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Basic Skills
Acrobatics
Appraise
Bluff
Climb
Craft 
Diplomacy
Disable Device
Disguise
Escape Artist
Fly
Handle Animal
Heal
Intimidate
Knowledge
Linguistics
Perception
Perform
Profession
Ride
Sense Motive
Slight of Hand
Spellcraft
Stealth
Survival
Swim
Use Magic Device
Skill Bonus
Character Drawbacks

Skill Changes

Craft (Alchemy)
Heal
Knowledge (Astrology
Knowledge (Nature)
Knowledge (Ritual)
Perform
Profession (Herbalist)

INTIMIDATE (CHA)

Check: You can change anotherís behavior with a successful check. Your Intimidate check is opposed by the targetís modified level check (1d20 + character level or Hit Dice + targetís Wisdom bonus [if any] + targetís modifiers on saves against fear). If you beat your targetís 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 targetís 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.

Demoralize Opponent: You can also use Intimidate to weaken an opponentís resolve in combat. To do so, make an Intimidate check opposed by the targetís modified level check (see above). If you win, the target becomes shaken for 1 round. A shaken character takes a Ė2 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 you.

Action: Varies. Changing anotherís behavior requires 1 minute of interaction. Intimidating an opponent in combat is a standard action.

Try Again: 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 doesnít 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 gain a +4 bonus on your Intimidate check for every size category that you are larger than your target. Conversely, you take a Ė4 penalty on your Intimidate check for every size category that you are smaller than your target.

A character immune to fear canít be intimidated, nor can nonintelligent creatures.

If you have the Persuasive feat, you get a +2 bonus on Intimidate checks.

Synergy: If you have 5 or more ranks in Bluff, you get a +2 bonus on Intimidate checks.


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