
Lord of Conflict |

So I am looking to make an Intimidation Slayer with Grim Reaper flavoring, but find myself unsure of what would be the best route to accomplish this as there are a LOT of Feats and traits for Intimidate builds. Combat Style: Menacing for Dazzling Display, Intimidating Prowess, and Shatter Defenses will be needed, but then what? The over all character idea will be using "shock and awe" tactics for combat, so pop up, scare everyone, butcher the frightened, disappear, rinse and repeat as needed. Does anyone have any suggestions to this end?
As a side note I would like to avoid Damnation Feats if possible sense those interfere with being revived after death.

Ryze Kuja |
2 people marked this as a favorite. |

For a "Shock and Awe" Intimidation Slayer with a dash of Grim Reaper flavoring, I would go with a TWF Bludgeoning build that focuses on Stealth, re-stealthing mid-combat, and Fear effects that can worsen to Frightened, Panicked, and Cowering, and relies on non-lethal SnA for damage. (because Sap Master can double your SnA damage whenever you strike non-lethally)
Human Slayer - 25 pt buy : Ambushing/Knockout specialist and Intimidate-focused
20 Str (18 + 2)
12 Dex
11 Con
12 Int
10 Wis
14 Cha
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Traits:
Inspired - Once per day as a free action, roll twice and take the better result on a skill check or ability check. <--- If you REALLY need someone to be Intimidated and think you might miss, use this.
Child of the Moon - Choose either Climb, Stealth, or Swim. You gain a +1 trait bonus on checks made with the chosen skill. On dates during and after the first quarter of a lunar phase but before end of the last quarter (the half of the lunar cycle where the moon is fuller), this bonus increases to +2. During the full moon, this bonus increases to +4. (choose Stealth)
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Alternate Race Traits:
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
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Weapons:
Use Two light or 1-handed Bludgeoning weapons of your choice: saps, light flails, warhammers, w/e you want. Saps will be 1d6 damage but only -2 to hit for TWF because they're "Light", Light Flails and Warhammers will be 1d8 damage but they'll be -4 to hit for TWF because they're "1-handed".
If you choose Saps, then you won't need Jaguar's Grace at level 4, but if you choose a Bludgeoning weapon that doesn't have the non-lethal trait, then you will need Jaguar's Grace.
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Feats:
L1: Focused Study: Skill Focus (Intimidate), Weapon Focus
This build is going to start out slow, but it will build into a crescendo between levels 7-10 due to all the mucky-muck we're getting in the first 6 levels. Unfortunately, we actually do need Weapon Focus in this build as a prerequisite for Violent Display at level 7, otherwise we would've gone Menacing for our Ranger Combat Style. It's not a complete loss though, Weapon Focus + Studied Target will make you have a higher Hit chance and offset your TWF penalties. Skill Focus is +3 Intimidate right now, but it becomes +6 to Intimidate at level 10.
L2: Ranger Combat Style: TWF
Even though we only have 12 Dex, you can still take TWF because Ranger Combat Styles can be selected even without meeting prerequisites. During the early levels before you get your Intimidate/Stealth rolling, TWF is going to be doing a lot of your heavy lifting.
L3: Dazzling Display, SnA 1d6
During levels 3-6, you'll probably want to start combat in round 1 with Dazzling Display before wading into melee.
L4: Slayer Talent (Jaguar's Grace)
No more -4 penalty for nonlethal attacks. We're going to need this for Sap Adept/Master later on. And, now you have the option to knock someone out and interrogate them later. Or Coup de Grace them, Death Dealer's choice.
L5: Signature Skill (Intimidate)
In order to Intimidate someone, the DC is 10 + the target’s Hit Dice + the target’s Wisdom modifier, and if you defeat this DC by 10 or more, Signature Skill Intimidate causes them to become Frightened instead of Shaken. If you're fighting equal level creatures, this DC is typically going to be 10 + your level + target's Wis, so right now that would be DC 15 +/- 2ish. At level 10, it's going to be DC 20 +/- 2ish. High Wisdom targets, like clerics/monks/druids, will probably be 10 + your level + 5 or 6. Anywho, your Intimidate should be Your Level (Skill Ranks) + 2Cha + 3/6SkillFocus = +10 Intimidate at level 5, or +18 Intimidate at level 10.
L6: Ranger Combat Style: Improved TWF, 6/6 Human Slayer FCB: Combat Trick: Shatter Defenses, SnA 2d6
Shatter Defenses is crucial for landing Sneak Attacks on your Iterative attacks, as well as debuffing your enemies' AC so that your Iterative attacks have a higher success of landing. Get a Cruel Enchant on at least 1 of your weapons by now, that way you can Sicken any Shakened target for that juicy -4 att/skills/saves/abilchecks. Your party wizard and bard will love you for these debuffed saves. As an added bonus for the Cruel Enchant, you gain 5 Temp HP anytime you cause a target to fall unconscious or kill them.
Round 1: Dazzling Display
Round 2: Go hit a Shakened/Frightened target and Shatter their Defenses to cause SnA
L7: Violent Display
Violent Display: When you land a successful sneak attack or confirm a critical hit against a creature with a weapon with which you have Weapon Focus, you can use Dazzling Display as an immediate action.
Violent Display is a major milestone for this build because now we can use Dazzling Display as an Immediate Action whenever we land a Sneak Attack. So this means you'll be 30ft AoE Shaken/Frightening every single round that you land a Sneak Attack at least once. Now you don't need to start combat in round 1 with Dazzling Display. You can just start combat by stealthing up to a target and SnAing them. From now on until forever, you're basically an AoE Fear Bomb that goes off every round.
Round 1: SnA + Violent Display
Round 2: SnA + Violent Display
Round 3: SnA + Violent Display
L8: Focused Study: Skill Focus (Stealth), Slayer Talent (Fast Stealth)
Save up 12,000gp by this level to buy Boots of Speed for on-demand Haste for 10 rounds per day, and get these boots earlier than this level if possible. Haste is super important for you, so even if you have a party Wizard casting Haste on you, you still want these boots for the times that your Wizard cannot buff you (for w/e reason). Not only does Haste give you an extra attack per round, but it increases your speed by 30ft. With Fast Stealth, you can move 60ft per round WHILE stealthing with no penalty. This is perfect for Ambushing and generating Surprise Rounds for your party. Your ability to Ambush and generate Surprise Rounds will make your party leaps and bounds better via Action Economy.
One major thing that you absolutely need is to be getting as many Full Round Attacks as possible, so this extra 30ft Movement from Haste can certainly help you close the distance and keep you on target for as many rounds as possible.
L9: Feat: Disheartening Display, SnA 3d6
Disheartening Display: When you successfully use Dazzling Display against any shaken, frightened, or panicked opponents, their fear increases by one step. An already panicked creature demoralized by this feat cowers. Once affected by this feat, a creature cannot be affected by it again (by you or anyone else) for 24 hours.
Now when you Shaken/Frighten with Violent Display via SnA in Round 1, Disheartening Display will worsen whatever fear effect they had by 1 step in Round 2 as your AoE fear bombs continue to go off. So Shaken becomes Frightened, Frightened becomes Panicked, Panicked becomes Cowering.
L10: Ranger Combat Style: Greater TWF
You should have 10 ranks in Intimidate by now, so Skill Focus Intimidate is now +6 and Signature Skill Intimidate can now cause targets to become Panicked if you defeat their DC by 10. Likewise, you should also have 10 ranks in Stealth by now, so Skill Focus Stealth will also be +6.
L11: Feat: Hellcat Stealth
Here's where Stealth goes into overdrive. Now you can Stealth mid-combat as a Move Action, while actively viewed and even in bright light, albeit at a -10 penalty. Try to make sure you have a Ring of Chameleon Power 10,000g to offset this -10 penalty.
*poof* SnA, *poof* SnA, *poof* SnA is now on the menu.
Also, if you don't have a Wand of Greater Invisibility by now, get one. Greater Invisibility is +40 Stealth while not moving, +20 Stealth while moving, and doesn't drop if you attack something like normal Invisibility does. This is so handy for making your *poof* *poof* *poof* in combat never fail. Additionally, you are very reliant upon Fear effects to force your SnA damage, so if you come across an enemy that is immune to fear, Invisibility will still allow you to SnA because you can ignore their Dex to AC. Having multiple paths to force SnA is important.
L12: Advanced Slayer Talent (Feat): Sap Adept, 6/6 Slayer FCB: Feat: Sap Master, SnA 4d6
This level is a massive boost to damage output, and here's where you become a Knockout Specialist. Your non-lethal SnA is now 8d6+8 damage, and you should have 7 attacks per round with Haste and Greater TWF. So that's a potential 56d6+56 non-lethal damage, not including your weapon damage.
When an enemies' non-lethal damage equals their current HP, they become Staggered. And when their non-lethal damage exceeds their current HP, they're unconscious. And once a creature's non-lethal damage exceeds their Total Maximum HP amount, all non-lethal damage becomes Lethal damage.
Non-lethal doesn't work vs. Undead, Constructs, etc, but it works vs. pretty much everything else. This makes you a knockout specialist. After the fight is over, coups de grace or interrogate them.
L13: Feat (Accomplished Sneak Attacker), SnA 5d6
Your non-lethal SnA is now 10d6+10 damage, and 7 attacks per round. So that's a potential 70d6+70 non-lethal damage, not including your weapon damage.
L14: Advanced Slayer Talent (Feat): Hellcat Pounce
Now you can attack TWICE in the Surprise round.
L15: Feat: Intimidating Prowess, SnA 6d6
Add your Strength Mod to your Intimidates. At level 15, your Signature Skill Intimidate can cause a target to become Cowered (or Panicked for 1d4 rounds, your choice) if you defeat their DC by 20.
Your non-lethal SnA is now 12d6+12 damage, and 7 attacks per round. So that's a potential 84d6+84 non-lethal damage, not including your weapon damage.
L16: Focused Study: Skill Focus (Perception, Survival, or whatever skill you want), Advanced Slayer Talent (Feat): Anything you want
Now you have 8 attacks per round with Haste and your non-lethal SnA is 12d6+12, so that's a potential 96d6+96 non-lethal damage if you hit with all 8 attacks. If all attacks hit, that's an average roll of 432 non-lethal damage.
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Gear/Enchants:
Potions of Greater Heroism
Wand of Greater Invisibility
Cruel and Ominous Enchant for weapon
Belt of Strength
Headband of Charisma
Boots of Speed <---- make these a priority, haste is going to be very critical to your success and I would get these Boots even if you have a friendly neighborhood wizard in your party who can buff you, because what if he can't buff you and you really need Haste like right now right now.
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As far as this build order goes, you can switch and swap around the Intimidate, Stealth, and Non-Lethal SnA feats around all you want (provided you meet the prereq's). If you want better SnA earlier, then just put Sap Adept at level 3 and Sap Master at level 9, or w/e. The order that I put them in is just how I would do it, but feel free to swap these around as you see fit.

Ryze Kuja |

At level 16, your WBL is 315,000gp, and you should have a Belt of Strength +6 and Headband of Charisma +6 and put your +1 Attributes from lvl 4, 8, 12, and 16 in Strength. So you should have a Strength of 30, and a Charisma of 20.
Belt of Str +6: 36,000gp
Headband of Cha +6: 36,000gp
+5 Cruel Weapon: 72,000gp
+5 Ominous Weapon: 72,000gp
Boots of Speed: 12,000gp
Ring of Chameleon Power: 10,000gp
Wand of Greater Invisibility: 21,000gp
= 259,000gp
Leaving you 56,000gp for other various items and adventuring expenses.
Intimidate should be: 16SkillRanks + 5Cha + 10Str + 6SkillFocus + 5OminousEnchant = +42 to Intimidate vs. 10 + your level + target's Wis = approximately DC 26 +/- 5ish
Stealth should be: 16SkillRanks + 1Dex + 10RingOfChameleonPower + 6SkillFocus + 1-4ChildOfTheMoonTrait + 20-40GreaterInvis = +54-57 while moving, +74-77 while not moving, and -10 if actively viewed vs. whatever their Perception is.
Your Full Round Attack should be: 16BAB + 1WeaponFocus + 4StudiedTarget +5WeaponEnchant +10StrMod +1Haste -2TWF: +35/+35/+35/+30/+30/+25/+25/+20, -4 instead of -2 if you're using 1-handed instead of Light, +2 for Flanking
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Your combats should look something like this:
*Activate Studied Target, use UMD to cast Greater Invisibility and Stealth over to target, activate Haste if needed*
Surprise Round:
1st Attack: +35 to hit, on success cause weapon damage + 12d6+12 SnA damage, Violent Display +42 to Intimidate all enemies within 30ft.
Defeat by 10: Panicked 1 round or Frightened 1d4 rounds.
Defeat by 20: Cowering 1 round or Panicked 1d4 rounds.
Target is now Shakened (at minimum).
2nd Attack from Hellcat Pounce: +35 to hit, on success cause Sickened and Shatter Defenses (target is now Flat-footed).
If you were Invisible for this attack, cause weapon damage + 12d6+12 SnA damage. If not Invisible, cause weapon damage only.
Round 1:
*Activate Haste as a Free Action if you didn't already*
1st Attack: +35 to hit, on success cause weapon damage + 12d6+12 SnA damage, Violent Display +42 to Intimidate all enemies within 30ft.
All enemies' Fear becomes worsened by 1 step from Disheartening Display (no save).
Defeat by 10: Panicked 1 round or Frightened 1d4 rounds.
Defeat by 20: Cowering 1 round or Panicked 1d4 rounds.
2nd Attack: +35 to hit, on success cause weapon damage + 12d6+12 SnA damage.
3rd Attack: +35 to hit, on success cause weapon damage + 12d6+12 SnA damage.
4th Attack: +30 to hit, on success cause weapon damage + 12d6+12 SnA damage.
5th Attack: +30 to hit, on success cause weapon damage + 12d6+12 SnA damage.
6th Attack: +25 to hit, on success cause weapon damage + 12d6+12 SnA damage.
7th Attack: +25 to hit, on success cause weapon damage + 12d6+12 SnA damage.
8th Attack: +20 to hit, on success cause weapon damage + 12d6+12 SnA damage.
That's 120d6+120 damage just in SnA damage from the Surprise Round and Round 1, and with average rolls would be roughly 540 SnA damage, not including weapon damage.
Target is most definitely unconscious (or dead), and you gain 5 Temporary HP from Cruel enchant.
After your turn is over, an enemy attacks you with a longbow from 100ft away. He has to guess which square you're actually in, and if he guesses correctly, still has a 50% miss chance. Let's assume he chooses the square correctly and hits you.
Round 2:
As a Move Action while actively viewed (depending on if your GM *would* consider you actively viewed after being hit or not, ymmv), you make a Stealth check with -10 penalty and Move 60ft closer to the enemy who just shot you, with a +44, +45, or +47 Stealth (depending on the Moon Cycle). Don't forget to increase the Archer's Perception DC by 1/10 for every 1 foot they are away from you, and in this case, it would be +10 to his Perception DC for being 100ft from you. If successful, the enemy has no clue where you are.
Use a Swift Action to use Studied Target on the Archer. Use your Standard Action to move up to an additional 60ft and position yourself adjacent to the archer.
Round 3:
1st Attack: +35 to hit, on success cause weapon damage + 12d6+12 SnA damage, Violent Display +42 to Intimidate all enemies within 30ft.
Defeat by 10: Panicked 1 round or Frightened 1d4 rounds.
Defeat by 20: Cowering 1 round or Panicked 1d4 rounds.
Archer is now Shakened (at minimum).
2nd Attack: +35 to hit, on success cause weapon damage + 12d6+12 SnA damage.
Archer is now Sickened and Shatter Defenses (Flat-Footed). The archer is already flat-footed to your attacks due to Greater Invisibility.
3rd Attack: +35 to hit, on success cause weapon damage + 12d6+12 SnA damage.
4th Attack: +30 to hit, on success cause weapon damage + 12d6+12 SnA damage.
5th Attack: +30 to hit, on success cause weapon damage + 12d6+12 SnA damage.
6th Attack: +25 to hit, on success cause weapon damage + 12d6+12 SnA damage.
7th Attack: +25 to hit, on success cause weapon damage + 12d6+12 SnA damage.
8th Attack: +20 to hit, on success cause weapon damage + 12d6+12 SnA damage.
That's 96d6+96 damage just in SnA damage from the Surprise Round and Round 1, and with average rolls would be roughly 432 SnA damage, not including weapon damage.
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You're going to melt faces bro.

Ryze Kuja |

Thanks, but no I've never used it before :P I've come up with similar builds before but they're always different each time, it just depends on what kind of concept character the OP is looking for :P You said you wanted a scary reaper who would show up, fear everyone, kill the frightened/cowering, and disappear, rinse lather repeat, so that's just where I went with your concept :P

WagnerSika |

This is an interesting build, have to consider it for my next character.
Also, if you don't have a Wand of Greater Invisibility by now, get one. Greater Invisibility is +40 Stealth while not moving, +20 Stealth while moving, and doesn't drop if you attack something like normal Invisibility does.
If you are invisible the Dazzling display bomb will not work.
Make an Intimidate check to demoralize all foes within 30 feet who can see your display.

Ryze Kuja |

This is an interesting build, have to consider it for my next character.
Ryze Kuja wrote:Also, if you don't have a Wand of Greater Invisibility by now, get one. Greater Invisibility is +40 Stealth while not moving, +20 Stealth while moving, and doesn't drop if you attack something like normal Invisibility does.If you are invisible the Dazzling display bomb will not work.
Dazzling Display wrote:Make an Intimidate check to demoralize all foes within 30 feet who can see your display.
That's a good point. Maybe instead of Greater Invisibility, get a Ring of Invisibility that you can turn on as a Standard Action. That way your Invisibility drops the second you Sneak Attack and just before your Dazzling Display goes off, and then you can Hellcat Stealth to re-enter stealth, and then Invis again (if you want to).

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Thanks, but no I've never used it before :P I've come up with similar builds before but they're always different each time, it just depends on what kind of concept character the OP is looking for :P You said you wanted a scary reaper who would show up, fear everyone, kill the frightened/cowering, and disappear, rinse lather repeat, so that's just where I went with your concept :P
That's a very interesting build, thank you for sharing it.
Is there a typo in the ability scores? You seem to have used a 27 point buy.

Zepheri |

Tbh, I am absolutely glad that you have come up with discrepancies in this build, because there were indeed discrepancies.
I sincerely hope that you use this build :) And, please let me know how it turns out in your game, if you use it :)
question if not human but other race what race you recommend?