Brimgoth the Feral |
I need some help finding a power for a build I have been working on for a S&S campaign. I am trying to build a sap rogue that utilizes intimidate. At 9th level I am going to transition him into the Dimensional Agility line (using Horizon Walker) so that I can teleport around the battlefield sapping people to take as prisoners.
There was one feat or trait that I found once but have been unable to find again. If I remember it correctly, if you demoralize an opponent you get a free attack against them. Does anybody recall where this came from?
Wonderstell |
Not related to your question, but you might want to pick up the Unnatural Presence trait if you don't have it.
Allows you to intimidate animals and vermins, too.
Fruian Thistlefoot |
Was going to help till I saw the word:
rogue
I'm a fan of a Magus Whip user who throws on a ton of Debuffs (Intimidate is defiantly one) Using a Cruel Whip, Enforcer, and Int to Intimidate checks.
Another good Option is Slayer 7/Horizon Walker. Studied target @ level 7 gives you bonuses to Intimidate and allows you to study the target as a swift action. You also transition faster into Horizon walker and get to D.Door/ Dim Agility much sooner.
Heretek |
Typically used things for intimidate builds:
Blade of Mercy trait: Take no penalty for using a lethal weapon as non-lethal.
Enforcer: Free intimidate to shaken with every non-lethal attack
Hurtful: Free attack off a successful shaken, shaken lost if you miss.
Cruel weapon property: When you hit an enemy who is shaken they also become sickened.
Brimgoth the Feral |
I was going to go Slayer originally, but with going Sap Master for double backstab with nonlethal, the Slayer would take me forever. My thought was to use the Scout Archtype for rogue to charge an opponent and get my backstab, use the rogue talent that allows me to do max backstab with a concealed weapon, sap them for double max backstab damage nonlethal, demoralize them with Enforcer, the do it again with Hurtful. I will also take the Thug archtype for rogue and drop 1d6 backstab to make them sickened on top of it. At end game, I will do the same thing but will dimension door all over the battlefield sapping everybody into unconciousness.
I thought about going the Bludgeoner route, but decided the small amount of additional damage was not really useful enough with this build since it really focuses its time on the max and double backstabs.
Thanks for the resources guys.
Gisher |
Typically used things for intimidate builds:
Blade of Mercy trait: Take no penalty for using a lethal weapon as non-lethal.
Enforcer: Free intimidate to shaken with every non-lethal attack
Hurtful: Free attack off a successful shaken, shaken lost if you miss.
Cruel weapon property: When you hit an enemy who is shaken they also become sickened.
I'll add the new Merciful Scimitar trait from Weapon Master's Handbook. It's like Blade of Mercy (restricted to scimitars), but is a combat trait rather than a faith trait. It's great if you also wanted to take a faith trait like Fate's Favored. That's great synergy for a Half-Orc Magus with an Intimidate build.
Brimgoth the Feral |
I am noticing too many feats here that will work. Like, what us the difference between cornugan smash and enforcer?
I don't think I have enough feats for dazzling display, and I think the aoe intimidate doesn't really help the build. Though, I do like shatter defenses.
Thanks for all the tips too, it is really a lot to fit into a build.
Gisher |
I am noticing too many feats here that will work. Like, what us the difference between cornugan smash and enforcer?
I don't think I have enough feats for dazzling display, and I think the aoe intimidate doesn't really help the build. Though, I do like shatter defenses.
Thanks for all the tips too, it is really a lot to fit into a build.
The differences between Enforcer and Cornugan Smash are:
(1) Enforcer is available at much lower levels.
(2) Enforcer requires you to deal non-lethal damage, but Cornugan Smash doesn't.
(3) Cornugan Smash requires that you have and use Power Attacks, but Enforcer doesn't.
(4) When using Cornugan Smash the Shaken condition lasts the normal amount of time. For Enforcer it lasts one round per point of non-lethal damage which is usually much longer than normal.
(5) On a critical hit, Enforcer can sometimes add the Frightened condition.
2ndGenerationCleric |
I recommended Dazzling Display as it's the prerequisite for Shatter Defenses. And I recommend it as your first turn demoralizes everyone. Unless they save. From there you attack the ones that were scared and get sneak attack on them for multiple turns. Plus anyone else who failed has a -2 to hit you.
666bender |
Thug archtype, find a way for lucene hammer proficiency(suggest dip a lv in trapper ranger to get your trapfinding). With combat reflexes,bludgeoner and enforcer, you get on hit fear per creature, once
per creature, 1 round, no save.
Why reflexes? It is a useless feat for a rogue - there isnt a way to trigger aoo...
Just a Mort |
So that you send them running before they get to hit you. You can do it with a sap, I suppose, but you lose part of your area of control. If you're using scout archtype, after they run from you, you charge them back for sneak attack.
I really don't get why people would want to play rogues when most of your combat contribution doesn't occur unless a specific set of conditions are fulfilled. And trying to get them fulfilled can get you killed in the process.
Also - if you do get there, shatter defences means you smack him as he comes in, inflict shaken, then have a full round of sneaks, when your turn starts.
Brimgoth the Feral |
So, here is my build so far.
Brimgoth, Kobold Rogue(Thug, Scout) X, Horizon Walker 3
Str:18
Dex:17
Con:17
Int:15
Wis:14
Cha:13
R1:Feat:Enforcer
R2:Rogue:Hurtful
R3:Feat:Endurance
R4:Rogue:Underhanded
R5:Feat:Sap Master
R6:Rogue:Intimidating Presence
HW1:Feat:Weapon Focus-Sap
HW2:
HW3: Feat:Dimensional Adept
R7:
R8: Feat:Dimensional Assault Rogue:Dazzling Display
R9:
R10: Feat:Dimensional Savant Rogue:Shatter Defenses
R11:
R12: Feat: Rogue:
R13:
R14: Feat: Rogue:
R15:
R16: Feat: Rogue:
R17:
Not sure really on some of the other stuff. I may move some of it down and pick up some flavor stuff since the AP will be Skulls and Shackles and I will most likely be the person who 'motivates' the rowers. My general build is for ship to ship combat, taking prisoners by knocking people out. Kind of an anti-kill slaver guy. Let me know if you see anything I could do better with the build though.
Just a Mort |
Disheartening display is better then Thug. The fear duration lasts longer, but it makes a lucene hammer even more attractive. You hit em as they come in, for shaken, then blast disheartening display out, they're frightened for...uh next to forever, since enforcer lasts really long.
You take a -4 to intimidate checks forr creatures bigger then you, which is like, everyone, since kobolds are small. 2 lv dip of order of cockatrice cavalier nets you dazzling display for free.
Kaboogy |
A few months back paizo released Pathfinder Unchained, which had some optional rules, and new versions of the monk, rogue, barbarian and summoner (these versions are legal to play in PFS and such). The unchained rogue is significantly better than the regular one.