Old Skool Gamers - Rise of the Runelords - Pathfinder
At this point in time, we will be utilizing ONLY the Pathfinder Core Rulebook (6th printing), plus the local talents available from the Rise of the Runelords Anniversary Edition Players Guide. This guide is available for free download from http://paizo.com.
The core rulebook is available for purchase either in hard-copy or pdf from Paizo as well. Alternatively, Paizo provides a cut-down version of the current rules at the following link http://paizo.com/prd/
- Roll 4d6 for each statistic
- A roll of 1 on any one of those dice may be rolled again a single time. If it again is a 1, it remains thus.
- Total the three highest die showing on the table.
- Repeat the above process until each statistic has been rolled, then assign them in any order you wish except that the 1st roll is Charisma unless you wish to substitute a higher value.
- If a character does not have two statistics 15 or over (before racial adjustments), that character may be abandoned.
- Proceeed with the normal character generation process outlined in the Pathfinder Core Rules, including race, class, etc.
- A character is entitled to choose a single background talent from the Rise of the Runelords Anniversary Edition Players Guide. This is a bonus on top of normal generation procedures.
Experience and Advancement:
I have never been a fan of “everybody advance because you’ve completed the module”. Instead, experience points earned during a session will be awarded at the beginning of the next play session. Points will be awarded for story goals, encounters, good ideas, stupid ideas that are funny, and good role playing.
Missing a gaming session:
As I have done in the past, if a player cannot make the session, and there are still enough present to have the session, that players characters will either be run by the attending players (with DM override on any actions I believe are out of character). Death and misfortune continue to be risks just as though the owning player had been sitting at the table.
The main difference is in the awarding of experience for the session. The player who ran the absent players character may choose to keep any non-encounter, non-story-goal experience awarded and allocate it to their own character. This is only fair as it was their roleplaying and actions that earned those bonuses.
Magic Item Identification:
I have decided that I abhor the item identification rules of Pathfinder. They remove all mystery out of my carefully created items. Any wizard, even a 1st level neophyte can tell you in under 30 seconds exactly what the magic item does. I have therefore revisited the rules I used in my 2.5 D&D game, and converted them for use in Pathfinder. Unlike most mechanisms, it utilizes percentiles. It is far more work for the GM, but will add mystery back into the game. “What does this cloak do besides change size?”
The revised rules for identification of magic items apply to both arcane and divine magic users. The Identify spell has been rewritten and is now a 4th level spell. Detect magic has been largely reverted to it’s 2E version and is now a 1st level spell. Both spell descriptions are included in the revised rule set which can be found here: MagicItemRules
Magic Item Creation:
Similar to the Magic Item Identification, I have in the past created rules for item creation. These rules still work as-written and will be used in place of the Pathfinder magic item creation rules. The experience point cost of making magic items is waived.
Rules may be found here: Mystical Magical Devices