Intimidate Skill in Aertrea | World Anvil
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Intimidate Skill

General Skills Rules:
  • Taking 10: If you are not threatened or distracted you can take 10 on a roll.
  • Taking 20: when you have plenty of time, 2 minutes or more and faced with no threats or distractions, you can take 20. This does not count as a ‘natural 20’ and indicate automatic success. Generally this takes 20 times longer than normal. You can’t take 20 on any check that has consequences for failure.
  • “1” Rolls: When you roll a natural 1 on a skill check, roll D20 again. SUBTRACT this number from your check.
  • “20” Rolls: When you roll a natural 20 on a skill check, roll D20 again. Add this number plus the 20 to your check.  
  • Intimidate (CHA)  Retries: No Requires: Varies
  • Those immune to fear or unintelligent can’t be intimidated.
  • Change Another’s Behavior: requires a full minute, your intimidate check opposed by target’s level check (d20 + character level/HD + WIS + any modifiers to saves vs fear). If successful the target is treated as friendly for the purposes of actions taken while intimidated. This lasts as long as the intimidator is present and for 1d6x10 minutes after. At the end of that time the attitude returns to its previous status. If you fail by 5 or more, the target becomes unfriendly or hostile (DM discretion).
  • Demoralize Opponent: requires a standard action, make intimidate check as above, if you win, the target is shaken for 1-4 rounds (-2 on attacks, abilities, and saving throws). Using this does not provoke attacks of opportunities and can only be used on foes that can see you and you threaten.
  • Duel of Wills: (Bo9S) Immediate before a fight (pre-initiative) single out foe within 30’ you are aware of (INT 3+). Foe can either submit: and take -2 initiative and -1 on attacks vs you on first round, or ignore the challenge: and you can make a DC 15 intimidate check to gain +1 to hit him for one round or participate: then both make intimidate rolls, winner gains +1 to hit and damage against the loser and the loser has -1 to hit and damage against the winner for the encounter. Nothing happens with a tie.
  • Synergy: you +2 on intimidate checks if you have 5 or more ranks in bluff.
  • DC Per size category different +/- 4

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