The Player's Guide for the Rise of the Runelords adventure path is relatively light on the mechanics. It has a handful of feats and some new equipment, which could stand to be converted. In addition, the new deities should be assigned Channeled Divinity feats.
Let's first deal with the deities. NChance has put together an excellent set of new Channeled Divinity feats for the Golarion deities. They are provided below with his permission:
Abadar's Decree [Divinity]
Prerequisites: Channel Divinity Class feature, must worship Abadar
Benefit: You can invoke the power of your deity and use
Abadar's Decree.
Arcana of Nethys [Divinity]
Prerequisites: Channel Divinity Class feature, must worship Nethys
Benefit: You can invoke the power of your deity and use
Arcana of Nethys.
Calistria's Sting [Divinity]
Prerequisites: Channel Divinity Class feature, must worship Calistria
Benefit: You can invoke the power of your deity and use
Calistria's Sting.
Cayden's Courage [Divinity]
Prerequisites: Channel Divinity Class feature, must worship Cayden Cailean
Benefit: You can invoke the power of your deity and use
Cayden's Courage.
Desna's Liberation [Divinity]
Prerequisites: Channel Divinity Class feature, must worship Desna
Benefit: You can invoke the power of your deity and use
Desna's Liberation.
Eye of Erastil [Divinity]
Prerequisites: Channel Divinity Class feature, must worship Erastil
Benefit: You can invoke the power of your deity and use
Eye of Erastil.
Gorum's Steel [Divinity]
Prerequisites: Channel Divinity Class feature, must worship Gorum
Benefit: You can invoke the power of your deity and use
Gorum's Steel.
Gozreh's Rain [Divinity]
Prerequisites: Channel Divinity Class feature, must worship Gozreh
Benefit: You can invoke the power of your deity and use
Gozreh's Rain.
Iomedae's Sword [Divinity]
Prerequisites: Channel Divinity Class feature, must worship Iomedae
Benefit: You can invoke the power of your deity and use
Iomedae's Sword.
Patience of Irori [Divinity]
Prerequisites: Channel Divinity Class feature, must worship Irori
Benefit: You can invoke the power of your deity and use
Patience of Irori.
Pharasma's Caress [Divinity]
Prerequisites: Channel Divinity Class feature, must worship Pharasma
Benefit: You can invoke the power of your deity and use
Pharasma's Caress.
Sarenrae's Corona [Divinity]
Prerequisites: Channel Divinity Class feature, must worship Sarenrae
Benefit: You can invoke the power of your deity and use
Sarenrae's Corona.
Shelyn's Grace [Divinity]
Prerequisites: Channel Divinity Class feature, must worship Shelyn
Benefit: You can invoke the power of your deity and use
Shelyn's Grace.
Torag's Hammer [Divinity]
Prerequisites: Channel Divinity Class feature, must worship Torag
Benefit: You can invoke the power of your deity and use
Torag's Hammer.
Evil deities should be off-limits to players. I prefer to disallow evil characters in my games as a rule of thumb, unless the adventure is designed for an all-evil party. It's just asking for trouble and the bad sort of drama.
On to the other feats. Remove Big Game Hunter. It is strictly better than the Paragon-tier feat Light Blade Precision. Use the following replacements for the other feats in the Player's Guide (all of these are, of course, Heroic tier feats):
City BornPrerequisite: 1st-level character, cannot have Country Born or Lone Wolf.
Benefit: Choose Magnimar, Korvosa, or Riddleport as your home city. The frantic bustle of the city has honed your reactions - you gain a +1 feat bonus to your Reflex defense. If you’re from Magnimar, you gain a +1 feat bonus on Diplomacy checks. If you’re from Korvosa, you gain a +1 feat bonus on Intimidate checks. And if you’re from Riddleport, you gain a +1 feat bonus on Bluff checks.
Country BornPrerequisites: 1st-level character, cannot have City Born or Lone Wolf.
Benefit: A childhood of farm work, apprenticeship, or similar toil has granted you reserves of endurance. Once per day, when you would be weakened or slowed, you may make a saving throw against that effect (and any effects tied to it) as a free action. Your traditional upbringing has sharpened your willpower as well, granting a +1 feat bonus to your Will defense.
Lone WolfPrerequisites: 1st-level character, cannot have City Born or Country Born.
Benefit: You have a +2 feat bonus on saving throws to avoid dying when reduced to negative hit points. Your vigorous health also grants you a +1 feat bonus to your Will defense.
Totem SpiritPrerequisites: Member of a Shoanti tribe.
Benefit: The benefit granted by this feat depends on which Shoanti tribe you belong to:
Lyrune-Quah (Moon Clan): You gain a +1 feat bonus to your Will defense and a +1 feat bonus on Perception checks.
Shadde-Quah (Axe Clan): Enemies that you mark take a penalty of -3 to attack rolls when attacking targets other than you (instead of a -2 penalty). You also gain a +1 feat bonus on Intimidate checks.
Shriikirri-Quah (Hawk Clan): You gain a +1 feat bonus on Initiative checks and a +1 feat bonus on Athletics checks.
Shundar-Quah (Spire Clan): You gain a +1 feat bonus to your Fortitude defense and a +1 feat bonus on Perception checks.
Sklar-Quah (Sun Clan): You gain a +1 feat bonus to your Reflex defense and a +1 feat bonus on Acrobatics checks.
Skoan-Quah (Skull Clan): You gain a +2 bonus on weapon damage against undead and a +1 feat bonus on Heal checks. The bonus damage increases to 4 at 11th level and increases to 6 at 21st level.
Tamiir-Quah (Wind Clan): You may move an additional 1 square when using the run or charge actions. You also gain a +1 feat bonus on Athletics checks.
Varisian TattooPrerequisites: Con 13, wizard
Benefit: When you take this feat, choose a type of damage from the following list: fire, cold, thunder, lightning, psychic, necrotic, force. Your spells that deal this type of damage deal an additional 1 point of that damage when they hit. The bonus damage increases to 2 at 11th level and increases to 3 at 21st level. In addition, you may have five Prestidigitation effects active at the same time (instead of three).
As for equipment, we'll focus on weapons first, then armor and miscellany. There are seven weapons listed in the Player's Guide: the dogslicer, starknife, war razor, klar, earth breaker, ogre hook and bladed scarf. The klar is also a shield, and hide shirt is a new armor type.
The dogslicer and war razor are basically a re-flavored short sword and dagger, respectively. They can be treated as such. The starknife best functions as a heavy thrown light blade. The klar is both a light shield and light blade with the off-hand tag, which loses its AC and Reflex Defense bonus if used as a weapon (dealing 1d6 damage) until the end of the wielder's next turn. The earth breaker can use the heavy flail's mechanics, and the ogre hook is similar to a greataxe, though the chances of the players finding one in an appropriate size is small. The bladed scarf is a superior light blade weapon (requiring specific training to use) with reach which deals 1d6 damage. Why anyone would want to wield one beyond for flavor beats me.
If this is more than you want to deal with, just use the following simple conversions:
- Dogslicer - short sword
- Starknife - shuriken
- War razor - dagger
- Klar - remove entirely
- Earth Breaker - heavy flail
- Ogre Hook - greataxe
- Bladed Scarf - spiked chain
The hide shirt really doesn't have a place in 4th Edition, just as there is no chainmail/chain shirt distinction anymore. Just treat it as hide armor.
Most of the miscellaneous equipment listed in the Player's Guide can be done without in 4th Edition, especially since the beneficiaries of the two most interesting (the barbarian chew and Varisian idol) haven't seen a 4th Edition incarnation yet. My advice is to simply not update this extra equipment.
That should do it! The Rise of the Runelords Player's Guide is now updated to 4th Edition.