
17arkOracle |

I was considering making a Shatter Defenses rogue and quickly realized their are A LOT of feats that either intimidate or take advantage of it. So in order to try and figure out the best way to go about it I put together this handy-dandy table:
17arkOracle's Intimidate Research
My moving from word to google docs kinda screwed with the formatting but I'll try and fix it up a little in the next couple days. I'm also considering fleshing it out a bit more, but I figured I'd ask: Is there anything I'm missing? I also like the idea of a coup de grace Slayer but the amount of saves you have to go through to pull it off makes me wonder if it'd really be worth it.
EDIT: I also just realized the double-lined borders didn't go through. You'll have to use your imagination for the class features.

avr |

Sure, there's a lot more tricks with intimidate. Inquisitors can get into the intimidate game using Blistering Invective as a spell-enhanced intimidate check, for example. The hellknight PrC has an option to make intimidate frighten rather than shaken.
People have expended a bit of effort figuring out the earliest way to get Dastardly Strike - some classes' sneak attack stacks directly, others stack class levels together and derive sneak attack from that so it's not simple.

![]() |

You are missing some of the feats out of the Bugbear section of the Monster Codex
Prerequisites: Str 13, Power Attack.
Benefit: When you successfully demoralize an opponent within your melee reach with an Intimidate check, you can make a single melee attack against that creature as a swift action. If your attack fails to damage the target, its shaken condition from being demoralized immediately ends.
Prerequisite: Intimidating Prowess.
Benefit: If you act in the surprise round of a combat, as a free action you can attempt a single Intimidate check to demoralize a creature within 30 feet that can clearly see or hear you.
Prerequisite: Intimidating Prowess.
Benefit: You may use Intimidate, rather than Bluff, to attempt a feint against a creature within your melee reach.
I know you are not including magic items, but the following works amazingly well with the various Intimidate feats. (from the ARG)
Faint necromancy; CL 5th; Craft Magic Arms and Armor, cause fear, death knell; Price +1 bonus.
And of course the CRB gives us;
Your physical might is intimidating to others.
Benefit: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.

17arkOracle |
1 person marked this as a favorite. |

UPDATE: Added in a few more major feats and class features I was missing, and added in at least the most basic ways to boost Intimidate. Also made sure to at least make note of some of the stuff that I didn't include for space or other reasons.
I've included both a Word version and a Google Docs version though the Word version is the original and much better formatted.
Again, anything missing or even just personal advice on Intimidate/Fear builds is appreciated.
EDIT: Except the double-line boxes still don't seem to transfer through even in the word version ._. Since knowing what are class features and what are feats is fairly important I'll try to fix it by the next version at the minimum.