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- Half-Orc Inquisitor - By SFK
- Heresy Inquisition(Sanctified Slayer) 18 / Cavalier(Gendarme)(Order of the Cockatrice) 2
- ---Important note--- Using Intimidate to demoralize a single enemy as a standard action is wasting the action economy. For this reason, most Intimidate builds try build toward demoralizing as a swift or free action, demoralizing multiple enemies at once, or both. Here is a build that tries to optimise these options.
- ---CON to this build.---
- [Mind-affecting] tag. The Demoralize action is a mind-affecting fear effect, which means that many enemy types—Constructs, Oozes, Plants, Undead, Vermin, some swarms, and a handful of Outsider subtypes—will be naturally immune to even your best Intimidate rolls. Not even the Antipaladin’s Aura of Cowardice beats blanket immunity to mind-affecting effects. Be prepared for this tactic not to work all the time.
- ---Race: Half-Orc---
- Being a Half-Orc Inquisitor grants us access to a very powerful FCB combined with a class skill:
- Inquisitor: Add a +1/2 bonus on Intimidate checks and Knowledge checks to identify creatures.
- Stern Gaze gives you an instant edge over the competition with 1/2 level to Intimidate, which roughly translates to +1 Intimidate per level of Inquisitor.
- This allows us to grow Intimidate skill faster than most Race/Class combinations
- ---Half-Orc Alternate Racial Traits to consider---
- Weapon Familiarity is basically useless, we will get Falchion Proficiency from Cavalier at level 1, and there are no useful weapons that have Orc in the name to take use of this, trade it away!
- I'm not a fan of Orc Ferocity, 1 extra action could mean the difference of life or death, but there is more to gain by trading it away.
- Acute Darkvision: Gain darkvision 90 feet, replaces Orc ferocity
- Bestial: +2 racial bonus on Perception checks, replaces Orc ferocity
- City-Raised: +2 racial bonus on Knowledge (local) checks, replaces Weapon Familiarity
- Dusksight: Gain Low-Light vision, replaces Weapon Familiarity
- Human-Raised: 1 additional skill rank per level, replaces Orc Ferocity and Weapon Familiarity
- Sacred Tattoo: +1 luck bonus on all saving throws, replaces Orc ferocity (goes well with Fate's Favoured Trait for +2 to all saving throws)
- Shadowhunter: 50% weapon damage to incorporeal creatures when using non-magical weapons as if using magic weapons, +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).
- Toothy:
- ---Traits---
- Thunder and Fang Performer: +2 trait bonus on Intimidate checks while wielding a two-handed melee weapon OR
- Shadow Whispers: +1 trait bonus on Knowledge (local) checks and a +2 trait bonus on Intimidate checks made to demoralize opponents
- Unnatural Presence: This allows you to demoralize animals and vermin. This helps against mindless vermin, but you can always intimidate animals so the wording is unclear...
- ---Maximising Intimidate---
- By the time we take our first level of Inquisitor at level 3 we should be looking at +18 Intimidate;
- +2 - Half-Orc Racial
- +3 - Wis to Intimidate
- +1 - Stern Gaze ability from Inquisitor
- +6 - 3 Ranks + Class skill
- +2 - Trait Bonus
- +4 - Str to Intimidate
- Keeping 1 rank at every level into Intimidate we'll get to ~45 at level 20 WITHOUT the Half-Orc FCB which with on even levels starting from 4 (4,6,8 etc) will grant you another +1, so we should be looking at ~54 at level 20, and ~33 at level 10!
- Levels & Feats:
- 1: Cavalier(Gendarme) Weapon Focus: Falchion (or weapon of choice)
- 1: Cavalier(Gendarme) Bonus Feat: Power attack
- 2: Cavalier(Gendarme) Bonus Feat: Dazzling Display
- 3: Inquisitor(Sanctified Slayer) Intimidating Prowess
- 4: Inquisitor: +1 Str
- 5: Inquisitor: Signature Skill (Intimidate)
- 6: Inquisitor
- 7: Inquisitor: Cornugon Smash
- 8: Inquisitor: +1 Str
- 9: Inquisitor: Shatter Defences/Violent Display
- 10: Inquisitor
- 11: Inquisitor: Violent Display/Shatter Defences
- What the Build Looks Like at;
- ---Note---
- Equipment is following the Automatic Bonus Progression, your mileage may vary
- ---Level 2---
- Melee: Falchion +7 (2d4+6)(18-20/x2)
- Melee: Power Attack Falchion +6 (2d4+9)(18-20/x2)
- +2 to attack against demoralized targets
- Early entry into Cavalier(Gendarme) gets us Heavy Armour proficiency, a bonus feat in Power Attack and a feat that will make the whole build run, for free, Dazzling Display. +2 BAB instead of +1 BAB that you'd have gotten for two levels of Inquisitor.
- Dazzling Display: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.
- Braggart (Ex)
- At 2nd level, the cavalier can spend a standard action to extol his own accomplishments and battle prowess. He receives Dazzling Display as a bonus feat. He does not need a weapon in hand to use this ability. The cavalier receives a +2 morale bonus on melee attack rolls made against demoralized targets.
- So now we can Dazzling Display as a standard action, and get a nice bump to melee attacks against the target.
- ---Level 5---
- Intimidating at d20+21
- Melee: +1 Falchion +10 (2d4+7)(18-20/x2)
- Melee: Power Attack +1 Falchion +8 (2d4+13)(18-20/x2)
- +2 to attack against demoralized targets
- We've got Str to Intimidate and gotten our first Skill Unlock. We still are only proccing Intimidate as a standard action, and should only be used if we can't get into melee to bash people.
- Skill Unlock:
- If you exceed the DC to demoralize a target by at least 10, it is frightened for 1 round and shaken thereafter. A Will save (DC = 10 + your number of ranks in Intimidate) negates the frightened condition, but the target is still shaken, even if it has the stalwart ability.
- The Inquisitor gets access to Teamwork feats at this level, and while the Inquisitor has access to an ability to swap the most recent bonus feat out I'll call attention to Outflank at this level, which helps proc Sneak Attack, which later is important to proc another Intimidate check. I'll cover Teamwork feats further down.
- >Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
- ---Level 7---
- Intimidating at d20+27
- Belt of Giant Strength +2
- Headband of Inspired Wisdom +2
- Melee: +1 Falchion +12 (2d4+8)(18-20/x2) +1d6 Sneak Attack
- Melee: Power Attack +1 Falchion +10 (2d4+14)(18-20/x2) +1d6 Sneak Attack
- +2 to attack against demoralized targets
- Cornugon Smash lets us intimidate as a free action after hitting with a Power Attack! We are finally getting free intimidate.
- Power attacking and hitting at this level will also negate the power attack penalty to hit!
- Important to note at level 6 we unlocked the ability to Sneak Attack for a nice +1d6 bonus to our attacks
- ---Level 9---
- Intimidating at d20+32
- Belt of Giant Strength +2
- Headband of Inspired Wisdom +2
- Melee: +2 Falchion +16/+11 (2d4+11)(18-20/x2) +2d6 Sneak Attack
- Melee: Power Attack +2 Falchion +14/+9 (2d4+17)(18-20/x2) +2d6 Sneak Attack
- +2 to attack against demoralized targets
- Shatter Defences at this level lets us proc Sneak Attack damage against any intimidated enemy, and in combination with Cornugon Smash allows us to intimidate when we hit with power attack. In conjunction with Outflank bonus feat, demoralized targets, we could be hitting at +20/+15 and proccing sneak attack on every hit, and proccing more intimidate checks.
- IF you have a flanking buddy (your horse or another body) and you are having no trouble getting into flanking then Violent Display might be better for you at this level.
- ---Level 11---
- Intimidating at d20+38
- Belt of Giant Strength +4 (technically at level 12 by ABP)
- Headband of Inspired Wisdom +4
- Melee: +2 Falchion +18/+13 (2d4+12)(18-20/x2) +2d6 Sneak Attack
- Melee: Power Attack +2 Falchion +15/+10 (2d4+21)(18-20/x2) +2d6 Sneak Attack
- +2 to attack against demoralized targets
- So we've hit the main aim of this build, 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.
- All our attacks should be now proccing as Sneak Attacks, and we are able to intimidate everyone within 30ft with Dazzling Display.
- At this level we can intimidate the CR 20 Red Dragon, Wyrm with a roll of 4!
- ---Feats beyond level 11---
- Skill Focus (Intimidate) - will get you +6 to intimidate, if you are struggling to hit the DCs
- Furious Focus + Dreadful Carnage - Furious focus eliminates the penalty to power attack and Dreadful Carnage lets you Dazzling Display when you land a killing blow
- ---Level 16---
- Intimidating at d20+52
- Belt of Giant Strength +6
- Headband of Inspired Wisdom +6
- Melee: +4 Falchion +26/+21/+16 (2d4+17)(18-20/x2) +4d6 Sneak Attack
- Melee: Power Attack +4 Falchion +22/+17/+12 (2d4+29)(18-20/x2) +4d6 Sneak Attack
- +2 to attack against demoralized targets
- ---Level 20---
- Intimidating at d20+60
- Belt of Giant Strength +6
- Headband of Inspired Wisdom +6
- Melee: +5 Falchion +30/+25/+20 (2d4+18)(18-20/x2) +4d6 Sneak Attack
- Melee: Power Attack +5 Falchion +26/+21/+16 (2d4+30)(18-20/x2) +4d6 Sneak Attack
- +2 to attack against demoralized targets
- ---Level Dips;---
- ---Unchained Rogue(Thug)---
- Level 3-5
- At level 3 we get 1 level in URogue and we get 1d6 Sneak attack which will later stack with Sanctified Slayer, but also we get to take advantage of;
- Frightening (Ex)
- Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round.
- This gives us some versatility with combat, the ability to make enemies flee from us can really change the tide of battle, and its a choice so if you don't want them to flee, you don't have to convert the shaken to frightened.
- If you just want this ability you can get away with a 1 level dip, but also consider three levels will get us access to a powerful debuf with no save!
- At 3rd level, whenever a thug deals sneak attack damage, she can choose to forgo 1d6 points of sneak attack damage to make the target sickened for a number of rounds equal to 1/2 her rogue level. This ability does not stack with itself—only the most recent duration applies.
- At 2nd level URogue you also get access to a Rogue talent and we can take Strong Impression and get access to Intimidating Prowess for free, which allows us to take Skill Focus (Intimidate) to catch up on the Intimidate bonus we are losing by not capitalising on our FCB for +3 levels
- Intimidate benchmarks as Rogue
- Level 5 - 19
- Level 7 - 28
- Level 9 - 33
- Level 11 - 42
- As you can see, you start off behind because we are missing out some points from Inquisitor levels and Half-Orc FCB, but you'll overtake thanks to picking up Skill Focus (Intimidate) early. What we do lose is Inquisitor progress, so it's a balance to what you lose taking the Rogue levels.
- ---Antipaladin---
- We don't pick up too much with this Antipaladin dip but we do pick up something important. this build is min-maxing around a [fear] effect, one of the most common immunities in the game. Consider a three-level dip in Antipaladin for Aura of Cowardice, so that creatures immune to fear effects lose their immunity when within your melee reach. Otherwise, you will depend on the Draconic Malice Spell at higher levels.
- Intimidate benchmarks as Antipaladin
- Level 5 - 16
- Level 7 - 25
- Level 9 - 30
- Level 11 - 36
- Level 13 - 42
- As you can see, you start off behind compared to even the Rogue dip and don't come close to catching up until you have the free feat slot available to pick up the Skill Focus for Intimidate.
- What you do gain, is the stripping of immunities to [fear] effects within 10ft. Tradeoffs to both choices, up to you.
- Teamwork Feats of note;
- Coordinated Charge: Charge has its limitations, and this feat places one more on by allowing you to move only up to your speed. That said, you’re getting a full-round action for the cost of an immediate action and zipping around the battlefield like a hopped up pinball. Melee characters can’t beat the action economy and free attacks, and Inquisitors with Cavalier allies will learn to adore how synchronized this feat makes them.
- Improved Outflank: Every melee Inquisitor should get Outflank and Improved Outflank at some point in their career. Period. They’re just too good, especially for Sanctified Slayers who rely on flanking to deal out SA damage.
- Outflank: Flanking is always a tactically sound move; Outflank just incentivizes it to a scary degree. Sanctified Slayers especially will want this feat for its ability to proc Sneak Attack.
- Scarred Legion: Is there anything better than an untyped bonus to Intimidate and Will saves? Let me answer that rhetorical question for you: no.
- Shake It Off: Untyped bonuses to all saves are an absolute must for just about any build. Get it
- Weapon Enchantments of note;
- Cruel: Sicken while you demoralize!
- Dazzling Radiance: Dazzling radiance lets you blind while you use Dazzling Display. Having an effect even on a successful save makes this worthwhile.
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