
Epik |

Level 9 HP: 1d10 + 3 ⇒ (10) + 3 = 13
Epik's 9th level stats are posted in his profile.

Sama'el Val'varen |

Sam'ael Level 9
HP - 1d8 + 2 + 83 ⇒ (7) + 2 + 83 = 92
+1 Ref
+1 Level 1 Spell
+1 Level 3 Spell
Spells :
Level 1 - Long Arms
Level 3 - Force Punch
Feat - Question Below
Arcana: Question Below
Skills:
Knowledge:
Arcane - +2
Dungeoneering +2
Planes +2
Spellcraft +1
Mord'ael
+1 Int
+1 Wis
+1 Cha
Ego -14
+3 Sword
+1 AP
Teleport Blade
Black Blade Strike +3
So there is a new Arcana - Throwing Magus and I am trying to find any sort of a rule saying you can or can't do something so I figure I would just ask here if anyone knows.
Can you make a melee attack with a weapon and then 5' and throw that same weapon in a round?
Also it looks like I could use Spell Combat with a thrown weapon and be able to still cast a touch spell and then throw it. I can't use a ranged weapon, but I can't find anything say you can't throw a weapon.
Let me know what your thoughts are Tike and I will finish Sam up

DMFflash |

Yes you can melee, 5 foot and then throw as tour iterative.
You can use spell combat (which allows you to attack and cast) but you can't use spellstrike, which is what channels a touch spell through a melee weapon. As soon as the weapon leaves your hand it becomes a ranged attack.
-Posted with Wayfinder

Sama'el Val'varen |

Well I may take the extra arcana feat just trying to figure that stuff out.
Just so nice to finally have an option to get AP back throughout the day that I can't decide if I want to take that one now or retrain the wand wielder and have to wait.

Sama'el Val'varen |

Feats and Arcanas
Feat - Extra Arcana
Arcana:
Arcane Deed - Precise Strike (Ex)
Starting to retrain Wand Wielder to Throwing Magus

Magma Iron Clan |

i need clarification on the feat Vital strike.
When you use the attack action, you can make
one attack at your highest base attack bonus that deals
additional damage. Roll the weapon’s damage dice for the
attack twice and add the results together before adding
bonuses from Strength, weapon abilities (such as f laming),
precision-based damage, and other damage bonuses.
These extra weapon damage dice are not multiplied on a
critical hit, but are added to the total.
does the feat mean my first attack always deals double damage dice?

Magma Iron Clan |

Level 9 Fighter
hp
1d10 + 6 + 108 + 1 + 1 ⇒ (5) + 6 + 108 + 1 + 1 = 121
+1 to Fort
Feats 2
Weapon Specialization Warhammer +2 Damge
Skills
perception +1
dungeoneering +1
craft armor +1
craft weapons +1
stonechild 4 Fighter 4 cleric 1

DMFflash |

i need clarification on the feat Vital strike. When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as f laming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. does the feat mean my first attack always deals double damage dice?
Only if that's the only attack you take. You can not use Vital Strike as part of a full round attack. If you make a Vital Strike, that is an attack action, and you then only have a move action left.
-Posted with Wayfinder

Magma Iron Clan |

Magma Iron Clan wrote:i need clarification on the feat Vital strike. When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as f laming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. does the feat mean my first attack always deals double damage dice?Only if that's the only attack you take. You can not use Vital Strike as part of a full round attack. If you make a Vital Strike, that is an attack action, and you then only have a move action left.
-Posted with Wayfinder
Can i use Vital Strike when i have to move 30ft to attack an enemy?

Nemoris |

Need Nowzai, Nemoris, and Dalamus level ups . Along with Nowzai and Nemoris actions in Gameplay
-Posted with Wayfinder
Family is in town and I haven't had access to my office or the internet outside of a phone for the last week. Will try to get a gameplay update shortly, but may be more tomorrow timeframe. As far as level up I have it fairly planned out, but may be a few more days.
Thanks, hope everyone had a great holiday!

Nemoris |

Magma Iron Clan wrote:i need clarification on the feat Vital strike. When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as f laming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. does the feat mean my first attack always deals double damage dice?Only if that's the only attack you take. You can not use Vital Strike as part of a full round attack. If you make a Vital Strike, that is an attack action, and you then only have a move action left.
-Posted with Wayfinder
I think getting an Impact weapon can really help when combined with vital strike too!

Sama'el Val'varen |

Yeah this is a better place for this. Sorry
We should come up with a standard watch routine
I would opt for last watch myself with Magma as that would most likely make the most sense as Epik has the Gem and Nowzai doesn't wear armor that way Magma would be able to get in his armor before we head out.
Sadly Dalamus and Nemoris are kinda stuck with middle watch until they get some spells.
Anyone against this? Something I am not thinking about?
I can make that Gem for anyone else that wants one on our next downtime, should be 1k to make I believe.

Nemoris |

BTW....Dalamus does have spells... :)
I have spells now too! Well, technically "spell", and it's pretty worthless, but I can cast magic weapon as a 2nd level cleric :)
Level 9: Deepwood Sniper
hp 1d10 + 2 + 82 ⇒ (9) + 2 + 82 = 93
+1 to Reflex
Feats 1:
Cluster Shot/Many Shot/Snap Shot (still figuring this out)
Abilities:
Range Increment Bonus (Ex): +10 ft
Concealment Reduction (Ex): 10% less miss chance
Magic Weapon (Sp): 1/day as a cleric your DS level
Projectile Improved Critical (Sp): Critical damage multiplier for all projectile weapons increases by +1
Skills: 4+2(int)+1(human)
perception +5
Intimidate: +1
Survival: +1

Nemoris |

Let me know if it's better to talk about this offline too Tike, but I wanted to run the Zen Archery stuff past you before we wait another 4 levels just to find out it's too much!
At level 6 OotBI (would be character level 13 for me) gets this:
Zen Archery: You gain this feat for free. If the character already has this feat, then the Wisdom modifier stacks with the Dexterity modifier for ranged attacks.

Nemoris |

Anyone going to be available anytime soon for a live game night?
I won't be. Probably another month or more before things settle down for me.
Character is updated too Tike, and once I can I'll start working on retraining Zen Archery to Combat Reflexes. Should I just take the cash amount out of what I'm carrying, pay at the end, etc.?