
Glutton |

I'm currently in a throwback campaign where we made 3 fighters and a rogue, very Conan vibe. There is one issue I'm trying to overcome: how do we find out if something is magical without detect magic and the like? We found a ring last session just because I put it on, then took it off and it fit the other guys finger just perfectly (resizing), but if we stumble across, say, a magical bone, is here any obscure knowledges or skills to notice? Before it comes up DM outlawed rogue talent minor magic.

Jeraa |

Appraise would work.
Would just tell you the basic value of the ring, but it's pretty safe to say that when a ring clocks in at several thousand gold, it's magic.
If Appraise can't tell you what the magic is, you have no way to determine how much that magic would cost. At best, you just know the value of the base ring, not the value of the enchantment.

DM_Blake |
2 people marked this as a favorite. |

To make it more clear:
For a magical item, Appraise can tell you that it is magical but not what it does, if you beat the roll by 5. Otherwise, you won't even think it's magical. So you might appraise a gold ring of Regeneration as being worth 100gp instead of 50,000gp.
Even if you beat the roll by 5, you still think you have a 100gp ring with an unknown magical ability and have no way to appraise the value of that unknown ability, so no Appraise check would EVER tell you that it was a 50,000gp ring of unknown magic - you would have to know it was Regeneration to get that price, but Appraise cannot give you this info.
Without magic, you must resort to experimenting with the item (like we usually did way back in 1st edition) or you'll need to take it to someone who can cast the magic for you (but that is no longer "without magic", it's just "without your own magic").
For other things, it's even harder. Like if you find a door that won't open and you want to know if it's magically shut. You pretty much can't. You need Detect Magic for that kind of thing.
Hopefully, if you're going for a Conan-esque game, there is almost zero magic in your entire campaign so it won't be a problem.
But if you're playing Conan in Golarion, well, you're probably screwed.

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I remember reading that many magical items have writing on them describing their power word in a riddle or some other roundabout way(that might have been 3.5, but I thought I also read it in a pathfinder book somewhere), so have your rogue put points into the much feared linguistics skill along with knowledge skills to figure out the riddle. That's basically the best you can get after you appraise the item and realize it's magic without 3.5 material(which did allow you to non-magically identify if you min-maxed appraise and got a feat I believe)

Rycaut |
Check out Cloak of the Hedge Mage (divination).
Gives prestidigitation and detect magic at will and once a day detect secret doors and true strike. Really good for a rogue like character. Take ranks in spell craft and you can identify magic items. Not too expensive either so appropriate for a low level group. Another option which is also reasonable is for someone to take a single level dip into a class that gives detect magic as a 0 level spell. (So not alchemist). Unfortunately Investigator takes a while to get detect magic (personally I think they should have but being based on alchemists they don't get cantrips).

cnetarian |
a 12.5gp scroll of detect magic has a DC of 21, so 1 single point in UMD and a take 20 will result in successful use. Long term the lantern/cloak might be worth the price but in the short term and if you are still low enough level not to have a few thousand gold free for them the scroll is a viable option at 1/200th the price of the cloak.

Rycaut |
depends on how your GM handles magic items. Most wondrous items, at least in my games, would show few if any obvious hints that they are magical. Likewise potions could be alchemical or magical and weapons (if they don't glow - and I generally don't say they will) may look nicer than non-magical ones but won't show dramatic signs of being magical (of course in PFS play I almost never have a table without someone who can cast Detect Magic). Same in my home games so far. If I did have a situation without anyone in the party who could detect magic - I would probably work with my players to find a solution - either I would give them an item like the cloak I've mentioned (or something simpler that just granted Detect Magic) or I would see if a player wanted to take a level in a class that offered them the ability to cast some magic
(for example a rogue might enjoy a lot of benefits from taking a level of Diviner (foresight) wizard - sure it would hurt his BAB, but always acting in the surprise round might make up for that. As might a bunch of useful 1st level and 0 level spells, a familiar (probably my suggestion as an arcane bond would offer him less - the familiar is at least a feat or two in effective value plus lots of nifty other options) and he could active a ton of wands and spells w/o UMD etc. If he wanted to in the later game he could look into going Arcane Trickster for even more fun). It is perfectly optimized - nope (but then few rogue builds are) but for the right player it could be a lot of fun - and likely more fun than taking minor magic / major magic / familiar would be as for a single level dip he could get all of those (effectively) but better and with more options. Of course this assumes at least an 11 INT - but rogues probably should have some INT to leverage their skills more effectively. )

Rynjin |

Canthin wrote:Name him Daniel Jackson.Helikon wrote:Failing that, take Leadership at 7th and get a Cohort that can cast it :)Wand of detect magic. Let the rogue umd it. Or someone else.
Or a minor magic item with detect magic. Should be rather cheap
You don't want to do that. Eventually your cohort will ascend to godhood and leave you right where you started whenever it would be the most inconvenient.

UnArcaneElection |

Strange -- I went to the Spellcraft page, and they only give a DC for identifying magic items with Detect Magic. Seems that they ought to let you use Spellcraft without Detect Magic, just at a higher DC.

Rycaut |
Smack it against a rock.
If it breaks, it obviously wasn't worthy of your attention.(Magical items generally have higher hardness and hp. Use this tactic at your own risk...)
Note - don't do this with necklases. Or at least if you prepare to roll up a new party with the charred remains of your last one

Kazaan |
Jiggy wrote:You don't want to do that. Eventually your cohort will ascend to godhood and leave you right where you started whenever it would be the most inconvenient.Canthin wrote:Name him Daniel Jackson.Helikon wrote:Failing that, take Leadership at 7th and get a Cohort that can cast it :)Wand of detect magic. Let the rogue umd it. Or someone else.
Or a minor magic item with detect magic. Should be rather cheap
It's ok... he'll be back. To Jackson, death was more an inconvenience than anything else.

Jeraa |

a 12.5gp scroll of detect magic has a DC of 21, so 1 single point in UMD and a take 20 will result in successful use. Long term the lantern/cloak might be worth the price but in the short term and if you are still low enough level not to have a few thousand gold free for them the scroll is a viable option at 1/200th the price of the cloak.
You can't take 10 with UMD so it stands to reason you can't take 20 either. In addition, you can't take 20 on skills that have a penalty for failure and rolling a 1 prevents you from trying to use UMD to activate that item again for 24 hours.

cnetarian |
cnetarian wrote:a 12.5gp scroll of detect magic has a DC of 21, so 1 single point in UMD and a take 20 will result in successful use. Long term the lantern/cloak might be worth the price but in the short term and if you are still low enough level not to have a few thousand gold free for them the scroll is a viable option at 1/200th the price of the cloak.You can't take 10 with UMD so it stands to reason you can't take 20 either. In addition, you can't take 20 on skills that have a penalty for failure and rolling a 1 prevents you from trying to use UMD to activate that item again for 24 hours.
Right, forgot it was a house rule that you can take 20 on UMD with scrolls. Use UMD normally on your scroll of detect magic and if you roll a natural one then put that scroll of detect magic aside for a day and use UMD on a different scroll of detect magic. That's why the scroll of detect magic is preferable to the wand of detect magic for UMD purposes (not just detect magic either), even though the wand is 7.5 gp per charge versus 12.5 gp per scroll.
We created the house rule because it was such a bother to do the bookkeeping on where individual scrolls were and when 24 hours had passed, with this non-magic party I suggest adopting a similar house rule.

Cevah |

cnetarian wrote:a 12.5gp scroll of detect magic has a DC of 21, so 1 single point in UMD and a take 20 will result in successful use. Long term the lantern/cloak might be worth the price but in the short term and if you are still low enough level not to have a few thousand gold free for them the scroll is a viable option at 1/200th the price of the cloak.You can't take 10 with UMD so it stands to reason you can't take 20 either. In addition, you can't take 20 on skills that have a penalty for failure and rolling a 1 prevents you from trying to use UMD to activate that item again for 24 hours.
Actually, that is a delay, not a failure. Take-20 would take 20 days if ruled as 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,20. Failure would be a spell mishap on a scroll by activating but failing the CL check and the like.
/cevah

Rycaut |
well the PRD on UMD is clear
Special: You cannot take 10 with this skill. You can't aid another on Use Magic Device checks. Only the user of the item may attempt such a check.
and because there is a consequence of failure you can't take 20
Try Again: Yes, but if you ever roll a natural 1 while attempting to activate an item and you fail, then you can't try to activate that item again for 24 hours.
and also if you are activating an item blindly there is a mishap chance
Activate Blindly: Some magic items are activated by special words, thoughts, or actions. You can activate such an item as if you were using the activation word, thought, or action, even when you're not and even if you don't know it. You do have to perform some equivalent activity in order to make the check. That is, you must speak, wave the item around, or otherwise attempt to get it to activate. You get a +2 bonus on your Use Magic Device check if you've activated the item in question at least once before. If you fail by 9 or less, you can't activate the device. If you fail by 10 or more, you suffer a mishap. A mishap means that magical energy gets released but doesn't do what you wanted it to do. The default mishaps are that the item affects the wrong target or that uncontrolled magical energy is released, dealing 2d6 points of damage to you. This mishap is in addition to the chance for a mishap that you normally risk when you cast a spell from a scroll that you could not otherwise cast yourself.

Cevah |

well the PRD on UMD is clear
and because there is a consequence of failure you can't take 20
Quote:Try Again: Yes, but if you ever roll a natural 1 while attempting to activate an item and you fail, then you can't try to activate that item again for 24 hours.
When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20....
Is a delay a penalty when you have plenty of time? I don't think so.
A mishap, otoh, is a penalty.
/cevah

Kazaan |
If you roll 20 times with a magic device, you're going to activate it at some point before you hit 20. It isn't just a series of 19 "1"s followed by a 20. It's a simulated number of tries. But if you have, say, a 60% chance of success by rolling, then you're going to use up 12 charges of your wand in trying to get a 20. If you're using a one-time-use item, there's a 60% chance that it goes off whether you have your desired 20 or not.

thejeff |
Fine. Shorthand for "I roll until I roll a 20 or succeed".
It might even take you more than 20 rolls. Or you might roll a 20 the first time.
There's still no reason not to just allow Take 20 to speed play up when you can just roll again and again until you get what you want.
Mind you, I wouldn't allow you to take 20 on activating a wand in the dungeon, since you're going to do something different if you do roll that one and have to wait 24 hours and the circumstances under which you need one use of a wand and it won't matter how many days it takes to get are pretty rare.

Zwordsman |
maybe rogue dipping into sleepless detective is a possibliity.
First level you get
Forensic Thaumaturgy (Su)
A Sleepless detective can cast detect magic at will as a spell-like ability (caster level equal to her class level). When using detect magic (or spells that function as detect magic, such as arcane sight), the detective treats recently ended magical effects as though they were one category stronger when determining how long a lingering aura remains, and by concentrating for an additional round can determine exactly how long the lingering aura has been there (effectively allowing the Sleepless detective to learn when the spell or magic item that caused the aura was cast or destroyed, respectively).
but ya'know not low level, since it's a prestige class

Cevah |

If you roll 20 times with a magic device, you're going to activate it at some point before you hit 20. It isn't just a series of 19 "1"s followed by a 20. It's a simulated number of tries. But if you have, say, a 60% chance of success by rolling, then you're going to use up 12 charges of your wand in trying to get a 20. If you're using a one-time-use item, there's a 60% chance that it goes off whether you have your desired 20 or not.
You won't use up extra charges because when the first activation occurs, you stop trying. If you fail to activate a wand (or scroll), no charge is expended. If you fail to activate blindly by 10 or more, you get a magical mishap, so you cannot Take-20 if a mishap is a possibility.
/cevah

Kazaan |
Kazaan wrote:If you roll 20 times with a magic device, you're going to activate it at some point before you hit 20. It isn't just a series of 19 "1"s followed by a 20. It's a simulated number of tries. But if you have, say, a 60% chance of success by rolling, then you're going to use up 12 charges of your wand in trying to get a 20. If you're using a one-time-use item, there's a 60% chance that it goes off whether you have your desired 20 or not.You won't use up extra charges because when the first activation occurs, you stop trying. If you fail to activate a wand (or scroll), no charge is expended. If you fail to activate blindly by 10 or more, you get a magical mishap, so you cannot Take-20 if a mishap is a possibility.
/cevah
Are you saying that that first activation is guaranteed to be a 20? Because if not, this isn't "take 20".

Cevah |

Cevah wrote:Are you saying that that first activation is guaranteed to be a 20? Because if not, this isn't "take 20".Kazaan wrote:If you roll 20 times with a magic device, you're going to activate it at some point before you hit 20. It isn't just a series of 19 "1"s followed by a 20. It's a simulated number of tries. But if you have, say, a 60% chance of success by rolling, then you're going to use up 12 charges of your wand in trying to get a 20. If you're using a one-time-use item, there's a 60% chance that it goes off whether you have your desired 20 or not.You won't use up extra charges because when the first activation occurs, you stop trying. If you fail to activate a wand (or scroll), no charge is expended. If you fail to activate blindly by 10 or more, you get a magical mishap, so you cannot Take-20 if a mishap is a possibility.
/cevah
Let's check the PRD:
When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you roll a d20 enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.
Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).
Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps).
Take-20 is a mechanical simulation of rolling multiple times, not rolling 20 times. You stop when you get it right. If you can get it right on a 16, then nothing requires the Take-20 to have had a result of 20 at some point.
So, no guarantee, but it is Take-20.
/cevah

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There's also a magic item, Helm of Comprehend Languages and Read Magic that lets its wearer do those things at-will. It isn't Detect Magic, but it'll help with any scrolls, spellbooks, or magically-altered writing you may find. It costs 5,200 GP, though, so it wouldn't be something to get at low levels.

Cevah |

But mechanically if you take 20 you resolve the check using a 20. There are some checks where how much you beat a check by matters (many don't allow you to take 20 - crafting, knowledge checks etc)
Crafting:
if you can fail, you cannot Take-20.If you cannot fail, Take-20 uses 20* the time.
Using 20* Take-10 is 10* more profitable than one Take-20.
You want to waste time, go ahead and Take-20.
Knowledge:
Retry: No.
You cannot Take-20 here.
Bard skill is a specific rule override.
The ones not allowing it usually have Retry: No, or a consequence to multiple tries (i.e. intimidate).
When you factor in the time and special caveats, Take-20 is often sub-optimal on those skills.
/cevah

UnArcaneElection |

Time to Raise Dead on this thread!
This isn't on the Paizo PRD yet, but it is now on d20pfsrd.com, and Pathfinder Unchained has what you want:
In Appraise,
In Spellcraft,{. . .}
With sufficient ranks in Appraise, you earn the following.5 Ranks: A successful DC 20 Appraise check reveals whether an item is magical, and a second check (DC = 25 + the item's caster level) unveils its properties. You can use Appraise to detect non-written forgeries and counterfeits.
{. . .}
{. . .}
With sufficient ranks in Spellcraft, you earn the following.5 Ranks: Identifying magic items takes 1 full round, and the time required to learn a spell from a spellbook is halved.
10 Ranks: You can identify magic items without using detect magic, though the DC is increased by 10.
{. . .}

Rycaut |
just note that the system in Pathfinder Unchained is a new system and only PFS legal for (unchained) Rogues (and only for them when they get a specific level). Otherwise it isn't available to regular characters in PFS and will be subject to GM choice for other games.
Definitely a great system however.