Intimidate: What does it NOT work on?


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Other than creatures that are immune to fear or mind-effecting effects, what DOESN'T intimidate... and to a larger extent, the demoralize action... work against?

It doesn't seem to specify in the skill description, and there are only modifiers for difference in size.

However, the Unnatural Presence trait (https://sites.google.com/site/pathfinderogc/traits/faith-traits/unnatural- presence-old-cults) allows you to demoralize animals and vermin.

Then there is the Training Whip in the human section of the ARG, that seems to assume you can demoralize animals anyway.

What's the actual rule here?

I'm planning on building a Rogue that relies heavily on Intimidate, so I want to know exactly what I can and can't affect. Thanks!


Well, I'd say anything that is considered mindless can't be intimidated, though most of them likely already have the ummunity you mention. Beyond that, I think it's DM opinion as opposed to set rules. Run this character, and your question, by him to see what he feels can and can't, but as far as hard rules go, there isn't much I believe.

As for the Unnatural Aura trait, that's more likely than not an oversight by the editors. The Pathfinder books are littered with elements that were changed during editing, things that the editors thought they knew and didn't verify.

If it thinks, it can know fear and uncertainty (with some exceptions), which is close enough to "demoralize" to me. Against animals, you'd likely need to "speak their language", using growls, hisses, and body language as opposed to articulated threats. There's a reason Handle Animal is used for calming an animal (since people can't as easily convey diplomacy to them), but in the case of intimidate, fear is almost a universal language.


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Unnatural Presence is incorrect regarding animals. This is not the first time that a feat or ability grants something that is already granted. (Im looking at you Prone Shooter.)

Vermin are immune to mind-affecting effects. So Unnatural Presence does have a benefit there.

- Gauss


Gauss wrote:
(Im looking at you Prone Shooter.)

I wasn't going to mention it, but I suppose that is the classic example. They really should errata that feat to what it was originally inteded to do; grant a bonus to ranged attacks if you start your turn prone (I believe that's what the designer said it was anyway, he said something to that regard when the issue was first brought up, saying it was changed in editing. Paizo really needs to get their editing team to actually communicate with the design team better).


Roaming Shadow, I agree with you about Prone Shooter. The reason I pointed it out was so that the OP understood (and can take that information back to his GM) that these mistakes occur.

- Gauss


Gauss wrote:

Roaming Shadow, I agree with you about Prone Shooter. The reason I pointed it out was so that the OP understood (and can take that information back to his GM) that these mistakes occur.

- Gauss

Oh, I'm not against you bringing it up. It is a good example of editing gone wrong (good lord was UC seemingly riddled with it). It's just I've used it enough times as an example I was trying to avoid using it again. But it is a perfect comparrison; two things that "alter a core rule" that don't because the core rule doesn't function as the trait/feat imply.

The Exchange

Back to the OP's question about Intimidate. If you are going to work your build around Demoralizing opponents by using Dazzling Display, etc., then you definitely want to discuss with your DM. There are certain modules and APs (Serpent's Skull comes to mind) where fear or mind-effects are simply a bad choice. I know how it feels to build a cool character concept only to have it simply not work due to monster immunities. Now we always read the AP players guides and run our characters by the DM before we start a new campaign. If something is going to be largely ineffective then he will let us know.

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Ravennus wrote:
I'm planning on building a Rogue that relies heavily on Intimidate, so I want to know exactly what I can and can't affect. Thanks!

Are you looking at the Rake archetype, then?

Grand Lodge

Inquisitor does Intimidate better.


To answer a couple comments...

WarEagleMage: I'll run the character idea past the DM, but this upcoming campaign is a city-based (Waterdeep, actually) Thief-style campaign. We all start off as guttertrash, and eventually work our way up into having our own gang and eventually thieves guild. So intimidate should be very applicable a lot of the time, though I have no doubt that our DM will throw fear immune creatures into the mix occasionally to keep me on my toes (especially if the tactic proves effective).

pH unbalanced: Thug and Scout, actually. I was also looking at Rake as well, but for this character I wanted to go with a more Thuggish Str-based Rogue concept... so Thug just fit perfectly.
Though if I changed my mind to a more finess style Dex and Cha rogue, I would totally go Rake since it practically guarantees successful intimidates at higher levels. The bonus to Bluff and Diplomacy are also awesome.

blackbloodtroll: Inquisitors might get a higher Intimidate score, but the DM likely wouldn't appreciate an Inquisitor in this type of campaign. I'm sure I could figure out an interesting concept that would work... but the main plan is to combine intimidate with Shatter Defenses and other feats like Sap Master to get multiple really nasty sneak attacks every round.

Grand Lodge

DM hates Inquisitor? Why?


blackbloodtroll wrote:
DM hates Inquisitor? Why?

Like I said... "for this type of campaign"

Grand Lodge

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What type of campaign? I am suddenly curious.


For the Record an Inquisitor serving the God of Thieves (Likely Mask if you're using Forgotten Realms) would make for a nice starter build, not to mention any game can benefit from someone having healing especially if you plan to have combat of any kind.

The Benefit of Inquisitor is that they get half their Inq Level on Intimidate rolls as well as Sense Motive, so if you're using this character as sort of a Face...thats a bonus to be sure.

Grand Lodge

Unless it's PFS, an Inquisitor doesn't have to worship a deity.


Ravennus wrote:
but this upcoming campaign is a city-based (Waterdeep, actually) Thief-style campaign. We all start off as guttertrash, and eventually work our way up into having our own gang and eventually thieves guild.

I can understand if a gm has second thoughts about an inquisitor in such a campaign.

But an inquisitor of mask would be cool I guess.


I've never found intimidate particularily useful. Unless you roll ridiculouosly well or the target is insignificant anyway all it ever does is insight the target to attack you. I can get them to attack me without the skill point investment.

Sczarni

Wasn't there language-dependant limit on it? It seems to be gone.


Is Intimidate mind affecting? Shaken could be argued to be included under fear, but what about the other use of intimidate?

I think you should be asking this question of your DM, RAW I don't think anything is immune to intimidate.


People that are immune to fear effects SHOULD be immune to intimidate. However they're not immune.

Sczarni

Truth to be said, shaken is hard to classify. It says it's less severe state of fear, but not fear effect itself.

Intimidate only applies Shaken condition, so it cant be countered by antifear bonuses as such.

I had a player yesterday who intimidated large sized monster even for 11 rounds with Enforcerer feat. It didn't seem right to me. DC on Intimidate was only 18, which was easy to get through.


We ran into a similar issue. Shaken, frightened, and panicked are categories of fear. It is also common sense that they are morale effects.

Creatures immune to fear and mind effecting, are at a minimum, immune to the demoralize option for Intimidate. Whether you allow Intimidate to alter their attitude is something open to debate.


blackbloodtroll wrote:
What type of campaign? I am suddenly curious.

Like I already said....

"this upcoming campaign is a city-based (Waterdeep, actually) Thief-style campaign. We all start off as guttertrash, and eventually work our way up into having our own gang and eventually thieves guild."

Also, in this DM's pre-spellplague Forgotten Realms, everyone is required to at least pay lip-service to a deity... lest you end up as being used as brick & mortar in the afterlife, lol.

In his campaign (and I agree with him) all divine characters definitely need to worship a specific deity. In a previous game he even required the Oracle to worship a deity... though it was a group with similar themes, in keeping with the Oracle fluff.

Dolanar's idea of an Inquisitor of Mask is similar to what I would do, but that's beside the point...

...because I don't WANT to play an Inquisitor. I want to play a ROGUE, that has a reliable method of getting sneak attack every round without required a teammate.

Hence my questions about Intimidate because I plan on playing a Rogue who eventually uses Shatter Defenses to make the target flat-footed to my attacks.

Thank you.


What level are you starting at? Both Vivvisectionist Alchemist and Ninja are better than a rogue at...nearly everything, and get full progression sneak attack. And both can self-simulate sneak attack by level 10. Alchemist can just quaff a greater invisibility extract, and ninja at level 10 can use vanishing trick for greater invisibility. Even before level 10, while SA will be less reliable, as said, they're just plain better classes. So you'll feel less useless.


We start at lvl 2, but fast xp progression.

The DM has banned Asian-inspired material from his campaign (and all his campaigns, really... just doesn't like East in his Western Fantasy), so Ninja is out as well as Monk, Samurai, Eastern weapons, etc.
I tried to suggest re-skinning Ninja to be an 'Assassins Creed' type assassin, but he wouldn't have it and also didn't want me playing an assassin concept since we apparently aren't supposed to be bloodthirsty killers... his words.

*shrug* It's his game. I'm just happy to play, because otherwise I have to run games. He's a good friend too, so I won't fault him for his Fantasy Roleplaying hang-ups. So nice heroic thieves it is.

I've thought about Alchemist, but I can pretty much assume it's too weird for him... especially an alchemist that likes to cut things up for fun and do Doctor Moreau style experiments.

So I'm likely playing a straight Rogue. Focused on non-lethal beatdowns and intimidating folks. I know it's not optimized. That's not the point, since not everyone can be a God Wizard, Cleric, or Master Summoner and it's a themed campaign.

The reason I made this post is that I just wanted to clarify what Intimidate will and won't work on, as I'm sure it will come up in-game.


Thanks, FerrisAir!

>_>


If I may humbly offer my intimidate rogue experience to the OP? I think I'm viewed as something of a deviant for liking the intimidate rogue build, but I think it works shockingly well on things susceptible to intimidate (which I don't have the full list for, but everything with limbs sans undead and constructs probably).

The two archetypes you will want to look at are Thug (for intimidate control) and scout (for damage) and here are the feats that make the build sing:

Bludgeoner (deal nonlethal damage with bludgeoning weapons)
Enforcer (When you deal nonlethal damage, you get to intimidate as a free action)
Sap adept (Nonlethal bludgeoning damage gives a damage bonus based on SA)
Sap Master (Nonlethal bludgeoning damage gives 2x SA if opponent is flat footed).

So,
1.)when you hit an enemy with a bludgeoning weapon and dealing nonlethal damage (thanks to bludgeoner),

2.)you get to make an intimidate check as a free action (thanks to enforcer)

3.)and if you successfully make them shaken for more than three rounds (cake, because enforcer makes the rounds of shaken equal to your damage and the thug archetype automatically tacks on one free round, you basically need to do three points of damage), they are frightened instead (thanks to the thug archetype)

4.)which means they will run away at full speed from you for a round and in so doing, waste their round.

So at first level (Human, so take bludgeoner and enforcer as your bonus and 1st level feats) you can basically make anyone you hit run away from you at full speed as long as you successfully intimidate them (I'd go with a strength build and take the "strong impression" rogue talent to add strength to intimidate, also don't dump cha).

Then at higher levels, you can play the shatter defenses = so much damage game which I can relate to you if you're interested.

prototype00


The thug alternate class is also interesting:

Quote:

Frightening (Ex): Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round. This ability replaces trapfinding.


No clue how that happened lol, somehow got that in the wrong room. :(


unless there's some effect that penetrates this kind of immunity, basically anyone immune to shaken is immune to intimidating in combat.

Grand Lodge

Is there not a feat to negate size penalties for intimidate?


prototype00 wrote:

If I may humbly offer my intimidate rogue experience to the OP? I think I'm viewed as something of a deviant for liking the intimidate rogue build, but I think it works shockingly well on things susceptible to intimidate (which I don't have the full list for, but everything with limbs sans undead and constructs probably).

The two archetypes you will want to look at are Thug (for intimidate control) and scout (for damage) and here are the feats that make the build sing:

Bludgeoner (deal nonlethal damage with bludgeoning weapons)
Enforcer (When you deal nonlethal damage, you get to intimidate as a free action)
Sap adept (Nonlethal bludgeoning damage gives a damage bonus based on SA)
Sap Master (Nonlethal bludgeoning damage gives 2x SA if opponent is flat footed).

So,
1.)when you hit an enemy with a bludgeoning weapon and dealing nonlethal damage (thanks to bludgeoner),

2.)you get to make an intimidate check as a free action (thanks to enforcer)

3.)and if you successfully make them shaken for more than three rounds (cake, because enforcer makes the rounds of shaken equal to your damage and the thug archetype automatically tacks on one free round, you basically need to do three points of damage), they are frightened instead (thanks to the thug archetype)

4.)which means they will run away at full speed from you for a round and in so doing, waste their round.

So at first level (Human, so take bludgeoner and enforcer as your bonus and 1st level feats) you can basically make anyone you hit run away from you at full speed as long as you successfully intimidate them (I'd go with a strength build and take the "strong impression" rogue talent to add strength to intimidate, also don't dump cha).

Then at higher levels, you can play the shatter defenses = so much damage game which I can relate to you if you're interested.

prototype00

That is EXACTLY the build I was looking at... the main difference being that I was thinking of going Improved Unarmed Combat instead of Bludgeoner.

The reason being that I could never be disarmed of my main offensive ability and it is also painfully easy to hide/conceal the weapons... because no one views a fist as a weapon.

In fact, I was hoping to eventually combo this with the Underhanded rogue talent to allow a few Maximized sap master sneak attacks a day so long as I either got the drop on them socially or was able to sneak up to the enemy.

Knockout Artist also adds some extra damage as well, when I have more feats at higher levels.

Of course, there are drawbacks.
I lose out on weapon damage dice, though the 20/x2 critical isn't an issue as most simple bludgeoning weapons I would use are only 20/x2 critical as well.

To eventually fix this... I was hoping to convince the GM to houserule an advanced rogue talent that lets me take the advanced ninja trick that treats my Unarmed damage as a monk half my lvl... but even that might not be worth it, as most of my damage will be coming from sneak attack anyway.

The other major downside... it's much harder to enchant your fists, much like the problem a Monk has.

Either way, if you have the time PLEASE send me whatever you have on the build as well as any tips/tricks/experience with it.

Thanks!


blackbloodtroll wrote:
Is there not a feat to negate size penalties for intimidate?

That would be cool


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Hmm, well the unarmed strike build is good too.

Random suggestions:

- The unarmed combat proficiency ninja trick is a good way to get improved unarmed strike without actually having to spend a feat

-If you're going for a strength build, there is a rogue talent strong impression that adds strength to intimidate

- At higher levels, if you are going the TWF route, you could also take dazzling display (crap) and shatter defenses (awesome, but requires dazzling display), your first hit would intimidate them making them shaken (enforcer, thug, e.t.c.) and then they would also be flat footed due to shatter defenses allowing you to get the full benefit of sap master.

Combined with the scout archetype, this probably guaruntees you the sap master benefit for the whole combat. (And I would rate this higher than underhanded, which is more circumstance driven)

- Items to improve skills are cheap! Especially if they are slotted. You could have a +5 intimidate item for 2500gp. I'd recommend a pimp hat for when you're slapping them around.

prototype00


Thanks for the tips prototype00!

The Intimidate boost item is interesting, never thought of that.
I was definitely planning on going the TWF and Shatter Defenses route, as well as grabbing Strong Impression as well.

The ninja trick was also my first thought for Improved Unarmed Strike.

Something else I'm considering is taking a single level dip in either Monk (Martial Artist + Master of Many Styles) or Fighter (Unarmed Fighter).

Either dip would gain me 2 feats I really want... Improved Unarmed Strike and the Dragon Style feat (ignore difficult terrain for charge, charge through allies and add x1.5 STR mod to unarmed damage for first attack).

Monk would also up my Unarmed damage to 1D6, which is on par with the bludgeoning weapons I would normally be TWFing with.
Monk also gives me Stunning Fist for free and a great boost in saving throws.
As well, Monk gives a couple extra skill points than Fighter.
Unfortunately, I lose out on BAB and at level 2 would still be +0...boo.

Fighter gives me Improved Unarmed Strike, Dragon Style, and +1 BAB... but nothing else except for a slight bump in Fort saves.

Is either worth it, or should I just stick to Rogue exclusively?


Ravennus wrote:

Thanks for the tips prototype00!

The Intimidate boost item is interesting, never thought of that.
I was definitely planning on going the TWF and Shatter Defenses route, as well as grabbing Strong Impression as well.

The ninja trick was also my first thought for Improved Unarmed Strike.

Something else I'm considering is taking a single level dip in either Monk (Martial Artist + Master of Many Styles) or Fighter (Unarmed Fighter).

Either dip would gain me 2 feats I really want... Improved Unarmed Strike and the Dragon Style feat (ignore difficult terrain for charge, charge through allies and add x1.5 STR mod to unarmed damage for first attack).

Monk would also up my Unarmed damage to 1D6, which is on par with the bludgeoning weapons I would normally be TWFing with.
Monk also gives me Stunning Fist for free and a great boost in saving throws.
As well, Monk gives a couple extra skill points than Fighter.
Unfortunately, I lose out on BAB and at level 2 would still be +0...boo.

Fighter gives me Improved Unarmed Strike, Dragon Style, and +1 BAB... but nothing else except for a slight bump in Fort saves.

Is either worth it, or should I just stick to Rogue exclusively?

Depending on how sneaky rogueish you want/need to be getting a level of fighter on a Str based rogue also nets you the use of heavier armor which can make up for a lot of the AC you'll be missing from low dex while possibly costing you fairly little if you aren't trying to use stealth as a primary class ability.

Also I thought eastern material was banned in your game so no monk or ninja tricks availability?


prototype00 wrote:


- At higher levels, if you are going the TWF route, you could also take dazzling display (crap) and shatter defenses (awesome, but requires dazzling display), your first hit would intimidate them making them shaken (enforcer, thug, e.t.c.) and then they would also be flat footed due to shatter defenses allowing you to get the full benefit of sap master.

There seem to be a few posts missing in this thread, but I figured I'd throw my experience into the pool...

I am playing a two-weapon warrior (fighter archetype) in a Rise of the Runelords campaign, and I use the Dazzling Display + Shatter Defenses combo. I have Intimidate as a class skill (via feat), 12 Cha, and max ranks in Intimidate. So far, unless I roll really low, I'm generally able to scare everything except for bosses. The -2 to attack/saves has actually saved my life and the party barbarian's life, several times, and our wizard loves the -2 saves. Anyway, Shatter Defenses with it basically means that I can shred at least one target very easily. (I'm also using a crit build, so... yea... I bring the pain)

By the way, you don't have to be the one that causes the fear effect. If someone else does an Intimidate, Dazzling Display, or magically causes fear, Shatter Defenses will still work. The feat doesn't say that you have to cause the fear effect, only that you take advantage of it.


gnomersy wrote:
Ravennus wrote:

Thanks for the tips prototype00!

The Intimidate boost item is interesting, never thought of that.
I was definitely planning on going the TWF and Shatter Defenses route, as well as grabbing Strong Impression as well.

The ninja trick was also my first thought for Improved Unarmed Strike.

Something else I'm considering is taking a single level dip in either Monk (Martial Artist + Master of Many Styles) or Fighter (Unarmed Fighter).

Either dip would gain me 2 feats I really want... Improved Unarmed Strike and the Dragon Style feat (ignore difficult terrain for charge, charge through allies and add x1.5 STR mod to unarmed damage for first attack).

Monk would also up my Unarmed damage to 1D6, which is on par with the bludgeoning weapons I would normally be TWFing with.
Monk also gives me Stunning Fist for free and a great boost in saving throws.
As well, Monk gives a couple extra skill points than Fighter.
Unfortunately, I lose out on BAB and at level 2 would still be +0...boo.

Fighter gives me Improved Unarmed Strike, Dragon Style, and +1 BAB... but nothing else except for a slight bump in Fort saves.

Is either worth it, or should I just stick to Rogue exclusively?

Depending on how sneaky rogueish you want/need to be getting a level of fighter on a Str based rogue also nets you the use of heavier armor which can make up for a lot of the AC you'll be missing from low dex while possibly costing you fairly little if you aren't trying to use stealth as a primary class ability.

Also I thought eastern material was banned in your game so no monk or ninja tricks availability?

I haven't talked to my DM yet, but he *may* make an exception for the Martial Artist monk as they don't get any ki abilities and can be any alignment. I also don't plan to take it past a 1 or 2 level dip.

Then again, he nixed my idea to re-skin a Ninja, so we'll see.... that might make my decision for me.

Surprisingly the ninja tricks shouldn't be an issue, because he just sees them as expanding the talent options for Rogues... though he won't allow the talent that gives a ki pool.

The Unarmed Fighter loses armor proficiencies above light, unfortunately... but I wasn't planning on ditching Dex anyway since I still want to get TWF and use Stealth. Thankfully we get a pretty high point-buy, so that's not an issue.

Still not sure about dipping Monk or Unarmed Fighter though... hmmm...


AerynTahlro wrote:
prototype00 wrote:


- At higher levels, if you are going the TWF route, you could also take dazzling display (crap) and shatter defenses (awesome, but requires dazzling display), your first hit would intimidate them making them shaken (enforcer, thug, e.t.c.) and then they would also be flat footed due to shatter defenses allowing you to get the full benefit of sap master.

There seem to be a few posts missing in this thread, but I figured I'd throw my experience into the pool...

I am playing a two-weapon warrior (fighter archetype) in a Rise of the Runelords campaign, and I use the Dazzling Display + Shatter Defenses combo. I have Intimidate as a class skill (via feat), 12 Cha, and max ranks in Intimidate. So far, unless I roll really low, I'm generally able to scare everything except for bosses. The -2 to attack/saves has actually saved my life and the party barbarian's life, several times, and our wizard loves the -2 saves. Anyway, Shatter Defenses with it basically means that I can shred at least one target very easily. (I'm also using a crit build, so... yea... I bring the pain)

By the way, you don't have to be the one that causes the fear effect. If someone else does an Intimidate, Dazzling Display, or magically causes fear, Shatter Defenses will still work. The feat doesn't say that you have to cause the fear effect, only that you take advantage of it.

Thanks for the good info! Always glad to hear from people who have played these type of concepts. :)


Ravennus wrote:
Thanks for the good info! Always glad to hear from people who have played these type of concepts. :)

Np, and don't forget that if there's only 1 target, you don't need to Dazzling Display. Using a Standard Action to Demoralize using Intimidate will accomplish the same effect without eating a full-round action.


AerynTahlro wrote:
Ravennus wrote:
Thanks for the good info! Always glad to hear from people who have played these type of concepts. :)
Np, and don't forget that if there's only 1 target, you don't need to Dazzling Display. Using a Standard Action to Demoralize using Intimidate will accomplish the same effect without eating a full-round action.

That's where Enforcer comes in... free action Intimidate so long as I hit them with non-lethal damage!


Ravennus wrote:


That's where Enforcer comes in... free action Intimidate so long as I hit them with non-lethal damage!

I actually was doing that in a different campaign... Non-lethal damage is great until you encounter creatures that are immune/resistant to it, and when your DM starts getting tired of you subduing and questioning every enemy. Also, if you have anyone in the group with an honor code, executing a subdued enemy becomes an even greater problem. Just pitfalls to consider.


AerynTahlro wrote:
Ravennus wrote:


That's where Enforcer comes in... free action Intimidate so long as I hit them with non-lethal damage!
I actually was doing that in a different campaign... Non-lethal damage is great until you encounter creatures that are immune/resistant to it, and when your DM starts getting tired of you subduing and questioning every enemy. Also, if you have anyone in the group with an honor code, executing a subdued enemy becomes an even greater problem. Just pitfalls to consider.

Yup, noted. I actually figure we will run into some undead eventually beneath Waterdeep, so I know most of my tricks won't work then (immune to mind effecting and non-lethal).

Still, this DM has mentioned repeatedly that he wants us to really consider non-lethal force, especially when up to Rogue-ish behavior in the city as he doesn't want us playing bloodthirsty killers.
He also mentioned that the city watch is cracking down heavily (hence why the last thieves guild was destroyed) and that they are a lot more lenient towards that kind of behavior as opposed to leaving a lot of bodies behind. This goes double for any encounters with the Watch, as he hinted that killing one would have dire repercussions for the group.

Honestly, more and more this is sounding less like a sandbox city-based morally grey Thief campaign.... and more like an episode of the A-Team, fantasy-style.

But *shrug* I just want to play Pathfinder, and I don't have a lot of other options at the moment unless I run a game myself.
I'm planning on eventually running Skulls & Shackles, but I'd still like to get some player time in.


You could also carry around a pair of gauntlets/Spiked Gauntlets if you want the "unarmed combat" flavor, d6 damage etc, but they'll deal normal damage against undead in a pinch if you can't find a way to boost your normal damage, also would still allow you to sneak attack normally. They could also be imbued with Bane:Undead for a +1 enhancement bonus (+2 total) which will add an extra 2d6 damage that stacks with everything else & adds an additional +2 to hit & damage against undead as the Bane quality makes weapons act as +2 higher than its real bonus.

The Exchange

ive actually played this rogue build to 3rd level, when it became incredibly boring. i went half-orc thug/scout. took enforcer at level one, weapon focus at 2, dazzling display at 3. maxed cha, with a trait bonus to intimidate and a mw tool so i had an effective +16 to intimidate checks which meant i could almost always meet the requirement to make foes frightened for a round. so with dazzling display i would talk about my awesome orc bite attack and everyone would run away ending combats by myself. or, they would be immune to fear and i would diddle around.

if you wanna stick with this build, be a half-orc get toothy and buy an amulet of mighty fists for merciful. so your bite attack is nonlethal which qualifies for your sap master nonsense, and you can apply sneak attack damage as normal.

imo the build sucks to play, as combat is just up to whether the enemy is immune to fear or not.


One question regarding nonlethal damage to intimidate:
The blade of mercy trait lets you deal nonlethal with slashing weapons without penalty and increases the damage by +1.
Can you use that trait to deal nonlethal damage with natural attacks that deal slashing damage? Like claws and bites (bites to p, b and s damage).

The Exchange

Umbranus wrote:

One question regarding nonlethal damage to intimidate:

The blade of mercy trait lets you deal nonlethal with slashing weapons without penalty and increases the damage by +1.
Can you use that trait to deal nonlethal damage with natural attacks that deal slashing damage? Like claws and bites (bites to p, b and s damage).

you can, but its only so so with this build, since sneak attack damage doesn't work for nonlethal unless the weapon normally deals nonlethal damage. it is nice for the toothy build tho, since you can do nonlethal bite attacks that are also bludgeoning that count for sap master stuff, and you still get that +1 damage

The Exchange

it is also funny to have a character runnin around scarin people by bitin em gently or threatening to do so

Dark Archive

Ravennus wrote:
prototype00 wrote:

If I may humbly offer my intimidate rogue experience to the OP? I think I'm viewed as something of a deviant for liking the intimidate rogue build, but I think it works shockingly well on things susceptible to intimidate (which I don't have the full list for, but everything with limbs sans undead and constructs probably).

The two archetypes you will want to look at are Thug (for intimidate control) and scout (for damage) and here are the feats that make the build sing:

Bludgeoner (deal nonlethal damage with bludgeoning weapons)
Enforcer (When you deal nonlethal damage, you get to intimidate as a free action)
Sap adept (Nonlethal bludgeoning damage gives a damage bonus based on SA)
Sap Master (Nonlethal bludgeoning damage gives 2x SA if opponent is flat footed).

So,
1.)when you hit an enemy with a bludgeoning weapon and dealing nonlethal damage (thanks to bludgeoner),

2.)you get to make an intimidate check as a free action (thanks to enforcer)

3.)and if you successfully make them shaken for more than three rounds (cake, because enforcer makes the rounds of shaken equal to your damage and the thug archetype automatically tacks on one free round, you basically need to do three points of damage), they are frightened instead (thanks to the thug archetype)

4.)which means they will run away at full speed from you for a round and in so doing, waste their round.

So at first level (Human, so take bludgeoner and enforcer as your bonus and 1st level feats) you can basically make anyone you hit run away from you at full speed as long as you successfully intimidate them (I'd go with a strength build and take the "strong impression" rogue talent to add strength to intimidate, also don't dump cha).

Then at higher levels, you can play the shatter defenses = so much damage game which I can relate to you if you're interested.

prototype00

That is EXACTLY the build I was looking at... the main difference being that I was thinking of going Improved Unarmed...

I play this build myself (went natural weapon ranger instead of rogue but everything else is the same), and have to clarify a few things on this build that are slightly incorrect.

First the Frightened effect does NOT make the target run away from you at top speed. It makes them flee in whatever method they choose. If they can teleport/Dimension Door, Fly or go intangible those count as fleeing and really hoses you in the fight.

Second, be careful on your placing especially if you try to use this trick in an alley. If the target doesn't have a clear path to flee to then the frighten effect doesn't work and they turn and attack you.

Third, remember EVERY time you make an additional intimidate check on the same critter the DC goes up by 5. This usually means you can try it about 3 times before your target is immune to your ability.

Finally the build does get a little boring after a few levels since your opponents are ALWAYS running around and you (and your party) spend every fight chasing the guy down. Any full BaB class/TWF build is going to hate you since they will NEVER get a full attack off and most of them will tell you to quit doing it.

Frightened:

A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.

Have fun but remember if you can't drop it in 2-3 rounds it WILL turn and one shot you for doing this.


Hangman Henry IX wrote:

ive actually played this rogue build to 3rd level, when it became incredibly boring. i went half-orc thug/scout. took enforcer at level one, weapon focus at 2, dazzling display at 3. maxed cha, with a trait bonus to intimidate and a mw tool so i had an effective +16 to intimidate checks which meant i could almost always meet the requirement to make foes frightened for a round. so with dazzling display i would talk about my awesome orc bite attack and everyone would run away ending combats by myself. or, they would be immune to fear and i would diddle around.

if you wanna stick with this build, be a half-orc get toothy and buy an amulet of mighty fists for merciful. so your bite attack is nonlethal which qualifies for your sap master nonsense, and you can apply sneak attack damage as normal.

imo the build sucks to play, as combat is just up to whether the enemy is immune to fear or not.

Few things about this...

First, you played it up to 3? You know you don't get the Scout charge ability until lvl 4 right?

Also, why would you max charisma? If this is the build you are going for, Charisma is otherwise useless. I'm still putting ranks into bluff and diplomacy just because I want to also be the back-up face of the group, but putting 18 in charisma is just excessive... especially when I can be putting those points into STR, DEX, and CON.

The Orc bite attack... even if you get an amulet of mighty fists with merciful it doesn't suddenly turn the piercing damage of the half-orc bite into bludgeoning.... which you need for the "sap master nonsense".
Also, how do you even AFFORD an Amulet of Mighty Fists at level 3?? They cost 5000 gold for even a +1 version, and the WBL for level 3 is 3000... not to mention my DM hates the whole 'magic-mart' idea, and so basing my character builds around any kind of specific gear is usually doomed to failure.

BTW, frightened is not the go-to tactic for my character. I would use it sparingly and strategically, and it also wouldn't be the only tool in my arsenal. Why the hell would you "diddle around" if something was immune to fear? You should still have other abilities, like normal sneak attack, and ideally other skills to contribute. If you aren't dumping everything for Charisma, you shouldn't be a slouch in combat even without intimidate and Sap Master doubling your sneak attack dice.

So yeah.... not the way I plan to play it, and honestly it sounds like you are going about it all wrong.

Anyway, I know everyone looks at Half-orc because they get the *gasp* +2 racial to intimidate... but IMHO the extra feat and human options (ESPECIALLY with the ARG) are well worth it, as well as the extra rogue talent every 6 levels. Also, my DM allows Half-orcs... but they suffer from a LOT of prejudice and stick out like a sore-thumb in his version of Forgotten Realms, especially in the city, so I would have to contend with that. No thanks... I'll play a human and blend in with the masses. :)

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