Demoralizing Feint Feat Tree


Homebrew and House Rules


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One of my players has a strong, secondary focus on social actions during combat - Intimidate and Bluff checks for Demoralizing and Feinting.

Because of this, I picked up the Psychological Combat book from Everyman Gaming. It was an interesting read and I liked how it added some new options without causing massive changes to the rules. Easy to slot into existing play. However, I think the book missed the mark when it came to one of the feats.

The Improved Demoralizing feat from Psychological Combat (something that I think was needed) only improves the demoralization's duration while the Improved Feint feat from the core rule, instead, improves action time from a standard to a move action.

Ciaran Barnes came up with an alternative Improved Demoralize feat that makes it comparable to Improved Feint. I hope he doesn't mind if I borrow it for a hypothetical feat tree.

I'd love everyone's opinion here, please.

Combat Expertise

leads to...

Improved Feint (as written in the Core rules)

and

Improved Demoralize (Combat)
Prerequisites: Int 13, Combat Expertise

Benefit: You can make an Intimidate check to demoralize an opponent as a move action.

Normal: Demoralize is a standard action.

which together lead to...

Demoralizing Feint (Combat)
Prerequisite: Int 13, Combat Expertise, Improved Feint, Improved Demoralize

Benefit: As a standard action you may make an Intimidate or Bluff check (whichever is higher) to perform a feint that demoralizes your opponent. If successful your opponent loses their DEX bonus to AC for your next attack and is shaken as per normal demoralizing rules.

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Too powerful when combined?


It sounds interesting for someone investing so hard on feats and not dumping Int and Cha in a combat oriented build.


Thank you.

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