generated by Claude AI not guaranteed to be accurate

Rise of the Runelords — GM House Rules (Robert)

Core Philosophy

  • Rules Base: Pathfinder 1e first-party only. Third-party and D&D 3.5 content generally banned.
  • Primary Reference: Archives of Nethys
  • Official Paizo FAQ answers are treated as hard rules.
  • Rule Zero applies, but Robert expects to invoke it rarely — mostly to keep the game moving when rules are unclear.

Gentleman’s Rules

  • Don’t unbalance the campaign or party dynamics.
  • Don’t screw over the party. Don’t be a dick.
  • Powerful combos will be used against you by enemies.
  • If your build is both high-powered and legally questionable, discuss it with Robert ASAP.

Ability Scores

Choose one array; arrange scores as desired. Then add bonus points based on your race’s Race Points (RP):

ArrayScoresBonus Points
Standard20-point buy (min 7)
Set One18, 16, 14, 10, 9, 55 pts (core/≤10 RP)
Set Two18, 16, 12, 12, 8, 65 pts (core/≤10 RP)
Set Three17, 16, 14, 12, 8, 75 pts (core/≤10 RP)
Set Four16, 16, 15, 13, 9, 65 pts (core/≤10 RP)
Set Five16, 16, 12, 12, 12, 85 pts (core/≤10 RP)

Race Point bonus scale: Core/≤10 RP = +5 pts; 11 RP = +4; 12 = +3; 13 = +2; 14 = +1; 15 = +0. You cannot decrease scores to gain points. Max score before racial modifiers is 18.


Traits, Drawbacks & Feats

Choose one option:

  • A) Two traits (standard)
  • B) Three traits + one drawback
  • C) Four traits + two drawbacks
  • D) Two traits + two drawbacks + one bonus feat you qualify for

Rules: One trait per category (Combat, Magic, Social, etc.). Trait bonuses of the same type don’t stack — they overlap. The feat Additional Traits exists as normal.


Races

  • Core races and Featured races with ≤10 RP: standard rules (25 pt buy equivalent).
  • Uncommon/Other races: discuss with Robert individually.
  • Subraces & Alternate Racial Traits: One of each, provided they don’t both swap the same ability.
  • Race Favored Class Options are allowed.
  • Half-Orcs count as Human/Half-Orc/Orc. Half-Elves count as Human/Half-Elf/Elf (per Paizo FAQ).

Classes & Archetypes

  • One archetype maximum. The same class ability cannot be swapped by two different options.
  • Discuss with Robert before playing: Gunslinger, Paladin, Kineticist, Mesmerist, Psychic.
  • Banned: Antipaladin, Leadership (feat), Blood Magic (spell), Paragon Surge (spell, with exceptions).
  • Path of War / Spheres of Power: possible, but requires extensive offline discussion.

Hit Points

  • Level 1: Maximum HP.
  • All other levels: Roll, then take the higher of the roll or the average rounded up (d8 = 5, d6 = 4, etc.).
  • Retraining HP is allowed (see retraining rules); expect near-max HP around level 10+.
  • Important named NPCs and major villains will have above-average HP.

Skills

  • Athletics (Str): Combines Climb + Swim. Armor check penalty applies. If you had either as a class skill, you now have Athletics.
  • Jump portion of Acrobatics will be folded into Athletics in some way; Acrobatics itself is otherwise unchanged.
  • Appraise: Ignored/hand-waved. Don’t bother taking it.
  • Craft skills: Discouraged. 1 rank for roleplaying/background is fine, but don’t rely on them for profit.

Combat Rules

  • Soft cover does not apply. Characters, companions, and monsters do not grant cover to each other.
  • Hard cover (walls, doors, corners) follows standard PF 1e rules.
  • Precise Shot no longer requires Point-Blank Shot as a prerequisite. Any feat requiring PBShot as a prereq can use Precise Shot instead (with rare exceptions).
  • Size/Spacing (modified):
    • Medium and smaller: unchanged.
    • Large creatures: occupy a 5×5 square (no tall/long distinction).
    • Huge: occupies 10×10. Etc.
  • Ride-By Attack: Functionally broken as written. If you want mounted combat and are considering it, talk to Robert — he has a fix.

Critical Hits & Fumbles

  • Critical hits on attacks/rays: standard PF 1e rules.
  • Critical failures (fumbles): Robert dislikes them. If the group wants them, they will be weakened with a confirmation roll that favors a skilled attacker (e.g., the highest attack bonus applies to the confirmation, not the fumbled one).

Bonuses & Stacking

  • Standard rules: different bonus types stack; same bonus types overlap.
  • Exceptions: dodge, unnamed, racial, some circumstance bonuses can stack.
  • No bonus from the same source ever stacks — Robert extends this to anything that “seems logical.”

Saving Throw Rerolls

  • Any forced reroll or automatic success can be declared after seeing the result.
  • “No going back” is not a hard rule — Robert will walk things back if something truly goes sideways, typically no more than 2–3 spots in initiative.

Leveling

  • Checkpoint leveling — XP will likely not be tracked.
  • Leveling trigger: Roughly equivalent to a D&D 5e long rest (~8 hours).
  • Campaign is expected to reach level 17 by the end. Don’t plan for level 20.

Magic & Spellcasting

  • Magical Lineage (trait): Reduces spell level by 1 per casting, not per metamagic feat applied.
  • Magical Knack (trait): Can be taken more than once, and the bonuses do stack. (House rule.)
  • Summon spells: Allowed as normal. Keep summoned creature counts small and reasonable; stat them out in advance with Robert.

Magic Items & Economy

  • Robert tends toward generosity on item availability in large towns/small cities and above.
  • Items 2,000+ gp: arranged off-screen via Diplomacy/Gather Information — pay 20%+ as deposit, receive item the next morning at full listed price.
  • No Magic-Mart. Wizard shops carry 1st/2nd level scrolls; alchemists carry 1st/2nd level potions.
  • Extremely dangerous or obscure items may take longer (up to a few weeks in extreme cases).

Retraining

  • Allowed per d20pfsrd retraining rules.
  • Traits and drawbacks: 3 days each to retrain.
  • Timeskips are fine for retraining, but you still pay the gold cost.

Alignment

  • Alignment is not a straitjacket, but Paladins and Clerics must follow their codes/deity views consistently.
  • You must get along with the party. No backstabbing, theft from, or screwing over party members.
  • Evil-leaning adventure paths are not currently being considered.

Diplomacy

  • Works as written for now. If it becomes problematic, Robert may switch to a variant system.

Ban List

BannedReason
Leadership (feat)Too much bookkeeping; strains roleplay
Blood Magic (spell)Infinite wealth exploits
Paragon Surge (spell)Broken combos (Hard ban with Emergency Attunement)
Antipaladin classRequires full-time Evil dedication

Last updated: Rise of the Runelords campaign, Robert Wilhelm GM.