skeeter_dan
2009-11-13, 04:57 PM
My gaming group is considering a little bit of goofiness after our current grim, dark, and mysterious campaign wraps up. What's goofier than an adventuring party of awakened animals?
I've been wanting to try this build our for quite a while, so I'm very excited for this campaign, but I wanted to get some help tweaking it. Essentially, the build I have in mind uses the Dire Badger's natural rage in combination with Intimidating Rage (CW) and the Never Outnumbered skill trick (CSc) to make a tasty little intimidation build that makes everyone within 10 ft and one foe within 30 ft save or be shaken for the duration of my rage (which is the entire combat). Of added value, a dire badger can rage as many times per day as it wants and there's no fatigue mentioned in the writeup. Of course, I would also want to add Imperious Command (DoU) to make it even more effective as well as using the Zhentarim Fighter substitution levels for added goodness.
I rolled ridiculous stats and have a nice 20 Charisma for all those Intimidation checks. I even had a lucky roll on my 3d6 for my Intelligence from Awaken and ended up with a 15 Intelligence. We'll likely be starting at or near 10th level.
Here's the basics:
1-5: Dire Badger HD - Intimidating Rage, Track (B), Persuasive
6: Zhentarim Fighter - Endurance, Imperious Command, Never Outnumbered
7: Zhentarim Fighter - Power Attack
8: Zhentarim Fighter - Skill Focus (Intimidate)
9: Marshal - Motivate Charisma, Frightful Presence (Dcn)
10: Zhentarim Fighter - Intimidating Strike
At 10th "level" I'll have the following for Intimidate:
Ranks 13
+2 Persuasive
+3 Skill Focus
+5 Charisma
+5 Motivate Charisma (Marshal minor aura)
= +28
Any time I'm damaged, I rage on my next turn, intimidating a single foe within 30 ft as a free action and all enemies within 10 ft. In addition, with Fearsome armor, I would have an additional +5 boost to my Intimidate check and can make Demoralize as a move action rather than a standard. Frightful Presence and Intimidating Strike give me more opportunities for fear effects to stack on top of the results of my Intimidate checks.
Question is, what can I do to make this better? Are there options that I'm failing to see? Are there obvious improvements that could be made?
I've been wanting to try this build our for quite a while, so I'm very excited for this campaign, but I wanted to get some help tweaking it. Essentially, the build I have in mind uses the Dire Badger's natural rage in combination with Intimidating Rage (CW) and the Never Outnumbered skill trick (CSc) to make a tasty little intimidation build that makes everyone within 10 ft and one foe within 30 ft save or be shaken for the duration of my rage (which is the entire combat). Of added value, a dire badger can rage as many times per day as it wants and there's no fatigue mentioned in the writeup. Of course, I would also want to add Imperious Command (DoU) to make it even more effective as well as using the Zhentarim Fighter substitution levels for added goodness.
I rolled ridiculous stats and have a nice 20 Charisma for all those Intimidation checks. I even had a lucky roll on my 3d6 for my Intelligence from Awaken and ended up with a 15 Intelligence. We'll likely be starting at or near 10th level.
Here's the basics:
1-5: Dire Badger HD - Intimidating Rage, Track (B), Persuasive
6: Zhentarim Fighter - Endurance, Imperious Command, Never Outnumbered
7: Zhentarim Fighter - Power Attack
8: Zhentarim Fighter - Skill Focus (Intimidate)
9: Marshal - Motivate Charisma, Frightful Presence (Dcn)
10: Zhentarim Fighter - Intimidating Strike
At 10th "level" I'll have the following for Intimidate:
Ranks 13
+2 Persuasive
+3 Skill Focus
+5 Charisma
+5 Motivate Charisma (Marshal minor aura)
= +28
Any time I'm damaged, I rage on my next turn, intimidating a single foe within 30 ft as a free action and all enemies within 10 ft. In addition, with Fearsome armor, I would have an additional +5 boost to my Intimidate check and can make Demoralize as a move action rather than a standard. Frightful Presence and Intimidating Strike give me more opportunities for fear effects to stack on top of the results of my Intimidate checks.
Question is, what can I do to make this better? Are there options that I'm failing to see? Are there obvious improvements that could be made?