Skills‎ > ‎

Intimidate (Cha)

Unofficial Extras!

The following rules ideas are from publishers other than Paizo. Use at your discretion!

Below is an additional way to use Intimidate.

Quick Coercion: You can use Intimidate to change an opponent’s attitude in only 2d4 rounds, but doing so increases the DC by +10. You can instead make the attempt as a full-round action, but doing so increases the DC by +20.

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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.

Common Uses

Demoralize Opponent

You 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.

Action Demoralizing an opponent is a standard action.

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.

Influence Opponent's Attitude

You 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:

  • ...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.

Fail: If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder your activities.

Action Using Intimidate to change an opponent’s attitude requires 1 minute of conversation.

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.

Modifiers

  • 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. If you have 10 or more ranks in Intimidate, the bonus increases to +4.
  • Race A half-orc gets a +2 bonus on Intimidate checks.

Intimidate Unchained

Source PFU

About This Section Optionally, a character who reaches 5, 10, 15, or 20 ranks in a skill unlocks various bonuses and abilities unique to that skill. The unchained rogue uses these rules extensively, but others can gain access to them with a new feat.

In this system, characters unlock additional abilities when they attain 5, 10, 15, and 20 ranks in a skill. The skill unlocks system interfaces with the unchained rogue to make the rogue the true master of skills.

Skill unlocks give characters new abilities and ways to use their skills upon reaching 5, 10, 15, and 20 ranks in a skill. Any character with the Signature Skill feat can earn skill unlocks for a single skill, and they are a prime feature of the revised version of the rogue who uses her rogue's edge ability to gain skill unlocks for several of her most iconic skills. Alternatively, you might make skill unlocks a universal part of the game, but you should be aware they add significant power and flexibility to skills, so giving them for free to all classes would grant power boosts to other highly skilled classes such as the investigator and bard, particularly in comparison to the rogue. Another alternative is to eliminate access to the Signature Skill feat, limiting skill unlocks to rogues and rogues alone.

With sufficient ranks in Intimidate, you earn the following. An asterisk (*) indicates the total duration cannot exceed 1 round plus 1 round for every 5 by which you exceed the DC.

5 Ranks: If you exceed the DC to demoralize a target by at least 10, it is frightened for 1 round and shaken thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate) negates the frightened condition, but the target is still shaken, even if it has the stalwart ability.

10 Ranks: If you exceed the DC to demoralize a target by at least 10, it is panicked for 1 round or frightened for 1d4 rounds (your choice) and shaken thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate) negates the frightened or panicked condition, but the target is still shaken, even if it has the stalwart ability.

15 Ranks: If you exceed the DC to demoralize a target by at least 20, it is cowering for 1 round or panicked for 1d4 rounds (your choice) and frightened thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate) negates the cowering, panicked, and frightened conditions, but the target is still shaken, even if it has the stalwart ability.

20 Ranks: If you exceed the DC to demoralize a target by at least 20, it is cowering for 1d4 rounds and panicked thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate) negates the cowering and panicked conditions, but the target is still shaken, even if it has the stalwart ability.

FastPlay Rules
See this skill in FastPlay format.