look, although some of them, especially those that were born in 3.0, could use some polish to make them work in Pathfinder RPG.

From Malhavoc Press--There is this book that Malhavoc did by some guy named Sean K Reynolds (don't know if you've heard of him), Anger of Angels, and while I know you aren't looking at monsters right now, I liked how some of the supporting rules and explanations defined how Outsiders worked.

I like the Book of Iron Might's stunts, although not so much to allow the PCs to create stunts as to have the guidelines in the book to adjudicate some wild things that PCs may try to pull off in a game.

I like a lot of the spells in the Complete Book of Eldritch Might.

A great deal of the feats in the Book of Experimental Might II, as many of them are quite useful, especially for fighters, even without the "boosts" given with the EM twist on class features.

From Sinister Adventures--The Art of the Duel article from Sinister Adventures' Indulgences.

Contributor

Sean K. Reynold's "Curse of the Moon" is very nice too. My current game is using this, and it would be a good source of further embellishments to the lycanthropes for Pathfinder.

Grand Lodge

Green Ronin's: Advanced Bestiary (all of it)
Malhavoc Press: Mystic Secrets (rituals)
Book of Experimental Mights 1/2 (manuever options, alternative class options though I am not a big fan of alternative spell systems simple due to lack of continued support)
gmgems: (various parts throughout)
spell compendium (compilation with "better" balance)
rules compendium (handy prepathfinder)
unearthed arcana (racial levels, class variants abilities, prestige versions of classes, defense checks)
expanded psionics handbook (psionics rules for what they are worth)
hyperconsious (more psionics goodness)
Traveller: 760 Patrons (great for adventure ideas)

I apologize in advance for anything I posted that isn't open content. I have never paid much attention to what is or isn't and have no idea where to find a list.

Dark Archive

I liberally use a *ton* of stuff for inspiration, so my list isn't short (and there's lots of drek that didn't get on it);

Wizards of the Coast;
The OGC stuff from Unearthed Arcana, particularly the entire Variant Classes section (minus Gestalt characters and Generic Classes), Magic Rating, Spontaneous Metamagic, Incantations, etc.

The OGC Psionic Rules, which would need minimal tweakage / balancing / Pathfinderizing to use as is.

Green Ronin;
Plot & Poison: A Guidebook to Drow (tons of good feats, Domains, etc.)
Hammer & Helm.
Wrath & Rage.
Secret College of Necromancy.
The Book of Fiends.
The Book of Righteous Might.
The Psychic Handbook.
The Unholy Warrior Handbook.
The Advanced Player's Guide.
The Advanced Bestiary.
Arcana: Societies of Magic (possibly the first 3.X mention of devil-worshipping monks!).

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)

Mystic Eye Games;
Necromancer's Legacy.

Necromancer Games;
The Tome of Horrors, Revised.

Sword & Sorcery;
Players Guides to Clerics & Druids, Fighters & Barbarians, Monks & Paladins, Rangers & Rogues and Wizards, Bards & Sorcerers.
Relics & Rituals I & II.
Vigil Watch: Secrets of the Asaatthi (particularly the concept of Locus Feats, which were Reserve Feats about three years before Reserve Feats were invented, although the technique / form feats are OMG cheesetacular and to be avoided...)
rules elements (PrCs, Feats, spells, critters) from Hollowfaust, Shelzar, the Ghelspad Campaign Setting, the Termana Campaign Setting, Secrets & Societies, etc. Some of the earliest stuff (Mithril, Warrens of the Ratmen) is less usable out of the box.

I'd have also listed the Tellene / Kalamar stuff, which had lots of neat alchemical stuff, base classes, Domains and spells, but if they aren't OGC, oh well.


1 person marked this as a favorite.

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

Monstronomicon:
- Adventuring Scholar Prestige Class


The 2 books that we have so far used every game session is the Spell compendium( for the spells ofc)

and PHB 2 for the Feats

but mostly the extra spells from the compendium, mostly for ranger/paladins/bards


Niels wrote:

The 2 books that we have so far used every game session is the Spell compendium( for the spells ofc)

and PHB 2 for the Feats

but mostly the extra spells from the compendium, mostly for ranger/paladins/bards

and they are not open so are off limits

Scarab Sages

Just wanted to add that you might find some of the interesting (O.K. and some of the less intresting...) open content stuff on this great site (many thanks to those great few who do this work...)


The books I've always liked (company, book):

AEG, Feats
Bastion Press, Arms and Armor
Green Ronin, Pocket Grimores (3 of them)
Legends and Lairs, Path series (Faith, Magic, Shadow, Sword)
Legends and Lairs, Spells and Spellcraft
Mongoose Publishing, Ultimage Feats
Mongoose Publishing, Ultimate Prestige Classes I & II
Sword and Sorcery, Pocket Guides 5 of them

Those are the non-wotc books I use most :)

Scarab Sages

I really like Atlas Games Crimes and punishment as well as Alderacs Magic (though i think the interesting chapter on freeform magic is not OC)

Wayfinders

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.


Most of my favourite stuff is already listed. Is this a vote (ie should I chime in on stuff I like) or just pointing out cool things?

One of my most-used sourcebooks is a 3.0 rulebook that I still keep around called Spellbound: A Codex of Ritual Magic published by Living Imagination. In D&D games there's often mention of powerful ritual magic to do whatever as part of the backstory, and the mechanics in Spellbound help me keep things consistent and more believable. It also helps me say "yes" when players ask if, given enough time and effort, they could do the same thing.


I generally like the Essentials Guides (especially the lycanthrope and giant ones) and Races of Renown was good as well


Overall most of OGC material is highly Modern or Future based, simply because I needed more material in those ares then was being provided 1st party. I didn't need much in the way of Fantasy OGC for player options and the like (spell, feat, magic item, piece of gear). Although I sometimes dipped a bit and used those SciFi resources to create odd NPCs, such as using the mutations and cybernetics(as magical grafts) from Green Ronin's (The Game Mechanics) Future Player's Companion.

While my group mostly used WotC material we did dabble with various 3rd party OGL. Topping the list for player fun was the Psychological Warfare (pg 101) introduced in Guardians of Order's d20 Slayers. This allowed social characters with good dedication in skill ranks to debuff enemies in combat. Granted the method of how it stacks is a little vague so the first time I allowed it got a bit out of hand, but in subsequent uses I tightened down the stacking (two or more people taunting the same person wouldn't take the target past a abashed). It was both funny and sad to listen to the party deconstruct a hostage taking bandits family history and personal habits. If I were to modify it for use in a general OGL game I'd likely go with a new feat tree that allows for skill checks to add minor status conditions along with actually doing non-lethal damage by voice at the higher levels.

In my own toolbox of DM stuff I keep d20 Mecha, the point based vehicle building book. One thing I noticed early on in 3.5 and in other related material was a major dearth of both mundane and magical vessels. Granted there were rules of modifying and doing various enchantments in 1st party material but no real way to make say a Colossal Apparatus of the Crab that also flys (and has decently balance stats and cost). It has been very useful in creating various high fantasy staples airships or fantasy submersibles. True, most of my use has been in the Modern and Future games I've run but it still has many fantasy applications.

In player options the Rokugan (d20) Courtier was one my players favored classes and I'm sure he would have played it more given the chance. But there is only so much time one can game.

To be brutally honest I got most of secondary support for extra content from Dragon Magazine. I still think Paizo's renditions had some of the best material overall, although there were some gems in earlier issues that I use. The Sculpt Self feat from "Prestige Races" in 304 is one of the few OGC examples I used.

(this skips monster related books)


1 person marked this as a favorite.

Third party publishers and what they were doing with the game are what brought me back to D&D around 2003 so I've a LOT of it. I have gotten considerable joy and mileage out of the Malhavoc Press products - When the Sky Falls, Requiem for a God, the Anger of Angels, as well as Beyond Countless Doorways, and Chaositech.

Ancient Kingdoms Mesopotamia (Swords & Sorcery) - I could go further with the Swords & Sorcery stuff, but that's primarily adventures (especially the earlier ones) but those aren't specifically "rules supplements." Add in almost all of the Dreamscarred Press psionics stuff.
I'm sure there's more but those are the highlights.

I would really like to say Keith Baker's the Complete Guide to Wererats (by Goodman Games) but on looking I don't think it's open content. Pity that.

Liberty's Edge

xorial wrote:

Freeport stuff. Was going to adapt it to my new "Rock of Bral" in an attempt to make an OGC version of Spelljammer.

Airships from Bastion Press (see above).

Arcana Evolved for the magic and spell flavor.

Arsenal & Factory (Both out of print) are SciFi-ish.

RPGObjects' Legends of Sorcery. Elegant way to make d20 magic skill based without changing everything in your game.

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


Oh yeah, just about all of the Eldritch, Iron, Divine, Experimental Might stuff is pretty awesome for ideas.


I am not reading that many 3rd party products, but here we go:

Dario Nardi's Secrets of Pact Magic
Because it takes the Binder class from Wizards Tome of Magic to the next level. Especially the fluff is top notch.

Dreamscarred Press Untapped Potential: New Horizons in Psionics and High Psionics: Soulknifes
Because they make the Soulknife a veritable and fun class.

The crunch in the above books might be a wee bit wonky or abusable at times, but that's why God created GMs(...to spoil the players fun). ;-)

And of course: The Indulgences from Nicolas Logue.

Liberty's Edge

1 person marked this as a favorite.

I have two favorites, they're in fact really the only two 3rd party books we use.

Secrets of Pact Magic, which I am perfectly happy with and don't need Paizo to make another book of (though I'd love to see Pact Magic show up in Golarion).

and

Book of Erotic Fantasy, yeah it had some stupid stuff in it, but it also had a lot of great stuff. It's also the only book that really tried to add sex into the game, which is such an important motivation in life that it really should be addressed in campaign settings. Why so much violence is ok and sex is so taboo is far beyond my comprehension. I'd like to see Paizo do their own book addressing it, but it'd make a better 64 page paperback than a hardcover rules book. Also it's not high on the priority list, Psionics/Savage Species/Asia first


1 person marked this as a favorite.
Coridan wrote:

I have two favorites, they're in fact really the only two 3rd party books we use.

Secrets of Pact Magic, which I am perfectly happy with and don't need Paizo to make another book of (though I'd love to see Pact Magic show up in Golarion).

and

Book of Erotic Fantasy, yeah it had some stupid stuff in it, but it also had a lot of great stuff. It's also the only book that really tried to add sex into the game, which is such an important motivation in life that it really should be addressed in campaign settings. Why so much violence is ok and sex is so taboo is far beyond my comprehension. I'd like to see Paizo do their own book addressing it, but it'd make a better 64 page paperback than a hardcover rules book. Also it's not high on the priority list, Psionics/Savage Species/Asia first

Sorry, threadjack.

Threadjack:

Because the US was settled by puritans who had a serious stick up their collective colons with regards to sex. On the other hand, they felt that burning at the stake was a nice outing to take your kids to on a sunday afternoon. Thus you have the united states, where it's ok to beat someone to a bloody pulp on tv, but god forbid you should show two women kissing each other.

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.


1 person marked this as a favorite.

I have never seen the secrets of pact magic. Looks good though

1 to 50 of 276 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / Best Open Content All Messageboards

Want to post a reply? Sign in.