Michael Sayre
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"Action Types
An action's type essentially tells you how long the action takes to perform (within the framework of the 6-second combat round) and how movement is treated. There are six types of actions: standard actions, move actions, full-round actions, swift actions, immediate actions, and free actions.
In a normal round, you can perform a standard action and a move action, or you can perform a full-round action. You can also perform one swift action and one or more free actions. You can always take a move action in place of a standard action.
In some situations (such as in a surprise round), you may be limited to taking only a single move action or standard action."
| Pendin Fust |
Intimidating glare only applies the shaken condition, using Intimidate multiple times on a foe only applies a longer duration of shaken, it does NOT progress the condition to be frightened or panicked. Also, the foes have to be adjacent to you, and you will have used up both move actions in the round, leaving only a 5-foot step.
RAW, I don't see anything stopping you, RAI, I believe this is only supposed to happen once per round.
| Finlanderboy |
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.
Intimidating Glare (Ex): The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC.
If you can get the shaken to 4 rounds the thug can cause frightened.
Dust Raven
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Basically, yes, since the check is a move action.
It'd be hilarious when this tactic fails or falls short, and the targets end up taking down the barbathug.
It'd be more hilarious if he keeps trying and failing until the last fight, when it finally works and the group is left with nothing to do for a round or two.
Probably also hilarious is it keeps working, but for some reason it's always the exact same two guy who ran away from the last fight.
Sorry, not really hoping any of these ends up being your experience, but the idea of it makes me laugh.
| Nicos |
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.
Intimidating Glare (Ex): The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC.
If you can get the shaken to 4 rounds the thug can cause frightened.
I recomend you to use cornugon smash instead of using your standar action using intimidating glare.
Cornugon Smash (Combat)
Your terrible attacks strike fear into your enemies.
Prerequisites: Power Attack, Intimidate 6 ranks.
Benefit: When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent
| Finlanderboy |
I am making interesting characters to build for new comers to PFS. If it causes hilarity that is even better.
At level 1 the character uses a dagger with blade of mercy and enforcer to cause them to flee. I just want to make sure my ideas I give new people would work.
Cornugon Smash (Combat) is neat but it is level 6 and the character can do it at level one already with better results.
| Pendin Fust |
I think the target has to actually go 4 rounds for the shaken for 4 rounds before that choice can be made, not have the shaken condition extended to 4 rounds.
As in you have to actually go through 4 rounds before that would cause the enemy to flee.
So after 4 rounds (assuming you either A: Roll to intimidate each round or B: Your intimidating glare rolls to extend to 4 rounds) if the opponent isn't dead from your companions, then on the 5th round (or still 4th if you are lower on the Init chain) you can make that choice to frighten.
Also, Shaken is just a -2 to rolls, doesn't handicap the enemy NEARLY as much as in other earlier editions.
| StreamOfTheSky |
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Oh, doing stuff at level 1 is what matters to you? Then how about...
Enforcer (Combat)
You are skilled at causing fear in those you brutalize.Prerequisite: Intimidate 1 rank.
Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.
And if you don't want to use a sap, take this trait.
Blade of Mercy (Sarenrae)
You know that within the heart of even the most hateful and cruel living creature exists a sliver of shame and hope for redemption. You have trained long on martial techniques to use bladed weapons not to kill, but to subdue.
Benefit: When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.
Intimidate with a falchion! Once it's keen, that's a 3/10 chance of threatening a crit and getting them frightened.