Short Summary of Intimidate Feats


Advice


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.


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.

Grand Lodge

You are missing some of the feats out of the Bugbear section of the Monster Codex

Hurtful (Combat):
You know how to add injury to insult.

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.

Shocking Bellow (Combat):
You can demoralize a foe with a sudden ferocious scream.

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.

Visceral Threat (Combat):
Your ability to threaten foes is great enough to make them hesitate.

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)

Cruel (weapon special ability):
A cruel weapon feeds on fear and suffering. When the wielder strikes a creature that is frightened, shaken, or panicked with a cruel weapon, that creature becomes sickened for 1 round. When the wielder uses the weapon to knock unconscious or kill a creature, he gains 5 temporary hit points that last for 10 minutes.

Faint necromancy; CL 5th; Craft Magic Arms and Armor, cause fear, death knell; Price +1 bonus.


And of course the CRB gives us;
Intimidating Prowess (Combat):

Your physical might is intimidating to others.

Benefit: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.


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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.

Word Version
Google Version

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.

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