They say that there is nothing to fear but fear itself, and these fear-related feats are something to fear indeed. This week we take a look at a collection of feats which explore a wide range of ways to interact with fear.
You are able to empower spells which inspire fear with additional magical energy, making them more effective.
Prerequisite: Ability to cast a spell with the fear descriptor.
Benefit: The saving throw DC of any spell you cast with the fear descriptor is increased by +1. This bonus does not stack with that granted by the Spell Focus feat. Additionally, whenever a creature succeeds on a saving throw against a spell you cast with the fear descriptor, he becomes shaken for 1d4 rounds. If the spell would already make a creature shaken on a successful saving throw, then the duration of the effect is increased by 1d4 rounds, instead.
You can instill a sense of fear in spells you cast, terrifying your victims.
Prerequisite: Ability to cast 1st-level spells.
Benefits: Whenever you cast a spell, you may choose to add the fear descriptor to the spell as you cast it. If you do, treat the caster level of the spell as though it were two levels lower than it normally is.
In the Face of Fear
You are of the bravest and most stalwart sort, and you are at your best when faced with terrors which would send lesser heroes running for the hills.
Prerequisite: Iron Will.
Benefit: Whenever you make a saving throw against a fear effect, you gain a +1 bonus on all attack and weapon damage rolls for a number of rounds equal to your Wisdom modifier. If you have the bravery class feature, this bonus is equal to the bonus on saving throws against fear affects provided by bravery instead.
You unleash a devastating blow, accompanied by a terrifying war cry, battle song, or similar display, crushing not just your foe’s body, but also his spirit.
Prerequisite: Skill Focus (Intimidate).
Benefit: As a standard action, you can make a special terror strike melee attack. If that attack hits, it deals damage as normal and you may attempt an Intimidate check to demoralize the target of the attack as a free action. If the Intimidate check is successful, the target suffers a -1 penalty on all attack and weapon damage rolls made against you for 1 minute, in addition to the normal effects of demoralizing a foe. If the terror strike is made using the Awesome Blow, Power Attack, or Vital Strike feats, you gain a +2 bonus on the Intimidate check; these bonuses are cumulative.
You can force a shaken creature to run from you for a short time.
Prerequisite: Terror Strike.
Benefits: As a standard action, you can make a special terrifying blow melee attack. If the attack hits, it deals damage as normal. Additionally, if the target has the shaken condition, it must succeed on a Will save (DC 10 + 1/2 your base attack bonus + your Charisma modifier) or be forced to move at least 10 feet away from you on his next turn.