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Pathfinder First Edition General Discussion

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Everything from Mongoose. Yeah, it's quite good, but not 100% compatible with Pathfinder - which is why I'd like to see some of it in PFRPG. I only suppose it's OGL, though, and that's because many of their supplements are available online.


I can't remember if they are 3rd party or not, but Books of Exalted Deeds/Vile Darkness were always a favorite of my groups.

Dark Archive

Goblins Eighty-Five wrote:
Throw in the fact that Paizo has published some Malhavoc Press books,

They have? Which ones?

Jon Brazer Enterprises

Many of these have probably already been mentioned, but I figure one more voice in the crowd can't hurt.

Everything from Arcana Unearthed/Evolved. I'd pay another $50 for a new version of Arcana Evolved, updated to blend it with Pathfinder's improved mechanics. And I bought AU and AE once already.

Particularly, though, several of the races are excellent additions to many campaigns (I've always had a soft spot for the Verrik and Litorians). The magic system was always great (though it never meshed quite right with standard 3.X). Racial levels (and particularly the evolved levels) were always a better version of something WotC tried later with Paragon classes. The Akashic, Champion, Mage Blade, Runethane, and Witch are still some of my favorite base classes to come out of the OGL. The Runeblade (from the Book of Experimental Might) is awesome for many of the same reasons as the Mage Blade and Runethane are.

AE is full of so many awesome things (much like Pathfinder RPG itself) that I'm undoubtedly forgetting something here.

Malhavoc's Complete Book of Eldritch Might has a treasure trove of spells and some pretty cool (though unfortunately probably a bit too strong) Intelligent Item rules.

One rule I'm surprised didn't make it into Pathfinder from Malhavoc's Book of Experimental Might is the addition of every characters Constitution score to his hit point total. It would put a damper on Ferocity for Half-Orc players, I suppose, but as a DM, I've really enjoyed with that adjustment has done to increase PC survivability and to allow me more variety in building encounters.

I actually don't recall whether the 3.0 Psionics Handbook was OGL or not, but I still always preferred the PrC implementation of the Soulknife to the later base class version, where Mr. Cordell completely shifted the flavor and focus of the class.

That being said, though, Mindscapes and Hyperconscious from Malhavoc have Bruce Cordell in top form again, introducing some cool concepts for Psionics, especially in the realm of Psionic Combat and a few of the PrCs. If Thoughts Could Kill (I believe that was the title) also had a few interesting ideas of its own (like the Psionic Necromancy discipline).

Unearthed Arcana also had several nice variants throughout. Flaws aren't for everyone, but we've definitely gotten some enjoyment out of them in our game. In one of our Pathfinder games, which we just started a few weeks ago, we decided to try allowing either 2 Flaws, 2 Traits (the Pathfinder ones), or 1 Flaw and 1 Trait for each character. Variant class abilities were cool as well (the Savage Bard, Wilderness Rogue, and Cloistered Cleric are personal favorites).


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)?

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

for me it's no one product. an easier question would be what TYPE of content and rules did you seek and use most often from 3rd party sources. That would be easier to answer. adventure ideas,feats, more spells, towns and castle ideas,magic items, and class options-the ones where you could drop a class ability in favor of a different one. over all my players used new feats,spells, magic items over any other thing.

but if you want specifics i will give you one. DNDwiki.com we used more than anything. 2nd would be *casts an enlargement spell on Paizo's ego*...Dungeon Magazine of course!


Bastion Press put out some decent material. I can't speak for how well balanced most if it is, since I converted most of this stuff for 2nd edition games and material I was playing with, but I did find them to be useful sources of inspiration. The nice thing about their products is that almost everything is open content

Some books by them I've found useful are the following:

Out For Blood, a book that focuses on things related to blood (lots of vampires). This book also includes stats for a Chupacabra and a few undead/blood related spells. There might be something useful in the prestige classes section, but I really haven't taken a look at all.

Friends & Familiars, a collection of interesting NPCs and possible familiars, with background and adventure hooks. I've used these before with their numbers filed off.

Complete Minions, a collection of monsters. Some or silly, but others provide some interesting variations on classic monsters. This also features a good selection of dangerous plants. The artwork isn't the best.

Complete Minions web-enhancement Some more monsters. Again, there are some issues with the artwork.

Guildcraft Material on guilds, including rules on how to design a guild. There's a couple of prestige classes, but the guild related material and NPC stat-blocks are what I was interested in mostly.

Druids and Druidism Feats, Spells, Statistics on specific types of wood, herbs, spells and all sorts of other good druid/rangery stuff.

Alchemy and Herbalists A good source of Alchemy and Herbalism related material.

Pale Designs - A Poisoner's Handbook Good inspiration on poison related material, new monsters, etc. There was also a web-enhancement with more material.

From Bad Axe Games

Trailblazer There's some good material here that can be plugged into a 3.5 or PF game. Not everything will work but a lot of it will and is worth a look. I like the modified Aid Another section, including the Aid Another with Alternate skills.


I used FFG - Traps & Treachery alot but I also liked the BAS - Arms & Armor. The FFG - Steam & Sorcery never got tested properly but I gave it a small try with much enjoyment.

Paizo Employee Developer

I love The Book of the Righteous - I think by Green Ronin? I used a lot of the tips in there on creating a cosmology, and though I never used the actual cosmology in the book, I very much wanted to. I also immediately implemented the Holy Warrior option in my campaigns. Too bad there isn't a "Pathfinderized" Holy Warrior, not that I've found anyway.


Mike Kimmel wrote:
I love The Book of the Righteous - I think by Green Ronin? I used a lot of the tips in there on creating a cosmology, and though I never used the actual cosmology in the book, I very much wanted to. I also immediately implemented the Holy Warrior option in my campaigns. Too bad there isn't a "Pathfinderized" Holy Warrior, not that I've found anyway.

There will be...watch for the Templar in one of the hardcover releases this year.

Paizo Employee Developer

Urizen wrote:
There will be...watch for the Templar in one of the hardcover releases this year.

From Paizo or another publisher?


Mike Kimmel wrote:
Urizen wrote:
There will be...watch for the Templar in one of the hardcover releases this year.
From Paizo or another publisher?

Paizo. APG (Advanced Players Guide).

It's supposed to have rules for an Anti-Paladin (CE or LE, not sure which) and Templars (Non Paladin/Anti-Paladin church warriors).

Paizo Employee Developer

Ah, okay! I knew about the new base classes but not these ones. That's pretty sweet! I was wondering where the blackguard went...


I would also like to mention that I REALLY enjoyed, as both a player and a GM, the Skill Tricks in Complete Scoundrel (In fact EVERYTHING in Complete Scoundrel) in addition to Books of Vile Darkness and Exalted Deeds--as I mentioned before. Sorry if these suggestions are not Third Party, I've gotten rid of almost all of my 3.5 books now that Pathfinder came out: DAMN YOU JASON BUHLMAN!!!!!! <<shaky fist of doom at the sky>>
Sword and Fist from 3.0 had some really cool stuff in it as well, along with Complete Warrior (3.5). Complete Divine had a great idea of expanding the Gods list in addition to the Domain spells and abilities (That is, additional Domains: In particular I really like the Purification Domain).

The important thing I would like to mention is that, as both a player and a GM, it would be awesome if the first couple of expansion books to come out were well rounded as far as the types of things they had in them (e.g.: feats for all classes, spells for every caster, kits for each class, et cetera, et cetera). That way no one gets WAY too overpowered in comparison to the rest of the party: if this could be taken into account it would be much appreciated.


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)?

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

Anything Scarred Lands. From beginning, middle to end. I adored the Player's Guides. For me Scarred Lands was the best thing to come out of the 3.0/3.5 era.

Dark Archive

Book of the Righteous was fantastic. It inspired the creation of an entire pantheon of a few dozen deities, just due to the pure awesomeness of the mythology and individual church descriptions. Holy Warrior was very cool.

Dark Archive

Dark_Mistress wrote:


Secret Collage of Necromancy by Green Ronin

Oh, I loved that book so.

ALSO: Hollowfaust: City of Necromancers by Sword and Sorcery. (of course, parts are not open content...)


Relics and Ritual by Sword and Sorcery


Serendipity wrote:
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.

Seconded. I'd recommend HyperConscious as well, but I can't seem to find my copy and check if it's OGL.


I would cheat and say the OGL wiki. They have content from dozens of books that you can pick and choose from...including a link to pathfinder's srd...Some of the more obscure stuff from mongoose before they went 4e is excellent.

I bought Iron heroes twice and steal its feats on a regular basis.

I also like Castles and Crusades from troll lord for its 2nd ed feel using 3.5 rules. Although their Siege Engine mechanic isn't OGL, the majority of it is. Great for a simple game you can expose new players too since it lacks a lot of stuff like feats--which can be confusing to new guys.


Big fan of the mongoose stuff.

Off the top of my head

Encyclopedia Arcane: Chaos Magic: Wild Sorcery By Mongoose Publishing
also the constructs and Demonology ones by mongoose.

Mercenaries by Alderac Entertainment Group

and

Relics and rituals


Heroes of Horror had some great material like "dread" and "taints" for example.

All very Logue-esk!

Dark Archive

stuart haffenden wrote:

Heroes of Horror had some great material like "dread" and "taints" for example.

All very Logue-esk!

Heroes of Horror contains no open content. Although an earlier version of the taint rules that was included in Unearthed Arcana is.


I was very partial to Tome of Battle (Book of Nine Swords) in the 3.5 era. Not open content - but the concept surely is open.

...I'm not that keen on "fighter spells" anymore though (so wouldn't specifically recommend Paizo doing something like that) - instead I'd prefer some aspects of these maneuvers/stances pathfinderized as feats and alternate class abilities.

The thing I feel strongest about is:


  • Variant class abilities
  • Variant classes, specifically those that encourage different stat-builds for classes (a fighter who's primary stat is Intelligence, for example)

I guess this counts as open content: 10letter


Definitely Privateer Press' Iron Kingdoms, for

- Expanded alchemy rules
- Pain of Healing

Mostly the Pain of Healing, because it's so damn cool. Divine healers get a daily hp threshold for healing, and if they surpass it, it's time to roll randomly for nastiness. This rule led to some awesomely tense moments in my games and really kicks the banality out of healing. If a cleric took Healing as one of his domains he could double the threshold and mostly avoid the badness.


LoreKeeper wrote:

The thing I feel strongest about is:


  • Variant class abilities
  • Variant classes, specifically those that encourage different stat-builds for classes (a fighter who's primary stat is Intelligence, for example)

I guess this counts as open content: 10letter

I also feel that way. I'd love variant class abilities, as it opens up possibilities for more roleplay concepts.

RPG Superstar 2015 Top 8

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?

That is all. Thanks for your suggestions.

Jason Bulmahn
Lead Designer
Paizo Publishing

The 3rd party supplement I use most is:

Monte Cooke's Harnessing the Natural Laws: Technology in Your Game.

I use the various firearms constantly. I don't really use any of the other rules (no powered bows or steam armor), though I do use the technology related spells. I also love the Monte Cooke 'Chaos Tech' supplement, and have on rare occasion added a piece of chaos tech into the game.

While not a 3rd party supplement, the other things I use a lot are:

'Stormwrack'
The Paizo Savage Tides adventure path.

My favorite 3rd party supplements that are not books of monsters are in general (regardless of how much I actually use them):

Ptolus
A Player's Guide to the Wilderlands
Arcana Unearthed


My group and I were always fans of the Green Ronin books, especially the Advanced books and their X & X race books. We still use elements of those for our Pathfinder games.

Now I'm getting a lot of use out of 4 Winds Fantasy and Super Genius Games Pathfinder-specific stuff, especially new gear and base classes.


I liked the ideas and balance from Mongoose's Ultimate Character Concepts.

Scarab Sages

Wow... reading this thread has been quite a trip down Memory Lane. I own many of the suggestions and it so great to see many books were popular with us. Third Edition was quite the Revolution in rp gaming - especially for D&D! I'm so glad to have particpated in this era!! (Hence my support with 3rd Ed's primary heir: Pathfinder! :-D )

Books that stand out for me:

The Book of the Righteous - I even made my own "paladins" for NG and CG based upon their analysis of the core class. Very satisfying and enjoyable results for my game at the time.

Traps & Treachery I - great bag of tricks for GM's, and I found the "thug" class useful.

Mythic Races, Seafarer's Handbook, Spells & Spellcraft - didn't get extensive use but I mined them for the new ideas.

Tome of Horrors! - 'nuff said :-)

Relics & Rituals I & II - very inspiring at the time.

Most of the material from Green Ronin and Malhavoc Press was very good - too many titles for me to mention them all.

FantasyCraft - a recent product by comparison. A host of great ideas to explore!

I just realized there are plenty of setting books and adventures that were published where most offered new rules as well...

I'd say the Book of the Righteous tops my list the best of old open gaming content. Rich fluff and creative crunch!


joela wrote:
Goblins Eighty-Five wrote:
Throw in the fact that Paizo has published some Malhavoc Press books,
They have? Which ones?

Book of Experimental Might

Sovereign Court

Pathfinder Adventure, Lost Omens, Rulebook Subscriber

All of Blackdyrge's Master at Arms PDFs were great. It was nice to see actual historical fighting styles have some rules.


tbug wrote:

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 second that recommendation. Spellbound, along with Agents of Faith from the same publisher, had a great ritual magic system that sparked a ton of ideas for me. The mechanical execution could be a bit spotty - some of the rituals were wildly unbalanced - but the ideas were wonderful.


Anything with Shapeshifting Classes + PrC's

e.g. Complete Warrior's Warshaper, good idea lousy class build

and

Treantmonk's Guide On Everything ;)

also does anyone else feel like we're going to end up listing every 3rd party product in existence for 3.5 ? ;)


Book of The Righteous ,got more use from all of the 3 games that have been run in the last 5 yrs with our group


More recent OGL material that I've been impressed with has been coming from Super Genius Games and Rite Publishing. There content seems fairly well balanced, well thought out, with good production values. The material also manages to find niches that haven't been heavily trodden yet and tend to push the envelope in the way of trying new things.

Dark Archive

the guide to godlings book, by supergenius.


Monsternomicon, because IMHO it set the standard for what a third party bestiary should look like.

Sovereign Court

I loved all of it, really. probably one of the main reasons I chose to stay with PFRPG rather than switch to 4e.

Now, the companies that most impressed me were in order :

1 - Green Ronin
2 - Paradigm Concepts (though probably not OGL)
3 - Fantasy Flight (esp adventures)
4 - AEG
5 - Bastion

Though that does not mean I did not like the rest, far from it. These are the ones I am most likely to reread and integrate in one of my games today.


Dies Irae wrote:

Privateer Press:

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

Monstronomicon:
- Adventuring Scholar Prestige Class

the book of fiends was awesome. good choice.

Liberty's Edge

Most of the complete guides to series by goodman games (not sure about ogl though) As stated previous as well the spells from the spell compendium and most of the magic item compendium


Name Violation wrote:
the guide to godlings book, by supergenius.

I second that, and add the guide to mystic godlings.

Also, time thief. Godlings and time thieves are great ideas, well done, you can't do any other way. they are the best supergenius has to offer.

Silver Crusade

Mongoose Publishing
Ultimate Equipment Guide I and II ( from the 3.0/3.5 )
My group plays low magic setings and mundane equipment helps

Every thing else we use is from Pathfinder OGL.

Kobold Quarterly

Genius Guide
ToLoot4Less ( I like most of them becous thay have usefull low level magic items )

4Winds Publishing
I Dogs ( Becous Dog in the animal complanion. The listing is just to bland for how meny types of dogs there are. I know why you did it beocus there are to meny.)

Wayfinder
Way to meny good things. For me to list just a few.

Dark Archive

OGL Steampunk from Mongoose
Firearms.
Table for gadget malfunctions (needs simplifying)

Project Phoenix d20 wiki
Monk Fighting Styles
They could be closer to the real styles they're based on (see Avatar: Last airbender commentary to see which styles got associated with which elements.)


I liked "The Noble Wild" by Skirmisher Publishing. You can play intelligent animals! Woot!


1 person marked this as a favorite.

Here is a list of OGC things that I use in every game beyond my own products.

The Year's Best d20 almost everything in there is 100% OGC, and it really is examples of the best stuff that I have used in my games.

Book of Taverns by Necromancer Games

Tournaments, Fairs, and Taverns by EN Publsihing

Complete Book of Experimental Might from Malhavoc Press (really anything from Malhavoc gets used at some point in my campaigns)

Crime and Punishment by Atlas Games
Dynasties and Demagogues by Atlas Games

Oh and I started using the Time Thief by Super Genius games.

Liberty's Edge

AEG's excellent book, simply entitled "Dragons" was much, much fun to read.

The feats and new uses for extant skills were a decent bonus, and the prestige classes were okay, and fairly useful. The advancement for dragons, the dragon-based setting, and the magic items available for anybody who uses dragon parts in their alchemy were excellent.

But what I liked better than that were the long descriptions of all ten dragon varieties (metallic and chromatic). They had a relatively brief and well-written description for:
1) The life-cycle of this creature. This helps a GM to put the dragons into places where they feel organic, and can improvise better about them. Not to mention that it's rife with plot hooks.
2) Its relationship with humanoids and general attitude. This helps a GM pick the right creature for the right encounter and to role play that creature in a way that feels true to the rest of D&D.
3) Its relationship with other dragons. Which sets up monster politics. Which is awesome.
4) Its society, family, and how you're likely to encounter one. And that helps a GM to set up great encounters.

Liberty's Edge

The pact magic books by Radiance House were both excellent. You could run an entire game based on nothing but pact magic and its affect on the world using those books, and it would be awesome. Also: the amount of crunch in there is staggering.

The Iron Kingdoms Character Guide and Liber Mechankia by Privateer Press were both fantastic. I loved the steam-fantasy elements there and have cannibalized a lot of that content (gun mages, warjacks, etc.) into my own setting.

I really liked the Holy and Unholy warrior classes that Green Ronin put out. A great take on the whole paladin "debate".


Anything the werecabbages have been involved in. :-)

Shameless plug! ;-)


Beek Gwenders of Croodle wrote:
Jit wrote:
"A Magical Medieval Society: Western Europe", expeditius retreat press

+1

Best supplement I have ever read.

+1

And "Silk Road" by the same was fantastic, too.

-Ben.


2 people marked this as a favorite.
Pathfinder Rulebook Subscriber

Love & War, Crime & Punishment, and Dynsaties & Demagogues are peerless for exploring certain themes, offering add-on systems that are fun and easy to use, and supporting the game system up to the state of the art at the time.

AEG's Magic has been largely superceded by later development, but was a classic. In particular, its totem magic was my choice for orc magicians for a long time, in preference to adepts, clerics, or sorcerers.

Magical Medieaval Society, naturally.

I really like Testament and The Medieval Player's Guide as treatments of alternate settings, that offer some really useful guidelines for building similar milieus. I also like the Penumbra Occult Lore, chock full of magic that doesn't quite make the grade in a standard setting but is great for variant settings, unique NPCs, etc.

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