Intimidate (Cha)

When you attempt to influence someone through overt threats, hostile actions, and physical violence, you use the Intimidate skill.

Coerce

With a successful Intimidate check, you can coerce a creature into acting friendly towards you for 1d6 × 10 minutes. This requires 1 minute of conversation and is opposed by the target’s modified level check (1d20 + Hit Dice + target’s Wisdom bonus).

If you beat your target’s check result, the target will provide information, take actions that do not endanger it, and offer limited assistance. After this time, the target’s attitude toward you shifts to Unfriendly or one step worse if already worse than Indifferent. (See the Persuasion skill.)

If you fail the check by 5 or more, the target pretends to be coerced but provides you with incorrect or useless information, or otherwise frustrates your efforts.

Long-Term Coercion

You can extend the duration of the coercion by spending more time intimidating the target. With 1d4 × 10 minutes of effort, you may coerce the target into remaining friendly for 24 hours, even if you are not present.

You may make such a check once per day. If you make successful long-term coercion checks over several days, each successful check extends the duration by 24 hours + 1d6 hours for each successful check. So, the 4th successful check would extend the duration by 4d6+24 hours. A single failed check ends the coercion, and the creature immediately begins to act Hostile towards you or treat you with Hatred and cannot be coerced again for one week.

Creatures under long-term coercion are actually Hostile towards you and aid you only as far as their fear of you will allow. If they think they can escape your threats, such as if a stronger creature offers protection, they will do so.

Demoralize Opponent

As a standard action, you can also use Intimidate to weaken an opponent’s resolve in combat. To do so, make an Intimidate check opposed by the target’s modified level check (see above). If you win, the target becomes shaken for 1 round + 1 round for every 5 by which you beat their check.

You can normally only demoralize an opponent that you threaten in melee combat and that can see you.

Additional checks may extend the duration and worsen the opponent’s fear by one step.