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Demoralize Opponent
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<blockquote data-quote="Celebrim" data-source="post: 5871785" data-attributes="member: 4937"><p>That I agree with; I thought you were putting the emphasis on the multiple round effect and not the condition. I fully agree with you that as an at will ability, using intimidate to cause Paniced/Cowering debuffs is just a bit OP. Spells by comparison have far more restrictions - limited uses per day, most spells that cause fear don't effect creatures immune to mind-effecting spells, and spell resistance. However, an at will ability that exchanges an action for a minor longer duration debuff like shaken probably isn't OP, especially since it still doesn't effect creatures that lack intelligence or are immune to fear.</p><p></p><p></p><p></p><p>That doesn't necessarily follow. Nothing about the feat implies that it does anything more than what it says it does. Consider my Unnerving feat below as an example that stacks, but which wouldn't case Cower for more rounds.</p><p></p><p></p><p></p><p>I agree. I was just pointing out that improving Demoralize Opponent isn't necessary a bad thing. Anyway, these are the options for demoralizing targets in my homebrew:</p><p></p><p>UNNERVING [GENERAL]</p><p>People can’t seem to find their courage around you.</p><p>Benefit: Whenever you successfully intimidate someone to unnerve them, they remain shaken for one additional round.</p><p></p><p>FLASHY ATTACK [GENERAL]</p><p>You can intimidate your opponent with an ostentatious display of weapon skill.</p><p>Prerequisite: Chr 13, perform 4 ranks in, base attack bonus +4, either weapon focus or weapon finesse. </p><p>Benefit: Chose a weapon with which you have either the weapon focus or weapon finesse feat. You may as a full round action perform a single flashy attack in which you add your charisma bonus to your attack roll. If your attack succeeds, you can attempt to intimidate your opponent as a free action. </p><p></p><p>FINISHING MOVE [GENERAL]</p><p>You kill with style… and a disturbing amount of violence</p><p>Prerequisite: base attack bonus +1, 4 ranks intimidate </p><p>Benefit: Whenever you drop a foe, you can make an intimidate check as a free action.</p><p></p><p>PAINFUL STRIKE [CLASS, AMBUSH]</p><p>Prerequisite: +2d6 sneak attack, base attack bonus +1, Chr 13, 4 ranks intimidate, Finishing Move</p><p>Benefit: If you make a sneak attack and score a critical hit, then the target must make a Fort save vs. DC 10 + sneak attack rank + your Wisdom bonus or be shaken for 1 round. </p><p>Special: If you have the Lethality class feature, you may add your lethality bonus to the DC of the save to resist this feat.</p><p></p><p>AMBUSH MASTERY [CLASS]</p><p>No one wants to meet you in a dark ally.</p><p>Prerequisite: At least two ambush feats, Dex 13+, Wis 13+, sneak attack 5d6</p><p>Benefit: </p><p>Strike Hard: You know how to make the most of a target's surprise. Whenever you attack a flat-footed target, you receive a +4 bonus on your to hit roll.</p><p>Strike Fast: Whenever you catch the opponent by surprise, you move with such startling swiftness and terrifying ferocity that your opponents mistake you for some sort of supernatural force. Whenever you attack an opponent who you have caught flat-footed, you can make an intimidate check as a free action.</p><p>Strike Deep: You really know how to hit vital points. Whenever you force a saving throw as the result of successfully employing any ambush feat you know, the DC of that saving throw is increased by 5.</p><p></p><p>SADISTIC FLOURISH [GENERAL]</p><p>Oh that’s gotta hurt.</p><p>Prerequisite: Finishing Move, base attack bonus +1, 4 ranks intimidate</p><p>Benefit: Whenever you inflict a critical hit, you may make an intimidate check as a free action.</p><p></p><p>TERRIFYING RAGE [CLASS]</p><p>You are scary.</p><p>Prerequisite: Rage class ability.</p><p>Benefit: Whenever you enter a rage, you may make an intimidate check as a free action.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5871785, member: 4937"] That I agree with; I thought you were putting the emphasis on the multiple round effect and not the condition. I fully agree with you that as an at will ability, using intimidate to cause Paniced/Cowering debuffs is just a bit OP. Spells by comparison have far more restrictions - limited uses per day, most spells that cause fear don't effect creatures immune to mind-effecting spells, and spell resistance. However, an at will ability that exchanges an action for a minor longer duration debuff like shaken probably isn't OP, especially since it still doesn't effect creatures that lack intelligence or are immune to fear. That doesn't necessarily follow. Nothing about the feat implies that it does anything more than what it says it does. Consider my Unnerving feat below as an example that stacks, but which wouldn't case Cower for more rounds. I agree. I was just pointing out that improving Demoralize Opponent isn't necessary a bad thing. Anyway, these are the options for demoralizing targets in my homebrew: UNNERVING [GENERAL] People can’t seem to find their courage around you. Benefit: Whenever you successfully intimidate someone to unnerve them, they remain shaken for one additional round. FLASHY ATTACK [GENERAL] You can intimidate your opponent with an ostentatious display of weapon skill. Prerequisite: Chr 13, perform 4 ranks in, base attack bonus +4, either weapon focus or weapon finesse. Benefit: Chose a weapon with which you have either the weapon focus or weapon finesse feat. You may as a full round action perform a single flashy attack in which you add your charisma bonus to your attack roll. If your attack succeeds, you can attempt to intimidate your opponent as a free action. FINISHING MOVE [GENERAL] You kill with style… and a disturbing amount of violence Prerequisite: base attack bonus +1, 4 ranks intimidate Benefit: Whenever you drop a foe, you can make an intimidate check as a free action. PAINFUL STRIKE [CLASS, AMBUSH] Prerequisite: +2d6 sneak attack, base attack bonus +1, Chr 13, 4 ranks intimidate, Finishing Move Benefit: If you make a sneak attack and score a critical hit, then the target must make a Fort save vs. DC 10 + sneak attack rank + your Wisdom bonus or be shaken for 1 round. Special: If you have the Lethality class feature, you may add your lethality bonus to the DC of the save to resist this feat. AMBUSH MASTERY [CLASS] No one wants to meet you in a dark ally. Prerequisite: At least two ambush feats, Dex 13+, Wis 13+, sneak attack 5d6 Benefit: Strike Hard: You know how to make the most of a target's surprise. Whenever you attack a flat-footed target, you receive a +4 bonus on your to hit roll. Strike Fast: Whenever you catch the opponent by surprise, you move with such startling swiftness and terrifying ferocity that your opponents mistake you for some sort of supernatural force. Whenever you attack an opponent who you have caught flat-footed, you can make an intimidate check as a free action. Strike Deep: You really know how to hit vital points. Whenever you force a saving throw as the result of successfully employing any ambush feat you know, the DC of that saving throw is increased by 5. SADISTIC FLOURISH [GENERAL] Oh that’s gotta hurt. Prerequisite: Finishing Move, base attack bonus +1, 4 ranks intimidate Benefit: Whenever you inflict a critical hit, you may make an intimidate check as a free action. TERRIFYING RAGE [CLASS] You are scary. Prerequisite: Rage class ability. Benefit: Whenever you enter a rage, you may make an intimidate check as a free action. [/QUOTE]
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