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.
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. If successful, the target gives you the information you desire, takes actions that do not endanger it, or otherwise offers limited assistance. After the Intimidate expires, the target treats you as unfriendly and may report you to local authorities. If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder your activities.
You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in 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.
Using Intimidate to change an opponent's attitude requires 1 minute of conversation. Demoralizing an opponent is a standard action.
You can attempt to Intimidate an opponent again, but each additional check increases the DC by +5. This increase resets after 1 hour has passed.
You also 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.
If you have the Persuasive feat, you get a bonus on Intimidate checks.
A half-orc gets a +2 bonus on Intimidate checks.
With the Signature Skill feat and 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.
Giant Hunter's Handbook
In general, giants don't respect you unless you've proven your might. When you're attempting an Intimidate check against a giant, if your target believes that you're clearly controlling or have recently defeated a creature larger than yourself, you can use that creature's size in place of your own when determining your size bonus or penalty on the Intimidate check. Even if this is not true, you may be able to convince a creature you have such power with a successful Bluff check.
Sometimes you need to cow someone into submission for more than just a few hours.
By spending more time threatening or harassing a target, you can attempt to force a creature to act friendly toward you for 1d6 hours + 1 hour for every 5 points by which you exceed the DC. If you succeed at such a check against the same target at least once per week for 1d6 weeks (without ever failing any Intimidate checks against the target during that time), the duration of the coercion increases to 2d8 days. Coercion is overt, not subtle, and in most cases using coercion against a creature is an evil act.
A coerced target acts as though friendly toward you even when you aren't around, but the aid offered remains grudging at best. The target's true attitude is hostile, and if the target believes it can take an action to hinder you that can't be traced back to it, it's likely to take such opportunities. Creatures attempting to enlist its aid against you can often do so by convincing the target they are able to protect it from your wrath, using the normal Diplomacy rules.
Coercing a target into acting friendly for hours takes 1d4 . 10 minutes. Coercing a target into acting friendly for days requires you to successfully use coercion at least once per week for 1d6 weeks without failing any Intimidate checks against the target during that time.
You can't attempt long-term coercion against the same target again for 1 week.
Heroes of the High Court
You can threaten an opponent with your powerful allies and associations rather than your physical size and prowess.
Attempt an Intimidate check to force a target to act friendly to you as usual. You must mention your influential allies and the dire consequences they could bring to bear on the target as part of this check, and your target must understand your words. If your claim of association is patently implausible—such as a ragged beggar claiming to be a confidant of the duke—your check automatically fails. When attempting this check, don't include any modifiers that involve bullying the target with your physicality, such as from the Intimidating Prowess feat or for being larger than your target. You don't take a penalty on this check for being smaller than your target. For every 5 by which your Intimidate check result exceeds the DC, the duration of the effect is extended by an additional 1d6.10 minutes.
Using Intimidate to leverage your position requires 1 minute of continuous interaction.
|Degree of resulting harm is small||+5|
|Target believes the harm is speculative or unlikely||+5|
|Degree of resulting harm is fatal or catastrophic||-5|
|Target believes the harm is immediate or likely||-5|
Heroes of the High Court
You can explain the detrimental effects of a creature's action or inaction, encouraging it to change its intended course to instead act as you suggest and thus avoid harm.
You can describe to your target that its current course of action will lead it to some degree of harm and insist that it act differently to avoid that end. For example, you might try to convince a guard not to turn away an important ambassador, as doing so will get him in trouble later, or you might attempt to dissuade a ruler from attacking a well-defended neighboring nation to prevent a costly war. You must genuinely believe in the harm that will result; for example, you must think it likely that the guard will be reprimanded for turning away the ambassador. If this is not the case, the Bluff skill should be used instead.
You first attempt a Diplomacy check to convince the target to listen to you while you explain the consequences of its action or inaction. This Diplomacy check has the same DC as a check to adjust the target's attitude, including any of the following modifiers that apply.
You then attempt an Intimidate check to force the subject to act friendly to you with respect to changing its intended course of action. If you succeeded at the Diplomacy check, reduce the Intimidate DC by 5; reduce the DC by an additional 5 if you succeeded at the Diplomacy check by 10 or more. If you failed the Diplomacy check by 5 or more, instead increase the Intimidate check DC by 5.
Logically presenting the consequences with Diplomacy and insisting on an alternate course of action with Intimidate each require at least 1 minute of continuous interaction. This can be difficult to arrange with a hostile creature.