Lirianne

Warbec's page

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Ok, now I get it.
We've been dealing with 1-handers in my campaign AND "Rise of the Runelords". So I always forget that it's *1.5 instead of *1

My campaign has 1 Fighter (longsword+shield), Rogue (dual-weild), Druid, Bard, and a Cleric
RotR has 1 Battle Cleric (longsword+shield), Monk (unnarmed), Wizard (moi), Rogue (entered during today's session) and Ranger.

Thanks a bunch again :D


I see what I was missing. The spell enlarges ALSO the clothes/armor/weapon of the target. Which basically makes the weapon rise up in a tier (for some reason I wasn't taking into account that the weapon also enlarges... silly Warbec)
I remembered the reach but forgot I can get an attack of opportunity.

Thank you very much guys :)

Wiggz wrote:


Damage: 2d6+7
2d6[Greatsword] +4[STR] +3[Power Attack]
with Enlarge Person:
Damage: 3d6+9
3d6[Greatsword] +6[STR] +3[Power Attack]

Since you get +2 Strenght, your STR modifier should be +1 extra instead of 2 right?


Ok guys... I started Roleplaying very recently (altough I already bought the great majority of the books) and I have an active campaign and also playing Rise of the Runelords as a Wizard.

I'm a Transmutation Specialist and I love the idea of the Enlarge Person but something is making my head spin around.
This is probably something basic for you and can explain it better for me.

CoreRulebook wrote:
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size.

So I can see these results:

  • You get +2 Strenght (so +1 to STR modifier) which makes +1 melee attack roll and +1 damage roll
  • You get -2 Dexterity (so -1 to DEX modifier) which makes -1 ranged attack rolls and -1 AC
  • You get -1 to attack rolls due to my size increament
  • You get -1 AC due to my size increament

    After my math (which is not the best)... I see this total:
  • Melee Attack Roll: +1-1= 0
  • Melee Damage Roll: +1= +1
  • Ranged Attack Roll: -1-1= -2
  • Armor Class: -1-1= -2

So.... we are trading 2 AC for +1 damage?
And also (but not as important) -2 Ranged Attack rolls?

p.s.- Sorry for my English, it's not my native tongue.


StanC wrote:
Warbec wrote:
Funny how many people still use Amazon. I got it for 22€ in the bookdepository free of shipping worldwide. It's now 25€ and already out of stock.
I still use Amazon and am getting it for $23 with free 2 day shipping through prime. Checked book depository and it would be $33 from there

Yeh in UK is €34.41, worldwide is €25.24 right now. Difference in delivery time is the same (I live in Portugal and I get it later if I use uk.co for some reason)

Good to see you getting it for 23$ :) I'm only seeing it for 29$ and £54.31 in the UK version (shipping not included)


Funny how many people still use Amazon. I got it for 22€ in the bookdepository free of shipping worldwide. It's now 25€ and already out of stock.


Dude... chill out mate.
We don't need to be all hardcore for every single bit of information.
We don't need extensive math or the full knowledge of every single rule or every single Faction and how it would work.

This is a game, we're supposed to have fun and some suspense of disbelief to make a fantasy game work.
I'm guessing this turned some posts ago from a friendly discussion into a bunch of replies "blow one's own horn and show you have allot of" knowledge of the rules... or the factions... or the campaign setting (or even math). Yeah you been around for a long time and did your research... I get it. Kudos for you.

I started playing RPGs 6 months ago with a Pathfinder Society event at my local town and fell in love with the game because it was a bit more relaxed than what I was expecting. It might have been the GM or simply the flow of what we wanted to do. He didn't had full cover of the rules and only had the Core Rulebook with him and some notes. So far all the events with different GM were more like the same and some things I wanted to do had no rules to apply.

Some NPCs in the NPC Codex (not entirely sure right now.... could be on one Bestiary or some random encounter in one of the Adventure paths) run around with 2500 gp in their pockets... and they don't have any bag of holding with their gear. How am I supposed to believe that? I wouldn't. I shut my eyes at that because after all the weapons/armor/gear they have, they wouldn't be able to carry that much gold with them, weight-wise and space-wise.

In my own group the party decided to pick up the dungeon in the Beginner Box and use it as their own Lair. How am I supposed to rule that out? I couldn't... not until Ultimate Campaign comes out at least. So the group agrees on some rules... done. Eventually if I run Rise of the Runelords with my group I could simply make a side-quest that a makes the party go to Magnimar and escort a badass-super-sayan-Cleric that could bless a larger mass of water and put there around 10,000 silver pieces. Or simply some distant hermit living in the abandoned capital of a fallen empire.

We're here to roll some dice and have some fun... and although many players would like to adhere to strict rules about everything in a game... I think that stopping the game every 10 minutes to do 5 minutes of research about the rules... it would ruin it for me. Especially when nowadays is harder to find a group of people that can fit a 3h or 4h block of their time into everyone's free time slots. Spending time from those blocks in research is not as fun as bashing that Orc in the skull (altough we haven't found Orcs yet... rather the party spends most of their time in the tavern plotting their schemes and trying to hit up with the barmaid... which will end badly for them) :)

I guess this is why I rather stay off forums because everything seems always to escalate into a competition to see who's right or knows more.
I don't even know why I hanged around in this thread, since the question I had has nothing to do how to destroy the runewell but rather how do the PCs know it can be destroyed at that point in time.
If you felt somewhat offended by me in this thread in any means I apologize, that's not my intention at all.


Tangent101 wrote:

You've not looked at the material component for Holy Water, I take it?

It's 25 gold pieces (5 pounds) of powdered silver to create 1 pint of holy water. Temples sell it without making a profit.

I've retconned that to be powdered herbs and incenses as otherwise you'll be having silver become a rare metal rather quickly. And you'll be needing over 100 gallons of holy water to fill a pool that is a 10x10x10 foot equilateral triangle that's three feet deep.

Don't forget. This is a minor artifact. Destroying it permanently should not be easy. Or inexpensive.

Yes I did in fact.

Hence why I wrote: "I was guessing the Clerics in Sandpoint would be eager to bless all that water into holy water and set it to boil (even to the point they would pay for the pounds of powdered silver for it) once they knew how to prevent such a thing."

If I had not look it up... I would simply say the party's Cleric would spend the whole month using BLESS WATER. But since there is a cost associated... the good aligned church would be glad to rid the world at their own costs... after all it meant saving possibly an entire region.


Tangent101 wrote:

Did you measure the cubic footage of the Runewell?

I estimated the cost to be over 100,000 gp to permanently destroy it.

The players didn't have that at 3rd level. They suggested a town tax. The Scarnetti family recommended blowing the ceiling and causing a small cave-in as that would be far less expensive. ;)

Seeing the well is the catalyst for a future chapter of the AP, that works fine. :)

I was guessing the Clerics in Sandpoint would be eager to bless all that water into holy water and set it to boil (even to the point they would pay for the pounds of powdered silver for it) once they knew how to prevent such a thing. Whatever... I haven't read past the 70th page anyway... so I don't know what happens way after.


Tangent101 wrote:
Destroying the Runewell is nearly impossible until a point in time when the XPs they get would make it... pointless. What I believe the XPs are for is rendering it inactive by summoning sinspawn.

Yes the XP is only to render it inactive making it impossible to regenerate charges.

In page 424/425 it tells you how to destroy the Minor Runewell.
You just need to spend the remaining charges (by creating Sinspawn), then fill it with Holy Water and set to boil for 24 hours.


Haladir wrote:
Warbec: Be sure to check out the "Rise of the Runelords" forum for LOTS more information & feedback on this AP.

Yeah thanks mate. I had no idea where that was located some hours ago and saw the title of this post somewhere and thought it was the one I needed :)


I get what you mean Lord Snow. I just expected that the adventure path was made in a way where the information the PCs need was already displayed into the storyline/clues/parchment/evidence/etc. I'm not complaining though... the campaign that I'm running is a homebrew sandbox so I'm used to do stuff on the fly.

Later in the last page of that adventure I found out they can investigate Nualia's dairies and there is supposed to be explained how to destroy the runewell, so I suppose the PCs can always go back into the Catacumbs of Wrath.

Sorry for the weird questions and thanks :)


BRADicPerformance wrote:
Just make them role a perception check. If they get high enough, explain that the glow seems to be diminishing. Let them figure the rest out. It is EXTRA xp after all.

Yes but why should the characters think that it "can be destroyed"?

I guess I'm making a storm in a waterglass but I don't think anyone would destroy the minor runewell (after all they don't even know what the fountain is) unless they were specifically told that through some parchment or out-ligned clue.

Won't matter much anyway... I'm already at page 57 and the book says that the PCs can time their infiltration in Thistletop to coincide with Nualia's ceremonies... even though the PCs have no possible way to discover that on their own. I guess I must prepare myself to fill allot of the gaps.


Hi there, I'm new here on the messageboards altough I already invested 400 euros in Pathfinder material. I just got the Rise of the Runelords Anniversary Edition and in I'm reading to make sure what I'm going to get my players into.

Now the question:
In page 39 it says that if the players destroy the minor runewell they receive extra XP... which seems fine but.... how do the characters know how to destroy the minor runewell? In the page 424+425 it tells the GM how to do that but how can I inform the players about that possibility.
Of course I can be blunt and simply say how to do it... but in roleplay terms, how do the characters know?
I'm guessing they may notice the water glow diminish when Erylium creates a Sinspawn but normally I wouldn't be going around spewing blood into magical fountains in hope that it would destroy itself...

Thanks in advance.