Intimidate - networkingguru/incursion-roguelike GitHub Wiki

Intimidate

(Passive) best of STR and CHA
  Possessed By: Some Humans, Orcs, Barbarians, Rogues, Warriors, Alienists, Assassins, Blackguards.
  Effects:  The Intimidate skill has the following uses. Note that creatures who are immune to fear are unaffected by all uses of the Intimidate skill, and those who have saving throw bonuses against fear also apply those bonuses as increases to the DC of Intimidate checks made against them.
   * Cow Enemies (Talking): Through a display of force or merely an expert display of threatening body language, a fearsome character can terrorize her enemies. By making an Intimidate check against a base DC of 15 + her most powerful foe's Will save modifier, adjusted for the apparent strength of the player's group in contrast with the monsters', a player can cause a group of monsters to become shaken, suffering a -2 morale penalty to all rolls. If she beats the DC by 10 or more, her foes will rout, fleeing in a mad panic.
   * Coerce Service (Talking): Intimidate can also be used to extract service from other characters through threat of violence. This works essentially identically to issuing requests with Diplomacy, except that a failed check causes the subjects to become hostile. However, service can be coerced from frightened creatures as well as neutral ones, whereas Diplomacy can only be used on neutral creatures.
   * Demoralize (Passive): When a player with the Intimidate skill and a skill rating of 10+ kills a creature with a critical hit, every other creature in that monster's group that witnessed the act must roll a Will saving throw against a DC of the character's [Intimidate + 5]; on a failure, creatures of CR 3 or lower become afraid, and others become shaken, suffering a morale penalty to all rolls of -1 at Intimidate 10+, -2 at 15+, -3 at 20+, etc.

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