Stupid D&D tricks

I didn’t start out even thinking about Intimidation as a tactic for my (now 6th level) Pathfinder Bard (Wit archtype), so he’s more optimized for Diplomacy (+22), but my Intimidate is also rather impressive now (+18).

Move Action: Step up into range of all the Humanoid bad guys (because it is language dependent with a range of 30’)
Standard Action: Cast Blistering Invective (From Ultimate Combat)

Result: Make an Intimidate check against all enemies within 30’, at my +18 on the die roll. The DC for ‘demoralize’ is 10 + HD + Wis Mod. So your average 6th level NPC is going to be DC 16. The NPC Clerics might be as high as DC 20, for which I need to roll a 2 on the die. If I meet or exceed that, they are Shaken for 1 round. Plus one round per 5 by which I exceed their DC. (The very first time I did this, I rolled an 18 on the die, for 36.)

If they are Shaken (which is -2 on basically all of their rolls in combat), they take d10 fire damage and have to make a DC 17 Reflex Save or catch on fire.

My Bard literally yells at people until they catch on fire. :smiley:

I’m thinking of taking a level of Rogue, Thug archtype, for 7th level, because a 1st level Thug, when he demoralizes, adds 1 round to the Shaken and can exchange 4 rounds of Shaken for 1 round of Frightened. (I just need to exceed their DC by 10 then to achieve this.) Which means they’ll run away for that 1 round, then have to come back. I also notice that if I set them on fire, they can’t put themselves out while running away. :smiley:

Yes, it is a bit broken. Perhaps the new version of Pathfinder will fix this, but I expect that won’t be covered for a couple of years until they put out the new splatbooks that cover these.