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Forgotten Knight's page
Goblin Squad Member. RPG Superstar 6 Season Star Voter, 7 Season Dedicated Voter. Organized Play Member. 50 posts (54 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 2 aliases.
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As per the spell Miracle, you can duplicate any other (non-cleric) spell of 7th level or lower.
Also a duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 9th-level spell. When a miracle spell duplicates a spell with a material component that costs more than 100 gp, you must provide that component.
If we look at Supernatural Abilities they aren't subject to spell resistance, counterspells, or dispel magic. Also as Spell Like abilities they have no verbal, somatic, or material component, nor does it require a focus.
Now my question is this.
Let say I used a Miracle (as a Supernatural Ability) to duplicate the effect of the spell Flesh to Stone. Is Flesh to Stone then treated as a Supernatural Ability, because I am using Miracle (as a Supernatural Ability), or is it treated list a spell, and thus allowing spell resistance?
For feats such as Natural Spell, which require you to have the wild shape class feature, could a character with the Shaman Shapeshift Hex qualify for the feat?
I have a player who is asking me about this, and before I answer him I wanted to do a little bit of research on it. I can not find anything one way or another, so I wanted to ask here if there has ever been a ruling on this.

So I am completely aware of the rules here, and that is not the reason for bringing this up. I do have a question for exactly how this is suppose to work.
Let say for example we have a wizard that decides he wants to toy with a foolish fighter who is charging up to him to try to kill him. (A foolish move on the fighter's part because everyone knows he stands no chance against said wizard...or so thinks public opinion) But anyway Mr. wizard thinks it would be funny to target Mr. Fighter's trusty magical longsword with a Disintegrate.
For a moment lets set aside the notion that he can or can not target the weapon. Let us just assume he can, and make this example simple.
The fighter is armed with this weapon, so the item is assumed to be "attended", therefor it could use the fighters fortitude save, or its own, which ever is better. Now this is a +4 longsword (CL 12th) so its base save would be 8 (half the caster level + 2). However it is wielded by a 14th level fighter (Base of 9 + CON mod + whatever other magic bonus he might have). SO of course the item would use the save of the fighter.
Now here is where my question comes up. How does being very resistant as a fighter have any bearing on how resistant your magic items are? How does your ability to shrug off the effects of this spell allow your item to do the same thing? The only one that makes any real sense is the reflex save since you would be moving the item. But if you roll a natural 1 on your save how is the item able to benefit from your reflex save bonus?
Anyway, just some random rules discussion I had with my gaming group that I thought I would share and let others chime in on.

Recently in the game I am running, the question of how Mythic Surge is used came up.
During the fight with the BBEG, one of my players rolled an 18 on the die to hit the Villain with the weapon he was wielding. He then informed me that he wanted to use one of his Mythic surge's to add to the dice. I told him go ahead, and when he rolled a 4 he then informed me since he was able to modify it to a "20" that it was then a threat of a critical hit. That is where all the questioning started.
His claim is that by using surge it adds to the dice "modifying" the roll. He interprets that as it changes the actual roll of the dice, and there for if he can get to at least a 20 then it should be a threat of a critical hit.
I completely disagree with that. It is suppose to add to the final value, but not modify the actual dice roll to make it a natural 20. I read it aloud to him, and read the definition aloud to him and he still stands by his belief. I would like to get a ruling one way or another. I told him that I was going with my interpretation of it for the time being and I would look into it and come up with a final ruling before the next game, but I am not finding anything on the boards or FAQ to give me a definite answer.
What is everyone else's take on this?
A word count of 397. Shouldn't things like this not even be in the items we vote on?

I have read through the ACG PDF multiple times now. I have yet to be able to play any of them yet, as I have a job to go to during the week and if I want to continue to play Pathfinder I need to continue to make money.
However, I plan to test them when I can.
In the mean time I have come up with a few general thoughts.
1.) I don't quite see the point of a few of the classes. For example the Brawler. It does have a slightly better BAB than a Monk, and better saves than a Fighter. The insta-feat is rather nice. But I think my lack of excitement for this class is due to no interest in playing a Monk Character.
2.) I see a lot of people questioning what "Niche" do these things fill. I have the perfect answer for that. Not every gaming group has 6+ people playing in it. The group I game with has 4 people, myself included. So character selection is always a big quandary, and no one likes being stuck in a role they don't want to do (that's mostly the healer) I think the Hybrid's will give much more options to people in smaller groups to get the basics covered, and still be able to contribute how they want to. I think the Bloodrager, Warpriest, Hunter, Shaman, and Skald are prime choices for small groups.
3.) These are not for everyone, but perfect for others. I have read negative comments, I have read positive ones. The people at Paizo are doing a great job coming up with new things for us all, great creativity is a lot harder than you think. Look at the RPG Superstar contest for example. They don't need to make everyone happy with everything in the book. If there was just 1 thing in the book I like, I will probably buy it.
Anyway just a couple of thoughts. I look forward to trying out a few of these "Hybrids" in the game I am running to see how the flow.

I have a friend of mine in the campaign I am getting ready to run here in a few months. We will be playing RotRL. I am working with people on their characters, trying to work within the rules so they can do what they want to. Everything is going well, then I have one of the players do this.
He wants to play a Human, that was raised by a dwarven Druid, and gets the benifits of having proficiency with the dwarven weapons. Well I did some searching and found the Racial trait that can be swapped out so he can take the weapon familiarity of his adoptive parents. He was not happy loosing the bonus feat, saying since he was raised with them he should know how to use them. I told him he could, but he has to take the optional racial trait. He has not decided on that one yet.
Next he wants to be able to rage, and become large when he does so. I suggested he look at the Titan Mauler archetype. He was not happy with that cause it would take too long before he could get large.
So he asked me if we could come up with a archetype for him to use, no sooner did I say yes then he sent me this:
Hulking Rager:
Upon reaching 2nd level the Hulking Rager can spend 2 points of rage per round to be effected by the Enlarge Person spell. The Hulking Rager gains all bonuses and minuses of this spell for the duration of the rage. This ability replaces Uncanny Dodge that would be gained at 2nd level and Improved Uncanny dodge that would be gained at 5th.
Upon reaching 3rd level... I dont have anything for this yet. This will replace Trap Sense. Suggestions?
Upon reaching 7th level the Hulking Rager can spend 2 points of rage per round to be effected by Righteous Might as per the spell as if cast by minimum level spell caster for the spell. This ability replaces Damage Reduction.
Upon reaching 14th level the Hulking Rager can spend 2 points of rage per round to be effected by Righteous Might as per the spell as if cast by a 15th level caster. This ability replaces Indomitable Will.
As you can see from this it is obvious what he is trying to do.
Now the adivice I need, is there anything we can do or I can do to find him what he wants without letting him be completely broken and OP?
I have said nothing from 3.5 or 3rd party, and I would be willing to work with him on a archetype, but where should I start with this?
I just have a question, and I want to ask before I give the player an answer.
A player in one of my games asked me if there was a feat that allows you to treat a one handed weapon as if were a light weapon. I have looked through the feats and did not find anything, but I just want to make sure.
I am not using any 3rd party things, so if there is a 3rd party feat, that I am not interested in. Just curious as to if there is one in any of the Pathfinder Books. I realize there is something like this for Mythic play test rules, but what about standard stuff?
Thanks...

So I have a player in a campaign I am running (RotRL AE). He has taken some item creation feats, which I was fine with. I told him before hand that he would actually have to spend the money and "buy" the magical materials needed to create whatever item he wish's to. To this point we are both at a understanding.
Between book 2 and book there there is a bit of travel time involved. I created encounters for them and even put a bit of info in the towns and settlements they would come across. In the travels the group has come across more treasure, and he now wants to make some magic items because of there is time to. However he has not "purchased" the materials. So the argument came up when they got to the first settlement and he went to purchase these materials. The settlement was a Village, and based on the settlement portion in the GM guide, the village has a base limit of 500 gp. So I told him he could purchase 500 gp worth of materials, and would have to wait and get more in the next settlement. I was told I was in the wrong, and since no single material for this would ever cost over 500 gp he should be able to spend all his money and turn it into the equivilant of materials for magic item contruction, which would be about 5000 gp worth of materials at this point.
We he argued his point for a while and finally gave up, calling my ruling stupid and demanded to be able to change all his feats since it was my goal to nerf all the item creation feats. But he wasn't willing to give up any of the items he had already made.
So my question is, Am I in the wrong here? Does it make sense what I am saying? I could not find anything definitive. I try to be fair in regards to everything but to me it made sense.
Anyway I would appreciate any and all feedback.
Also along that line I hold the same rule for spell component's like diamond dust...stuff like that.

I looked through trying to find this as a topic, but I could not in the limited time I have, so I decided to jsut post a new thread. So if this has already been covered somewhere I appologize.
I have a character in the game I am running that is playing a strength based Monk who has improved trip and greater trip. It is a really cool build, and I wish I would have thought of it myself, but now I have to deal with the fact that every combat goes the same way. Cleric casts enlarge person on him, he moves up and trips everything and repositioning mobs to alow the group mates to flank them on the ground. Its a great tactic, I will give them that, but its getting kinda old as the person running it.
I read up on what each of the monsters can do, but no matter what I look at each things CMD and when I see that is it below 30 I know how the fight will go. I am running a AP for the group, so I dont want to change very much of it to deal with this, but does anyone have any advice on how to deal with this, or make it more of a challenge? The way the AP is written there is not a good way to deal with things that trip.
SO I have a Paladin in the group I play in, and of course he likes to go around smiting everything that is evil. SO my question is, does the Paladin's smite ability over come the Epic DR?
I am just reading through these rules, and our DM is thinking about trying to implement some of these, and I know this will be brought up, so I figured I would ask now.
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