Droogami

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Just a simple question.

Is there a comprehensive list of all items used as material components within Ultimate Equipment? If not, has someone made one?


So why can't it be two attacks per BAB when TWFing?
TWF with +1 BAB? Two attacks. One or both could be UAS.
TWF with +6/+1 BAB? 4 attacks. One or all could be UAS.
And so on and so forth.
Haste give an extra attcack with full BAB? That attack with TWF would be two attacks.

Why can't that be the limit of attacks when using UAS? Why do we have to nitpick about how many more extra attacks we get with however many limbs we have?


So here's my question. What's the most efficient way people have found to add errata to their printed copies. Obviously, someone with First Edition would just want to buy a the latest Edition, but someone who is only one Edition behind may find it more feasible to add the changes himself/herself. Of course, accounting for header movement may be a bit tasking, but I would think overall the cost of buying a book, especially to somewhat new players, would extend if the errata was added manually.

Thoughts?


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I know it's been said before, but...

I don't think this is as complicated as some are making it out to be.

HangarFlying pretty much summed it up for me earlier in the post

HangarFlying wrote:

Well, for starters the Universal Monster Rule for Natural Weapons tells us that humanoids without a natural attack (I.e. standard PC races) must use the Two-Weapon Fighting rules when making attacks with both hands.

Yes, I do realize there is text in the combat section that states that unarmed strikes are "striking for damage with punches, kicks, and head butts..." (CRB, page 182). I have no problem with iterative attacks being described as using a foot or hand or head butt. It is important to understand that there is only one type of unarmed strike: unarmed strike. There isn't a foot unarmed strike or hand unarmed strike or head unarmed strike; just, unarmed strike. Now, when making an attack with an unarmed strike, you can flavor it up all you want and say you're kicking the guy or punching him in the face. That doesn't change the fact that you are using the weapon "unarmed strike".

So a first level fighter may make one attack based on BAB, and does so using his unarmed strike. He has the ability to make two unarmed strikes per turn, the first as his BAB attack, and a second off-hand attack. This fighter, though, does not have the ability to multiweapon fight with one primary attack and four off-hand attacks (your assertion of 2 arms, 2 legs, and a head).

Why? Because multiweapon fighting is predicated on creatures with three or more arms so those types of creatures have a legal way to use all of those arms in combat. How did I come about this? I correlated the knowledge I learned regarding the Multiweapon Fighting Feat to the types of creatures the feat is intended for. This type of fighting is intended for creatures with three or more arms, not humans with two arms and two legs, and a head. Humans have Two-Weapon Fighting because in this case they are limited to using two weapons and they only get one extra attack with the second weapon.

Phew. Hopefully this whole "getting extra off-hand attacks with your feet" thing can finally be put to rest.

Now, the monk, and how he plays into this. Recall,...

Still the best explanation I've seen.

It's just all limited by how many attacks available to you in each round. I mean, the freaking book says that an Unarmed Strike counts as a light-weapon for crying out loud! You can have two light-weapons while TWFing, you can use Unarmed Strike TWFing.
What's there to debate?


Gotta say, this was an interesting read.
Agree. TWF is possible with unarmed strikes as the only "weapon".


I don't have my Core book, but aren't clerics proficent w/ martial weapons?


wraithstrike wrote:

"Identify a spell effect that is in place" is what it says. By saying magic it would include supernatural affects, but spells are not supernatural. I also wish they would have specified visible magical effects. By the current wording the alarm spell can be identified even though you there are no visible indicators as to which spell the aura is coming from. The fact that both can identify spells does show overlap, which is what Guass was pointing out.

Your use of the word craft has nothing to do with spells being crafted. The skill is in no way related to the "craft" skills. Crafting a spell if there were such a skill would be more akin to creating a new spell, not just performing magic which can be done without spells or SLA's.

I apologize for the miscommunication. My use of the word "Craft" was only an attempt to make an easy determination on when to use a Spellcraft check, and when to use a Knowledge(Arcana) check. It was not at all intended to seem like it was related to Craft skills, as Craft (Spells) is not listed as a Craft skill.

The only way Spellcraft is related to any craft is in the case of magic items, as you need the Craft skill or Craft Feat in order to create weapons, armor, potions, wands, etc.
Core Rulebook pg. 267 Detect Magic wrote:
If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).

Now, for while a spell is being cast, I was going for the fact that the spell effect has not been created yet (or "crafted"), so use a Spellcraft check in order to determine the spell being cast. Again, just trying to determine a simple means for folks to say "Hey, I know to use Spellcraft here, and not Knowledge(Arcana)."

Now, within the Detect Magic entry, Knowledge(Arcana) is only mentioned once.
Core Rulebook pg 267 Detect Magic wrote:
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge(Arcana) skill check to determine the school of magic involved in each.

This says to me, "Hey, I sense an active magical aura. I want to use Knowledge(Arcana) to find out what school of magic that is involved with this aura."

No where within Detect Magic or the description for Knowledge(Arcana) does it say that either will determine a specific spell. For this discussion, only Spellcraft can do that, and it must be identified as one of the properties of a magical item, or identifying what spell a caster is casting before the spell is complete.


Gauss wrote:

Question 1: (CRB p106) In order to identify magic properties on a magic item you need to cast Detect Magic and then make a spellcraft check with a DC of 15+item caster level.

Question 2: To identify a spell being cast: Make a spellcraft check (no detect magic required).

Bonus Question 3: To identify an in place magic effect (such as a Wall of Fire) make a Knowledge Arcana check.

Bonus Question 4: To identify a magic aura while using Detect Magic make a Knowledge Arcana check.

(Yes, Spellcraft and Knowledge arcana overlap in some ways. Some people, myself included, think this needs fixing.)

- Gauss

I don't know, Gauss. It seems to be pretty consistent.

Spellcraft check for Magical Items (Items - Craft) and a spell being cast ("Crafting" a spell - Craft).
Knowledge Arcana to identify active magic. Active Wall of Fire, or an active emanating aura.


VRMH wrote:

Nope, it'll just make the tent nondetectable. Your GM might rule different though. Or might like blackbloodtroll's "security blanket" better. ;)

You could also cast the spell a number of times, and give every party member a "nondetection pebble" to carry around with them. Or cast the communal version, if your level is high enough. Counter-scrying is an option too: casting Detect Scrying lets you know if you're not being paranoid. And Detect Object tells you if any of the churches' holy symbols are nearby. Or any crystal balls.

I DID like the "security blanket" idea. It was honestly going to be my Plan B. I'm guessing that the Nondetection Pebble wouldn't work, as the item is carried on the person. I figured something like a tent would work since you were inside the Nondetected Item, kind of similar to an Invisible Tent.

We're all around Level 9, so I'm thinking our Wizard probably has a Invisibility spell. He could make an Invisibility Tent, and that would be enough for me.
Thanks for the advice, guys. :-D


VRMH wrote:
It's a GM call whether or not your tent is in your possession when you're sleeping inside it, but personally I'd say this wouldn't work. It definitely wouldn't work for anyone you might be sharing your tent with. But why not just cast it on yourself?

I wanted to be able to protect our party. We just came from a high fantasy realm to a very low magic realm, but we know that the #1 power is around is a church. If the church wanted to meddle, I wanted it to be difficult.

I understand the GM call of the Tent being in my possession, I was just REALLY hoping to get that extra +5, but you're saying that being within the Nondetectection Tent will not make us Nondetection-able?


The campaign setting makes extensive use of Divine Magic, and Arcane Magic is pretty scarce. With that in mind, I have thought about taking the Nondetection spell and using it on our tent in order to prevent the enemy from observing us during down time.

My question is, if cast upon an object, such as a tent, would we also be difficult to detect within the tent? Is my Nonedetection Tent considered in my possession if I post it up for the night, and sleep within it?

Any other suggested uses for Nondetection?


OMG. My thought process is now saying "Rise of the Runelords, or Halo 4?" ARGH!!


More magical items for animal companions and mounts.
Magical items for vehicles.

I would also like to see extremely mundane magical items. Magical items that the common peasant may be able to afford after saving enough money. This is, of course for very high magical campaigns or areas where magic is very common. An example would be such as blowing bubbles, where the bubbles change shape and animate into animals.