FastPlay Rules
See this skill in FastPlay format.
You can use this skill to frighten your opponents or to get them to act in a way that benefits you. This skill includes verbal threats and displays of prowess. UsesDemoralizeYou can use this skill to cause an opponent to become shaken for a number of rounds. This shaken condition doesn’t stack with other shaken conditions to make an affected creature frightened. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. Success: If you are successful, the target is shaken for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent this way if it is within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition. Fail: The opponent is not shaken. Demoralize ActionDemoralizing an opponent is a standard action. Influence AttitudeYou can use Intimidate to force an opponent to act friendly toward you for 1d6 × 10 minutes with a successful check. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. Success: If successful, the opponent will:
After the intimidate expires, the target treats you as unfriendly and may report you to local authorities. Fail: If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder your activities. Influence Attitude ActionUsing Intimidate to change an opponent’s attitude requires 1 minute of conversation. Try AgainYou can attempt to intimidate an opponent again, but each additional check increases the DC by +5. This increase resets after one hour has passed. Special
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