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If know one knows directly, does anyone have any suggestions on other resources possibly?

(another thing that came up today in regards to original post ... Hellscourge becomes a Flaming weapon when hamatula hide is worn. So would it take on an additional aura applicable to Flaming?)


If a specific magic item, take for example Hellscourge, has a listed aura, I assume that is the only aura detectable. Is this correct? For example, Hellscourge's listed aura is Necromancy. It is, however, an unholy item which has an aura of Evocation.

If correct, then what about a crafted item with two special abilities from different schools?


Does a specific item only have the effects listed for that item or do they have the effects of the special abilities as well.

For example, Hellscourge is described as a +1 unholy scorpion whip. The description indicates a number of special properties and effects of the whip. But are these effects in addition to the normal effects of unholy like the extra 2d6 points of damage against all creatures of good alignment?


Troubleshooter wrote:
Evocation, to be specific. Should be in the first couple pages of the Magic Items chapter.

Thanks. I looked twice and thought I may be missing it.


Starbuck_II wrote:
pathfinder_raw wrote:

Does an item with a "+" enhancement have an aura? A simple +1 Sword for example?

Yes, all magic items detect.

Any idea what controls the type of aura and strength? Is there a base default? For example, I believe if it was a +1 Flaming Sword the Flaming would add an aura of moderate evocation.


Does an item with a "+" enhancement have an aura? A simple +1 Sword for example?


blackbloodtroll wrote:
Durable Adamantine arrows also make great impromptu weapons.

Does the hardness & HP of an arrow increase with the enhancement bonus as per page 175 of Core Rule Book?:

1 Add +2 for each +1 enhancement bonus of magic items.

3 Add 10 hp for each +1 enhancement bonus of magic items.


Based on feedback from a few other sources I am leaning towards limiting Appraise to rare or exotic items and having value based on NON-MAGICAL properties. Something like:

Appraise: You can evaluate the monetary value of the non-magical properties of an object.

Check: An Appraise check determines the value and reveals non-magical properties of a rare or exotic item. If you succeed by 5 or more, you also determine if the item has magic properties, although this success does not grant knowledge of the item's magical abilities. If you fail this check by less than 5, you reveal the item's non-magical properties and determine the price of that item to within 20% of its actual value. If you fail this check by 5 or more, the price is wildly inaccurate, subject to GM discretion and no additional information is gleaned. Mundane or common items require no skill check to determine value or properties.
Action: Appraising an item takes 1 standard action. Determining the most valuable object in a treasure hoard takes 1 full-round action.
Try Again: Additional attempts to Appraise an item reveal the same result.
Special: A spellcaster with a raven familiar gains a +3 bonus on Appraise checks.

Note: A successful Spellcraft check is required to determine the full value of a magical object.

Open Game Content / House Rule

Any feedback welcome.


I am currently in the process of creating a computer role playing game based on the Pathfinder RPG version of the Open Game License. It is my goal to implement RAW as complete as possible.

I only make mention of it to put into context my question and to avoid being accused of being too inane.

I have read nearly every post about Appraise, Identify, Detect Magic, Spellcraft, and Analyze Dweomer. I believe I am in good shape when it comes to magical items and can implement RAW fully. My issue is how to handle non-magical items as I would like to find a balance between discovery and drudgery.

Take for example a Mithral Shirt or Flight Arrows. I may want the initial examination of these items to describe them as a “chain shirt made of fine links” or “a quarrel of arrows with unusual fletchings”. This would represent what one would visually know with a cursory glance.

My non-scientific review of the literature seems to indicate a good many people simply find Appraise to be annoying or broken. Many have house rules to compensate or they simply ignore.

That said, I was wondering what people thought of the following:
1. Mundane items and gear would be fully identified and valued when found
2. Rare, exotic, or special, non-magical items would require an Appraise check to identify. Upon a successful check the following would be revealed:
..... a. Full name and description
..... b. Quality (e.g. normal, masterwork)
..... c. Special Materials (e.g. mithral, blood crystal)
..... d. Hit Points/Hardness
..... e. Value

Questions I have:
A. Thoughts about approach in general?
B. What to do if Appraise fails? Follow RAW? Allow another check every 24 hours (time will matter in the game so there is impact)?
C. Should I reveal/hide other info
D. Per RAW, if an Appraise check succeeds by 5 or more and an item is identified as magical, is the value revealed as well? It would seem that the item should be identified for its magical properties and then Appraised again to determine value. But I don’t see this in the rules specifically.
E. A few people wrote that Appraise will reveal if an item is Masterwork. If true, can someone point me to the proper documentation.

Thanks.


I see. I guess my only question then is what does someone do when appraise fails and it's a nonmagical item? The rules say repeating the appraise returns same result.


Do nonmagical items need to be identified and if so, by what method? I assume that mundane items such as basic armor etc would not. But what about some of the more exotic nonmagical items listed in Magic Arms and Armor section of ultimate Equipment... such as Elven Chain?


I have read that James Jacobs said the following on 10/20/09:

While it's a command word to activate or deactivate a weapon like a flaming or a frost weapon... once activated it stays on. Sheathing it suppresses the energy automatically, and when you draw the weapon later it's ready to go. You'd only want to turn off the energy effect, as a previous poster said, when you're facing something that using that type of energy against is a bad idea.

I have no issue with the concept but was wondering if there has been any clarification on what happens if the item is dropped? Does the effect continue endlessly?


I am curious on Pathfinder's RAW implementation of body slots for items. In 3.5 there is some text for some slots indicating that items are worn over or under other items. This appears to be omitted in that same section in Pathfinder.

My question is, in Pathfinder, is it explicitly stated which items are layered? For example, can a robe be worn either under or over armor?

Now I realize there is a common sense component to this. For example, if you are wearing two rings under a gauntlet and the gauntlet becomes cursed and non-removable, then you really should not be able to remove the rings.

So I am mostly keen on knowing if this is explicitly addressed in the rules.

Thanks