Shiyara the High Mediator

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It works the other way around, but I've never seen a rule that says that, say, a colossal dragon can walk over a squirrel without some kind of combat manoeuvre like overrun. There was a game I was in where the party had a pet imp who I nominally took control of during combat and would occasionally have him use summon minor monster to get some squirrels out that could block charge vectors (to be fair, they'd be able to do so regardless by virtue of being closer valid charge targets) or otherwise hamper movement, and I always felt like I shouldn't be able to pull this, but it seems like it's valid?


I'm adding the finishing touches to what will be a recurring villain in my current campaign. He's a kitsune Eldritch Knight from Sorcerer and Swashbuckler, with Magus as a VMC. He's largely an illusionist/enchanter with a few damage dealing spells. The idea behind him is that by using Arcane Accuracy to get a solid hit bonus, he can cast non-defensively to lure an opponent into AoOing him, parry/riposte that guy, finish casting his spell and safely bounce away now that the opponent's AoO is burned. It's a bit dangerous, but Magus helps make it work with Accuracy and Arcane Pool. Accuracy and Riposte interfere with each other a little bit, but it just means he has off rounds to use his other tricks on.

Anyway, his sorcerer bloodline is Shapechanger mainly for its second power, and since he's not getting the full benefits, I decided Eldritch Scrapper might work good as an archetype for that one level of Martial Flexibility, which means he has a flex feat that I can potentially be using for a few things (sadly no Arcane Strike since he needs his swifts). So I'm looking for some combat feat suggestions that might work well for him. He's level 13 and his present featlist is:

Combat:

Dervish Dance
Pirhana Strike (Bonus from EK)
Combat Reflexes (Bonus from EK)

Non-Combat:

Improved Initiative

Metamagic:

Maximize Spell
Spell Perfection: Scorching Ray


On the first point, the Acrobatics description says "For a running jump, the result of your Acrobatics check indicates the distance travelled in the jump (and if the check fails, the distance at which you actually land and fall prone). Halve this result for a standing long jump to determine where you land."

So for starters, I guess "the result indicates distance travelled" would mean 1pt rolled = 1 foot travelled? Is it just saying to look at the charts? What's with the line about halving the result for a standing long jumps then? Do you double the DC (per the main description) AND halve the result? That seems insane. I feel like I'm failing reading comprehension and missing something major whenever I look at this description.

My main question though, is does this apply to a running high jump? There's nothing saying it doesn't, but it seems odd that long jump and high jump distances would be the same.

Edit: Okay I think I've answered my question here. It's just referring to the same thing as the main description in a slightly different way, yeah? It's confusing, but that seems to make the most sense.

Third: For the purposes of the "faster base movement" bonus to jumps, does fast movement's enhancement bonus to speed count as part of the total "base" land speed, or is the creature's unmodified land speed being referred to?


So I'm doing up a villain heavily based around being a very frightening person (Antipaladin 3, Unrogue (Thug) 4, Barbarian 5), and I'm kind of wishing she had something to sort of pull it all together. Right now, she's of course got cornugon smash and shatter defenses, allowing her to sneak attack (with all that entails) and use all her thug junk more or less with impunity, and gory finish to keep scaring everyone around her. What I'd really like is to know if there's an item/feat/class ability/archetype/whatever that would let her pull back some bonuses for scaring people. Or anything else that would kind of round it all out. She has no problems causing fear, and I could make that side of it worse pretty easily, but what I'm interested in is anything that will let me make the fear do more stuff.

As a side-note, I'm not very interested in Disheartening Display for this.

Anyway, I'd appreciate suggestions.


I've been toying about rebuilding an old magus as a Blade Adept Arcanist/Eldritch Knight with Magus as a VMC. I'm unsure how the Arcane Pool should function with respect to the Arcana gained through the Blade Adept archetype. Furthermore, as far as I can see, the Blade Adept doesn't actually change the points gained by the Black Blade itself into Reservoir points, which seems like a minor oversight, but becomes relevant in this case, since it lends credence to the idea that either pool or reservoir points can fuel the abilities.

Any clarification?