serleran wrote:One of these days I really should read the PHB... it seems to change daily.
True. But the loss of total immunity vs. fear is offset by their ability to go invisible at will.
serleran wrote:One of these days I really should read the PHB... it seems to change daily.
Arduin wrote:serleran wrote:One of these days I really should read the PHB... it seems to change daily.
True. But the loss of total immunity vs. fear is offset by their ability to go invisible at will.

About time.Arduin wrote:serleran wrote:One of these days I really should read the PHB... it seems to change daily.
True. But the loss of total immunity vs. fear is offset by their ability to go invisible at will.
In context, the phrase, fails to strike makes a lot more sense with the while attacking part. So, as long as you're attacking an intimidated foe, all such foes stay intimidated. That is one heck of a power. -2 is a big deal, especially if you start stacking it with the knights powers or the bard's powers. Not to mention good ol' fashion magic spells. I feel much better about the barbarians potential now. I still think primal instinct should apply to atks and dmg as well, but intimidate is an acceptable alternative.Arduin wrote:jdizzy001 wrote:As mentioned, I don't mind intimidate being an ongoing effect. If it is, what will stop a pc from intimidating x foes then doing nothing for the rest of the battle so intimidate's effects never wear off? Barbarian in plate-mail intimidates then goes full defensive for the rest of the fight so all 16 baddies suffer a -2 to everything until the combat ends. I know it is a poor rpg move and would only be made by a metagaming, rules-lawyer munchkin and permitted to continue by a lackluster ck, but seriously, is the barbarian's intimidate supposed to be that strong? If so, cool that solves my "what can a barbarian do?" problem.
Per the PHB 6th printing, it is effective WHILE attacking.
"It has a 15 foot radius area of effect. Intimidate is usable only once per combat encounter. At 1st level, a barbarian can intimidate one creature. The number of creatures intimidated increases with level as follows: up to 2 creatures at 3rd level, up to..."jdizzy001 wrote:In context, the phrase, fails to strike makes a lot more sense with the while attacking part. So, as long as you're attacking an intimidated foe, all such foes stay intimidated. That is one heck of a power. -2 is a big deal, especially if you start stacking it with the knights powers or the bard's powers. Not to mention good ol' fashion magic spells. I feel much better about the barbarians potential now. I still think primal instinct should apply to atks and dmg as well, but intimidate is an acceptable alternative.Arduin wrote:jdizzy001 wrote:As mentioned, I don't mind intimidate being an ongoing effect. If it is, what will stop a pc from intimidating x foes then doing nothing for the rest of the battle so intimidate's effects never wear off? Barbarian in plate-mail intimidates then goes full defensive for the rest of the fight so all 16 baddies suffer a -2 to everything until the combat ends. I know it is a poor rpg move and would only be made by a metagaming, rules-lawyer munchkin and permitted to continue by a lackluster ck, but seriously, is the barbarian's intimidate supposed to be that strong? If so, cool that solves my "what can a barbarian do?" problem.
Per the PHB 6th printing, it is effective WHILE attacking.
Arduin wrote:"It has a 15 foot radius area of effect. Intimidate is usable only once per combat encounter. At 1st level, a barbarian can intimidate one creature. The number of creatures intimidated increases with level as follows: up to 2 creatures at 3rd level, up to..."jdizzy001 wrote:In context, the phrase, fails to strike makes a lot more sense with the while attacking part. So, as long as you're attacking an intimidated foe, all such foes stay intimidated. That is one heck of a power. -2 is a big deal, especially if you start stacking it with the knights powers or the bard's powers. Not to mention good ol' fashion magic spells. I feel much better about the barbarians potential now. I still think primal instinct should apply to atks and dmg as well, but intimidate is an acceptable alternative.Arduin wrote:jdizzy001 wrote:As mentioned, I don't mind intimidate being an ongoing effect. If it is, what will stop a pc from intimidating x foes then doing nothing for the rest of the battle so intimidate's effects never wear off? Barbarian in plate-mail intimidates then goes full defensive for the rest of the fight so all 16 baddies suffer a -2 to everything until the combat ends. I know it is a poor rpg move and would only be made by a metagaming, rules-lawyer munchkin and permitted to continue by a lackluster ck, but seriously, is the barbarian's intimidate supposed to be that strong? If so, cool that solves my "what can a barbarian do?" problem.
Per the PHB 6th printing, it is effective WHILE attacking.
Once you read the whole thing, the power is not that powerful.
The 15' radius kinda kills it. Intelligent opponents can retreat and use missiles. 99% of monsters are played way under ability anyway. I don't have trouble if party's do that kind of stuff. A well thought out ambush by opponents 1/2 the strength of a PC party can wipe them out easily.Treebore wrote: By itself, no, but in conjunction with the Bard, Knight, Prayer spell, etc... he mentions it can contribute to some massive party buffing.
I'm not saying its a game breaker, but a well timed intimidate can change the flow of battle. Regardless of your opponents int. As treebore said, it can yield some massive party buff. Sure a 15' radius limits its effectiveness, but all it takes is 1 nova round. Heck, getting your opponent to fallback can be a victory in itself depending on the battle's objective. If my party were fighting the terresque and we managed to make it retreat, I'd say that is a pretty big win in context of the adventure.Arduin wrote:The 15' radius kinda kills it. Intelligent opponents can retreat and use missiles. 99% of monsters are played way under ability anyway. I don't have trouble if party's do that kind of stuff. A well thought out ambush by opponents 1/2 the strength of a PC party can wipe them out easily.Treebore wrote: By itself, no, but in conjunction with the Bard, Knight, Prayer spell, etc... he mentions it can contribute to some massive party buffing.
True. But a terresque wouldn't be subject to intimidation.jdizzy001 wrote: If my party were fighting the terresque and we managed to make it retreat, I'd say that is a pretty big win in context of the adventure.
I dont think that is what arduin meant. I think he was refering to intellegent baddies who stay away from the barbarian in general. Because, i agree, once intimidated I wouldnt let a baddy cancel the intimidate simply by disengaging from the barbarian.serleran wrote:While the rules may not say explicitly, I would not allow an intimidated creature to back up 16 feet and draw ranged weapons and continue to target the barbarian. Not without taking the penalties. For me, the range is only the area in which the effect originates -- so the victims have to be there initially, not necessarily stay within it. The spirit of the rules often have to override the written element.
Of course, maybe that's wrong. But, it is how I would play it.