Kerrick
First Post
Okay, now I see what you're saying. You're right - feinting like that isn't bluffing someone.We might have to agree to disagree on this point--crap! I hate using cliches!
If I'm fighting someone (and I've been in plenty of fights), I'm not going to believe a damn thing my enemy is saying. If he told me to "look out", I'd stab him in his face and THEN duck, not the other way around. Feinting is more along the lines of misleading and misdirecting an enemy's defense or attack rather than trying to trick him into looking over his shoulder. That example would be Bluff vs. Sense Motive and if it succeeded, I'd allow the results of a successful feint, but that is not what a feint actually is.
Oh. I had to look back upthread to see what we'd done.... I'd say leave it as "a successful feint (by attacker OR defender) leaves the target flat-footed". That makes it a lot easier to remember, and more uniform all around. An attacker can use it to get a free attack in, or the defender can use it to make a quick getaway. Course... if you can only do it on your turn, aren't you always the attacker?Actually, here I was thinking your idea of neat and orderly--keeping the mechanics (roughly) the same.

That's what I thought you were aiming for. It's a good idea, but the problem here is that you're using a nonstandard ability modifier for a save in a (fairly) common circumstance, and in combat, no less - I wonder how long it would take for a player to subtract his Wis mod, find and add his Cha mod, and then get make the roll?I was thinking Cha because the taunt is tied into the strength of personality and social aspects of Cha. It isn't always so much recognizing the taunt for what it is and resisting/ignoring it, but whether it stings the person's pride enough or embarrasses them enough in front of their peers that causes them to attack so wildly. --Think McFly from Back to the Future when he was called Chicken by Biff. Yeah, he knew it was stupid, but every time it goaded him to take the wrong action (at the time) because it was a matter of pride.
Well, you said rage, so I assumed +4 Str, +4 Con... that would boost hit points. Oh yeah, and if the target of the taunt is knocked unconscious or dying, the effects wear off too. Forgot that part.You've got a point, though I didn't mention anything about hit points. So we could just say that the mini-rage is +2 to attack, -4 to AC.
Edit: After some quick editing, here's what I've got for the revised abilities.
Feint: As a move action, a character can attempt a feint, leaving his opponent off-guard for the next attack. in order to do so, the character makes a modified level check - 1d20 + base attack bonus + Cha modifier vs. DC 10 + opponent's base attack bonus + opponent's Wis modifier. If the check succeeds, the opponent loses its Dex bonus for the character's next attack (the character can also use this action to take a combat stride away from the opponent without provoking an attack of opportunity).
When feinting in this way against a nonhumanoid, the character takes a -4 penalty. Against a creature of animal Intelligence (1 or 2), he takes a -8 penalty. Against a nonintelligent creature, it’s impossible.
Feinting in combat does not provoke attacks of opportunity.
The Improved Feint feat grants a +4 bonus to feint checks.
Demoralize: As a move action, a character can attempt to demoralize an opponent with whom he is in melee combat and who can see him. To do so, he must make a modified level check - 1d20 + his base attack bonus + 1 per 5 ranks in Intimidate + his Cha modifier vs. DC 10 + opponent's base attack bonus + opponent's Wis modifier; the opponent adds any bonuses to saves vs. fear effects. If the character is larger than his opponent, he gains a +2 bonus per size category of difference; if the opponent is larger, it becomes a -2 penalty per category. If the check succeeds, the opponent is shaken for 1 round per 5 points the check result exceeds the DC.
Demoralize is a mind-affecting effect.
Taunt: As a move action, a character can attempt to taunt his opponent into reckless action. To do so, he must make a modified level check - 1d20 + his Cha modifier vs. DC 10 + opponent's Int or Wis modifier (whichever is higher). If the check succeeds, the opponent is enraged and will direct all of its energy toward engaging the character in melee combat if possible; it gains a +2 bonus to attack rolls, but a -4 penalty to AC. The enemy will charge to close with the character if applicable. This effect lasts until the character is incapacitated, dead, or flees, or until the opponent is incapacitated or receives a calm emotions or similar spell.
A character can taunt an opponent who can either not see or not hear him (but not both), but he suffers a -4 penalty. Taunting a creature of animal intelligence (1 or 2) incurs a -8 penalty (these penalties stack). Taunting a mindless creature is impossible.
I think taunt should add ranks in Bluff, with the opponent's Sense Motive opposing it - it's not like feinting; someone who's skilled at bluffing (i.e., talking smack) can easily goad someone else into a fight.
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