Anthros Campaign Setting
These books have specifically influenced the Anthros Campaign Setting.
- Aeneid, Virgil
- Antigone, Sophocles
- Crime and Punishment, Dostoevsky
- Cthulhu Mythos, et al., H.P. Lovecraft
- Hitchhiker’s Guide to the Galaxy, Adams
- The Hobbit, Tolkien
- Iliad, Homer
- Ilium, Simmons
- Illusions, Bach
- Lord of the Rings series, Tolkien
- Lost Books of the Odyssey, Mason
- Metamorphoses, Ovid
- Odyssey, Homer
- Olympos, Simmons
- Screwtape Letters, Lewis
- Sir Gawain and the Green Knight, ed. Tolkien
For more suggested reading, music, art, and games, see the Appendices sections of the Pathfinder RolePlaying Game Core Rulebook and Advanced Player’s Guide.
Benefits of Roleplaying
(NOTE: I am not trying to coerce anyone into buying anything. I am simply putting up here supplements that 1) I think players might be interested in, 2) are generally cheap, and 3)I would be willing to incorporate into my games if players are interested. This is for my reference, too———— The Captain)
- The Genius Guide to the Vanguard
excerpted from Paizo.com: “The Vanguard is a new base class designed for use with the Pathfinder Roleplaying Game… You can see in both his powers and their limitations echoes of the magical warriors whose exploits first fired our fascination with fantasy fiction and brought us to the gaming hobby in hopes of forging such adventures for ourselves.”
- Two Dozen Dangers: Poisons Gives new poisons for use by alchemists, rogues, and other interested characters.
- The Kingdom of Graves Includes dozens of new undead enemies: nobles, kings, knights, and others.
- Two Dozen Dangers: Haunts excerpted from RPGNOW.com: "When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead… a ghostly presence that blurs the line between a magical trap and a true undead. This supplement details 24 new haunts, building on the new type of hazard introduced in the Pathfinder Game Mastery Guide which include:
- True Alchemy excerpted from RPGNOW.com: "Alchemy is not science. Alchemy is not chemistry. Alchemy is not pharmacology. Alchemy is not medicine… The concepts in this sourcebook explore the new possibilities of alchemy and science. New gear, new feats, a new sorcerer blood line and two new player races are all products of the strangest sciences imaginable.
- Super Genius Guides at RPGNOW.com Super Genius makes quite a bit of good stuff, and most of their PDFs are 2.99. Run it by me if you’re hoping to use one in my game, though…there are a lot and I’m not familiar with all of them!
- Two Dozen Dangers: Traps Traps for PFRPG.
- Cooper’s Corrected Summon Monster I-III Quick stats for summoned creatures. If you will be using Summon spells in the Anthros campaign setting, you MUST have a copy of this or a related document.
- Book of the River Kingdom Collects the rules for kingdom-building from the Pathfinder Adventure Path, minus mass combat rules.
- Two-Bit Tables Gives random mundane treasure.
System / Rules
E6 System Rules for d20 games (meaning D&D 3.5 and Pathfinder) that cap level advancement at level 6. Afterwards, characters can still advance by acquiring new feats.
Incantations When many spellcasters get together, they can cast powerful magic. This variant reproduces spells above 4th level.
Alternate Settings / Other Interesting Games
Kingdoms of Legend excerpted from Paizo.com:Kingdoms of Legend is a Pathfinder Roleplaying Game Compatible campaign setting based on an alternate history Earth of the early 15th century. Human empires dominate the landscape while the elves, dwarves, and gnomes struggle to hold on to ancestral homelands. The Greek gods are real: known by various names in different locales. Piracy, war, political intrigue, and danger are commonplace. Heroes are desperately needed in all corners of the globe!
Riddle of Steel