How to use Intimidate


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It's not just that Intimidate is a Standard action that makes it bad. It's that you have to threaten the person in melee. So there's a good chance you're eating a full attack just to give someone the Shaken condition for one round. Awful.

This is why you need splat book stuff to make it usable. Terrifying Rage feat lets a Barb use it at range as a FREE action on someone when he enters rage, and lasts till the rage ends. Some dragon mag barbarian variant gives you a 60 ft "gaze attack" version of Intimidate based on str instead of charisma.

Intimidating Strike lets you attack as a standard action and if you hit, leave the foe shaken for pretty much the whole combat.

Imperious Command feat makes anyone who you demoralize cower for one round before being shaken like normal.

Never Outnumbered skill trick lets you once/encounter demoralize everyone within 10 ft of you instead of just one target.

Zhentarim Fighter at level 9 gets to Demoralize as a swift action, and loses nothing from normal Fighter.

Scarlet Corsair can use it as a 30 ft area of effect.

Just some examples of ways to make Intimidate awesome. All listed in that fear guide I posted. Just think what you can do if you combine a few of those together. Intimidate can be awesome, it just takes some resources.
 

Look in my barbarian handbook (Being Bane: A Guide to Cracking Small Men) for examples of barbarians that rage and make everyone soil their pants for the duration of the encounter. Pretty funny stuff.
 
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Barbarian Celerity:

Intimidating Rage - You demoralize a foe within 30' of you when you rage.

Instantaneous Rage - You rage, even when its not your turn.

Imperious Command - When you demoralize a foe, they instead Cower for 1 round, then are Shaken for 1 round.

Combine it all together. Hold your rage until some bad mamajama decides to do something you don't like (like, cast a spell). Get angry and scream at him. Instead of doing what he was going to be doing, he cowers in fear and craps his pants instead, and suffers poopoopants penalties for the rest of his VERY short life, cause its now your turn again.

Its like a very limited target based Celerity. If a foe does something you don't like, take their turn away. Chances are, this'll pretty much give you two turns in a row. If your foe isn't dead by the time they regain control over their lower intestine, you're not a very good barbarian...
 

I think there's a Factotum build also based on Intimidate, Imperious Command and Never Outnumbered. Just Google Factotum Handbook.
 

Barbarian Celerity:

Intimidating Rage - You demoralize a foe within 30' of you when you rage.

Instantaneous Rage - You rage, even when its not your turn.

Imperious Command - When you demoralize a foe, they instead Cower for 1 round, then are Shaken for 1 round.

Combine it all together. Hold your rage until some bad mamajama decides to do something you don't like (like, cast a spell). Get angry and scream at him. Instead of doing what he was going to be doing, he cowers in fear and craps his pants instead, and suffers poopoopants penalties for the rest of his VERY short life, cause its now your turn again.

Its like a very limited target based Celerity. If a foe does something you don't like, take their turn away. Chances are, this'll pretty much give you two turns in a row. If your foe isn't dead by the time they regain control over their lower intestine, you're not a very good barbarian...

You don't even need to spend a feat on Instantaneous Rage if you're doing that. Get the Ferocity rage variant, which among its changes lets you enter a Rage as an immediate action out of turn. Save your feats when you can.
 


No, it's here: Urban Class Features -- A Web Enhancement for Cityscape

It completely replaces Rage and all the higher level class features associated with it.

[sblock]Ferocity

Where most barbarians define themselves by nigh-unstoppable rage, a few streetfighters and urban warriors have mastered different techniques. By working up a surge of adrenaline, they hit just as hard, and substantially faster, than their counterparts, while dodging the inevitable counterattack.

Class: Barbarian.

Level: 1st.

Replaces: If you select this class feature, you do not gain rage, or any later improvements to that class feature, nor do you gain indomitable will.

Benefit: Once per day, the barbarian can enter a state of adrenaline-fueled fury, increasing both his physical might and his reaction time. He temporarily gains a +4 bonus to Strength and a +4 bonus to Dexterity, but he takes a -2 penalty on ranged attack rolls beyond short range (30 feet).

He can enter this state as an immediate action, even when flat-footed at the start of combat, so he may apply the enhanced Dexterity modifier to his initiative check.

While in a state of ferocity, the barbarian cannot use any Charisma- or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except item creation feats and metamagic feats. Ferocity lasts for a number of rounds equal to 4 + his Constitution modifier (if positive). The barbarian may prematurely end his state of ferocity. At the end of ferocity, he loses the ferocity modifiers and restrictions and become sickened (-2 on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies). Abilities that normally render him immune to being sickened (such as the Strong Stomach feat, Cityscape 64) reduce the penalties to -1, but do not remove them entirely.

The barbarian can invoke ferocity only once per encounter. At 1st level he can use this ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level).

Greater Ferocity: At 11th level, his bonuses to Strength and Dexterity during ferocity each increase to +6. In addition, the duration of his ferocity increases to 5 + your Constitution modifier (if positive).

Shifting Stance: At 14th level, while in a state of ferocity, he gains a +1 dodge bonus to Armor Class and Reflex saves.

In addition, while in a state of ferocity, the barbarian can stand from prone as a swift action that does not provoke attacks of opportunity. If a foe that threatens him has a base attack bonus that is 4 points or more higher than his barbarian level, however, she gains an attack of opportunity as normal. (These abilities replace indomitable will.)

Relentless Ferocity: At 17th level, the duration of his ferocity increases to 6 + his Constitution modifier (if positive), and he no longer become sickened at the end of his ferocity. In addition, the dodge bonus granted by his shifting stance ability becomes +2.

Unstoppable Ferocity: At 20th level, the barbarian's bonuses to Strength and Dexterity during ferocity each increase to +8.[/sblock]
 

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