Rise of The Rune Lords
Character Creation Guide
Welcome to Rise of the Runelords campaign! Your character will take up arms against the return of a centuries old evil seeking to reclaim the land. Before you set out on your adventure, there are some things you should know that will aid you on your journey. In this guide, you’ll find helpful tips o designing your character, a section of traits to help your character feel like a part of the world and the events of the campaign, and an overview of the lands your character will be visiting. Fight strong and keep your head, for your character might be the only thing keeping Varisia – and even Golarion – safe from doom!
A massive threat is emerging in Varisia and mustering it’s forces. Only a group of cagey adventurers can put an end to this evil, and they’d better be prepared for what they face. The following tips can help when designing characters for rise of the Runelords.
Ancient Lost Culture;
Since Rise of the Runelords reveals an ancient threat reemerging into the world, characters skilled characters skilled in Knowledge (History) and Knowledge (Arcana) are the best suited to putting the pieces together. Access to powerful magic at higher levels could be key to survival, not just for the PC’s but also the entire world.
Rise of the Runelords brings player characters face to face with hundreds of monstrous threats. A prepared character should be suited to challenge monstrous humanoids, giants, magical beasts, the undead, and even greater threats at higher levels, such as evil outsiders and dragons.
As the campaign moves throughout the frontier of Varisia, the player characters encounter lost ruin. Characters with skill sets appropriate for adventuring in dungeons and crumbling ruins can give the party and edge. Knowledge (Dungeoneering) and racial low-light or darkvision would be helpful in those dank and dark places. Since many of these locations have been warded and secured by their builders, a characters who can bypass some of these protections just might help the party to live to fight another day.
Rumors of giants mobilizing in the wilds of Varisia are spreading, and the people of this frontier land need saviors. Player characters ready to take on threats like this are well suited to this campaign.
Into the Wilds;
While some parts of this campaign delve deep into ruins, much of the action is on the surface. Since Varisia is an untamed frontier, characters who are good at dealing with natural threats and excel at finding their way in forests and mountains would be assets to an adventuring party. Plenty of opportunity for overland travel abounds as well, so mounts could prove useful in getting characters to the doorstep of adventure, but might be difficult to deal with once adventure moves below ground.
Characters in this campaign should have reasons to be in Sand Point, all the better if they have a vested interest in defending it. In addition to the following traits, the pathfinder advanced player’s guide has a section of campaign traits labeled “Shadows under Sandpoint” (Page 330) other traits in that section can also be used for additional trait selections.
Hearing that Sandpoint had a theater rivaling those found in larger cities like Magnimar and Korvosa, you decided to try your luck getting stage time there. After sending a letter to Cyrdak Drokkus requesting an audition and not hearing back, you’ve taken it upon yourself to travel to Sandpoint and meet him in person, trusting your force of will and charming influence will get you what you want. You gain a +1 trait bonus on checks for any one perform skill. Additionally, choose any one spell of the enchantment school; it’s save DC is increased by 1.
While Not ethnically a Varisian, you have been raised among Varisians and they consider you one of their own. Furthermore, you managed to get in good with a group of Sczarni and consider them your new family. After being run out of the last place your Sczarni family camped, you tracked down a friend of the family in Sandpoint – a ruthless thug named Jubrayl Vhiski at the fatman’s feedbag. During your time with the Sczarni you learned a few tricks of the trade. You gain +1 trait bonus to Knowledge (Local) checks and Knowledge (Local) is alway a class skill for you. In addition you begin play able to Speak and read Varisian.
Friends and Enemies
One of your family members, perhaps a parent, cousin, aunt, or uncle helped Daviren Hosk put down a group of goblins near Sandpoint. Since then, your family member passed away, but not before telling you about that day and the offer Daviren made him should he ever be in need. Once you make it to Sandpoint and meet up with Daviren Hosk at the Goblin Squash Stables, he gives you one of his best steeds and all the necessary accouterments as gratitude for your family member’s help: a heavy combat trained horse, a military saddle, saddlebags, bit and bridle, a month’s worth of feed, and lifetime stabling at the Goblin Squash Stables.
Your family’s village was plundered by giants in the wilds of Varisia, leaving nothing but a smoldering ruin. After the destruction of your village, your family trained for combat against giants to prevent such a tragedy from ever happening again. Since hearing of giants mobilizing throughout the countryside, you ventured to Sandpoint to help the town prepare for a possible incursion. You gain a +1 trait bonus on bluff, perception, and Sense Motive checks and a +1 Trait bonus on attack rolls and damage rolls against creatures of the giant subtype.
You grew up in Sandpoint staring off the cliffs accross the Varisian Gulf. Spending so much time thee at Junker’s Edge watching the goblins below as they scrounged through the discarded junk and seeing what they made out of the garbage, you developed an eye for spotting the most useful and valuable discarded items. You gain a +1 trait bonus on perception and appraise checks, and a +5 trait bonus on appraise checks to determine the most valuable item visible in a treasure hoard.
Ever since passing through Sandpoint when you were a child and hearing about the contest at the popular tavern known as the Hagfish, you wanted to take that coin purse as your own and carve your name on the ceiling beam above the bar. Training yourself to choke down indigestible food and drink water a pig would refuse, you’ve built up quite a strong resistance to all things putrid and gross. You gain a +2 trait bonus on fortitude saves agains disease and poison.
You are related to one of the four noble families from Magnimar who founded the Mercantile League of Sandpoint. You either grew up in Magnimar as a cousin in the Valdemar or Deverin family or were born and raised in Sandpoint. Education in running a business and years of looking after the family enterprise have given you a knack for trade. You increase the GP limit of any settlement by 20% and can resell items at an additional 10% over the amount of GP you normally would get from selling off treasure.
Perhaps you came to the Varisian Gulf in search of the Sandpoint Devil, or maybe you followed fisherman’s tales of Old Murdermaw – regardless, you’ve ventured through Varisia to hunt down famous monsters. While they have all eluded so far, you have made it to Sandpoint to research and restock before heading back out into the wilderness. Because of your training, you gain +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.
Scholar of the Ancients
Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisiayou know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. from your Life of study and dogged research, you’ve pieced together the language and partial history of this once -great empire. You gain a +1 trait bonus on knowledge (Arcana) and knowledge (History) checks, and begin play able to speak and read Thassilonian.
Student of Faith
While you have personally dedicated your life to a single deity, you study all religions and mortal faiths. Upon hearing that the town of Sandpoint recently completed a cathedral dedicated to the six deities most popular in the area, you had to see the place for yourself, and arrived in time for the consecration of this holy edifice. Because of your strong faith and broad range of study, you cast all cure spells at +1 caster level, and whenever you channel energy, you gain +1 trait bonus to the save DC of your channeled energy.