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Various Resources for the Forge
Fan-generated Oathbound stories, dungeons, art, content, etc.
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10/27/2010 5:35:50 AM
 Derek Holland Posts: 366
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There are a zillion rpg books out there that can be used in Oathbound. This thread is for us to point out some of the best.
Genjitsu's Shaping the Self is my favorite 3.X book (actually a 35 page pdf). It is about racial improvement ala levels, sort of like Wildwood prestige racial levels. There are 5 chapters, 4 of which are the rules and examples. Maturity is expanding the PH races' abilities (the human levels are very interesting), self-creation is like prestige races, legacies and destinies deal with bloodlines and afflictions and accidents cover curses, drugs and rituals.
Distant Horizon has three books that are shareware and I strongly suggest that you download them from OBS. If they are your cup of tea, then please buy them.
First is Eclipse, the Codex Persona. This is a point buy system that puts all others to shame. Even if you don't like the idea of freeform character creation, there are still hundreds of ideas, including variant spell systems, that you might find interesting for setting construction. Oathbound is a high powered setting and I can see a lot of this book in use.
Paths of Power I is about learning magic in small groups of related spells. This makes so much more sense to me than the willy-nilly method from the PH. Paths of Power II (which is not shareware) expands the idea to paths specific to character personalities, creatures and creature types, advanced paths and prestige classes.
And the best for last, The Practical Enchanter. One reviewer on OBS wanted to give it 6 out of 5 stars and I agree. It covers almost everything players will want in terms of magic items and has plenty of spells and other magic related ideas to make DMs salivate for years. I can go through it and come up with a new spell or monster idea without fail.
Green Ronin produces a lot of good work, so much so it is difficult to suggest any specific books so all I will mention now are the Advanced Guides. Monster templates in Advanced Bestiary; races, classes and a few scores of spells (plus psychic powers) in Advanced Player's Manual; and the Advanced Gamemaster's Guide has setting design, DM advice, new types of magic items, conditions and environments.
So what do you suggest?
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