You can use this skill to frighten your opponents or to get them to act in a way that benefits you. This skill includes verbal threats and displays of prowess. Since intimidation is based on fear, creatures immune to fear are also generally immune to attempts to use Intimidate against them (but see Explaining Negative Consequences, below).
You get a +4 bonus on Intimidate checks if you are larger than your target and a --4 penalty on Intimidate checks if you are smaller than your target.
If you Intimidate an opponent, you can attempt to Intimidate them again, but each additional check increases the DC by +5. This increase resets after 1 hour has passed.
When you're attempting an Intimidate check against a giant, if your target believes that you're clearly controlling or have recently defeated a creature larger than yourself, you can use that creature's size in place of your own when determining your size bonus or penalty on the Intimidate check. Even if this is not true, you may be able to convince a creature you have such power with a successful Bluff check.
| Intimidate task | Time | Retry | DC |
|---|---|---|---|
| Force friendliness | 1 minute | Yes, at +5 DC | 10 + opponent's HD + opponent's Wis |
| Demoralize opponent | Standard action | Yes, at +5 DC | 10 + opponent's HD + opponent's Wis |
Force Friendliness: With 1 minute of conversation, You can use Intimidate to force an opponent to act friendly toward you for 1d6 × 10 minutes with a successful check. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. This is similar to improving someone's attitude to friendly with Diplomacy and then making a request, but it doesn't require multiple rolls. If successful, the target gives you the information you desire, takes actions that do not endanger it, or otherwise offers limited assistance. This means that an intimidated creature doesn't necessarily do what the intimidating character wants if it would be dangerous. If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder your activities.
After the Intimidate expires, the target treats you as unfriendly and may report you to local authorities. Thus, Diplomacy is often more likely to be successful in the long term in campaigns with interweaving plot lines and recurring characters.
Demoralize Opponent: As a standard action, you can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if it is within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.
EDITORS NOTE: There is additional information in Ultimate Intrigue