Resisting Intimidate / Demoralize.


Advice


I've been working on a character I like for a future campaign, and a problem I've been dealing with is that despite considerable mental defenses, she is ridiculously easy to intimidate. By my estimates, at level 9 her Will save and the DC to demoralize her will be the same number (17).

Now this is thematic, in character, and probably appropriate but the problem is that psychic spellcasting is shut down (at least spells with emotion components) by being intimated.

Are there any feats, traits, or items I can take to make a character less susceptible to being intimidated? I'm already planning on taking logical spell and magical lineage: remove fear, but that burns a spell and an action (and they can just do it again.)


Unflappable and strong heart traits pump the dc. Being an android grants immediate immunity to fear. 3 level dip in paladin. High-level spells like bestow grace of the champion. If I were you I would use the search engine on archives of nethys. Search "immunity + fear" "DC + demoralize" etc.

EDIT: androids are immune to emotion-based effects so that might not work for your purposes.

Dark Archive

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What type of Psychic caster is she? The Abomination discipline gives Psychics immunity to fear for several rounds each day; Mesmerists can use touch treatments on themselves to suppress or remove shaken and higher fear conditions; Occultists can still use their focus powers while shaken.

You could also drop a thunderstone on yourself and purposely fail the save; deafened is better than no casting.

As for traits there are many.

Also in my experience, enemies using intimidate to demoralize in combat is very rare; I've seen it used once ever, though I mostly play paizo published stuff (scenarios, modules and occasionally APs). If its happening its either an enemy built for it or the GM is targeting you. For the first stay at least 30 feet away from them or block line of sight, if its the second that's a people problem not mechanical.


I would say save yourself the feat and grab accelerated drinker + potions of remove fear in a handy harvasack. A rod of logical spell would also be a better investment than the feat, similiar to silent rods for arcane casters


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A headband of unshakeable resolve can reduce your level of fear 3 times per day, including reducing shaken to zero. A ring of the sublime gives you constant remove fear.

Placebo effect may be more generally useful than remove fear.

There are psychic spells without emotion components, see here.

If someone does try to intimidate her again then the DC goes up by 5 for each repeat within 24 hours. People seem to forget that rule.

Silver Crusade

Dastis wrote:
I would say save yourself the feat and grab accelerated drinker + potions of remove fear in a handy harvasack. A rod of logical spell would also be a better investment than the feat, similiar to silent rods for arcane casters

AD and HH wouldn't really help much together.

Accelerated Drinker wrote:
You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth. You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.

Silver Crusade

avr wrote:

A headband of unshakeable resolve can reduce your level of fear 3 times per day, including reducing shaken to zero. A ring of the sublime gives you constant remove fear.

Placebo effect may be more generally useful than remove fear.

There are psychic spells without emotion components, see here.

If someone does try to intimidate her again then the DC goes up by 5 for each repeat within 24 hours. People seem to forget that rule.

^


He can just keep one in his hand. Still leaves another hand open

Sovereign Court RPG Superstar 2011 Top 32

Just a quick question...how is the DC to demoralize only a 17 at level 9? Does this character have a 7 Wisdom? The DC formula is 10+HD+Wis mod, so it should be 19+Wis at level 9.


PossibleCabbage wrote:


Are there any feats, traits, or items I can take to make a character less susceptible to being intimidated? I'm already planning on taking logical spell and magical lineage: remove fear, but that burns a spell and an action (and they can just do it again.)

Don't take those. Placebo Effect as a 2nd level spell does all of that and much, much more.

Practical solutions to intimidate on Psychic casters are:

1. Use V only spells.
2. Use Placebo Effect to recover and hope they don't hit you again.
3. Keep your distance so they can't intimidate you.
4. Use Logical Spell on the spell you actually want to cast, not Remove Fear.
5. Use Intellect Fortress as a swift action to let you standard action cast.


Velisruna wrote:
What type of Psychic caster is she?

Psychic Maurauder archetype Psychic (from Heroes of the Darklands), Sorrow Psychic Discipline (from Legacy of the First World).

ryric wrote:
Just a quick question...how is the DC to demoralize only a 17 at level 9? Does this character have a 7 Wisdom? The DC formula is 10+HD+Wis mod, so it should be 19+Wis at level 9.

Array I was given by the DM: 17, 17, 14, 12, 10, 7. It seemed appropriate to put the low score in Wisdom because I'm already using CHA for will saves (twice- once as an untyped bonus and once as a morale bonus), and it's not in character for this person to pass a lot of sense motive or perception checks.

This does however make it ridiculously easy to get demoralized.


Rysky wrote:
avr wrote:

A headband of unshakeable resolve can reduce your level of fear 3 times per day, including reducing shaken to zero. A ring of the sublime gives you constant remove fear.

Placebo effect may be more generally useful than remove fear.

There are psychic spells without emotion components, see here.

If someone does try to intimidate her again then the DC goes up by 5 for each repeat within 24 hours. People seem to forget that rule.

^

Might people be forgetting that rule because it isn't the rule?

CRB wrote:

Intimidate

...
Try Again: You can attempt to Intimidate an opponent again, but each additional check increases the DC by +5. This increase resets after 1 hour has passed.

Scarab Sages

I'm guessing most things that try to intimidate the Psychic aren't alive an hour later to try again. More likely they're doing it 6 seconds later.


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Just posting here to mention that I discovered the "Unflappable Arrogance" trait, which appears to be what I want (it's the equivalent of 10 points of wisdom in a trait for my purposes). Being taken in by Ifrits and picking up their bad habits is a justifiable use of "Adopted" right?


Ferious Thune wrote:
I'm guessing most things that try to intimidate the Psychic aren't alive an hour later to try again. More likely they're doing it 6 seconds later.

Agreed. Whether it's a one hour reset or a 24 hour reset probably matters very rarely. My searches didn't turn up any mention of a 24 hour reset, though, so I think the one hour limit would apply if it does become an issue.

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