Intimidate (Cha)

     You can use this skill to frighten your opponents or to get them to act in a way that benefits you. This skill includes verbal threats and displays of prowess.


Check: Intimidate checks are made against a DC equal to 10 + the target's HD + the target's Wisdom modifier (if any) + any bonuses the target receives against fear effects.

     Other modifiers may be factored in at the DM's discretion.  For example, it is not always wise to attempt intimidating a vampire, so you may receive a -5 to -10 check penalty for the attempt.  But, if you are a high level paladin brandishing a silver holy symbol, you may find yourself receiving a +5 modifier.  It's all up to the DM.


COERCE OPPONENT

     Sometimes you need to cow someone into submission for more than just a few hours.

     By spending more time threatening or harassing a target, you can attempt to force a creature to act friendly toward you for 1d6 hours + 1 hour for every 5 points by which you exceed the DC.  If you succeed at such a check against the same target at least once per week for 1d6 weeks (without ever failing any Intimidate checks against the target during that time), the duration of the coercion increases to 2d8 days.  Coercion is overt, not subtle, and in most cases using coercion against a creature is an evil act.

     A coerced target acts as though friendly toward you even when you aren’t around, but the aid offered remains grudging at best.  The target’s true attitude is hostile, and if the target believes it can take an action to hinder you that can’t be traced back to it, it’s likely to take such opportunities.


Creatures attempting to enlist its aid against you can often do so by convincing the target they are able to protect it from your wrath, using the normal Diplomacy rules.


Retry: You can’t attempt long-term coercion against the same target again for 1 week.


Special: You may take a 10 on Intimidate checks to coerce an opponent, but not a 20.


Time: Coercing a target into acting friendly for hours takes 1d4 × 10 minutes.  Coercing a target into acting friendly for days requires you to successfully use coercion at least once per week for 1d6 weeks without failing any Intimidate checks against the target during that time.


DEMORALIZE OPPONENT

     You can use this skill to cause an opponent to become shaken for a number of rounds.  This shaken condition doesn’t stack with other shaken conditions to make an affected creature frightened.

     If you are successful, the target is shaken for one round.  This duration increases by 1 round for every 5 by which you beat the DC.  You can only threaten an opponent this way if it is within 30 feet and can clearly see and hear you.  Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.


Retry: You can attempt to intimidate an opponent again, but each additional check increases the DC by +5.  This increase resets after one hour has passed.


Special: You may take a 10 on Intimidate checks to demoralize an opponent, but not a 20.


Time: Demoralizing an opponent is a standard action.


INFLUENCE OPPONENT'S ATTITUDE

     You can use Intimidate to force an opponent to act friendly toward you for 1d6 × 10 minutes with a successful check.

     If successful, the opponent will:

  • Give you information you desire
  • Take actions that do not endanger it
  • Offer other limited assistance

     After the intimidate expires, the target treats you as unfriendly and may report you to local authorities.

     If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder your activities.


Retry: You can attempt to intimidate an opponent again, but each additional check increases the DC by +5.  This increase resets after one hour has passed.


Special: You may take a 10 on Intimidate checks to influence an opponent's attitude, but not a 20.


Time: Using Intimidate to change an opponent’s attitude requires 1 minute of conversation.


INTIMIDATE UNCHAINED

     By taking the Signature Skill feat, you can unchain the following special bonuses:

  • 5 Ranks: If you exceed the DC to demoralize a target by at least 10, it is frightened for 1 round and shaken thereafter.*  A Will save (DC = 10 + your number of ranks in Intimidate) negates the frightened condition, but the target is still shaken, even if it has the stalwart ability.
  • 10 Ranks: If you exceed the DC to demoralize a target by at least 10, it is panicked for 1 round or frightened for 1d4 rounds (your choice) and shaken thereafter.*  A Will save (DC = 10 + your number of ranks in Intimidate) negates the frightened or panicked condition, but the target is still shaken, even if it has the stalwart ability.
  • 15 Ranks: If you exceed the DC to demoralize a target by at least 20, it is cowering for 1 round or panicked for 1d4 rounds (your choice) and frightened thereafter.*  A Will save (DC = 10 + your number of ranks in Intimidate) negates the cowering, panicked, and frightened conditions, but the target is still shaken, even if it has the stalwart ability.
  • 20 Ranks: If you exceed the DC to demoralize a target by at least 20, it is cowering for 1d4 rounds and panicked thereafter.*  A Will save (DC = 10 + your number of ranks in Intimidate) negates the cowering and panicked conditions, but the target is still shaken, even if it has the stalwart ability.

*: The total duration cannot exceed 1 round plus 1 round for every 5 by which you exceed the DC.