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Caedrus

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The Fear Handbook - Caedrus' Art of War, Volume 1.
« on: March 06, 2009, 09:40:27 PM »
Fear Handbook - Caedrus' Art of War, Volume I

Credits: Demoralisation Project.

Womble Hunter, BenSan, Callix, Burning Duck and Colm_L for their excellent contributions to Dictum Mortuum's intriguing thread;

JaronK made the wonderful suggestion of Scarlet Corsair, which has been used in Cromwell's creation.

NineInchNail provided excellent information, as did many contributors, in the Shadowcraft Mage Handbook (http://forums.gleemax.com/showthread.php?t=655556) for Nadia.

Dedication

Snow Savant first came up with the Fear Factor (http://forums.gleemax.com/archive/index.php/t-298091.html), and this Handbook is created to provide some of the gentle, helpful advice Snow added to the CO Boards during her time there.

Glossary

Definitions

BuffDebuff: To decrease the value of a tactically valuable aspect of a character. Example: Ray of Enfeeblement.
Escalation: To improve an effect already in effect. Example: A shaken effect on a shaken character escalates the fear effect to frightened.
ControlRepelIncapacitateTrap: A common choice (often one which seems superficially appealing) which often is not the optimum choice. Example: Fireball.


The Use of this Guide
Handbook Writing Guide, the following colours will help your travels through this guide:

Black Text indicates a neutral choice.
Red Text indicates a very poor choice.
Blue Text indicates a good choice.
Purple Text indicates an excellent choice.
« Last Edit: April 16, 2009, 10:53:20 AM by Caedrus »
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Caedrus

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Re: The Fear Handbook - Caedrus' Art of War, Volume 1.
« Reply #1 on: March 06, 2009, 09:40:53 PM »
Facts about Fear effects.

D&D Glossary Definition
What Fear Is:


Fear is a debuffer in the first instance, a repeller in the second instance, and an incapacitator in the third instance.

What Fear Is Not:

Fear effects, in and of themselves, do not kill enemies. You must still have an effect that can inflict damage on the enemy. Having said that, if you can get an enemy cowering, the battle is pretty much over.

Stages of FearShaken

Shaken creatures take an (untyped) -2 penalty on attack rolls, saving throws, skill checks, and ability checks.

FrightenedPanicked

From the Rules Compendium
Cowering
Objectives & Methods
Objective

Based on what we have learned in the Stages of Fear, we must set some objectives:

1.   Assess the field of battle and ready yourself to act when the enemy is an appropriate tactical position.
2.   Commence the Fear Escalation.
3.   Ensure a Fear contributor has a duration long enough to ensure that the enemy can be destroyed within a reasonable time frame.
4.   Ensure no escape, or that the escape itself is lethal.
5.   Commence the beatdown.

Methods

Method One:

Fast Escalation, Fast Response.


To achieve this method, you must find a very low number of effects that takes an enemy to panicked as quickly as possible, then blocks any means of escape. The enemy will cower, and from there, you start the beatings. This is a very dangerous tactic, quite difficult to achieve, but when it works, it is quite devastating.

Method Two:

Layered Escalation, Measured Response.

To achieve this method, you must layer fear effects until the enemy gets to panicked, and then block any means of escape. The enemy will cower, and from there, you start the beatings. This is the easiest method to achieve, and often allows for nice, long fear durations, so you can take your time beating your enemy to a pulp.

Method Three:

Staged Escalation, Automatic Response.
« Last Edit: March 06, 2009, 10:11:01 PM by Caedrus »
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Caedrus

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Re: The Fear Handbook - Caedrus' Art of War, Volume 1.
« Reply #2 on: March 06, 2009, 09:41:03 PM »
Races


Base Classes




BarbarianBard: With so many mind effects, the bard is a master of mind effects. It forms the basis for the Sublime Chord, has excellent skill points, and has many of the class skills required for other fear classes. Using Inspire Awe makes the bard very useful, and the excellent Doomspeak is probably the best debuff in the game.

Cleric: Not as strong with fear effects, the cleric is always a powerful class. Doom, as a first level spell, makes cleric an excellent dip, if nothing else.

Fighter: With access to so many tactically useful feats, and with intimidate, the fighter is a terrifying opponent. Often used as padding to grant more feats easily, the zhentarim fighter is, by itself, a devastating class. I would love to see a combination Dungeoncrash-Trip-Fear Fighter. Real battlefield control, right there.

Paladin: Particularly for the half-orc, the paladin is a high-charisma class, which can be very powerful. Paladin synergises well with sorcerors, clerics and bards, and the half-orc paladin ACF is very nice.

Sorceror: Another high-charisma class, the sorceror can churn out a lot of fear effects. Their natural high charisma makes it very hard to resist many fear effects.

WizardDread NecromancerBinders


For those using the Tome of Magic, Chupoclops & Focalar are fantastic at debuffing, which is vitally important in fear effects. Vanus has a great fear aura, too.

Prestige Classes


Acolyte of the Skin
: The 3rd level ability, albeit once per day, is awesome: You automatically make an enemy shaken for ten minutes, and you stun them with a failed Save. The duration and automatic effect makes this an excellent dip, albeit losing some caster levels. Characterful and dramatic.

Avenging Executioner: Nongood, but otherwise it is a very characterful, dramatic class, that just happens to be devastating for the sneak attacker / demoraliser. Rapid Intimidation makes demoralising a move equivalent action, and bloody murder forces a fear effect if you drop an enemy. Add in some sudden strike damage, and this is a very effective class.

Champion of Gwynharwyf: When a 4th level Champion of Gwynharwyf enters a rage, you make an Intimidate check. Any enemy that comes within 30 feet of you while you are raging must make a Will save against a DC equal to your Intimidate check result. Those who fail become shaken for 1d4+1 rounds or the duration of the rage, whichever is longer. In short, if someone comes near you (say, someone fleeing from another source of fear), they get hammered again.

Dread Witch: Simply put, the Dread Witch is the best class for a fear caster. One dead level, and after that, it is magnificent. You can burn through fear immunity, boost your save DCs, reflect fear back on the originator, and delay fear effects so that they all hit at once. Just an excellent class.

Evangelist: The 3rd level Inspire Dread ability can lower saves dramatically, making this class potentially useful.

Mindbender: As many have stated, one level is enough. There is nice synergy for prerequisites with (for example) Nightmare Spinner.

Mystic Theurge: A useful filler class for a dual caster. The use of the Versatile Spellcaster / Heighten Spell combination for early entry can be a useful synergy.

Nightmare SpinnerScarlet Corsair / Dread Pirate
Shadowcraft Mage
: The class has been discussed here and here. It is a very strong, very powerful class; with very little tweaking, mostly via Nightmare Spinner, it is lethally scary.
« Last Edit: April 16, 2009, 10:52:19 AM by Caedrus »
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Caedrus

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Re: The Fear Handbook - Caedrus' Art of War, Volume 1.
« Reply #3 on: March 06, 2009, 09:41:13 PM »
Feats

Baleful Moan (LM24): A very limiting choice. You have to be undead and incorporeal. It is a standard action, and a successful save provides 24 hour immunity.

Bloodsoaked Intimidate (CR17): A poor choice. It requires a weak feat to begin and is very unlikely to ever see use. However, it does allow an intimidate check as a swift action.

Charnel Miasma
Daunting Presence (LM25): A standard action to awe an opponent. On the upside, this feat has a duration of ten minutes. However, on the downside, this feat only affects one enemy, and cannot escalate past shaken. A poor choice.

Fearsome and Fearless (OA62): On one hand, it increases the DC of the fear effects you generate by 1; however, it is campaign specific, so DM veto might be a hindrance.

Fell Frighten (LM27): This metamagic feat creates a shaken effect, with no save, on any target that is subject to mind-affecting fear effects. The duration is one minute. The cost is a +2 level adjustment to the spell. This is an excellent, powerful feat choice. Take it as soon as possible.

Haunting MelodyIntimidating RageFearsome Necromancy
Terrifying Strike
Dreadful WrathImperious Command (DrU50): If you are going the demoralise route to fear, you need this feat. If you successfully demoralize a foe in combat, the foe cowers in fear for 1 round and is shaken in the following round. But wait; if you use Intimidating Rage, the duration is now as long as you rage; even better, use Dreadful Wrath, and the enemy is now cowering for a minute.

Synergistic Feats




(BoED44): +2 to all Charisma checks is very useful. The bonus skill points and bonus to saves is just icing on this delicious cake. If you have room, take this feat, preferably at 1st level for the bonus skill points. 

DoomspeakInvisible Spell
Special Abilities & Class Substitution Levels



Inspire Awe
Zhentarim Fighter
: Found as a Web Enhancement
Traits




Unnatural Aura (Dragon Magazine, Issue 356, Page 89). Taken at 1st level, this trait costs you a -2 penalty for all interactions with animals and vermin. The (untyped) bonus is a +2 on all Intimidate checks and to the DC of all spells with the [Fear] Descriptor. This is an excellent investment.
« Last Edit: April 16, 2009, 10:52:51 AM by Caedrus »
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Caedrus

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Re: The Fear Handbook - Caedrus' Art of War, Volume 1.
« Reply #4 on: March 06, 2009, 09:41:25 PM »
DemoralisingStep 1: Get good at Demoralising.Step 2: Threaten a large area.
Step 3: Demoralise faster and better.


The non-lawful Scarlet CorsairImperious Command (DrU50): If you are going the demoralise route to fear, you need this feat. If you successfully demoralize a foe in combat, the foe cowers in fear for 1 round and is shaken in the following round.

Simply, Dreadful Wrath + Imperious Command + Intimidating Rage + a single attack = hilarity. Look at Vern, in the builds section.
« Last Edit: March 06, 2009, 10:05:58 PM by Caedrus »
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Caedrus

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Re: The Fear Handbook - Caedrus' Art of War, Volume 1.
« Reply #5 on: March 06, 2009, 09:41:34 PM »
Magic Items



Amulet of Fearsome MightFearsome ArmourMenacing ArmourDomineering Weapon.Screaming Bolt: All enemies within 20 feet of the path of the bolt must make a DC14 Will Save or become shaken. What is the range of a crossbow bolt? In terms of area, this one is a winner. It has a caster level of 5th, and costs 267 gold pieces. In the right tactical situation, this thing is priceless.

Drums of PanicEyes of Doom: An expensive item, these lenses take up the face slot, which is little used. One enemy per round meeting your gaze must make a fairly pathetic DC11 Will Save or be affected by a Doom spell. However, if the wearer has both lenses, he gains the additional power of a continual deathwatch effect and can use fear (Will DC 16 partial) as a normal gaze attack once per week. While Doom is a nice spell, the DC is way too low for it to be effective.

Doom Burst WeaponAxe of the Sea Reavers: As well as being a +1 greataxe, you can float on water, regardless of your weight.  You can also create a war cry which gives a +2 morale bonus on attack rolls, weapon damage, saves, skill checks, and ability checks for 1 round. In addition, you can cause all enemies within 15 feet of you become panicked for 1 round (Will DC 16 negates).
Each of these abilities is usable once per day. Magic Item Compendium, Page 47. This item has a CL of 7, and costs 10,320 gp.

Note that Intelligent Item Greater Powers can create cause fear in an enemy at will (+7,200 gp).

Platinum Helm
Breastplate of Terror
: Acts as an adamantine Breastplate +1 (so it gives damage reduction). Also, once per day as an immediate action in response to an attack, you can create a fear effect that frightens an enemy for one round, or shakes them if they pass the DC20 Will Save. Magic Item Compendium, Page 192. This item has a CL of 5, and costs 13,200 gp.

Mask of the MatriarchFlaying RodDemon RodSynergy Items


Slaymate
« Last Edit: March 06, 2009, 10:07:56 PM by Caedrus »
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Caedrus

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Re: The Fear Handbook - Caedrus' Art of War, Volume 1.
« Reply #6 on: March 06, 2009, 09:41:44 PM »
Spells

[/i]

Aura of Terror

Blade of Pain and Fear
Cause FearDoomDream CastingEyebiteFearHaunting TuneImperious GlareOpalescent GlarePhantasmal KillerRebuke
Rebuke, Greater
Scare: This spell has a long range, affects one creature per three levels, but instead of panicking / cowering an enemy, it makes them frightened, albeit for one round per level, if they fail their save. Not too bad for affecting multiple targets, but there are better spells.

Spiritwall
Symbol of Fear
: This spell is expensive (1000 gp), but has the potential to affect a lot of enemies; of course, by the time your enemies are competitive with a someone casting 6th level spells, their saves might be sky-high as well. The main fault with Symbol of Fear, however, is this: fear, by itself, does no damage; unless an enemy is present to take advantage of the fear of the targets, the spell is for nought. Still, the panicked status is nice. Essentially, if used tactically well, it is a brilliant spell; if used poorly, it is a distraction.

Wail of Doom
(Complete Adventurer): A 5th level bard spell. It causes damage (1d4 per caster level), which means you can make a Fell-Frightening Wail of Doom. It makes enemies panic for one round per caster level, or shaken (frightened with Fell Frightening) if they make their Will Save. Not bad, but a bit high in level.

WeirdSynergistic Spells


Bane
Mind Fog
Forcecage (PHB II): 1d6 cold damage (enables Fell Frightening), the chance of fatiguing, and then a chance of shaking everyone in the area with Fell Frightening. Nice!

Magic Missile
(SpC): A bard spell that strips 1d6 points of Wisdom (lowering Will Saves), and nauseates (potentially hindering movement) are two excellent synergies with fear effects.

Touch of Idiocy: Anything that lowers saves is good, and it is also a nice setup into the devastating Ray of Stupidity.
« Last Edit: March 06, 2009, 10:48:07 PM by Caedrus »
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Caedrus

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Re: The Fear Handbook - Caedrus' Art of War, Volume 1.
« Reply #7 on: March 06, 2009, 09:41:57 PM »
Builds



Just as a point of clarification, the builds below are not, to use an analogy, the complete cake, ready for consumption. It is a list of ingredients (classes), for which you must decide the order. What type of icing (optional feats, magic items, etc) you decide on is up to personal preference. All I can say is that, if you use these ingredients, you will have an edible cake.

Hannibal

Cromwell
Seldon
Adan



This build is very strongly based on my DreamtwisterNadia



Bard 4 / Illusionist 1 / Dread Witch 5 / Sublime Chord 1 / Shadowcraft Mage 3 / Sacred Exorcist 1 / Divine Prankster 2 / Nightmare Spinner 3.

Race: Gnome.

Alignment: Neutral Good. Sacred Exorcists must be good, and Bards may not be lawful.

Abilities: Intelligence 13+, and the higher the Charisma, the better.

Feats:
Level 1: Heighten Spell
Level 3: Fell Frighten (Libris Mortis)
Level 6: Spell Focus
Level 9: Arcane Thesis [Silent Image]
Level 12: Free. I would suggest Doomspeak (Champions of Ruin) to make your enemies suffer -10 to their saves. 
Level 15: Free. See Suggestions, below.
Level 18: Free. See Suggestions, below.

Feat Suggestions:

As NineInchNail suggested in his Shadowcraft Mage Handbook ( http://forums.gleemax.com/showthread.php?t=655556Vernon ('Vern') Karache.



Race: Desert Half-Orc (Unearthed Arcana)

Build: Barbarian 2 / Half-Orc Paragon 3 / Fighter 10 [ACF] / Champion of Gwynharwyf 4 / Horizon Walker 1 (Desert)

ACF Notes: Zhentarim Soldier Substitution Levels (http://www.wizards.com/default.asp?x=dnd/we/20060327aSonja

« Last Edit: March 07, 2009, 09:53:15 PM by Caedrus »
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Caedrus

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Re: The Fear Handbook - Caedrus' Art of War, Volume 1.
« Reply #8 on: March 06, 2009, 09:42:09 PM »
Notes

1. I will be adding some colour and typesetting very soon, so that it is aligned closely to Dictum's Handbook methods. I haven't forgotten!
« Last Edit: March 06, 2009, 10:40:18 PM by Caedrus »
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Caedrus

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Re: The Fear Handbook - Caedrus' Art of War, Volume 1.
« Reply #9 on: March 06, 2009, 09:42:21 PM »
Thanks

Thanks for taking the time to read through Volume 1 of my Art of War.

If you have any feedback that could improve this Volume, please let me know.

If you like what you see, let me know, and I shall try to make additional Volumes, as time allows.

C.
« Last Edit: March 06, 2009, 10:32:11 PM by Caedrus »
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Flay Crimsonwind

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Re: The Fear Handbook - Caedrus' Art of War, Volume 1.
« Reply #10 on: March 06, 2009, 09:56:24 PM »
YEEEEEEEEEEEEEEEEESSSSSSSSSS! IT IS AMONGST US!

Awesome dude, must read through it now :D ...

BowenSilverclaw

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Re: The Fear Handbook - Caedrus' Art of War, Volume 1.
« Reply #11 on: March 09, 2009, 06:15:06 PM »
Awesome!

I'll give it a good read over the weekend :D
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Akalsaris

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Re: The Fear Handbook - Caedrus' Art of War, Volume 1.
« Reply #12 on: March 10, 2009, 04:50:22 AM »
Nice handbook, very comprehensive :)

I tried using a fear-based arena team (a frightful blast warlock, a pair of clerics, and an orc barbarian), but it turned out to be easier just to kill people.  Ah well.

Here's a link to my dread witch duo I posted a few months ago that abuses Insane Defiance and the dread witch's class feature that they gain power from being targetted by fear effects.

http://brilliantgameologists.com/boards/index.php?topic=3345.0

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Re: The Fear Handbook - Caedrus' Art of War, Volume 1.
« Reply #13 on: March 11, 2009, 12:01:23 PM »
Nice!

Everytime I read about Imperious Command, I'm tempted to by DotU for that reason alone.
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Akalsaris

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Re: The Fear Handbook - Caedrus' Art of War, Volume 1.
« Reply #14 on: March 12, 2009, 04:29:15 AM »
I love DoTU.  It makes crossbows, fear-based tactics, and poisons all much more effective. 

Caelic

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Re: The Fear Handbook - Caedrus' Art of War, Volume 1.
« Reply #15 on: March 25, 2009, 07:06:57 PM »
Question about the "Nadia" build:

How, exactly, is she taking Divine Prankster?  Where is she getting the level 2 divine spells?


Also, a question: where IS Inspire Awe?
« Last Edit: March 25, 2009, 07:09:39 PM by Caelic »

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Re: The Fear Handbook - Caedrus' Art of War, Volume 1.
« Reply #16 on: March 25, 2009, 09:21:02 PM »
Inspire Awe is an alternate bard class feature from Dragon Magic. I think it replaces Inspire Courage.
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Caedrus

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Re: The Fear Handbook - Caedrus' Art of War, Volume 1.
« Reply #17 on: March 26, 2009, 04:15:00 AM »
Quote
Question about the "Nadia" build:

How, exactly, is she taking Divine Prankster?  Where is she getting the level 2 divine spells?

Caelic, Nadia uses a Divine Bard variant.

C.
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Caelic

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Re: The Fear Handbook - Caedrus' Art of War, Volume 1.
« Reply #18 on: March 26, 2009, 09:11:05 PM »
Quote
Caelic, Nadia uses a Divine Bard variant.


Aah.  That would explain it, yep.  I overlooked the note in the build progression.

Thanks!

Flay Crimsonwind

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Re: The Fear Handbook - Caedrus' Art of War, Volume 1.
« Reply #19 on: April 15, 2009, 05:45:27 AM »
I've noticed no Avenging Executioner from Complete Scoundrel, p. 24. Was it kept out for a reason (like, it sucks MUCH worse than I thought), or should it be added? Both Rapid Intimidation and Dread Blade look fine, albeit not amazing, but I could see it combined with Ghost-Faced Killer (which also isn't there; am I missing the specific specialization in this thread?) for decently awesome effect.