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Tha_Dreaz |
A 1st level Half-Orc sorcerer, in Pathfinder, is really really powerful.
He can take one rank in Intimidate... get a +3 bonus for taking that rank... get a +2 bonus for being a Half-Orc... take a +2 feat bonus from Persuasive... have up to a 20 CHA since Pathfinder Half-Orcs can have a 20 CHA at first level and thus a +5 ability modifier to Intimidate.... then he can use his 1st level arcane magic to cast Enlarge Person on himself an thus get a +4 size bonus...
What does that add up to?
1D20 +17...
As you can see from the newly designed Pathfinder Intimidate rules... this pretty much makes everything in a 30' radius of the Sorcerer Shaken...
According to page 563 of the Pathfinder Core Book... "Fear effects are cumulative"... a shaken creature who is again made shaken becomes Frightened... a Frightened creature made shaken becomes Panicked...
basically this means a Half Orc sorcerer only needs 2 standard actions to make everything in the dungeon run away... 3 standard actions and you might get some of their dropped equipment too.
I dislike the Intimidate rules in Pathfinder as opposed to the 3.5 rules... the 3.5 rule involved an opposed roll which incorporated such things as a halfling's racial bonus against Fear effects.
I think what you're going to see if Pathfinder ever gets put out there in big tournament events like DND is that people are going to find a way to exploit the new Intimidate rules and pretty much ruin the dungeon.
Should either bring back the opposed modified hit die check or allow a Will save against demoralization... something needs to be done because automatic success is rampant
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![Snowdrifter](http://cdn.paizo.com/image/avatar/10snowdrifters.jpg)
I think you forgot the 1 rank, I see +17.
I haven't looked at it, but 1, I think the fear from Intimidate only lasts 1 round, and wouldn't stack with itself.
This is my recollection too. Fear effects from the same source do not stack.
Also, given that Dazzling Display explicitly saves you can demoralise mall opponents within 30 ft (the same range as a standard intimidate) it seems that you can only demoralise one foe at a time with an intimidate check normally.
So congratulations, you've made Fred the Orc really fearful. Unfortunately, Dave, Barry and Simon the Orcs are now beating on you with sticks.
Plus, getting a 20 at first level is VERY expensive. It costs you 17 points. That's out of the reach of everyone except High or Epic fantasy point buy. And they leave you with 3 or eight points respectively, enough to get, at most one stat of 13 (High Fantasy) or one of 11 and one of 15. That level of specialisation will mean reduced hp or reduced AC neither or which is good for a low level sorcerer.
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KnightErrantJR |
![Hermit](http://cdn.paizo.com/image/avatar/New-05-Hermit.jpg)
I mentioned this in another thread, but yeah, I'm pretty sure you can only demoralize an opponent once. The consequence of them being demoralized is that they are shaken, which if you apply some other fear effect from another source can cause them to become frightened and then panicked, but they can't be further demoralized, because they are already demoralized and can't become "more demoralized," much like someone can't become "more asleep" or "more dehydrated," etc.
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Quandary |
![Ardeth](http://cdn.paizo.com/image/avatar/ardeth.jpg)
I believe the standard usage of the skill only affects one opponent.
Some of the wording is slightly ambiguous but I'll demonstrate here:
Intimidate (Cha)
You can use this skill to frighten your opponents or to get them to act in a way that benefits you. This skill includes verbal threats and displays of prowess.
The italicized part can be read in a general way, i.e. the phrase "a fighter can use his Greataxe to kill his opponents" does not mean the action to use his Greataxe necessarily affects multiple opponents, but it's saying his enemies (plural) comprise a group which can be so effected (by individually targetted Attack Actions, in this analogy).
Demoralize
You can use this skill to cause your opponents to become shaken for a number of rounds. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. If you are successful, the target is shaken for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten opponents in this way if they are within 30 feet and can clearly see and hear you.
Again, the first italicized sentence is nearly identical to the introductory senstence for the entire skill - Reading it as a general description, rather than a specific prescription to affect multiple targets is completely reasonable. The bolded part is a singular term. I won't actually quote the other sections of Intimidate (for it's other usages), but they also contain language assuming singular targets. Pretty much any other effect in the game which targets multiple enemies or all enemies in a given AoE EXPLICITLY SAYS THIS, while Intimidate does not say this.
The wording COULD easily be improved, since the use of the plural in the "you can cause your opponents" sections COULD be interpreted as indicating multiple targets (though the rest of the text doesn't follow thru with that interpretation).
Hopefully we see this updated in the next printing/ PDF/ PRD update...
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ZappoHisbane |
![Steel Predator](http://cdn.paizo.com/image/avatar/48_SteelPredator.jpg)
Mulitple (almost anything) from the same source do not ever stack unless it says so specifically.
Becoming Even More Fearful: Fear effects are cumulative. A shaken character who is made shaken again becomes frightened, and a shaken character who is made frightened becomes panicked instead. A frightened character who is made shaken or frightened becomes panicked instead.
So the question is really can an Intimidate check affect the same person twice? Personally, I don't see why not. The "almost anythings" that you're referring to are generally typed bonuses. The demoralize action applies a fear effect, and fear effects are cumulative as per the text above.
Note that for a single character to get a target to the Panicked state he has to beat the DC by at least 10 on the first try (to get it to last at least 3 rounds), and also give up 3 rounds of actions. If your barbarian is that scary, chances are decent he could just kill the poor bloke in that amount of time too.
Edit: Actually, he's got to beat the DC by 10 every time. Subsequent attempts on the same target raise the DC by +5 each time, regardless of success or failure (as discussed in the previous thread).
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![Hag Eye Ooze](http://cdn.paizo.com/image/avatar/PZO9072-HagEye_500.jpeg)
Intimidate rules... this pretty much makes everything in a 30' radius of the Sorcerer Shaken...
According to page 563 of the Pathfinder Core Book... "Fear effects are cumulative"
I think you have two errors in your thinking.
1) Doesn't it take 1 minute to Intimidate, not a standard action?
2) While fear effects stack (cumulative), effects from the same source don't stack. So you can Intimidate every minute for a day and they are still only effected by one Intimidate. PRPG p208 (applies to both bonuses and penalties explicitly)
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Tha_Dreaz |
Except that the example uses a Half Orc Sorcerer :))
Don't forget how ridiculous this is... it's not a big, scary, Barbarian... it's a shrimpy, skinny, UGLY Half-Orc... with a CHA of 20.... and he can make himself larger with a first level spell... large and shrimpy, yes, but large nonetheless. LOL large and scary.
Yeah, it says on the page number I specified earlier that fear effects are cumulative... doesn't say anything about "not-stackable" since it's from the same source... it says it "IS cumulative"... which means it IS stackable... although "stack" is usually a term used for bonuses... not penalty or status... we use the term "cumulative" for that.
Things that are cumulative ALWAYS "stack" with the same source... like when a golem enters combat... every round, the chance that he will go nuts and flip out increases by one percent... those 100 different percentile points aren't coming from 100 different sources.
Yes, the shaken status will last for longer than 1 round; if you have a +17 modifier added to a twenty-sided die roll, you're pretty much going to beat the DC by way more than 5. If your modifier is +17, and your foes don't have a WIS score greater than 19, then you can demoralize any of them who have up to 3 hit dice 95% of the time (barring the roll of a 1). How many 3 hit die monsters have a 19 Wisdom? Not many...
To put that in perspective, just the +17... without the die roll... is enough to make any 2 hit die creature with 10 WIS shaken for 2 rounds.
Minimum non-failure success means rolling a 2. That's a result of 19... now that same 2 hit die enemy can have a WIS of up to 15 and you still have him shaken for 2 rounds. That means on the second round, if you roll another 2, he is now fleeing. So were all his buddies within 30' of you.
It says usually fear effects involve a Will save... notice that... "usually." Intimidate, in Pathfinder, involves absolutely no opposed roll... unlike 3.5.... not even a saving throw
It also says that demoralizing your opponents affects all your foes who can see or hear you within 30'
If I'm a bard and I use my Inspire Courage to affect everyone who can see or hear me in the radius of effect... does it only affect one person or does it affect ALL my allies? It affects all my allies who can see or hear me and who can be affected by morale conditions.
Fear and similar demoralizing affects are only useless against mindless foes, paladins who are immune to fear (at least in 3.5 paladins were immune to fear, haven't checked Pathfinder yet), and I think the oddball intelligent undead creatures who, for some strange merit of being undead, are still immune to all mind-affecting compulsions even though they are not mindless. Like Vampires, Ghosts, and stuff like that.
I don't think there is any way we can try to take what the book says differently... I don't think you can actually interpret your way around this... you simply HAVE to make a DM ruling about this rule...
So, Intimidate is going to be one of those things that works in various ways in various DM's games.
In my opinion, we needs to get this fixed!
A lot of you have posted your interpretations of the Intimidate rule and I think that's pretty much what it's going to require to work: an original interpretation.
I still like Pathfinder, I'm not hating on it! Just want to get her streamlined :)
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![Cayden Cailean](http://cdn.paizo.com/image/avatar/cayden_final.jpg)
According to the SRD it is actually a penalty.
As to Intimidate, it's a great trick, right up until you meet fear-immune enemies.
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Tha_Dreaz |
Quandary:
Demoralize
You can use this skill to cause your opponents to become shaken for a number of rounds. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. If you are successful, the target is shaken for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten opponents in this way if they are within 30 feet and can clearly see and hear you.
Yeah, you bolded the word "target" in a sentence talking about the difficulty class.... but you'll notice it's surrounded by two plural words.... "opponents"... and "opponents.".... and finally "they"... that's three plural words.
The reason why the word "target" is used is because each target will have a specific DC.
Every creature has their specific hit dice and specific wisdom modifier. Each creature is a different hypothetical. Therefore, the "target DC"... not the "target DC's"....
There can be no "target DC's" that "IS" such-and-such... that is like saying all the creatures in the group are going to have an equivalent DC... which they do not.
Obviously, each creature has its own DC to compare your result with and must be taken in individual cases, that is why that particular language is used with respects to difficulty class.
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Tha_Dreaz |
Ha, TriOmeg, you're right, it does say Ray of Enfeeblement creates a penalty to STR. That's nuts.
And it's nuts because of this:
p. 311 Penalty: A negative modifier to a die roll.
Ray of Enfeeblement doesn't create a negative modifier to a die roll, it reduces a ray score by a certain amount. Arguably, it's not a penalty.
scratch that "ray score"... should read "raw" score
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![Cayden Cailean](http://cdn.paizo.com/image/avatar/cayden_final.jpg)
I don't have my PRD bookmark, but my PDF copy of the Core Rulebook says the same thing.
As does the PRD. Still searching for 'penalty' definition in the PRPG.
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![Hag Eye Ooze](http://cdn.paizo.com/image/avatar/PZO9072-HagEye_500.jpeg)
doesn't say anything about "not-stackable" since it's from the same source... it says it "IS cumulative"
Things that are cumulative ALWAYS "stack" with the same source.
does it only affect one person or does it affect ALL my allies?
That isn't how the rules work. It doesn't stack and unless the ability says "future Intimidates stack for fear state" your theory that it IS cumulative isn't based on the rules. It doesn't stack with itself, period.
As for the other example, Intimidate says "the target" but Inspire Courage says "your allies." One is an area (Inspire Courage) and the other is a single target (Intimidate.)
No way to interpret it differently without adding words or meanings that are not obvious. Could it be worded differently to eliminate your interpretation? Yes. Should it possibly be working differently? Sure
Something like "is cumulative with other fear effects" would cover your cumulative argument.
The use of "the target" on the other hand is explicitly single target, so there is no need to change the text.
Ray of Enfeeblement isn't a penalty, it's ability damage... you can take ability damage numerous times from Ray of Enfeeblement. Ability damage, like all damage, accrues.
It is a penalty, not damage. It doesn't stack because penalties from the same source don't stack.
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ZappoHisbane |
![Steel Predator](http://cdn.paizo.com/image/avatar/48_SteelPredator.jpg)
That isn't how the rules work. It doesn't stack and unless the ability says "future Intimidates stack for fear state" your theory that it IS cumulative isn't based on the rules. It doesn't stack with itself, period.
As for the other example, Intimidate says "the target" but Inspire Courage says "your allies." One is an area (Inspire Courage) and the other is a single target (Intimidate.)
No way to interpret it differently without adding words or meanings that are not obvious. Could it be worded differently to eliminate your interpretation? Yes. Should it possibly be working differently? Sure
Something like "is cumulative with other fear effects" would cover your cumulative argument.
The use of "the target" on the other hand is explicitly single target, so there is no need to change the text.
Can you quote the rule that states that it doesn't work like this James? The fact that multiple fear effects are cumulative (and specifically stated as such in the Glossary as quoted above), plus the face that you are permitted to attempt Intimidates multiple times (without regard to success or failure, albeit at increased difficulty) seems to support the interpretation being offered.
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Steve Geddes |
![Adowyn](http://cdn.paizo.com/image/avatar/PZO1131-Adowyn_500.jpeg)
Is it that broken? I hate it when our enemies all run away. Invariably they go, rouse a rabble and come back in force - this time determined to shoot the crap out of that scary dude at the back. All in all, it seems you've created a really intimidating, one-dimensional character who makes all the party's opponents shaken or alternatively makes them run for help. When they return with reinforcements within the next hour, it's harder to repeat the process. Plus you're a prime target.
I expect I'm going to allow it in my games and nobody is going to do it.
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![Cayden Cailean](http://cdn.paizo.com/image/avatar/cayden_final.jpg)
Pathfinder has updated the definition of penalty as well. See here.
Some spells and abilities cause you to take an ability penalty for a limited amount of time. While in effect, these penalties function just like ability damage, but they cannot cause you to fall unconscious or die. In essence, penalties cannot decrease your ability score to less than 1.
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LoreKeeper |
![Darius Finch](http://cdn.paizo.com/image/avatar/7.-DariusFinch.jpg)
@Tha_Dreaz
You forgot to add the extra bit about the Intimidate skill's demoralize action:
Action: Using Intimidate to change an opponent’s
attitude requires 1 minute of conversation. Demoralizing
an opponent is a standard action.
It is clear that you can only use Demoralize on a single opponent at a time (as a standard action) - but multiple opponents over time with multiple actions.
This is also the only way that the Dazzling Display feat has any meaning at all:
Dazzling Display (Combat)
Your skill with your favored weapon can frighten enemies.
Prerequisite: Weapon Focus, proficiency with the
selected weapon.
Benefit: While wielding the weapon in which you have
Weapon Focus, you can perform a bewildering show of
prowess as a full-round action. Make an Intimidate check to
demoralize all foes within 30 feet who can see your display.
If you could demoralize all foes within 30 feet as a standard action already from the basic intimidate skill, why would you shoot yourself in the foot by now doing it slower? It is clear that the meaning (and the intention) is that Demoralize works on a single target as a standard action. And there is a feat that allows you to intimidate all enemies in range.
...
What is arguably less obvious is whether or not repeated demoralize actions stack. From my reading of RAW it is that they do stack (see cumulative fear effects) and also that the balance is well maintained by requiring the potential panicker to succeed on 3 consecutive intimidate checks at +10 to the target's fear resistance to panic him or her for 1 round (due to the way intimidation gets harder as shown previously in one of the posts).
This, to me, is also one of the clearest signs that regardless of interpretation of RAW, the intention is to allow demoralize from the same source to stack - otherwise what is the point of making the intimidate DC harder for the same source if the effects would not stack?
Try Again: You can attempt to Intimidate an opponent
again, but each additional check increases the DC by +5.
This increase resets after 1 hour has passed.
This hardening of the DC ensures all the balance the creatures really need to resist a panicker well. If a build really goes all out to intimidate well, then it deserves to reap benefits - if those benefits only really happen after 3 rounds of hard work (not doing much else), then that is fair. Simple level 1 spells can achieve similar results faster.
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Steve Geddes |
![Adowyn](http://cdn.paizo.com/image/avatar/PZO1131-Adowyn_500.jpeg)
This, to me, is also one of the clearest signs that regardless of interpretation of RAW, the intention is to allow demoralize from the same source to stack - otherwise what is the point of making the intimidate DC harder for the same source if the effects would not stack?
Maybe you failed the first time - that's what it usually means when you try a skill a second time isnt it?
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![Snowdrifter](http://cdn.paizo.com/image/avatar/10snowdrifters.jpg)
So, after spending one round to cast EP, then another three rounds (at increasing DCs each round), you can automatically succeed at making ONE creature run away. Is that really the most effective use of your time?
As for where the rule that it's only one cresture, look at Dazzling Display, If Intimidate usually affected multiple creatures, the wording wouldn't be needed and DD would be a worse option than a straight intimidate check.
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![Feiya](http://cdn.paizo.com/image/avatar/PZO1125-Feiya_90.jpeg)
@Tha_Dreaz
You forgot to add the extra bit about the Intimidate skill's demoralize action:
Quote:Action: Using Intimidate to change an opponent’s
attitude requires 1 minute of conversation. Demoralizing
an opponent is a standard action.It is clear that you can only use Demoralize on a single opponent at a time (as a standard action) - but multiple opponents over time with multiple actions.
This is also the only way that the Dazzling Display feat has any meaning at all:
Dazzling Display (Combat)
Your skill with your favored weapon can frighten enemies.
Prerequisite: Weapon Focus, proficiency with the
selected weapon.
Benefit: While wielding the weapon in which you have
Weapon Focus, you can perform a bewildering show of
prowess as a full-round action. Make an Intimidate check to
demoralize all foes within 30 feet who can see your display.If you could demoralize all foes within 30 feet as a standard action already from the basic intimidate skill, why would you shoot yourself in the foot by now doing it slower? It is clear that the meaning (and the intention) is that Demoralize works on a single target as a standard action. And there is a feat that allows you to intimidate all enemies in range.
I had issues with intimidate over the weekend being used to affect multiple people and decided to let it slide until I had time to research it more and think about the way it was written. As pointed out, I'd have to agree it only affects one target as it would make Dazzling Display pointless.
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![Hag Eye Ooze](http://cdn.paizo.com/image/avatar/PZO9072-HagEye_500.jpeg)
Can you quote the rule that states that it doesn't work like this James?
I already did, see above. Page 208 stacking rules are not negated by the "is cumulative" statement. It would need to say "is cumulative including previous Intimidates" to vacate the general rule that nothing stacks with itself.
This, to me, is also one of the clearest signs that regardless of interpretation of RAW, the intention is to allow demoralize from the same source to stack - otherwise what is the point of making the intimidate DC harder for the same source if the effects would not stack?
No, that is for "crap I failed to Intimidate. DM, I want to try again."
Since, by RAW, you can't gain anything from doing Intimidate on a successfully Intimidated foe it doesn't matter that the DC increases on success. You will never need to meet that DC anyway.![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
LoreKeeper |
![Darius Finch](http://cdn.paizo.com/image/avatar/7.-DariusFinch.jpg)
From page 208:
Stacking Effects: Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don’t stack even if they come from different spells (or from effects
other than spells; see Bonus Types, above).
It is quite clear that spells generally don't have stacking bonuses and penalties. And that bonuses of the same type don't stack.
The case for the penalty from Intimidate (the skill) stands as strong as before, if not stronger (since they explicitly excluded penalties from stacking in general in the quoted text above, in spite of including it explicitly for spells).
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![Yakmar](http://cdn.paizo.com/image/avatar/Yithdul2PEARCE.jpg)
The Demoralising aspect of Intimidate imposes a Condition on a foe. It does not directly impose penalties, or bonuses. Unless there is something that says explicitly that Conditions are not cumulative (and in the case of Fear Conditions, the exact opposite is stated) then multiple uses of Intimidate by RAW seem to be cumulative.
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hogarth |
![Unicorn](http://cdn.paizo.com/image/avatar/unicorn2.jpg)
ZappoHisbane wrote:Can you quote the rule that states that it doesn't work like this James?I already did, see above. Page 208 stacking rules are not negated by the "is cumulative" statement. It would need to say "is cumulative including previous Intimidates" to vacate the general rule that nothing stacks with itself.
James, it specifically says that fear conditions stack. And the skill specifically says that you can try to Intimidate a target more than once. Are you saying that the general rule overrides those two specific rules?
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Tha_Dreaz |
You guys, fearfulness is not a penalty
If you are Shaken, being Shaken penalizes you
If you go from Shaken to Frightened, you aren't "penalized"
And if you go to Panicked, you aren't penalized...
There are no penalties to "stack".... or even penalties to "accumulate"
The whole thing with whether or not penalties and bonuses "stack" is moot because we're talking about status conditions here...
Some status conditions do accumulate especially those that have to do with morale or attitude. People have brought up the example of how fatigue accumulates to exhaustion... In 3.5 DND, you can change someone's attitude from unfriendly, to neutral, to friendly just by using progressive Diplomacy checks.
I realize, you guys, that Pathfinder probably didn't intend for Imtimidate to be used to demoralize mass foes... who knows if they intended for demoralization to create multiple, accumulating Shaken conditions which progress into Fright or Panic.
My point is, who cares what it's intended for? Until the writers or publishers explain what their original intention was, all we have to go on is some wording which, evidently, most of us cannot agree on because of how ambiguous it is.
High five!
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Tha_Dreaz |
Also, some people have advanced... why there are certain feats or abilities that let you do things like... demoralize multiple foes... why would this be if the Intimidate skill check could demoralize multiple foes?
I don't know, is the Frightening Display, or whatever it's called... is that a charisma-based check? If it's not based on CHA, I could see how it's there as an alternative to Intimidate. Maybe your barbarian just didn't have enough INT and CHA to make it worth his while to take Intimidate ranks... okay, so there's an option, maybe?
I mean, it wouldn't be the only time that a company (Wizards, ahem) published prestige classes or class features that are pretty much worthless in the face of basic PHB fundamentals...
Continuing along the theme of Intimidation... you know there are at least 2 different Gnome prestige classes I can think of... the Giant-Slayer and the Blade Bravo... which create a gnome who is an efficient killer of larger-sized creatures.... A Giant is 2 size categories larger than a gnome and gets +8 bonus to Intimidate said gnome.
Now our gnome giant-slayer is running in mortal fear of his life.... from a giant... how pitiful is that?
Blade Bravo... same thing.
Why would they even MAKE those prestige classes if they're worthless against larger-sized creature by merit of Intimidation?
I don't know :)
As a DM, I never use Intimidation in my games; I think it's bunk to make players act afraid of something when they'd rather role play bravery. I think bravery should be as much a quality of your character as it is a condition of your morale.
Regardless of what we decide on how Intimidate may or may not be used to demoralize enemies, one thing we probably all realize is how Pathfinder pretty much abandoned things like morale bonuses and racial bonuses where fear effects are concerned....
Bard's Inspire Courage still says it provides a +1 morale bonus against Fear, etc... but if I can't use that to resist Intimidation, it kind of sucks.
Same with Halfling Fearlessness... in 3.5, it was fine to add that into your opposed roll against Intimidation... since there is no opposed roll now, Pathfinder excluded the possibility of adding in bonuses like these.
I'm back to my original assertion that the rule could mainly be fixed by re-introducing the opposed modified hit die roll so that BONUSES can be applied as they were intended.
Peace
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![Ezren](http://cdn.paizo.com/image/avatar/PZO1126-Ezren_500.jpeg)
staking shakens aside, the enemy is only shaken for one round due to a demoralize, so you yourself cant increase its fear state before it reverts to normal. if, for instance, the target was receiving a fear effect from another source (such as a dragon), and you intimidated him, his state may go from frightened to panicked, but only for one round, since that is the duration of demoralize's effect. the subject sorcerer could not stack on the shakens unless he could act more than one time in the 1 round that demoralize is functioning.
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Tha_Dreaz |
Paul:
You are right, for the Half-Orc to get the 20, he has to spend 17 points of his point buy and get an 18, then add the +2 to the 18. You might consider this a bad sacrifice, but a lot of min/maxers would not :))
Anyways, you could always roll 3 6's... I'm just saying it is POSSIBLE for a Half-Orc to have a 20 CHA and it's no harder for him to do so than for a human.
My point isn't that it's easy, my point is that it's possible AND improbable. What happened to Half-Orcs being ugly and stupid? Why are they now like uber-humans? Lol They ARE better than humans in Pathfinder...
They lack an extra first level feat, but they get Darkvision, favored class(es), and they speak an extra bonus language... plus there's that whole +2 to intimidate thing.
Human multiclassers have to balance their different classes, but Half-Orcs don't if they use their favored.
Maybe that doesn't make them "better" than humans, but certainly, within a certain pigeon hole of roles, the orc is going to do better than the human, IMO.
Moral: you take one REALLY stupid, REALLY ugly monster... an orc... mate it with a human... and you get something that's better than either parent. Lol
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hogarth |
![Unicorn](http://cdn.paizo.com/image/avatar/unicorn2.jpg)
Do you realize this can be used for any Charisma-based skill? Diplomacy, Bluff, Use Magic Device, etc.
Not exactly -- there are more things that add to Intimidate specifically (size bonuses, Intimidating Prowess, half-orc racial bonus, Intimidating Glare, Enforcer feat from the campaign setting) than there are things that add to Cha-based skills in general.
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![Blue Dragon](http://cdn.paizo.com/image/avatar/Blue-Dragon.jpg)
If you don't know about a core feat in Pathfinder, I advise you to read the feat in the game system you're talking about.
As to the Ugly guy with a high Cha Arguement... Wolverine is a short hairy guy with 6 knives. Illyana is a slender teenaged girl with a glowing sword. When written correctly they're scary as heck.
Now, your hypothetical super-orc has spent his feat, 1/3-1/2 of his skill points, his only feat, and the majority of his stat points to do this trick. So our scary half-orc has 20(18+2) 10, 10, 10, 10, 8.
So lets put him in a dungeon.
He has between 5-7 hit points and 1-3 skill points. One of those skill points was spent on intimidate, so we'll put one in spellcraft.
Now let's pull out the commoner's bane, the housecat. (all rolls are assumed to be 10)
Housecat is likely to go first. Fortunately the fact that the 1/2 orc didn't see him coming (+14 steath vs 0 perception) since his 10 dex means he's not at a disadvantage for being flat footed.
1/2 orc loses hhis AoA and would likely miss (bab 0, str 10. needs a 14 or higher) Cat hits with all three attacks (bab +4 vs AC 10 means a 6 or higher) does 3 points of damage.
Normal round starts, cat wins initative mauls again for 3 points. half-orc is likely at 0 or less, but we'll say he's at 0.
1/2 orc goes to intimidate/cast/do something, makes the roll, so now the cat is -2 to hit. But wait, the cat gets an AoA if the half orc tried to intimidate, hits for 1 point. even if he has 7 HP he's down to 0 HP.
Round three the cat finished him off.
That's a CR 1/4 housecat.
2 Goblins should kill him almost as dead (+6 init vs +0 init) If they charge, they just need a 7 to hit, and do 2.5 points of damage on average. Even if he demoralizes them both (flawed reading of intimidate) the half orc draws AoA unless he 5' steps and the goblins still need an 11 after the demoralizing.
one Skeleton will eviscerate him. He'll likely miss with disrupt undead (+0 BAB, remember?) and it can't be demoralized.
Is the build very good for what it does? Yes. Is it breaking? Hardly.
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![Red Dragon](http://cdn.paizo.com/image/avatar/PZO9093-RedDragon_500.jpeg)
Dragonborn3 wrote:Do you realize this can be used for any Charisma-based skill? Diplomacy, Bluff, Use Magic Device, etc.Not exactly -- there are more things that add to Intimidate specifically (size bonuses, Intimidating Prowess, half-orc racial bonus) than there are things that add to Cha-based skills in general.
True, though a first level character being able to use almost any magic items(wands/staffs) most of the time is still impressive.
Intimidate, it's the new Diplomacy!
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![Red Dragon](http://cdn.paizo.com/image/avatar/PZO9093-RedDragon_500.jpeg)
If you don't know about a core feat in Pathfinder, I advise you to read the feat in the game system you're talking about.
As to the Ugly guy with a high Cha Arguement... Wolverine is a short hairy guy with 6 knives. Illyana is a slender teenaged girl with a glowing sword. When written correctly they're scary as heck.
Now, your hypothetical super-orc has spent his feat, 1/3-1/2 of his skill points, his only feat, and the majority of his stat points to do this trick. So our scary half-orc has 20(18+2) 10, 10, 10, 10, 8.
So lets put him in a dungeon.
He has between 5-7 hit points and 1-3 skill points. One of those skill points was spent on intimidate, so we'll put one in spellcraft.
Now let's pull out the commoner's bane, the housecat. (all rolls are assumed to be 10)
Housecat is likely to go first. Fortunately the fact that the 1/2 orc didn't see him coming (+14 steath vs 0 perception) since his 10 dex means he's not at a disadvantage for being flat footed.
1/2 orc loses hhis AoA and would likely miss (bab 0, str 10. needs a 14 or higher) Cat hits with all three attacks (bab +4 vs AC 10 means a 6 or higher) does 3 points of damage.
Normal round starts, cat wins initative mauls again for 3 points. half-orc is likely at 0 or less, but we'll say he's at 0.
1/2 orc goes to intimidate/cast/do something, makes the roll, so now the cat is -2 to hit. But wait, the cat gets an AoA if the half orc tried to intimidate, hits for 1 point. even if he has 7 HP he's down to 0 HP.
Round three the cat finished him off.
That's a CR 1/4 housecat.
1) I have never believed CHA determines what you looked like unless you wanted it to.
2) Go housecat! Show those casters who's boss!
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Tha_Dreaz |
Archmagi:
it lasts longer than one round if you succeed the check by 5 or more... I had a post on this thread earlier that examines the numerical success rate of beating the check by 5 or more... it's not that hard to make the Shaken status last into a second round... and by that second round, you can make them Frightened.
That being said, the SECOND time you demoralize the opponent, it should not be hard to beat the check by 5 or more.
I'm pretty sure there is no limit on how many times you can demoralize an individual target.... influencing their attitude and behavior, yes... that is specifically capped... but demoralize? Doesn't say in the Intimidate descriptor that it's capped.
What this means is... yeah, your sorcerer might only be able to make everything shaken for 1 round... and flee for 2 rounds thereafter... at which point, they would probably return to the fight? Maybe?
But every time the enemy runs from a threatened square, they are exposed to attack of opportunity.
This sets up the instance where a cycle happens:
Combat begins... enemies attack, sorcerer takes turn to demoralize opponents...
Next round, opponents are shaken and take a -2 to every roll... sorcerer takes turn to demoralize opponents...
Third round, opponents flee, players take attacks of opportunity.
Fourth round, opponents flee... players make ranged attacks.
Fifth round, opponents recover their senses and either A) return to fight even though they handily took 2 rounds worth of unanswered aggression... a poor decision. or B) continue to run away because they're at too far a disadvantage of HP to win and they're not stupid!
Let's say they return to the fight, what are they going to do, Charge action so they can get back into melee range within one round? Okay, so they hustle move / charge back into melee and attack. Players answer back immediately with readied attack actions... possibly killing the enemies preemptively. But let's say the enemies fight on... Sorcerer takes his turn....
You can see how the cycle continues at this point.
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Tha_Dreaz |
Speaking of Housecat vs Commoner...
Have you read the 3.5 Monster Manual errata? Most monsters had their Weapon Finesse racial feat taken away or changed.
I'm pretty sure house cats had their Weapon Finesse taken away... so now they attack using STR, I think, though you may want to look that errata file up
Commoner wins