Intimidation

Key Attribute: Charisma

The intimidation skill is a social skill involving the threat of force, violence, and other unpleasantries. With it you can scare people into helping or running from you. Those who practice intimidation intensely can scare off larger groups of people, demand obedience from others, and break fear’s grasp over people.

Rank 1 Ability

Help Me or Else
If you have at least one minute to interact with someone, you may make someone temporarily more “helpful”. The base DC for this check is 15 + their Hit Dice+ their Strength modifier + any save modifiers they posses against Fear effects. Each intimidation attempt lowers the target’s actual attitude towards you by one step, regardless of whether the check succeeds or fails. If you beat your target’s check result, you may treat the target as friendly towards you, but only for the purpose of actions taken while it remains intimidated. The target retains its normal attitude toward you, but will chat, advise, offer limited help, or advocate on your behalf while intimidated. The duration of this effect depends on your check result. As long as your attempt is successful and you are still present at its expiration, you are entitled to an intimidation check as a standard action to extend the effect without the normal rush penalty.

Base DC: 15 + opponent's Hit Dice + Strength modifier + Fear bonuses

Success: The target believes that bad things will happen if they don’t try to placate you. They are treated as friendly towards you for 1d6 minutes. If you exceed the DC by 5, the target believes that bad things will happen if they don’t try to placate you. They are treated as helpful towards you for 1d6 hours or until they witness you being defeated. If you nexceed the DC by 10, the target is really, really scared of you. They are treated as helpful whenever you interact with them, but they go out of their way to avoid you and may be difficult to track down. They probably leave town or go underground as soon as possible even. This effect lasts until their CR increases or they witness you being defeated.

Failure: Though you may actually be scary, the target isn’t moved and remains uncooperative. You suffer a -10 penalty to further attempts to intimidate them. If you fail the check by more than 5, the The target thinks you’re rather annoying when you try to be scary. They openly mock you, provide you with incorrect or useless information, or otherwise frustrate your efforts. You suffer a -15 penalty to further attempts to intimidate them, but could always make an example of them.

Rank 4 Ability

Shake Resolve
You may attempt to scare off an enemy rather than, or in addition to, trying to stab them in the face. As a standard action, you may attempt to shake the resolve of one target who is either adjacent to you or within your threatened area. This is a [Fear] effect. The base DC for this check is 15 + their Hit Dice + their Strength modifier + any save modifiers they posses against Fear effects. The DC is further modified by the difference between your Hit Dice and your target's Hit Dice; it is easier to shake the resolve of a creature weaker than yourself than it is a creature stronger than yourself. You gain a bonus or penalty to your check as indicated in the conditions listed above, including a -10 penalty to your checks for each additional attempt you make on a target. If you didn't scare them the first time, you're not likely to if you try again. The exact effects are dependent upon your check result.

Note that the conditions generated do not stack with additional uses of this ability or with uses of this ability from other sources.

Base DC: 15 + Target's Character Level + the target's Strength modifier + the target's Fear bonuses, + Difference in Hit Dice (i.e. Target's HD - your HD)

Success: The target is shaken for 2 rounds, plus 1 additional round for each 2 points your check exceeded the DC. If you exceed the DC by 5, the target is frightened for 1 round, plus 1 additional round for each 2 points your check exceeded 5 more than the DC. After this duration they are shaken for 4 more rounds. If you exceed the DC by 10, the target is panicked for 1 round, plus 1 additional round for each 2 points your check exceeded 10 over the DC. After this duration they are frightened for 3 rounds, and then shaken for 4 more rounds.

Failure: You fail to shake the resolve of your opponent. And since you're unlikely to succeed on a second try, it’s time to find a new target or try old fashioned killing.

Rank 5 Ability

Follow Through
When you attempt to disarm an opponent and fail, you may continue your swing, attempting to sunder their weapon instead. This ability may be used once per minute.

Rank 6 Ability

Shout Them Down
It's easy to project an air of confidence and menace when you know what you're doing. You can get multiple creatures to run from you instead of fighting. When you use the Shake Resolve ability you may target all individuals in your threatened area by accepting a -5 penalty to your check. For the purposes of this ability, your threatened area is considered to reach an additional 5 feet for every 2 ranks in intimidation above 6 you possess. You may exclude any targets within this area that you like from the effect. You must have line of sight to a target to affect them. No matter how many targets you attempt to affect with this ability, you only make one check. That result is then compared to the DCs for each target. This ability otherwise functions like the Shake Resolve ability.

Rank 8 Ability

Demoralizing Strike
When you score a critical melee hit, you may make a free demoralize attempt against that opponent. You may use this ability once per minute.

Rank 10 Ability

Cowards, All of You
You don’t just shake the resolve of your enemies with your actions and combat prowess, but with your very presence. You don't even have to know a creature is present to make it run from you instead of fighting. When you use the Shout Them Down ability you may reduce your effective reach by 5 feet to eliminate either the line of sight requirement, but the target must still be able to hear or otherwise recognize your presence. This ability otherwise functions like the Shout Them Down ability.

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