Goading

In Requerm , many creatures have unique attack patterns that often endanger members of the enemy party that aren't used to being the target. One of the best ways to counter these attack patterns is with a "Goad" action. Goading refers to the act of tricking an opponent into believing you are the biggest threat with your words and/or actions, or by inciting violent behavior in your target with a barrage of insults and/or lies. Either way, a successfully goaded creature has their eyes on you instead of your squishier party members, allowing for greater strategies to take place. Goading, like feinting, is not a combat maneuver, despite being a specific action you can take in combat.

Goading is a standard action. To goad, make a Bluff skill check. The target of your goad must be able to clearly see and hear you, and also be considered hostile to you. Goading does not provoke attacks of opportunity. The DC of this check is equal to 10 + your opponent’s base attack bonus + your opponent’s Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent’s Sense Motive bonus, if higher. A successful check goads the opponent for 1 round. During this time, a goaded creature can only willingly attack you (including with attacks of opportunity), although this does not prevent the creature from taking actions that attack multiple targets as long as you are one of them. A goaded creature is also not prevented from taking any non-aggressive actions while they are goaded. If you attempt to goad the same creature again within 1 hour, increase the DC to goad them by 2 for each previous goad check, regardless of how many of those checks were successful. This does not affect the DC of other creatures attempting to make goad checks. A creature can only be goaded by one creature at a time. If they are goaded by another creature, they are no longer goaded by the first creature.   Goading is considered a mind-altering effect. Creatures immune to mind-altering effects are immune to goading. Creatures that receive bonuses to saving throws against mind-altering effects receive the same bonuses to the DC against goading.

The DC to goad a creature that does not speak your language is increased by 4. The DC to goad a creature of animal intelligence (Int 1 or 2) is increased by 8. A creature without an intelligence score cannot be goaded.

Related feats:

Improved Goad (Combat)

You are trained in inciting violence in others, putting a target on your own back in order to protect your allies.


Prerequisite(s)

Combat Expertise

Benefits

You get a +2 bonus on bluff checks made to goad creatures. As part of the goad action, you may take a total defense action.

Greater Goad (Combat)

You can incite violence with the bat of an eye, opening up more opportunities to trap opponents with your words and actions.


Prerequisite(s)

Combat Expertise, Improved Goad, BAB+6

Benefits

You can goad creatures as a move action. You gain a +2 dodge bonus to AC against attacks made by creatures you have goaded.

Normal

Goading is a standard action.

Lasting Impression (Combat)

Your words and actions cut deep, leaving a lasting impression on those that would do you harm.


Prerequisite(s)

Combat Expertise, Improved Goad, BAB+8

Benefits

For every 5 above the DC you roll on a successful goad check, the goaded creature remains goaded for 1 additional round. These rounds do not stack with successive goad checks, instead using the highest remaining number of rounds among goad checks you have made.

Normal

Creatures are goaded for one round.

Targeted Riot (Combat)

You are skilled enough at inciting violence that you can weave vague words and actions to make entire groups of enemies believe you are singling them out.


Prerequisite(s)

Combat Expertise, Improved Goad, Greater Goad, BAB+11

Benefits

When you take a goad action, you may choose to goad all enemies within 30ft of you with a single bluff check. Goaded creatures attacking you are not considered to be flanking you.

Normal

You can only goad one creature at a time.

Quick Goad (Combat)

You can tell the exact moment when an enemy becomes openly hostile to your party, granting you the opportunity to change the tide of battle before it even begins.


Prerequisite(s)

Combat Expertise, Improved Initiative, Improved Goad, Greater Goad, BAB+13

Benefits

As part of your initiative roll, you may goad a single hostile creature. On a successful check, that creature remains goaded until the end of their next turn. You must be aware of the creature before initiative is rolled and, if there is a surprise round, you must be able to take an action during the surprise round.

Normal

Creatures are goaded for 1 round.

Inciting Duo (Combat, Teamwork)

You and a teammate can dig deeper into an opponents' psyche together, distracting them from others and tricking them into unfavorable positions.


Prerequisite(s)

Combat Expertise, Improved Goad, BAB+3

Benefits

You and an ally with this feat can both goad the same creature at the same time. A creature goaded this way can make attacks against either creature goading it. A creature adjacent to both of you that is goaded by both of you is also considered flanked. If you and an ally with this feat are both goading the same creature, you may move through that creature's threatened squares without provoking attacks of opportunity.

Normal

Creatures can only be goaded by one creature at a time.

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