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Intimidate

1500run said:
ahhhh

how'd i miss that??

bad joss, though, for a 2nd level character to be spending 2 feat slots (skill focus and persuasive) on one skill... maybe the OP-DM needs to exploit that just a bit...
A 1st level human fighter still has 2 feat slots, enough for Power Attack and Cleave.

When 4E comes, all these niggly, borderline abuses of skills will be second against the wall.
 

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Actually, the character in question is a rogue 1/warlock 1. There is some ability that give +6 to bluff and intimidate originally taken for feint. 5 ranks + 2 synergy + 3 ablity + 6 warlock = +16.
 

It's a strong tactic against humanoid foes at this level. No particular nerf needed. They'll out grow it quickly.

They should also meet:
- An undead
- Some vermin (like a swarm of them)
- A Paladin

Cheers, -- N
 


Nifft said:
It's a strong tactic against humanoid foes at this level. No particular nerf needed. They'll out grow it quickly.

They should also meet:
- An undead
- Some vermin (like a swarm of them)
- A Paladin

Unfortunately, due to time constraints, the game is entirely prepackaged material that leans heavily on humanoid foes. True, the material could be altered, or other material sought out that fixes the issue, but alas, those pesky time constraints.

I suppose I could give up ENWorld to search for an adventure featuring undead spider paladins, but I'd rather have my EN fix.
 

I'm...not sure I see the problem, here. The complaint is that, by using 1) a powerful (for 2nd level) spell that 2) can only be used a few times per day at that level, 3) allows a will save, 4) uses up 2 entire combat actions, 5) requires a skill check that 6) is little useful otherwise, 7) was boosted by using up precious and few feats and/or special abilities (especially, again, at 2nd level), 8) only causes the foe to flee (and with all his gear), not become helpless or killed, 9) is an ability that grows less useful the more foes you face, and finally 10) will grow less and less useful as the party levels up...

*Shrug*. They've invested resources into a neat tactic. Let them have their fun some of the time, make it more challenging some other times, and slap them down occasionally. Again, I sort of fail to see how this is a game-breaking issue--but then again, I haven't seen it in action...
 

maggot said:
What am I doing wrong?

You are trying to use the D&D social skills as written.

That aside, if you add a few low-level mooks (kobolds! goblins!) to the fights, it shouldn't significantly alter the CR of the encounter (or the XP advancement), and should help alleviate the sort of fight that goes, "Boo! Grr! Aaah! *THUMP*"

Because really, that's only fun the first time. After that it gets used for it's effectiveness and the players start to complain that your game is boring.

All IMO, of course.
 

hmm. if it is prepackaged and heavy on the humanoids, i assume there are some pretty heavy humanoids hiding a few pages back in the module. why doesn't the scared humanoid sound the alarm and go get the heavy hitters? most humanoids don't like packs of pcs wandering around the neighborhood ruining the atmosphere....
 

IndyPendant said:
*Shrug*. They've invested resources into a neat tactic. Let them have their fun some of the time, make it more challenging some other times, and slap them down occasionally. Again, I sort of fail to see how this is a game-breaking issue--but then again, I haven't seen it in action...

Exactly, why is it so bad they run people off in the combat, but if they had just chopped off their head with a full power attack STR20 two-handed weapon barbarian thats considered fine.

Besides, to use Intimidate in combat requires you be in melee, which your warlock/rogue probably doesn't want to do when he FAILS.

DS
 

IndyPendant said:
I'm...not sure I see the problem, here. The complaint is that, by using 1) a powerful (for 2nd level) spell that 2) can only be used a few times per day at that level, 3) allows a will save, 4) uses up 2 entire combat actions, 5) requires a skill check that 6) is little useful otherwise, 7) was boosted by using up precious and few feats and/or special abilities (especially, again, at 2nd level), 8) only causes the foe to flee (and with all his gear), not become helpless or killed, 9) is an ability that grows less useful the more foes you face, and finally 10) will grow less and less useful as the party levels up.

I'm beyond caring about this right now, but I thought I'd point out some problems in this analsys:

1) Cause Fear is first level for every character class that can take it
2) True
3) There is no save versus shaken for Cause Fear. You save versus frightened and if you succeed, you are shaken instead.
4) True
5) The point is that the skill check is trivially easy. d20+16 vs. d20+2.
6) I disagree. In every other game I've run, initimidate was used primarily to pry information out of people.
7) Not multiple, not second level. One first-level warlock special ability.
8) True, but a surrounded creature that chooses to flee is pretty much dead.
9) True, but due to the lack of save and ease of skill check, this ability can be used on the toughest guys quite easily
10) Perhaps, but not sure how that makes this level any more fun. And if the campaign never gets to high levels, this is a moot point.
 

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