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So I was going through some of my stuff and realized that a bunch of the stuff I love to use or plan to use was from free PDFs I ran across on the interweb/nets/thingy.
I thought it would be cool to have a thread where people share their top 3-5 best free pdfs/files that they use in their games to enhance it. It also would give me some cool stuff to look at.
The Rules:
3-5 files, links are nice, a brief description.
I'll start:
Microlite20, purest essence--a cool lil' stripped down old school-styled RPG that is really rules light.
Sean Reynolds' Alternative Level Advancement--a simple and easy way to break leveling down into 3 sections to stagger the leveling process.
Dawn of Worlds Game--Cool little world-building rules with a twist to make it into a co-op game-like thing for a group to create their world together.
E6---E6 is a cool PDF that lets a d20/pathfinder game end up at 6th level (arguable the "sweet spot") of the game. Comes with extra feats and such to make the transition from a 1-20 level game into an Epic 6 game fairly simple and painless.
Hope you guys like....

gamer-printer |

I just got the one - Rite Publishing Frozen Wind one-shot module for the Kaidan setting of Japanese horror (PFRPG)
I don't think non-Pathfinder products belong on this forum, however.

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I just got the one - Rite Publishing Frozen Wind one-shot module for the Kaidan setting of Japanese horror (PFRPG)
I don't think non-Pathfinder products belong on this forum, however.
It's Compatible so that is good enough for me...

sadie |

I suppose I should mention my character sheets for Pathfinder.

Alzrius |
For me, the answers are Eclipse: The Codex Persona and The Practical Enchanter.
It drives me crazy that more people don't even know these books exist, let alone use them.
In the very small pool of point-buy character books for the d20 System, Eclipse is far and away the best one of the bunch. So far, I have yet to see a character build that it can't replicate, and that includes using the Pathfinder rules (which it easily takes into account, despite pre-dating them). Moreover, it improves on a LOT of areas where the class-level system breaks down.
It's greatest asset is how any of its listed abilities can be modified via specialization and/or corruption - a process where you introduce a limitation onto an ability in exchange for a break in its point cost OR you increase its power. This allows for unmatched flexibility.
The Practical Enchanter, by contrast, is focused more on magic spells and items. It breaks the bonus-granting spells down into templates that offer an absurd degree of freedom in spell design. By contrast, the magic items section is meant to try showcase a more "realistic" (by which it means "not everything is meant for killing") selection of magic items, along with alternate systems for picking up magic items in terms of wealth.
The two books are meant to work in conjunction with each other, and while they're certainly complex, once you figure out their systems of use I honestly don't see how anyone would want to go back to the shackles of classes and levels. I'm using them in my home game, and I swear by them.
For some excellent examples of what you can do with these books, I strongly recommend people check out Eclipse's co-author's blog or, for a less-polished but (I like to think) still serviceable set of examples, my own.

taig RPG Superstar 2012 |

Clockwork Gnome Publishing compiled over 50 monsters I have done for the Pathfinder RPG into a PDF. You can find the Frightful Folio here.