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==INTIMIDATE== CHA, INTERACTION You know how to use threats (real or implied) to get others to cooperate. Check: Make an Intimidate check, opposed by the target’s Intimidate or Sense Motive check or Will saving throw (whichever has the highest bonus). If your check succeeds, you may treat the target as friendly, but only for actions taken in your presence. (That is, the target retains his normal attitude, but will talk, advise, offer limited help, or advocate on your behalf while intimidated.) The target cooperates, but won’t necessarily obey your every command or do anything that would directly endanger him. If you perform some action that makes you more imposing, you gain a +2 bonus on your Intimidate check. If your target clearly has a superior position, you suffer a –2 penalty on your Intimidate check. Fanatics get a +20 bonus on checks to resist being intimidated (see Diplomacy, page 46). If your Intimidate check fails by 5 or more, the target may actually do the opposite of what you want. • Demoralizing in Combat: You can use Intimidate in combat to demoralize an opponent, shaking their confidence. Make an Intimidate check as a standard action. If it succeeds, your target is shaken (–2 on all attack rolls and checks) for one round. • Interrogation: You can use Intimidate to get people to tell you things. If your check succeeds, the target spills the information. • Intimidating Groups: You can intimidate a group of people—who can all see and hear you—with a single check. If the group clearly has you at a disadvantage, you suffer the usual –2 penalty on your Intimidate check. Each member of the group rolls separately, although the GM may choose to roll once for groups of minions. Compare your check result against each check result from the group. You cannot demoralize a group. Try Again: No. Even if the initial check succeeds, the other character can only be intimidated so much, and trying again doesn’t help. If the initial check fails, the other character becomes more firmly resolved to resist, and trying again is futile. You can make Intimidate checks in combat freely until you fail, after which the target is no longer intimidated by you. Each time you demoralize an opponent in combat, he gains a +1 bonus to resist additional attempts in that encounter. Action: An Intimidate check is a full-round action. Demoralizing in combat is a standard action. You can demoralize as a move action by taking a –5 on your check. Special: You add a +2 bonus to your Intimidate check for every size category you are larger than your target. Conversely, you take a –2 penalty to your check for every size category you are smaller than your target (see Size, page 34).
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