I was considering making a Shatter Defenses rogue and quickly realized their are A LOT of feats that either intimidate or take advantage of it.
So in order to try and figure out the best way to go about it I put together this handy-dandy table: 17ark Oracle's Intimidate Research My moving from word to google docs kinda screwed with the formatting but I'll try and fix it up a little in the next couple days.
The following table lists all feats, showing prerequisites in tree form.
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W to Z Item Creation Feats | Metamagic Feats | Teamwork Feats * This is a combat feat and can be selected as a fighter or gunslinger bonus feat.
Warriors can select Battle Shout as one of their warrior bonus feats.
Benefit: When you are the target of a spell, you may disrupt the casting and counter its effects.
Normal: As a standard action, you can make an Intimidate check against one target, opposed by their modified level check (see above). You can intimidate only an opponent that you threaten in melee combat and that can see you. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3.
Your Intimidate check is opposed by each target's modified level check (1d20 character level/HD Wisdom bonus [if any] modifiers to saves against fear).
Make a Spellcraft check (DC 15 the spell’s level); this is a free action, and it does not require a readied action.
If you succeed, you identify the spell and may automatically attempt to counter it according to the normal counterspell rules.
I'm also considering fleshing it out a bit more, but I figured I'd ask: Is there anything I'm missing?
I also like the idea of a coup de grace Slayer but the amount of saves you have to go through to pull it off makes me wonder if it'd really be worth it.