I'm creating this sticky thread to make OGL 3.5E and PF modules easier to find. Please post a link to your modules below.
Cheers,
JPG
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I'm creating this sticky thread to make OGL 3.5E and PF modules easier to find. Please post a link to your modules below.
Cheers,
JPG
Here is a list of the ones I found posted in the forum so far. Thanks to Trenloe, PoisonAlchemist and Madman for all their great work.
- Updated Bestiaries Dec 2017
- Bestiary 2 - (Updated July 16th 2014) Now includes spells!
- Bestiary 3 - Complete with spells/extra info. Updated August 2014
- Bestiary 4 - (Updated July 5th, 2014). Contains spells and spell like abilities.
- Bestiary 5 - November 2016.
- Gamesmastery Guide NPCs - (Updated Nov. 15th, 2011)
- NPC Codex NEW! August 27th 2014.
- Book of the Damned - books 1-3 July 2014.
- Inner Sea Bestiary July 2014.
- d20pfsrd.com Creatures and NPCs (Updated Sept. 4th 2012)
- Enhanced Bestiary 1 - (Updated Jul. 28, 2011) Tagged for d20_JPG ruleset - needs the <ruleset> tag editing in definition.xml to be able to use with FG 3.0 3.5E or PFRPG ruleset. Note: The Pathfinder Bestiary that comes with Fantasy Grounds is much more complete.
Creature related modules:
- d20pfsrd.com Random Encounter Tables Rollable tables from the library with pre-populated encounters and treasure parcels. Thanks to Trashkicker! New, January 2015.
Some more (thanks to Blackfoot):
- Basic Familiars List
- Improved Familiars List
- Summon Nature's Ally 1-9 Updated November 7th, 2015.
- Summonable Monster 1-9
Spells and Items:
- Spells with effects New June 2020. Thanks dllewell!
- Ultimate Equipment
- Farnaby's PFRPG Spellbook Paizo 0 level and 1st - 3rd level spells, including actions/effects. New July 2015. Thanks Farnaby - amazing work!
- Complete Paizo Spells - Every spell released by Paizo to this date (2036 spells). Includes formatted descriptions. (Updated September 29th, 2015)
- Pathfinder Magic Items generator Updated 28th October, 2015.
- PFRPG Complete Paizo Magic Items.zip - (Updated Dec. 30, 2011)
- Mundane and Magical Equipment Library October 2015.
And thanks to others:
- Class and archetypes New August 2019.
- Ultimate psionic powers (Dreamscarred Press)
- Advanced races With drag/drop functionality. New December 2017.
- Improved basic rules PF drag/drop functionality added to the base OGL rules module.
- Mundane Equipment Library. New Sept 2016. Thanks Ken L.
- Pathfinder Rules Module Work in Progress. Currently contains combat and conditions rule library. October 2015.
- Pathfinder Action Library Drag/Drop actions with pre-populated effects. Thanks darrenan. May 25th, 2015.
- Standard conditions (appear in the campaign "Effects" list)
- Conditions and Effects Thanks Blahness98, Callum and Archangel. Updated Feb 21st, 2015.
- Feats, traits and equipment from d20pfsrd.com
- Character Races Thanks Nickademus42. Updated January 2015 - includes races from the Advanced Race Guide.
- Character classes. Thanks Nickademus42. Updated January 2015 - includes the favored class bonuses from the Advance Race Guide.
- Advanced Player Guide Thanks bnason.
- Fumble and Critical Tables Thanks bnason.
- PFRPG Advanced Race Guide June 2014 Thanks RTFallen.
- Mythic Rules July 2014 Thanks RTFallen.
- Technology Guide Thanks Faelwen.
- Mythic Adventures Thanks Faelwen.
- Feats New June 2020
- Races New August 2020
- Kingdom Build New September 2020
No longer available:
- Improved Spell Library. Removed by author.
And Madman! :)Quote:
Originally Posted by moon_wizard
Hello,
Thanks for putting this list of items together. :) Where do I place the files from the "Enhanced Bestiary 1"? As they are xml files I'm a bit unsure where as all the others were .mod files so I put them in the Modules directory.
Thanks and regards,
--Eryk
Rename the .zip file extension to .mod. However, this is actually for the older d20_JPG ruleset, and there is a Pathfinder bestiary 1 included with the standard 3.5E/Pathfinder so I'd just go with the standard one.Quote:
Originally Posted by calseeor
It would be nice if there was something like this that covered Human opponents/NPCs. Things like 2-3 variations of every class at each level, brigands, soldiers, guards etc....
Perhaps the NPC file does that... will have to look.
The Gamesmastery Guide NPCs are there for that. They don't do it at every level, but they give a good range. Details available here:Quote:
Originally Posted by JohnD
https://paizo.com/pathfinderRPG/prd/...pcGallery.html
Awesome... this just saved me tons of work. Thanks for the confirmation!
Thanks for posting this. I've downloaded and installed the demo version of Fantasy Grounds, and managed to figure out how to load up the 3 Pathfinder thingys that come pre-installed, but I was wondering if / where / how other Pathfinder materials (such as the Bestiary 2 and 3) were.Quote:
Originally Posted by moon_wizard
Thanks for this thread (and yay! my first Message Boards post!). :)
-- Andy
The links to those modules can be found in the second post of this thread. You can add the modules to your installation by placing the files in your FG2 Data Folder (via Start Menu link) under the modules sub-folder.
Regards,
JPG
Two new mods:
1) Advanced Player Guide & Adventurer's Armory: All feats, classes, basic equipment and gear. Only materials not in this mod from the sourcebooks are magic items (with the new equipment book due out from Paizo soon, no real point).
Forum link: https://www.fantasygrounds.com/forum...ad.php?t=16633
2) Paizo Fumble / Critical Decks: 416 fumble and critical effect to add flavor to your game!
Forum link: https://www.fantasygrounds.com/forum...ad.php?t=16642
I built this module using Trenloe's monster parser and the Pathfinder PRD.
It is basically a bunch of NPCs that are available from the client side. It seems pretty handy but it would be a little cooler if you could drag them into the character sheet somehow and they could be brought into the tracker from there. Without an extension or new feature there doesn't seem to much more to be done with them.. but even so they allow for players to have reference to their familiar's stats and make untargeted rolls without having a separate character loaded.
I've built the same sort of thing for Summoned Monsters but I haven't quite gotten them working the way I'd like yet. Right now I have separate modules for each level of the spell... once I have them combined into one module I'll post that up too.
EDIT: Oops. Forgot to add a common file. Should be happier now on the client side.
EDIT: The File has been uploaded to a later post with all of my Summons and Familiar Modules.
Very nice, Blackfoot.
I started making a similar "summonables" hero lab portfolio, although I was basing mine on the template to be applied (Celestial, Fiendish, Resolute, or Entropic). Note that, except for the Viper, these are also the same animals that can be summoned with the Summon Minor Ally and Summon Minor Monster spells.. so it has an additional use there.
Thanks very much, Blackfoot. And the Summoned Monsters sounds amazing.Quote:
Originally Posted by Blackfoot
This zipped file contains modules for Summon Nature's Ally and Summon Monster I & II.
I still have it setup as multiple modules... but they do work. I hope they are useful for someone.
EDIT: Consolidated Version now available!
Oh, they'll be extremely useful. I'll check them out this weekend. Thanks!
Has there been any thought to creating the higher levels of the Summon Monster lists? I've got a player using enhanced Summon Monster IV, so it would be great to have that (or to learn how to create it myself!)
R.
I second that. My players are completely and utterly in love with modules I & II. And I like 'em even more. It is so great, when running a long combat, to not have to worry about the PCs summoned monsters. For them to run their creatures themselves is such a huge time saver.
My players love those modules so much they only summon level I & II monsters, even though they're 14/15th level characters.
How do they do that? I had a player running a Conjuror last night summon an enhanced Air Elemental. What I did was get it from the Bestiary and drag it into the CT. I edited the stats there in the CT, gave it a token and added the token to the map. He told me what he wanted the Air Elemental to do and I did it. Is it possible to give the client playing the Conjuror access to run that Air Elemental? I don't mean just moving tokens around, but can the client have control of more than one creature (themselves) in the CT?Quote:
Originally Posted by Astinus
I'm glad you are getting some use of them. I have some of the higher level ones built.. or at least started.. they are more tedious than hard to build... I just need to make a little time. I'll see about doing them tonight.
Thanks, Blackfoot. You're a champion :)Quote:
Originally Posted by Blackfoot
I'd have to test it again to be sure, because it was a month ago. But from memory, I add the summoned monster to the CT from Blackfoot's module. I then set the monster to 'friendly' on the CT, which means the PCs can move the token. Then, when it comes time for the monster to roll attack and damage, etc., the PCs open Blackfoot's module and drag the attack and damage strings directly to the chat box. Or maybe they dragged the strings directly to the bad guy tokens they were fighting, using damage drop, etc.Quote:
Originally Posted by Crossfireue
Either way, they're moving the tokens, they're rolling for attack and damage, and I can focus on other things.
Great news! I won't be running another game for at least another week or so, maybe longer, but it will be great to have those modules.Quote:
Originally Posted by Blackfoot
Ah, I did change it to friendly in the CT, but I guess that we didn't actually try having the guy running the Conjuror actually move the token. I think he tried attacking using the entries in the CT, but for some reason it didn't work. Next time we do that, we'll test it in more depth. It certainly would be nice for players to be able to control their own conjured creatures.Quote:
Either way, they're moving the tokens, they're rolling for attack and damage, and I can focus on other things.
The critters don't quite work perfectly (especially as far as targeting goes), but the players do get some control and a decent list of what they can summon.
This one is the first two Levels of Summon Nature's Ally.
EDIT: Consolidated version now available.
EDIT: The File has been uploaded to a later post with all of my Summons and Familiar Modules.
My Summonable Monsters Module is now complete.
It contains all Spell Levels in one module from 1 to 9.
EDIT: The File has been uploaded to a later post with all of my Summons and Familiar Modules.
Downloaded!Quote:
Originally Posted by Blackfoot
Awesome! This is exactly what I needed for my game!Quote:
Originally Posted by Blackfoot
Rob.
Thanks so much, Blackfoot! So very amazing ;)
Well... you can thank Trenloe for his work on the parser and Griogre for his help sorting out my coding issues.
I just put it together.
Anyone working on the Advanced Races guide? Really love to have that info in the game.
Technically, I'm not sure that info is 'ok' to distribute... it isn't on the PRD although most of it IS available through d20pfsrd.com I'm not really sure what the rules are on that.
Paizo declares all of their rules content as Open. If it was not, D20PFSRD could not host it.Quote:
Originally Posted by Blackfoot
Being in the PRD is not a requirement to be open content, although only open content goes into the PRD. Regardless, the ARG content has been added to the PRD, anyway. :)
Cool. So it has!
Hmm..
Just to be clear here - there are 2 main areas of the OGL that need to be considered "Open Content" and "Product Identity". As an example, from the recently released Advanced Race Guide:Quote:
Originally Posted by Silveras
Open content can be distributed, product identity cannot. So, in theory, you can't distribute "stuff" with Pathfinder specific proper names. However, if you are distributing material for free into the community you can use the Paizo community use policy to be able to use proper names etc..Quote:
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.
Ahoy Community,
I'm rather new to running Pathfinder with FGII, I'm curious as where is the best place to find ready made FGII adventure modules for Pathfinder. When we ran 3.5 we used the module Orcfest. I am having trouble finding many other examples of preset scenarios. My end goal is to run my own scenarios but the idea of having examples of how to best organize adventure material using the FGII system is very appealing to me. Any help would be appreciated!
Cheers.
Hello and welcome to the community! :)Quote:
Originally Posted by Elgrab the Infamous
There are a number of scenarios available for purchase from the store, and there are a couple of free ones (one is already installed with Fantasy Grounds). See this post for more details https://www.fantasygrounds.com/forum...43&postcount=6
Not sure where I wrote, but I have a problem.
When I open the book downloaded from here, they do not appear in the library.
Which book?Quote:
Originally Posted by Laetar
Bestiary 3, Bestiary 2, Summon Nature's Ally I-II,Summonable Monster 1-6