

This duration increases by 1 round for every 5 by which you beat the DC. Success : If you are successful, the target is shaken for one round. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. This shaken condition doesn’t stack with other shaken conditions to make an affected creature frightened. You can use this skill to cause an opponent to become shaken for a number of rounds. 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.Ĭreatures 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. Coercion is overt, not subtle, and in most cases using coercion against a creature is an evil act.Ī coerced target acts as though friendly toward you even when you aren’t around, but the aid offered remains grudging at best. 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. Try Again : You can’t attempt long-term coercion against the same target again for 1 week.Ĭheck : 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. 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. Sometimes you need to cow someone into submission for more than just a few hours.Īction : Coercing a target into acting friendly for hours takes 1d4 × 10 minutes. 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. Subtle enough that it’s worth noting the mechanics of both.

Mechanics of Intimidationīoth Pathfinder First Edition and Second Edition Intimidation work similarly, but the mechanics offer a subtle difference. I am here to tell you that it is just as valuable as something like Perception or Insight! After all, if your opponents go running, that means you don’t have to use those valuable limited-use items. It’s one of those skills that some ignore, and others think has very little use. Rattling them with a War Cry, staring them down, or just in general threatening them with bodily harm until they do what you want them to do. Intimidation is all about putting Fear into your Opponent. So the player rolls Intimidation to get those Orcs running. Samwise’s player knows he’s not really going to make it through this encounter, because of the attrition of Orcs the DM is prepared to throw at him.
INITIATER MODIFIER PATHFINDER FREE
Samwise Gamgee is charging through the Tower of Cirith Ungol, killing every Orc he can to free Mr.
