Using the sin points more


Rise of the Runelords


hello me and a group of friends have gotten back to playing rise of the runelords after a break from playing it. i'm the GM for the campaign. we are in book/chapter 3 i was looking over the sins point again because i had forgotten about them and i understand that they only really play a part in book/chapter 5 but i want to use them more than that. i was thinking of given some bonuses and penalties for example some with a lot of pride sin points gets a bonus on attack when attacking also by themselves and a penalty to attack if an ally is attack the same opponent. my biggest problem with this plan is first what bonuses/penalties do i give for each sin, how big they should be and if should they get bigger as u get more of that sin. any ideas on this will be helpful


Really, you shouldn't be using them very much. The book points out that you should only tally significant events that match one of the sins or virtues. The activities that come with adventuring won't trigger these, unless someone takes something to an extreme.

It also states that the Runeforge only considers someone 'sinful' or 'virtuous' if their score in that direction is at least 5. Also given that doing something virtuous erases a point of sin (or vice versa), it's entirely possible for most of your group to have only a point or two -- or even zero across the board.

It shouldn't be hard to think back on anything dramatically sinful or virtuous your PCs have done. Don't worry about getting it exact.


Christopher Mathieu wrote:

Really, you shouldn't be using them very much. The book points out that you should only tally significant events that match one of the sins or virtues. The activities that come with adventuring won't trigger these, unless someone takes something to an extreme.

It also states that the Runeforge only considers someone 'sinful' or 'virtuous' if their score in that direction is at least 5. Also given that doing something virtuous erases a point of sin (or vice versa), it's entirely possible for most of your group to have only a point or two -- or even zero across the board.

It shouldn't be hard to think back on anything dramatically sinful or virtuous your PCs have done. Don't worry about getting it exact.

thanks for ur input but im not sure u understand what im thinking. i was wanting the sin and virtue to have a greater affect in the game than just in book/chapter 5. i guess im thinking of kinda rewarding the players for roleplaying their character more than the basic roleplaying in and out of combat


You could take a look to the effects of the Shards of Sin in Shattered star as inspiration, and then build something for them. I suggest small bonuses and penalties.

For example, Wrath could be +2 to damage, but you have to roll Will to take prisioners.


hmm that could work for wrath. one thing i was just thinking of was since the sins are tried into magic have them affect the spells of the schools. for example spellcasters with points wrath get +1 or more to evocation spells and a -1 or more to the school against evocation abjuration and conjuration. and for non-spellcaster get the same bonuses and penalties on saves to those schools. that might be what ill go with but i still need to figure out should i have the bonuses increase the more sin points they get like for every 2 or 3 get another +1 or have it once they get a given amount they get a bonus. what do u guys think of that?


That would work too.

As reference, this is what the shards give you, and the curse they have (curse can be lifted). It could give you ideas that you can steal, modify, or ignore.

Envy: +2 save vs abjuration +1 AC (sickened when you are within 30' of a creature of same race or class)

Gluttony: +2 save vs necromancy, +1hp per lvl (rolls Will DC 20 every hour, or eats/drink any food/beverage he carries, including potions)

Greed: +2 save vs transmutation, +1 attack (has to wear 500gp x lvl in jewelry, DC 20 or take 1d4 wisdom damage whenever he sells or gives gear)

Lust +2 save vs enchantement, +4 initiative (sickened if haven't had sex in 12 hours, and can't wear anything in the body slot, including armor)

Pride +2 save vs illusion, +2 to all skill checks (can't take aid action or benefit from it, sickened if working for someone or under orders)

Sloth +2 save vs conjuration, +4 concentration checks (can't take more than 1 move action per turn, speed halved)

Wrath +2 save vs evocation, +2 damage, (sickened if haven't drop a creature to -1hp in the last hour, will DC 20 to stop attacking)

The curses are a bit extreme to give "for free". Keep in mind you can (and will) remove them from the shards of sin in Shattered Star. But you can use them as a guideline.

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