
Choranth |
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I had this discussion on a forum and we had very different opinions on the interaction of two feats (namely Shatter Defenses and Cornugon Smash*).
I believe it all rounds down to the unclear wording of Shatter Defenses.
As it is, it can be read in two ways, both valid.
This is the original text:
"Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. [...]"
Depending on if the subject of "hit" is "opponent" or "shaken, frightened or panicked opponent", there's two ways the feat can read.
1- IF an opponent is shaken, frightened or panicked AND it was hit this round.
2- IF an opponent was hit this round WHILE shaken, frightened or panicked.
I've asked many people (both on the forum and on the Stackexchange Q&A site, to see if there was a problem with my English reading and to ask about the presence of other rules that made this clear) and they all have been telling me that the correct option is #2, but none of them has been able to deny that #1 is viable as well.
Consequently, I'm suggesting to rework the feat into
1- Any opponent hit by you this round is flat-footed to your attacks as long as it's shaken, frightened or panicked and until the end of your next turn. [...]
2- Whenever you hit a shaken, frightened, or panicked opponent, that opponent is flat-footed to your attacks until the end of your next turn. [...]
(Using whenever and hit is coherent with the wordings on several other feats like Blinding Critical, Deafening Critical or Medusa's Wrath)
People of the forums:
A- Do you have a better wording for option #1?
B- What do you think?
*If my first hit is a successful cornugon smash, under 1# my second attack is against a flat-footed enemy, under #2 I must hit again to activate Shatter Defenses. This basically changes both my attack chances and my ability to sneak attack during that second attack.

KainPen |
What Simon Said it takes 2 hits, one to allow you to use demoralize as a free action. So the hit happens before they are shaken. Then you make skill check to demoralize if successful. On your next attack you may use shatter defense. to gain that benefit on any remaining attack that round and on the next round. the feat is written that way so if someone else cause the above condition, you can get the benefit after first attack.

Choranth |

Just to be clear:
1) Any shaken, frightened, or panicked (opponent hit by you this round) is flat-footed to your attacks until the end of your next turn. [...]
2) Any (shaken, frightened, or panicked opponent) hit by you this round is flat-footed to your attacks until the end of your next turn. [...]

Majuba |

No, definitely #2 - you must hit a creature that is already shaken, frightened, or panicked. That is precisely how the sentence reads, and that is the point of the feat chain (Dazzling Display to shaken them, then hit them the next round to make them flat-footed, then use Deadly Stroke the following turn).
You've provided quite a few different wordings that could have been used if it was meant to be #1. The parenthetical in #1 don't really make much sense.

Majuba |

Three turns to set that up seems totally wrong imo.
That's a bit of an artifact from the Alpha version of Pathfinder, which had quite a few three-round chains. This was one of the better ones so it lasted. Dazzling Display affects a large group of enemies, so it's valuable in its own right.
It also means that dazzlying display is anti synergy with shatter defenses because it takes so long to do.
Just as long as any default Intimidate. If you're a Barbarian with the Glare or a Thug who can do it faster, there are other synergies (e.g. Howl rage power, additional time for shaken, etc.).
Once nice combo is Dazzling Display by you, then a scare or fear spell by an ally to make everyone who the Display worked on run automatically (since Demoralize will stack with the auto-shaken of fear). Anyone you didn't manage to Demoralize *and* made the save (probably the toughest) will still be subject to Shatter Defenses because they'll still be shaken by fear. Not to mention standing alone most likely.

KainPen |
Three turns to set that up seems totally wrong imo. It also means that dazzlying display is anti synergy with shatter defenses because it takes so long to do.
This is the first time I have seen it viewed another way, hmmm
dazzling display is the feat tax to this weak feat chain. as some other feat that shall not be named is to combat maneuvers. Most of the people that are going to go after this chain are going to be fighters for deadly stroke and rouge in the hope to get more sneak attacks. But the end result is a complete waste of time for them. When in reality it a good feat for those that have no desisre for combat such as cleric or bard that does not want to wade into battle. a Sorc with Burtal archtype is a good example of some one that could get good use out it.
It can be done in less time, but requires feat investment selection from splat books, team work or leveling dipping. It can all by yourself on your own it using just the core rule book it is 2 rounds and heavy feat investment. The Problem is the demoralization rules take so long to perform. Think that is why feats in splat books where made to make it easier because it was just about a useless thing to do beforehand. Most combat ends in 3 to 5 rounds by the time you pull this off the combat is about to end.
It is a really weak line of feats without the extra books. (before splat books)
1st you need to preform demoralize standard action move to target that is one round. Hope you beat the check by more than 5 (Easiest way to do this is waste 2 feats one on skill focus and another on persuasive and not dump cha as stat. ) if you did not you just wasted your turn because Demoralize last for 1 round meaning at the start of your next turn it is over. (dazzling display is actual worse using just core rule book because if a full round action. Thus making you dependent on bad guy coming to you or waiting until the 2nd round so you can move in and strike one less round of full attack.)
2nd you need to then hit the target. Round 2 every attack after the first is flat-footed. Until end of your turn on round 3
3rd Flat footed get full attack sneak attack, or deadly stroke if you have that (another weak feat part of this chain. The con damage does nothing until the 4th round and double damage is just making up for not getting a single attack off in the 1st round.
Team work could reduce this time greatly.
With splat book it much better but still not all that great more of bonus then anything as op sated trying to use it Cornugon Smash. This take one to two rounds to pull it off, Caviler order of the Cockatrice follows the above method, but because he can still move and do dazzling display. He can then full attack in 2 round without issues. Enforcer allow you do this with nonlethal bludgeon weapon. Intimidating prowess help out a ton for those that want to dump cha, Also Dreadful Carnage is free dazzling display effect when you drop something. Allowing you to keep the chain going.
It really all boils down to team work, in a party that help make it a feat better choice, if you are in your party that not going to help you trigger it is a weak feat.

CWheezy |
CWheezy wrote:Three turns to set that up seems totally wrong imo.That's a bit of an artifact from the Alpha version of Pathfinder, which had quite a few three-round chains. This was one of the better ones so it lasted. Dazzling Display affects a large group of enemies, so it's valuable in its own right.
CWheezy wrote:It also means that dazzlying display is anti synergy with shatter defenses because it takes so long to do.Just as long as any default Intimidate. If you're a Barbarian with the Glare or a Thug who can do it faster, there are other synergies (e.g. Howl rage power, additional time for shaken, etc.).
Once nice combo is Dazzling Display by you, then a scare or fear spell by an ally to make everyone who the Display worked on run automatically (since Demoralize will stack with the auto-shaken of fear). Anyone you didn't manage to Demoralize *and* made the save (probably the toughest) will still be subject to Shatter Defenses because they'll still be shaken by fear. Not to mention standing alone most likely.
One of the better ones haha, man your posts are always good for a laugh.
Yes, regular demoralize is also not synergystic with the thing that uses demoralize. If this was one of the better ones then I would hate to see the old three feat chains.
Weapon focus > reater weapon focus > super weapon focus "You get +1 more to hit with one weapon, but only after you hit an opponent 3 times. Also goes away if you attack a different opponent"

HectorVivis |

If you strictly stay to PRD books, dazzing display and shatter defenses are making sense.
I didn't play it to high level, but my rogue(thug)/fighter is really good when it comes to make the enemy flee, or get debuff for casters.
With the right choice of feats/traits/other, such as intimidating prowess, it's really fun.

KainPen |
If you strictly stay to PRD books, dazzing display and shatter defenses are making sense.
I didn't play it to high level, but my rogue(thug)/fighter is really good when it comes to make the enemy flee, or get debuff for casters.
With the right choice of feats/traits/other, such as intimidating prowess, it's really fun.
I totally agree, Played a Fighter/HellKnight last Camp. and it was the most fun I have ever had. he was built with Cornugon Smash and Dreadful Carnage and the fearsome ablity of the hellknight. That when I found out shatter defensive was a waste of time for sneak attack. In the middle of the camp, I created a Slayer for advance play test built almost the same even use the same weapon because I really want to compare the two characters for the play test. The sneak attack was while I was getting it more often than I would if I was reliant on flanking allow. with the slayer it really was not increasing my damage all that much compared to the hell knight, with the hell knight I had 1 or 2 more feats to play with thus allow my intimidate score was a 7 points higher and being happening no matter what I rolled and lasting more than one round. While the slayer it may have lasted one round. The group was also better setup to feed off the hell knight which I why I mention team working making all the difference.

HectorVivis |

My build rely on either dazzling display+Shatter Defences or Feint+Vital Strike with a greatsword. The Omen Trait helps for action economy from time to time too.
Shatter defenses was useful for me, I don't see why you didn't like it for SA ? I'm not sure I understood what you said about flanking and stuff ^^".
I have plan some variations for this build, like replacing vital strike for cleave, or using firearms and the trait that makes you like one size category larger for intimidate when you have a firearm. Switching fighter to another class could be interesting.

Gwen Smith |
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Just to be clear:
1) Any shaken, frightened, or panicked (opponent hit by you this round) is flat-footed to your attacks until the end of your next turn. [...]
2) Any (shaken, frightened, or panicked opponent) hit by you this round is flat-footed to your attacks until the end of your next turn. [...]
Grammatically, there's not any difference between those two: they both express exactly the same concept.
It might help if you split up all the statements in the sentence. These are (in order):
1) An opponent is shaken, frightened, or panicked.
2) That opponent is hit by you this round.
3) That opponent is flat-footed to your attacks until the end of your next turn.
Done this way, it's much more clear that the opponent must be shaken, frightened, or panicked before the hit. There's honestly no way to get to the reading you're after from this sentence.
Now, the sentence as it stands is a bit of a mess, and I pity any translator who has to deal with it. If I were going to reword the feat to make it more translatable, I would start wit:
"If you hit an opponent that is shaken, frightened, or panicked, that opponent becomes flat-footed to all your attacks until the end of your next turn."
"This round" is an unnecessary qualifier, since "until the end of your next turn" already tells us that we are in rounds and that the effect lasts one round.* I don't think it adds anything, and it seemed to causing confusion in this case. If someone can come up with a case where you can hit an opponent in something other than the current round, I'd revisit that call, or potentially change "If" to "Each round when".
I also suggest "becomes" rather than "is" because the order of events was confusing to the OP.
If you're still concerned about the sequence, just add "already" in front of "shaken", and that should clear it up.
======
Now, if you want to make use of this feat, I suggest starting with the Enforcer feat:
"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."
One hit with nonlethal damage, and you can take advantage of this feat for the rest of the combat, really.
*Interesting question: what happens if you delay your next turn…?

KainPen |
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My build rely on either dazzling display+Shatter Defences or Feint+Vital Strike with a greatsword. The Omen Trait helps for action economy from time to time too.
Shatter defenses was useful for me, I don't see why you didn't like it for SA ? I'm not sure I understood what you said about flanking and stuff ^^".
I have plan some variations for this build, like replacing vital strike for cleave, or using firearms and the trait that makes you like one size category larger for intimidate when you have a firearm. Switching fighter to another class could be interesting.
I was agreeing that intimidating builds are fun.
as for SA I was just saying Shatter defense just gave the slayer another option or way to get SA other then flank. While Flank is actual the easiest way to do SA and the easiest way to get full attack SA.
SA just does not do as much damage as people think it does. You see the large of d6 and think man that a lot of damage this is awesome. but when you have such a limit way get getting those extra d6 it just mediocre compared to static bonus which most of them add to attack and damage rolls. You have something that can't get it reliable without party help that is also fairly inaccurate. The other problem with SA is that the classes that get it are very squishy, limited to light armor and are expected go first to a creature get one attack with very little damage increase if you hit. Now the creature is right next to you and it is turn. They full attack you and now you are withdrawing and looking for healing and it only the first round of combat. SA is by design very flawed. It is not just strong enough.
Use of shatter defense is good in the lower levels so sneak is fairly useful and fun when fighting humanoids and have a party that will help you out a lot. Because you get it more often. The game as whole kind of says screw SA after level 8 unless you fight humanoids for most of the game. creatures get bigger and are made up of mostly natural armor your already down accuracy cause your not full bab class and now guess what most of the creature have no dex to start with or very little so there flatfooted no dex ac is close to or the same as there normal ac you be lucky to hit once much less manage to hit more then once. This is why there are so many rogue suck threads. level dipping to get S/A not worth it most of the time because you lose something that a lot stronger.
As I said it boil down to the party, if you got a group, maybe with a Ranger or Fighter that has intimidate as free or swift action. they can take care of that part for you, then they could bull rush or trip the target for you making him easier to hit or giving you an Aoo before your turn even starts. Allowing you to really take advantage of Shatter defense and SA it very useful.

HectorVivis |

^^ I find it quite good to have at least 3 or 4 rogue level: You lost only 1 BAB, fortitude and will save (that one is painful), but you gain 2d6, an ability like trapfinding or something you trade, rogue talents (some are pretty good), and a sheep-ton of skills.
After that, you can take a more biggie class. I'd like to build a little more on a ranger (so sad favored enemy doesn't give bonus on intimidate!) or a warpriest (I'll soon try it in an arena-oriented game and begin as a warpriest, we'll see were it goes).
Another interesting perspective I'll try is the half-orc inquisitor. You get so much bonus to intimidate that it's nasty.
But I see now what you say about Shatter Def and I must agree, without a way to get AoO, it's not the best choice.

Choranth |

Ok, I get it that for some reason I'm unfamiliar with reading "any shaken, frightned, panicked opponent hit by you this round" can't be read as "any shaken, fightened, panicked opponent that you also have hit this round".
Not being a native English speaker, I can't really see why it is so. Is it because there's a fixed order in which the sentence must be parsed?
I wonder which is the native language of CWheezy and Human Fighter, because they also seem to have read that as I initially had.
Because, when I make my second attack I ask myself: am I attacking an opponent? Check. Is it shaken, frightened or panicked? Check. Have I hit him this round? Check.

Corodix |

I'm also not a native English speaker and after reading it I think that 1 works RAW.
If you first hit the target and then make him shaken, frightened or panicked, then this shaken, frightened, or panicked opponent was hit by you this round, thus he should become flat footed. As long as he becomes shaken, frightened or panicked in the same round in which you hit him, then the condition is met. It doesn't specify that the target must be under one of those conditions when you hit him, it only specifies that he must have been under one of these conditions at some point this round.
If the opponent had to be shaken, frightened or panicked at the moment that you hit him (as proposed in option 2) then why does it specify "this round"? Why doesn't it just say, "any shaken, frightened or panicked opponent hit by you is flat-footed until..."?
RAI on the other hand I think it's clear that it should be 2, the flavor text of the feat says as much. It would be great if they gave this feat some errata by removing "this round" from the text.

Simon Legrande |

Ok, I get it that for some reason I'm unfamiliar with reading "any shaken, frightned, panicked opponent hit by you this round" can't be read as "any shaken, fightened, panicked opponent that you also have hit this round".
Not being a native English speaker, I can't really see why it is so. Is it because there's a fixed order in which the sentence must be parsed?
I wonder which is the native language of CWheezy and Human Fighter, because they also seem to have read that as I initially had.
Because, when I make my second attack I ask myself: am I attacking an opponent? Check. Is it shaken, frightened or panicked? Check. Have I hit him this round? Check.
Yes, you can think of it as an order of operations thing. As written, you first need to have an afflicted target then you need to hit that target while it's afflicted. If you read it any other way then you could have a case where you hit a target which then gets afflicted by someone after you suddenly becoming flat-footed until the end of your next turn.

Choranth |

If you read it any other way then you could have a case where you hit a target which then gets afflicted by someone after you suddenly becoming flat-footed until the end of your next turn.
Are you telling us that if it worked that way it wouldn't be kosher?
I hit my opponent, then my ally casts fear, next turn that opponent is flat-footed to my attacks... maybe it's not what you expected from the feat but I can't see why a feat that really worked like that would not be ok.

Simon Legrande |

Simon Legrande wrote:If you read it any other way then you could have a case where you hit a target which then gets afflicted by someone after you suddenly becoming flat-footed until the end of your next turn.Are you telling us that if it worked that way it wouldn't be kosher?
I hit my opponent, then my ally casts fear, next turn that opponent is flat-footed to my attacks... maybe it's not what you expected from the feat but I can't see why a feat that really worked like that would not be ok.
You could certainly have it work that way if everyone at your table is cool with it. However, the current way the feat is constructed (and I believe the intent) is clearly not to have it work that way.

Neonpeekaboo |
This did actually give me the idea for my next character.
Human Fighter.. builf to rattle skulls, and break things.
Use a bludgeoning weapon.
lvl 1: Enforcer, Power Attack. Fighter Bonuse (Bludgeoner)
lvl 2: Weapon Focus
lvl 3: Dazzling Display
lvl 4: Imp Sunder
lvl 5: Weapon Spec
lvl 6: Shatter Defences
lvl 7: Skill Focus(Intimidate)
lvl 8: Greater Sunder
lvl 9: Vital Strike
The idea is to open with a nonlethal hit.. do enough damage with vital strike on that first hit, and if you pass your intimidate check.. your taget is shaken (skull rattled) for a loooooong time.
From there, it's Greater Sunder City against a flat-footed target because of shattered defenses... and then you really ARE shattering his defenses.
Against enemies with no actual armor, you're just going to town on a target that's flat-footed to your attacks.
For those who rule that shatter defenses wont proc with every subsequent hit, that's fine.. just take another swing on the enxt round, and re-flatfoot him. If the shaken effect wears off, then ust thwack him with nonlethal again, and start over.
You break armor and skull rattle until he's unconcious.