Intimidate (Cha)
The PC can change someone's mind using threats and violence, both overt and implied.
Check: Like Bluff and Diplomacy, Intimidate uses the Speechcraft system to resolve checks. The PC can change another’s behavior with a successful check, as if he were attempting to persuade someone. His Intimidate check is opposed by the target’s modified level check (1d20 + PC level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear). If the PC wins the contested check, he treats 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 the PC's behalf while intimidated.) The effect lasts as long as the target remains in the PC's presence and for 1d6×10 minutes afterward. After this time, the target’s attitude toward the PC is worsened by one category. If the check fails by 5 or more, the target provides the PC with incorrect or useless information, or otherwise frustrates his efforts.
The following table has a list of factors that could be used to influence the PC's Intimidate check.
Factor | Modifier |
---|---|
For every 25% of subject’s hp the PC has inflicted in nonlethal damage | +1 |
PC has a reputation for cruelty | +3 |
PC is well known | Var.1 |
PC has information that could harm the subject | +2 |
PC knows about subject’s family | +42 |
PC is higher level | Var.3 |
PC belongs to a guild | +1 |
PC kills an underling or performs another act to prove his strength | +2 |
Subject is in a position of power | -2 |
Subject is under the influence of another person of the same or higher level than the PC | -5 |
1 This could provide a bonus of +1 to +10, depending on the PC's general reputation (DM's discretion).
2 Threatening harm to another person's family (or innocents in general) is an evil act.
3 This grants a bonus of +1 for every 10 levels difference. If the subject is higher level, then it becomes a penalty to the PC's check.
Action: Varies. Changing another’s 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 PC can be intimidated only so far, and a retry doesn’t help. If the initial check fails, the other PC has probably become more firmly resolved to resist the intimidator, and a retry is futile.
Special: The PC gains a +4 bonus on Intimidate checks for every size category he is larger than his target. Conversely, he takes a -4 penalty on Intimidate checks for every size category he is smaller than his target.
A PC immune to fear can’t be intimidated, nor can nonintelligent creatures.
A half-orc has a +2 racial bonus on Intimidate checks.