User:Balmz/Intimidate
Contents
Intimidate (Cha)[edit]
Social Check[edit]
You can change another’s behavior with a successful check. Your Intimidate check is opposed by the target’s modified level check (1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear). If you beat your target’s check result, you may treat the target as friendly, but only for the purpose of actions taken while it remains intimidated. (That is, the target retains its normal attitude, but will chat, advise, offer limited help, or advocate on your behalf while intimidated. See the Diplomacy skill, above, for additional details.) The effect lasts as long as the target remains in your presence, and for 1d6×10 minutes afterward. After this time, the target’s default attitude toward you shifts to unfriendly (or, if normally unfriendly, to hostile).
If you fail the check by 5 or more, the target provides you with incorrect or useless information, or otherwise frustrates your efforts.
Combat Usage[edit]
Intimidate can be used in a few ways in combat as well.
You can use Intimidate to weaken an opponent’s resolve in combat. To do so, make an Intimidate check opposed by the target’s modified level check (see above). If you win, the target becomes shaken for 1 minute. A shaken character takes a –2 penalty on attack rolls, ability checks, and saving throws. You can intimidate only an opponent that you threaten in melee combat and that can see or hear you normally.
You can also use Intimidate to goad an opponent to become hostile and aggressive towards you and you only. Make an Intimidate check as usual, if you pass the target will if at all possible focus all their attacks and actions on you only for 1 minute or until you are unconscious or dead. On a failed check the target instead –1 penalty on attack rolls, ability checks, and saving throws for 1 round but can otherwise act normally. Note this is different then weakening a foe's resolve, this is more showing that you are a threat and a force to be dealt with. You can goad only an opponent that you threaten in melee combat and that can see or hear you normally.
You can also use Intimidate while charging or bull rushing a target to cause it to be shaken for 1 minute on a failed check . However you take a -6 penalty to your check instead of -4 if the target is larger then you but a +6 if the target is smaller then you. The opponent needs to be able to see or hear you normally.
If a foe attempted to cause a fear effect or morale effect on you and you passed the save, You can as a swift or immediate action make a counter demoralize effect to cause the target to be shaken for 1 round.
Action[edit]
Varies. Changing another’s behavior requires 1 minute of interaction. Intimidating or goading an opponent in combat is a Move action
Try Again[edit]
Optional, but not recommended because retries usually do not work. Even if the initial check succeeds, the other character can be intimidated only so far, and a retry doesn’t help. If the initial check fails, the other character has probably become more firmly resolved to resist the intimidator, and a retry is futile. Add 10 to the DC for retries.
For combat usage, add 10 to the DC for subsequent attempts. The DC drops back to normal after 24 hours on that creature in which your intimidation checks failed.
Special[edit]
You gain a +4 bonus on your Intimidate check for every size category that you are larger than your target. Conversely, you take a –4 penalty on your Intimidate check for every size category that you are smaller than your target.
A character immune to fear can’t be intimidated, nor can nonintelligent creatures.
You can goad creatures immune to fear and goad nonintelligent creatures but fear immune creatures get a 5+ bonus to resist the effect. Nonintelligent creatures may require special methods to goad them and show to them you are a threat. Some methods may be throwing a rock or object at them or something that gets their attention.
If you have the Persuasive feat, you get a +2 bonus on Intimidate checks.
The DC to intimidate any creature whose attitude is fanatic is increased by +20. (See Diplomacy.)
Check Enhancements[edit]
You can do more effects with Intimidate if you are willing to increase the DC on your check
Intimidate Effects | DC Modifier |
---|---|
Demoralize or goad as a swift action | +5 |
Demoralize or goad as a free action | +10 |
Cause on the target for 1 minute Frightened on failed save and shaken on a successful save | +20 |
Gain Frightful Presence for 1 minute that uses your Intimidate check for fear affects. | +35 |
Cause target to experience a non magic form weird when you use demoralize on them | +35 |
Make on a social check the target act as helpful instead of friendly | +40 |
Make on a social check the target act as fanatic instead of friendly | +65 |
Synergy[edit]
If you have 5 or more ranks in Bluff, you get a +2 bonus on Intimidate checks.
If you have 5 or more ranks in Knowledge (nature) (Int), you get a +2 bonus on Intimidate checks against animals, fey, giants, monstrous humanoids, plants, vermin.
If you have 5 or more ranks in Knowledge (arcana) (Int) , you get a +2 bonus on Intimidate checks against dragons and magical beasts.