Pathfinder Adventure Path: Return of the Runelords Player's Guide PDF

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The Return of the Runelords Player's Guide provides players with all the spoiler-free information, inspiration, and new rules they'll need to create characters ready to take on the dangers and perils of the Return of the Runelords Adventure Path.

Within, players of this campaign will find everything they need to create backgrounds for their characters to tie them in to the themes of the Return of the Runelords Adventure Path, in addition to advice on what class options, religions, skills, and other elements work best with the campaign's plot-line. Several new campaign traits tailored for this Adventure Path not only give your characters additional options, but will tie in to future events within later adventures in the campaign itself. And finally, as Return of the Runelords begins with a trip to the market, you'll find rules for how to determine what sorts of bargains your characters discover on day one of the adventure... hopefully you'll find something that will help you against all those runelords!

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Archives of Nethys

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1 person marked this as a favorite.

And there was great rejoicing, now that the Player's Guide has finally arrived! :D


1/2 your level in skill points+a bonus language AND a free use of a charged magic item once an adventure? Intrigued by Thassilon blows the other traits out of the water in mechanical strength.


Favored Weapon: Dagger. Not again paizo, my poor Nocticula.

Grand Lodge

Pathfinder Lost Omens, Rulebook Subscriber

Would once per adventure abilities be expected to be used only once per module with the normal definition, or once per adventure area?

Paizo Employee Creative Director

3 people marked this as a favorite.
Xazil wrote:
Would once per adventure abilities be expected to be used only once per module with the normal definition, or once per adventure area?

An "Adventure" in this case is Once Per Book.

Paizo Employee Creative Director

5 people marked this as a favorite.
HollowTempest wrote:
Favored Weapon: Dagger. Not again paizo, my poor Nocticula.

Not every cleric needs to be the best at combat.


James Jacobs wrote:
HollowTempest wrote:
Favored Weapon: Dagger. Not again paizo, my poor Nocticula.
Not every cleric needs to be the best at combat.

Maybe a "too many Deities/quasi-deities have it as a favored weapon".

and I'm a bit surprised at CN, LN, NG and NE deities not having/liking N Clerics.


I wonder what level 1 Sorshen ability scores would be at 15 PB, 20 PB and 25 PB, in both normal human and pure-blooded Azlanti variants.

Which reminds me, any stats for half-Azlanti? (increased PB doesn't count)

Silver Crusade

deuxhero wrote:
1/2 your level in skill points+a bonus language AND a free use of a charged magic item once an adventure? Intrigued by Thassilon blows the other traits out of the water in mechanical strength.

You get an extra skill rank at 1st and every 2 levels after that can only be applied to 4 specific skills, and the item use is nice but its once an issue. So good, but not broken nor towering over the other traits.


1 person marked this as a favorite.
James Jacobs wrote:
HollowTempest wrote:
Favored Weapon: Dagger. Not again paizo, my poor Nocticula.
Not every cleric needs to be the best at combat.

It's more about being interesting than it is about being useful or "the best", it's a dagger. Wew, fun. The hand crossbow wasn't exactly useful or great either unless you were an NPC at levels with poison, but it was something different. :V

Silver Crusade

3 people marked this as a favorite.
HollowTempest wrote:
James Jacobs wrote:
HollowTempest wrote:
Favored Weapon: Dagger. Not again paizo, my poor Nocticula.
Not every cleric needs to be the best at combat.
It's more about being interesting than it is about being useful, it's a dagger. Wew, fun. :V

I don't really see Clerics of a risen Succubus being big on Earthbreakers.


Thanks for the Guide, it looks good. Appreciate it!


Since I know these APs are written and mostly in the bag by the time we see them on our side, I bet James is having a heck of a time getting players guides put together for this edition and the APs written for the next edition. Not like from Legacy of Fire over to Council of Thieves. It's a whole new system!


I just downloaded and started looking at the Player's Guide, and I can say one thing for sure: I wouldn't want to be in the position of the woman in the middle of the cover picture, with some armed wacko just behind me and to my left . . . .


... did the T-Rex get an indigestion from eating too many Runelords?


Good to have some free returnin' Runelords players guide stuff out there for 1st edition PF. ;)


I like this one overall, but I'm not fond of how "time lost" is written. I am probably overthinking it, but I think it might be difficult to know when to use it if your gm is one that makes all rolls in secret. Or heck, just adds fast and has the target number memorized.

Taking a page from 5E, I would phrase the last paragraph like this "You may use your strange link to the flow of time to choose between different timelines. Once per adventure, you may force the DM to roll twice, and take the worse of the two rolls. You may declare usage of this ability at any time, up until the DM annouces the result of the triggering roll."

Written this way, it works similar to the previous version, but allows you the convenience of deciding a certain roll is critical to you without actually needing to see the DMs rolls, so you don't accidentally throw away a natural 1 on the DM's die.

...or you can go the "not overthinking things" path and just let the player declare they're using the ability after the DM says the result of the roll, as long as it is immediately after.


I assume "once per adventure" means once per book (lifetime 6 total, or lifetime 7 total if continuing the campaign)?

Silver Crusade

1 person marked this as a favorite.
UnArcaneElection wrote:

I assume "once per adventure" means once per book (lifetime 6 total, or lifetime 7 total if continuing the campaign)?

Correct, once per book. After that it's up to you and your GM.


James Jacobs wrote:
HollowTempest wrote:
Favored Weapon: Dagger. Not again paizo, my poor Nocticula.
Not every cleric needs to be the best at combat.

Ya, but he's got a point. Dagger is a pretty vanilla choice for a demon lord/goddess like Nocticula when something like a hand-crossbow or perhaps a Rapier might have brought a tad more flavour to the table (something more exotic than these might even be better...).


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Dracovar wrote:
James Jacobs wrote:
HollowTempest wrote:
Favored Weapon: Dagger. Not again paizo, my poor Nocticula.
Not every cleric needs to be the best at combat.
Ya, but he's got a point. Dagger is a pretty vanilla choice for a demon lord/goddess like Nocticula when something like a hand-crossbow or perhaps a Rapier might have brought a tad more flavour to the table (something more exotic than these might even be better...).

A bit necro, but thought it worth mentioning that dagger is pretty nice if you use Guided Hand feat, since it applies to both melee and ranged. And daggers are pretty appropriate for Nocticula's aesthetic.

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