Male Catfolk Swashbuckler (Battle Dancer) 1 Hp 19/19 AC (T) 18 Fort(T)+4, Ref(E)+9, Will(E)+4 Perception(E)+4 Conditions: Exploration mode Search
Caine specializes in Catch-Off Guard, my Monk!
Yes, but damage would only be most likely 1d2; or even just 1, because of size. But, it is silver!
Improvised Weapons:
Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses an improvised weapon in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.
Evasion only works if the damage provides a Reflex save for half - Alchemist Fire's damage is either direct hit for 1d6 (no save) or 1 damage from splash (no save).
Female Human (Tian-Min) Ninja 2/Samurai (Warrior Poet) 1 | 16/24 HP | AC 15 T 13 FF 12 | Fort +3 Ref +6 Will +2 | Initiative +3 | Perception +9 (trap spotter) | Challenge 1/1 | Ki pool 2/3 | Resolve 0/1
I have to go to the doctor today and there's a chance I'll wind up in surgery. If so, I may be out for a few days (assuming I survive, of course, there's always the tiny chance of something going wrong).
Still waiting for Aiko to report on how the surgery went. I want to give Aiko a chance at some RP with Ameiko before the group leaves to find the missing couple. I'm really hoping everything went OK. Looking forward to seeing that post from Aiko.
@Caine: How are you making two melee attacks? The way I read Spellstrike is that you get a melee attack as part of the spell casting. Since the casting of the spell takes up your standard action, you should not be able to take a second swing - at least not at 2nd level.
Male Catfolk Swashbuckler (Battle Dancer) 1 Hp 19/19 AC (T) 18 Fort(T)+4, Ref(E)+9, Will(E)+4 Perception(E)+4 Conditions: Exploration mode Search
I may have forgotten to post that he was using Spellcombat to cast Frostbite. I am not gonna lie; I am hating the clumsiness of the Magus. Although, I did find this helpful guide!
Spell Combat (Ex):
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Spellstrike (Su):
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Now, I know what you're thinking. "That's too easy. I fully understand how touch spells work, and those magus abilities make sense! My noodle is not yet baked!"
Well hold your horses. You have yet to experience the brain-melting horror that is Combining Spell Combat with Spellstrike! Tables have been flipped, Mountain Dew bottles scattered to the four winds, and DMs everywhere have torn out hair by the fistful, by simply trying to figure out how exactly this all works. But not you! No! You have the benefit of a full understanding of Touch Spells. You know how to Hold the Charge. You understand in what cases can someone discharge those touch spells. You even know what Spellstrike does, and that's a heck of an accomplishment. So lets put them all together.
The heavens crack, lighting lines the horizon. Stumpy the Orc teleports in from the Plane of Orcs, intent on destroying Melvin, then taking Sparky as his wife.
It's too bad Melvin beat him on initiative.
Melvin takes a full-round action to use Spell Combat. Remember that Spell Combat grants him a full-attack with his weapon, and also lets him cast a Standard action spell. Melvin chooses to start with his spell. He casts Shocking Grasp, defensively. He makes his concentration check. Now, as part of casting a Touch spell, Melvin gets a free touch attack.[1a] Because he has Spellstrike, he can (and will) choose to deliver that attack with his sword. He rolls this attack: a d20, and adds 1 because Melvin has 12 Strength, adds another 1 because he has BAB+1, and he also includes his -2 penalty for using Spell Combat. His result is 12. Outrage! Stumpy has an AC of 16, so Melvin has missed. If Melvin had managed to hit, he would have dealt weapon damage as well as discharging the Shocking Grasp. But he didn't. Boo. So, that takes care of the free attack granted by casting a Touch spell. But Melvin isn't done yet, this is Spell Combat, so he still gets to make a full-attack with his weapon. And, he hasn't discharged that shocking grasp, yet. Melvin makes his normal full-attack with his weapon. He rolls his attack: a d20, and adds 1 because Melvin has 12 Strength, adds another 1 because he has BAB+1, and he also includes his -2 penalty for using Spell Combat. He rolls a 19, which is a critical threat, and enough to beat Stumpy's AC! Melvin will hit for sure, but first will roll to confirm his critical hit. He rolls again, with the same bonuses and penalties. 17! Melvin has confirmed the critical hit! Melvin rolls his weapon damage twice (1d8+1, and 1d8+1) then rolls his Shocking Grasp damage twice, Zap! Stumpy is no more.
Female Human (Tian-Min) Ninja 2/Samurai (Warrior Poet) 1 | 16/24 HP | AC 15 T 13 FF 12 | Fort +3 Ref +6 Will +2 | Initiative +3 | Perception +9 (trap spotter) | Challenge 1/1 | Ki pool 2/3 | Resolve 0/1
I kinda felt like I didn't know what we were supposed to be doing, but we certainly got to see some local color! And it does make sense that in a big city there will be wizard duels and grudges like that.
It was a distraction with the potential to get in over your heads. I've kinda left it open based on what you want to happen, but all of this is just off path stuff. There isn't going to be anything to hinder you from just moving on.
Unfortunately one of the group has decided to bow out from this PbP. Caine has informed me that he wishes to pursue Pathfinder 2E in preference to 1E. If you want to continue playing, we will need to find another player - as I think this group is down to 3 players.