What OGL material, if any will you be using while running The Pathfinder AP?


Lost Omens Campaign Setting General Discussion

Dark Archive

I'm perusing through my plethora of OGL material, both pdf and hardcopy, determining which pieces I can insert into this new world. Note I'm not dissatisfied at all with the material as presented but I've got a relatively unknown world (to my players) and I can start to utilize some stuff that may not have fit my previous campaigns.

From Fantasy Flight Games I'll be using two races from the Mythic Races Book. The Ooloi, an aquatic race that I'll be placing a city off the coast of Sandpoint (what better way to introduce them to some Thassilonian ruins:)) and the Sendasti, a desert dwelling race. Note that these are 3.0 books (See OGL stats below) so I'll be updating these to 3.5.

I'm going through the Creature Collections 1-3 by Sword & Sorcery to add some more beasties that are leftovers from the war. I'll compile these into a pdf and post them (as soon as my PC components arrive from Dell and I have access to all of my other pdf's).

Ooloi Racial Traits
• +2 Wisdom, –2 Charisma: With their devotion to spiritual strength, ooloi are naturally focused and learned in religion and philosophy. While friendly and outgoing, the ooloi’s appearance, language, and mannerisms are somewhat alien and discomforting to most other races.

• Medium-size: As Medium-size creatures, ooloi have no special bonuses or penalties due to their size.

• Ooloi base speed is 30 feet.

• Swimming: Ooloi are aquatic creatures and can swim at a base speed of 60 feet without making Swim checks. They gain a +8 racial
bonus on any Swim check to perform a special action or avoid a hazard. Ooloi can always choose to take 10 on Swim checks, even if rushed or threatened. They can use the run action while swimming provided they swim in a straight line.

• Water Breathing: Ooloi can breathe both water and air equally well. While especially adapted to the oceans, ooloi can also survive and prosper on land.

• Darkvision: Ooloi can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and ooloi can function just fine with no light at all.

• Automatic Languages: Common and Ooloi. Years of study of the surface world have led the ooloi to teach Common to their young, to
prepare them for the day when they too might journey out onto the land.

• Favored Class: Cleric. A muticlass ooloi’s cleric class does not count when determining whether he suffers an XP penalty for multiclassing. Their devotion to spirituality and friendly nature make the cleric’s calling a natural choice for most ooloi.

Sendasti Racial Traits
• +2 Constitution, –2 Charisma: The desert climate toughens the sendasti against many physical threats, molding their bodies to better adapt to arid conditions; however, it also socially isolates them, giving others cause to view them with suspicion.

• Medium-size: As Medium-size creatures, sendasti have no special bonuses or penalties due to their size.

• Sendasti base speed is 30 feet.

• Low-light Vision: Sendasti vision extends twice as far as humans in dimly illuminated conditions where vision would normally be
obscured, including starlight, moonlight, torchlight, and sandstorms.

• Sendasti are proficient with either the falchion or scimitar. Sendasti prefer these blades over all others, often possessing finely crafted weapons passed down from one generation to the next.

• +2 racial bonus to saving throws against poison, disease, charm person, and illusion spells. Desert life hardens sendasti against
the hazards of their environment.

• +2 racial bonus on Handle Animal, Intuit Direction, Listen, Spot, and Wilderness Lore checks. Sendasti maintain a keen awareness
of their surroundings and know how to manipulate it to their advantage.

• Fasting: Sendasti can function unimpaired without water for up to two days plus a number of hours equal to their Constitution score before they must make Constitution checks against subdual damage and fatigue. Sendasti can survive without food for five days in growing discomfort before they must make Constitution checks against subdual damage and fatigue.

• Automatic Languages: Common and Sendasti. Bonus Languages: Dwarven, Elven, Gnome, Goblin, Orc. Sendasti are also familiar with the languages of various desertdwelling species.

• Favored Class: Rogue. A multiclass sendasti’s rogue class does not count when determining whether he suffers an XP penalty
for multiclassing. Surviving in hostile conditions requires a variety of skills, including the ability to adapt quickly by employing cunning and resourcefulness. Although sendasti society discourages thievery, trickery, and deceit among its own, aspects of these talents are essential to desert survival.

Later,

Greg Volz
Natural Twenty Gaming


I forget if it was released under the OGL or not, but I plan on lifting the Alchemy items from the Iron Kingdoms Character Guide as a new product a certain potion-maker in Sandport is selling. (Specifically the Cure-All Cream.) I figure he picked up the distribution rights last time he was in Magmidar for a conference as a way to broaden his audience a bit to people who normally couldn't afford healing potions (sort of a fantasy version of Band-Aids). He's going to try to make it a household name, possibly by trying to get the players to endorse it.


My goblin PCs have a bit of giant heritage, adapted from the Advanced Bestiary. I'm using psionics a little, but that's all in the SRD. One of my players considered a class (spellmaster) out of the Advanced Player's Manual, and I allowed it, but he eventually changed his mind. The only other source I'm seriously considering right now is Alchemy & Herbalists, for some flavourful stuff available from local NPCs.

Dark Archive

Slight threadjack, why does almost every OGL race seem to have penalties to Charisma? I know it's sometimes viewed as a dump stat but a little material for bards/sorcerers/warlocks/favored souls/paladins/etc. would be cool.

Dark Archive

Alot of the races I've seen are made to be edgy or different and this seems to impose the Cha penalty. I've never really noticed but then I've never really used too many races other than the standard.

I really want to use the combat system out of Anime d20 but don't know how it will impact the amount of work I'll have to do. I think I'll reserve it for the boxed set I'm working on and keep that combat system from 3.5 for Pathfinder.

Later,

Greg Volz
Natural Twenty Gaming
www.naturaltwenty.com

The Wandering Bard wrote:
Slight threadjack, why does almost every OGL race seem to have penalties to Charisma? I know it's sometimes viewed as a dump stat but a little material for bards/sorcerers/warlocks/favored souls/paladins/etc. would be cool.

Liberty's Edge

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Well with Creature Collection 1-3, you definitely don't need more monsters, but just for kicks, you might want to thumb through Tome of Horrors (Necromancer) and Book of Fiends 1 (Green Ronin).

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