Pathfinder Adventure Path: Rise of the Runelords Player's Guide (OGL)

4.70/5 (based on 17 ratings)
Pathfinder Adventure Path: Rise of the Runelords Player's Guide (OGL)

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Who Will Save Sandpoint?

This invaluable resource for Pathfinder's first Adventure Path reveals how best to customize your character so that he'll fit into the realm of Varisia with ease. Inside this guide you'll find:

  • An introduction to Varisia, the frontier region that serves as the setting for Rise of the Runelords, and a brief exploration of your PCs' new hometown of Sandpoint.
  • Notes on how humans, elves, dwarves, gnomes, halflings, half-elves, and half-orcs exist in Varisia.
  • Details on what roles each character class can expect to fill in Rise of the Runelords, including suggestions for animal companions and familiars, favored enemies, character backgrounds, and more.
  • Domains and more for twenty new deities comprising the core pantheon of the Pathfinder Chronicles Campaign Setting.
  • New weapons, armor, and equipment.
  • New feats to give your PCs a distinct Varisianfeel.
  • Full-color maps of Varisia and Sandpoint.

ISBN-13: 978-1-60125-059-9

Note: This product is part of the Pathfinder Adventure Path Subscription.

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4.70/5 (based on 17 ratings)

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A Fantastic Way to Start an Epic Adventure

5/5

As my long-running Rise of the Runelords campaign has finally hit the last chapter, I realised that one of the things I've never reviewed is the original (3.5 edition) Rise of the Runelords Player's Guide. This 16 page book was sold with a cover price of $ 2, and (I think) usually came bundled in packs of five so everyone at the gaming table could have one. It's a high-quality product that comes on glossy paper and with colourful artwork and design. They're pretty hard to find nowadays, but I was lucky to spot one on eBay for a reasonable price. Anyway, with no further ado, let's get into it.

The cover is very cool, and, although players won't be quite aware of why yet, sets the tone for the campaign perfectly. The 7-pointed Sihedron star takes prominence, and the page borders are designed as if the reader is about to open an ancient, eldritch tome. The inside front-cover is a map of Sandpoint (the town that serves as the PCs' homebase), with detail sufficient to make out individual buildings, street names, and geographical features. It's exactly the map that players should have at the table to better envision where their characters are, and players could, as they explore, make their own key to go along with the map. The inside back-cover is similarly useful: an attractive map of Varisia that includes tons of marked locations and clear geographical features. The vast majority of these locations aren't visited during the campaign, so there's no spoilers here--and in addition, the GM can make good use of this map as well.

The first page, "Welcome to Varisia," emphasises the usefulness of having PCs designed specifically for the region and the campaign. Varisia is a frontier wilderness, and many of the challenges in the campaign involve surviving the land, not just monsters. PCs who think about feats like Endurance and skills like Climb will find themselves better placed than PCs who care only about combat. Players who ignore the Player's Guide very well may find themselves having a harder experience than they should in the campaign, but it's probably their own fault!

The next three pages, "Races of Varisia," discuss how the Core races fit into the region. This is especially important for players new to Golarion who have probably never heard of Shoanti, Chelaxians, and Varisians. Stories are best when they're grounded in interesting, believable settings, and this requires investment by the players in trying to make characters that reflect that setting.

Pages 6-9 are "Adventurers of Varisia." It contains a couple of paragraphs on how each of the Core classes fits into the region and to the campaign more generally. It's also chock-full of useful sidebars on things like native fauna, the deities of Golarion, and suggested familiars for sorcerers and wizards of different backgrounds. In short, there's a ton of flavour and little bits of detail that help to situate a PC in the setting.

The next two pages are "Equipment of Varisia", and it focusses on weapons and armor used by the native Varisian and Shoanti peoples. There are illustrations and statistics for things invented specifically for this setting, such as starknives, earthbreakers, bladed scarves, and more. Many of these pieces of equipment were later included in the Pathfinder RPG Core Rulebook and other sources, but often in a way that strips them of a lot of the flavour that is presented here.

The next three pages are titled simply "Varisia." The section contains a brief overview of the region and its history--a crucial theme of the Adventure Path. Several feats for PCs who hail from the region are included. Because this was designed for 3.5, I won't go into great detail on them, other than to say they're probably low-powered compared to modern Pathfinder feats. This book came out before Paizo had the concept of campaign traits, which is probably the only thing really lacking here. A sidebar describes the languages often spoken by inhabitants of Varisia.

Last up is a two-page description of Sandpoint. Sandpoint is extremely important for the campaign--if the PCs don't care about it, the campaign doesn't really work. So getting the players invested in the town early is one of the GM's biggest tasks. This book doesn't really emphasise the necessary connection as much as it should, however.

I love the idea of Players Guides, and they're one of the things that drew me to Paizo Adventure Paths to begin with. They're a great way to sell players (in a non-spoilery way) on a new campaign, and to give them a chance to customise characters for it. The original Rise of the Runelords Player's Guide was a concise but interesting and useful preview of the campaign, and surely contribute to the success of the Adventure Path as a whole. It's still worth using today and I think it's far superior to the (PDF only) Anniversary Edition Player's Guide (which I've reviewed elsewhere). I'd recommend making the substitution, just linking to the updated traits for the Pathfinder RPG.


Got surprising amount of use from it

5/5

Contains a lot of information, doesn't give away too much about the adventure. Good resource IMO.


Small but packed full of info

5/5

This is a small (only 16 pages) guide to the world in which Pathfinder is set- the continent of Varisia, part of the world of Golarion.

It purports to be the guide to start the players out on "Rise of the Runelords" but it's a great guide for any who adventure in that world.

Sections on races and classes of Varisia, including a great chart on the local Deities , including Portfolios, Domains and even favored weapons.

There's also a handful of local weapons and other gear, including the Starknife and War-razor.

I also like the local feats, here included for a free background feat. In power, they are moe like "traits" than feats, but still they add a little local flavor and some roleplaying ideas, but also are somewhat useful.

There's great color maps of Sandpoint and Varisia, too.

All in all, this is a fantastic value for the price.


Portuguese - Br

4/5

Uma ótima primeira introdução ao cenário de Varisia, mas não prepara tão bem os personagens para a campanha quanto player guides futuros. De qualquer forma é muito bem escrito e vale a pena para qualquer jogador de Rise of the Runelords.


Excelent Resourse

5/5

Perfect starting point to getting you players ready for this AP.


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Paizo Employee Creative Director

Ross Byers wrote:
I have to ask: Why is the Big Game Hunter feat so much more powerful than the other Bonus feats? Or are the <blank>-born feats better than I think they are?

I'm not sure Big Game Hunter is as powerful as you think. It probably should have some sort of prerequisite, though...

But it only kicks in against Large foes, and that's not something the player controls. It's also worth noting that large foes tend to have poor armor classes and a LOT of hit points, so at higher levels, a +1 to hit barn-sized monsters isn't that great, while the +2 damage is relatively negligible when a monster has hundreds of hit points.

Still, it is a good feat. It's certainly the best combat feat of them all, but a lot of encounters in Runelords aren't combats...

Scarab Sages

Maybe this is too much to ask, but could there be an alternate PDF download where the pages are layout on 11 x 17 (tabloid) paper? I have access to a pretty nice Color LaserJet printer that can print full bleed tabloid spreads, and I would like to get some copies to my players.

PS: You'd be surprised what companies throw away so they don't have to ship stuff back to the states from Puerto Rico... I once had to destroy $30,000 worth of SGI media production equipment - all in perfectly working order - when the company left Puerto Rico. I kept a keyboard though :)

Paizo Employee Chief Technical Officer

prcrash wrote:
Maybe this is too much to ask, but could there be an alternate PDF download where the pages are layout on 11 x 17 (tabloid) paper? I have access to a pretty nice Color LaserJet printer that can print full bleed tabloid spreads...

You should be able to do that from within Adobe Reader. The specifics will vary based on OS, reader version, and printer driver options, but explore around in your Page Setup and Print dialogue box options. The first step is to set the page size to 11x17, and then find the option that lets you print spreads (or "2-up pages").


I don't understand, can I order a printed version of this book along for example with the AP #1 by international shipment, or it is a pdf exclusive product?

Regards,

ZOOROOS

Paizo Employee Chief Technical Officer

Zooroos wrote:

I don't understand, can I order a printed version of this book along for example with the AP #1 by international shipment, or it is a pdf exclusive product?

Regards,

ZOOROOS

You can order it in print for $2.99 using the "Add to Cart" button above, or download it in PDF form for free.


Thanks a lot Vic, for your quick response. You guys have the most sensitive customer service I've ever met. Keep your great work!

Regards,

ZOOROOS


1 person marked this as a favorite.

Quick questions... are the regional feats in the Rise of the Runelords Player's Guide supposed to be in addition to the feats one would get at first level or are they just another option? In other words, if I were playing a human could I take my normal two feats plus City Born or just one feat plus City Born? Thanks!

Grand Lodge

Using Acrobat Reader, is there a way to print the maps without having the building numbers on them? I have Acrobat Reader version 8.something-or-other...

Thanks in advance,

-That One Digitallef Fellow-


Robert McCarthy 7 wrote:
Quick questions... are the regional feats in the Rise of the Runelords Player's Guide supposed to be in addition to the feats one would get at first level or are they just another option? In other words, if I were playing a human could I take my normal two feats plus City Born or just one feat plus City Born? Thanks!

They are options, not bonus feats.


Seldriss wrote:
Robert McCarthy 7 wrote:
Quick questions... are the regional feats in the Rise of the Runelords Player's Guide supposed to be in addition to the feats one would get at first level or are they just another option? In other words, if I were playing a human could I take my normal two feats plus City Born or just one feat plus City Born? Thanks!
They are options, not bonus feats.

Thanks for the quick reply!


Don't thank me too fast, it seems i was wrong...

Rise of the Runelords Player's Guide, p13 :
Feats of Varisia
The people of Varisia display a variety of innate skills and unique talents. Subject to your GM’s approval, you may choose any of the following feats as a bonus feat during character creation.

Liberty's Edge

Digitalelf wrote:

Using Acrobat Reader, is there a way to print the maps without having the building numbers on them? I have Acrobat Reader version 8.something-or-other...

Thanks in advance,

-That One Digitallef Fellow-

Starting with PF3, if you have Select Tool active and can get a "plus" mouse pointer to appear on a map, you should be able to left-click to highlight the map, then right-click and Copy Image, then paste it into another graphics program (like Paint) to get a labelless map. PF4 is good for getting a Sandpoint map that way. Sadly this doesn't work with the Player's Guide or PF1-2 PDFs.

This works in Adobe Reader 8. I'm not sure if it works in Adobe Reader 9.

Grand Lodge

Pygon wrote:
Starting with PF3...

Thank you...


What kinds of names do Chelaxians have? The Player's Guide has examlpes of Shoanti and Varisian names, but not Chelaxian (at least not that I could find).

RPG Superstar 2011 Top 32

Shad0wdrag0n wrote:
What kinds of names do Chelaxians have? The Player's Guide has examlpes of Shoanti and Varisian names, but not Chelaxian (at least not that I could find).

Chelaxian names, and other country examples, are covered in the Campaign Setting Book,

Paizo Employee CEO

Shad0wdrag0n wrote:
What kinds of names do Chelaxians have? The Player's Guide has examlpes of Shoanti and Varisian names, but not Chelaxian (at least not that I could find).

Chelaxians, for the most part, are the typical European-type of humans, so the normal names you see for humans in fantasy RPG games work fine. The Shoanti and Varisians were off of the norm, so we gave some suggestions there.

-Lisa


If you want examples of Chelaxian names, the current AP is a great place to see lots of them.


It would be good to see this classic revamped and made with the new pathfinder series..I got the older ones and it was a good series.

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