Intimidate

Intimidate (Cha)

Use this skill to get someone to do something he doesn’t want to by means of verbal threats, force of will, and imposing body language.

Check: With a successful check, you can forcibly persuade another character to perform some task or behave in a certain way. The DC is typically 10 + the target’s level. Any bonuses that a target may have on saving throws against fear increase the DC.

There are limits to what a successful Intimidate check can do. You can, for example, cause an adversary to back down from a confrontation, surrender one of his possessions, reveal a piece of secret information, or flee form you for a short time. You can’t force someone to obey your every command or do something that endangers that person’s life.

Demoralize: You can also use Intimidate to weaken an opponent’s resolve in combat. To do so, make an Intimidate check as a move action, opposed by the target’s level check. If you beat your target’s result, the target character suffers a -2 penalty on attack rolls. This effect lasts for 1 round. The target must be within 10 meters and able to perceive you to be intimidated in this way. You cannot demoralize an unintelligent being (a being with an Intelligence score of 0).

Retry: Generally, retries don’t work. Even if the initial check succeeds, the other check can only be intimidated so much, 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.

Special: You can take 10 when making an Intimidate check, but you can’t take 20.

A character with the Headstrong feat gests a +2 aptitude bonus on Intimidate checks.

A character with the Persuasive feat gests a +2 aptitude bonus on Intimidate checks.

A character with the Powerful Presence feat gests a +2 aptitude bonus on Intimidate checks.

Time: Intimidate requires a full-round action.