Intimidate: Difference between revisions

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Intimidation is the art and science of being imposing, threatening, frightening, overbearing, and generally driving your opinion into the face of others whether they like it or not.  Intimidation is not a subtle skill.  Using intimidation on someone is not a way to ever improve their attitude toward you, except in the short run whereby they act to please you, and then perhaps are happy that you are gone.  In the long run, using Intimidation on anyone you are not planning to fight, and soon, is likely to lead to a fight...and often soon.   
Intimidation is the art and science of being imposing, threatening, frightening, overbearing, and generally driving your opinion into the face of others whether they like it or not.  Intimidation is not a subtle skill.  Using intimidation on someone is not a way to ever improve their attitude toward you, except in the short run whereby they act to please you, and then perhaps are happy that you are gone.  In the long run, using Intimidation on anyone you are not planning to fight, and soon, is likely to lead to a fight...and often soon.   


Intimidate is not about persuasion, that's Diplomacy.  Intimidation is not about trickery or lying, that's Bluff.  Intimidation is pure, in-your-face coercion, and that's about the beginning and end of it.
Intimidate is not about persuasion, that's [[Diplomacy]].  Intimidation is not about trickery or lying, that's [[Bluff]].  Intimidation is pure, in-your-face coercion, and that's about the beginning and end of it.


You can use this skill to frighten your opponents or to get them to act in a way that benefits you, even though they hate you for it.  This skill includes verbal threats and displays of prowess.
You can use this skill to frighten your opponents or to get them to act in a way that benefits you, even though they hate you for it.  This skill includes verbal threats and displays of prowess.
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| Skill-Use = Demoralize
| Skill-Use = Demoralize


| Benefit = You can use [[Intimidate]] to instill fear in your opponent, making him less effective in combat.
| Benefit = You can use [[Intimidate]] to instill fear in your opponent, making him less effective in combat.  You can only threaten an opponent this way if it is within 30 feet and can clearly see and hear you. Using demoralize more than once on the same creature only replaces the duration with the new duration; it does not create a stronger fear condition.
 
If you are successful against an Average DC for the CR of the creature affected, the target is [[Shaken]] for one round. If your roll beats a Hard DC, the target is shaken for 2 rounds, and if your roll beats an Impossible DC, the target is Shaken for the rest of the encounter.  You can only threaten an opponent this way if it is within 30 feet and can clearly see and hear you. Using demoralize more than once on the same creature only replaces the duration with the new duration; it does not create a stronger fear condition.


| Action = Standard Action
| Action = Standard Action


| DC = * A player attempting to demoralize a creature must roll an [[Skills,_Saves_and_Ability_Checks#Skill_Check_Target_DC.27s_By_Player_Character_Level|Average DC]] vs. the CR of the target creature. Higher successes increase the length of the shaken condition.
| DC = the Maneuver Defense of the target
* Monsters and NPC's who wish to demoralize a PC must target a DC of either 10 + half the PC's level + the PC's Strength modifier, or 10 + the PC's [[Might]] bonus, whichever is higher.


| Modifiers = -
| Modifiers = -
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| Assist = No
| Assist = No


| Success = The opponent becomes [[Shaken]].  This lasts until the start of your next turn.
| Success = The opponent becomes [[Shaken]] until the start of your next turn.  If you beat the target's Maneuver Defense by at least 5, the target is [[Shaken]] until the end of the encounter.


| Failure = The opponent is unimpressed, and suffers no ill effects from your show of bravado.
| Failure = The opponent is unimpressed, and suffers no ill effects from your show of bravado.
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}}
}}


== Adjust Attitude ==
{{Template:SkillUse
| Skill-Use = Adjust Attitude
| Core-Skill = Intimidate
| Benefit = You can use Intimidate to adjust the attitude of a creature that isn't being cooperative with you.  You impress on them the importance of good manners, and explain how rude people tend to slowly bleed to death or explode when in your presence, and, since you're all such good friends, you'd hate for that to happen to them.
''Adjust attitude'' doesn't necessarily require violence against the target, but rather the hint that violence might be imminent. ''Adjust attitude'' is also universally understood by intelligent creatures, so you don't even need to share a language with your target to get your point across (though it helps).


====Influence Opponent's Attitude====
You can only attempt to ''adjust the attitude'' of creatures with an intelligence score of 5 or moreCreatures with intelligence scores of 4 or less are incapable of realizing that cooperating with the menacing madman in front of them might actually prevent him from attacking.
You can use Intimidate to force an opponent to act [[Diplomacy#Improve_Attitude|friendly]] toward you for 1d6 x 10 minutes with a successful checkTo determine the DC of this check, refer to the following links:
:* A player attempting to influence a monster's attitude must succeed on an [[Skills,_Saves_and_Ability_Checks#Skill_Check_Target_DC.27s_By_Player_Character_Level|Average Skill Check DC]] against the CR of the monster he is targeting.
:* A monster attempting to influence a player's attitude must succeed on an [[Skills,_Saves_and_Ability_Checks#Skill_Check_Target_DC.27s_By_Monster_Level|Average Skill Check DC]] against the level of the player character it is targeting.


* '''Success:''' If successful, the opponent will:
| Action = 1 minute
** 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.
| DC = the Maneuver Defense of the target


* '''Fail:''' If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder your activities.
| Modifiers = * '''Size''' You gain a +2 bonus on Intimidate checks if you are larger than your target, and a -2 penalty on Intimidate checks if you are smaller than your target.
* '''Communications:''' if you do not share a language with your target, you take a -5 penalty on Intimidate rolls made against him.
* '''Have the Upper Hand''' If you beat your target in a surprise roll within the last 10 minutes, you gain a +2 bonus on your next Intimidate check against him.
* '''Puffed up''' If you just lost a surprise roll within the last 10 minutes, you take a -2 penalty on your next Intimidate roll against a target in the encounter or witnessing the encounter.
* '''Overwhelming Force'''  If your party has just defeated an entire encounter's worth of creatures (within the last 10 minutes), you gain a +5 bonus on your next Intimidate check against witnesses or survivors. If you are lower CR than the creatures you defeated, gain another +2.
* '''Violent''' If you personally killed an ally of your target in his presence within the last 24 hours, gain a +2 bonus on your next Intimidate check against him.
* '''Outnumbered''' If you are currently outnumbered by the bad guys, you take a -2 penalty on Intimidate rolls against targets in the encounter or witnessing the encounter.  If the bad guys outnumber you by at least 2-to-1, you take a -5 penalty instead.
* '''Survivor''' If one of your allies has just been killed and not raised in the last 24 hours, you take a -5 penalty on Intimidate rolls against targets in the encounter or witnessing the encounter.


* '''Action''' Using Intimidate to change an opponent's attitude requires 1 minute of conversation.
| Take10-Take20 = No


* '''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.
| Assist = Yes (up to 5 allies).


| Success = The target is forced to act [[Diplomacy#Improve_Attitude|friendly]] toward you for 1d6 x 10 minutes.  If you beat the target's Maneuver Defense by 10 or more, the target is instead coerced to act [[Diplomacy#Improve_Attitude|helpful]] toward you for 1d6 x 10 minutes.  During this time, they will cooperate out of a sense of fear and self-preservation, but they may also seek to escape your presence at the first opportunity. 


===Modifiers===
* A temporarily [[Diplomacy#Improve_Attitude|friendly]] creature will generally give you information you are seeking, take actions that don't endanger him, or provide limited assistanceHis primary goal is to give you enough of what you want that you will leave him alone.
* '''Size''' You gain a +4 bonus on Intimidate checks if you are larger than your target, and a -4 penalty on Intimidate checks if you are smaller than your target.
* '''Feats''' If you have the [[Persuasive]] feat, you gain a +2 bonus on Intimidate skill checks. This bonus increases with additional ranks in the skill.
* '''Have the Upper Hand''' If you beat your victim in a surprise roll, or your ally's just killed one of his ally's, you gain a +5 bonus on your next Intimidate check.
* '''Overwhelming Force''' If you have just defeated an entire encounter's worth of allies, you gain a +10 bonus on an immediate Intimidate check against allied witnesses or survivors. If you are lower CR than the allies you defeated, gain another +2.
* '''Violent''' If you personally killed an ally of your target in his presence, gain a +2 bonus on an immediate Intimidate check. This stacks with "Have the Upper Hand", above.
* '''Puffed up''' If you are outnumbered, or just lost a surprise roll, you take a -5 penalty on your next Intimidate roll.
* '''Severely outnumbered''' If there are twice as many bad guys as you have allies, you take a -5 penalty on Intimidate rolls.
* '''Survivor''' If one of your allies has just been killed and not raised, take a -8 penalty on Intimidate rolls.


==Epic Skill Uses==
* A temporarily [[Diplomacy#Improve_Attitude|helpful]] creature will provide you greater assistance, even if it causes him temporary setbacks in his personal life (such as giving you money), or volunteer more complete information that you are seeking.  He will still avoid situations that put him at risk or cause him long-term inconvenience or harm (such as breaking laws or jumping off roofs).
Note: All uses below require a minimum of 21 Ranks in the skill to use.


After the duration wears off (or the creature escapes your direct influence; whichever comes first), the creature's attitude permanently decreases to [[Diplomacy#Improve_Attitude|hostile]], if it wasn't already [[Diplomacy#Improve_Attitude|hostile]].  In lawful societies, the creature may also choose to report you to the authorities.


====Cringing Demoralize====
| Failure = The target is either tougher or stupider than he appears, and doesn't respect your authority. If you fail the check by 5 or more, the creature may feel compelled to attack you, rather than stand by and listen to your insults, or he may just report you to the authorities.
You can attempt to demoralize an opponent into an advanced fear state.   To determine the DC of this check, refer to the following links:
:* A player attempting to demoralize a monster must succeed on an [[Skills,_Saves_and_Ability_Checks#Skill_Check_Target_DC.27s_By_Player_Character_Level|Challenging Skill Check DC]] against the CR of the monster he is targeting.
:* A monster attempting to demoralize a player must succeed on an [[Skills,_Saves_and_Ability_Checks#Skill_Check_Target_DC.27s_By_Monster_Level|Challenging Skill Check DC]] against the level of the player character it is targeting.


* '''Success:''' target is [[Cringing]] for 1 round and [[Shaken]] thereafter (for the rest of the encounter).  An [[Skills,_Saves_and_Ability_Checks#Saving_Throw_Target_DC.27s_By_Level|Average DC]] Will save negates the Cringing condition, but the target is still Shaken.
| Retry = You can attempt to maintain your influence over a creature you successfully ''adjusted'' by making a new attempt each time the duration of your influence expires, but the target creature gains a cumulative +5 bonus to its Maneuver Defense to resist each attempt after the first.


The first time you fail an attempt at ''adjusting the attitude'' of a creature, however, you may no longer retry.  They've seen through your bullying ways, and won't be fooled again.


====Frightening Demoralize====
| Provokes = No. We're just talkin', man.
You can attempt to demoralize an opponent into a state of abject terror. To determine the DC of this check, refer to the following links:
:* A player attempting to demoralize a monster must succeed on an [[Skills,_Saves_and_Ability_Checks#Skill_Check_Target_DC.27s_By_Player_Character_Level|Impossible Skill Check DC]] against the CR of the monster he is targeting.
:* A monster attempting to demoralize a player must succeed on an [[Skills,_Saves_and_Ability_Checks#Skill_Check_Target_DC.27s_By_Monster_Level|Impossible Skill Check DC]] against the level of the player character it is targeting.


* '''Success:''' target is [[Frightened]] for 1 round and [[Shaken]] thereafter (for the rest of the encounter).  An [[Skills,_Saves_and_Ability_Checks#Saving_Throw_Target_DC.27s_By_Level|Average DC]] Will save negates the Frightened condition, but the target is still Shaken.
}}

Revision as of 21:21, 26 April 2017

Description

Ability Score Used: Charisma
Usable Untrained? Yes
Armor Check Penalty Applies? No


Intimidation is the art and science of being imposing, threatening, frightening, overbearing, and generally driving your opinion into the face of others whether they like it or not. Intimidation is not a subtle skill. Using intimidation on someone is not a way to ever improve their attitude toward you, except in the short run whereby they act to please you, and then perhaps are happy that you are gone. In the long run, using Intimidation on anyone you are not planning to fight, and soon, is likely to lead to a fight...and often soon.

Intimidate is not about persuasion, that's Diplomacy. Intimidation is not about trickery or lying, that's Bluff. Intimidation is pure, in-your-face coercion, and that's about the beginning and end of it.

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

Demoralize

You can use Intimidate to instill fear in your opponent, making him less effective in combat. You can only threaten an opponent this way if it is within 30 feet and can clearly see and hear you. Using demoralize more than once on the same creature only replaces the duration with the new duration; it does not create a stronger fear condition.
Action Required:

Standard Action

DC of Check:

the Maneuver Defense of the target

Modifiers to Check

-

Take 10? / Take 20?

No

Allows Assists?

No

Results of Success

The opponent becomes Shaken until the start of your next turn. If you beat the target's Maneuver Defense by at least 5, the target is Shaken until the end of the encounter.

Consequences of Failure

The opponent is unimpressed, and suffers no ill effects from your show of bravado.

Retry Allowed?

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.

Provokes AOO?

No

Adjust Attitude

You can use Intimidate to adjust the attitude of a creature that isn't being cooperative with you. You impress on them the importance of good manners, and explain how rude people tend to slowly bleed to death or explode when in your presence, and, since you're all such good friends, you'd hate for that to happen to them.

Adjust attitude doesn't necessarily require violence against the target, but rather the hint that violence might be imminent. Adjust attitude is also universally understood by intelligent creatures, so you don't even need to share a language with your target to get your point across (though it helps).

You can only attempt to adjust the attitude of creatures with an intelligence score of 5 or more. Creatures with intelligence scores of 4 or less are incapable of realizing that cooperating with the menacing madman in front of them might actually prevent him from attacking.

Action Required:

1 minute

DC of Check:

the Maneuver Defense of the target

Modifiers to Check
  • Size You gain a +2 bonus on Intimidate checks if you are larger than your target, and a -2 penalty on Intimidate checks if you are smaller than your target.
  • Communications: if you do not share a language with your target, you take a -5 penalty on Intimidate rolls made against him.
  • Have the Upper Hand If you beat your target in a surprise roll within the last 10 minutes, you gain a +2 bonus on your next Intimidate check against him.
  • Puffed up If you just lost a surprise roll within the last 10 minutes, you take a -2 penalty on your next Intimidate roll against a target in the encounter or witnessing the encounter.
  • Overwhelming Force If your party has just defeated an entire encounter's worth of creatures (within the last 10 minutes), you gain a +5 bonus on your next Intimidate check against witnesses or survivors. If you are lower CR than the creatures you defeated, gain another +2.
  • Violent If you personally killed an ally of your target in his presence within the last 24 hours, gain a +2 bonus on your next Intimidate check against him.
  • Outnumbered If you are currently outnumbered by the bad guys, you take a -2 penalty on Intimidate rolls against targets in the encounter or witnessing the encounter. If the bad guys outnumber you by at least 2-to-1, you take a -5 penalty instead.
  • Survivor If one of your allies has just been killed and not raised in the last 24 hours, you take a -5 penalty on Intimidate rolls against targets in the encounter or witnessing the encounter.
Take 10? / Take 20?

No

Allows Assists?

Yes (up to 5 allies).

Results of Success

The target is forced to act friendly toward you for 1d6 x 10 minutes. If you beat the target's Maneuver Defense by 10 or more, the target is instead coerced to act helpful toward you for 1d6 x 10 minutes. During this time, they will cooperate out of a sense of fear and self-preservation, but they may also seek to escape your presence at the first opportunity.

  • A temporarily friendly creature will generally give you information you are seeking, take actions that don't endanger him, or provide limited assistance. His primary goal is to give you enough of what you want that you will leave him alone.
  • A temporarily helpful creature will provide you greater assistance, even if it causes him temporary setbacks in his personal life (such as giving you money), or volunteer more complete information that you are seeking. He will still avoid situations that put him at risk or cause him long-term inconvenience or harm (such as breaking laws or jumping off roofs).

After the duration wears off (or the creature escapes your direct influence; whichever comes first), the creature's attitude permanently decreases to hostile, if it wasn't already hostile. In lawful societies, the creature may also choose to report you to the authorities.

Consequences of Failure

The target is either tougher or stupider than he appears, and doesn't respect your authority. If you fail the check by 5 or more, the creature may feel compelled to attack you, rather than stand by and listen to your insults, or he may just report you to the authorities.

Retry Allowed?

You can attempt to maintain your influence over a creature you successfully adjusted by making a new attempt each time the duration of your influence expires, but the target creature gains a cumulative +5 bonus to its Maneuver Defense to resist each attempt after the first.

The first time you fail an attempt at adjusting the attitude of a creature, however, you may no longer retry. They've seen through your bullying ways, and won't be fooled again.

Provokes AOO?

No. We're just talkin', man.