Intimidate
Full rules text, use cases, and edge-case handling for this skill.
Description
Intimidate uses the threat of violence, displays of power, or sheer force of personality to influence others through fear. It has two distinct uses: demoralizing an opponent in combat to impose the shaken condition, and coercing an NPC outside of combat into temporary compliance.
Unlike Diplomacy, Intimidate does not improve attitudes — it forces compliance while the effect lasts, and the target knows they were coerced. Used carelessly it can make permanent enemies.
Check
Demoralize Opponent (Combat)
You frighten a target within 30 ft, causing them to become shaken for a number of rounds based on how much you exceed the DC.
| Component | Value |
|---|---|
| Base DC | 10 + target's Hit Dice + target's Wisdom modifier |
| Duration on success | 1 round + 1 round per 5 by which check exceeds DC |
| Size modifier (per size category larger than target) | +4 |
| Size modifier (per size category smaller than target) | –4 |
Shaken imposes a –2 penalty to attack rolls, saving throws, skill checks, and ability checks.
Fear escalation: A target that is already shaken becomes frightened on a successful demoralize. A frightened target becomes panicked. These escalations are subject to immunity — many creatures are immune to fear effects entirely.
Immune targets: After a successful or failed demoralize attempt, the target is immune to further demoralize attempts from that character for 24 hours, regardless of the result.
Coerce NPC (Out of Combat)
You threaten or browbeat an NPC into compliance. The target acts as though Friendly for 1d6 × 10 minutes, but knows they were coerced — their attitude typically worsens afterward.
| Component | Value |
|---|---|
| Opposed by | Target's level check (1d20 + HD) or Sense Motive (GM's choice) |
| Duration | 1d6 × 10 minutes |
| Attitude after effect ends | Typically worsens by one step |
Action
Demoralize: Standard action.
Coerce NPC: 1 minute of threats and pressure.
Try Again
Demoralize: No — after a success or failure, the target is immune to that character's demoralize attempts for 24 hours.
Coerce NPC: Generally no against the same target in the same encounter or situation.
Special
- Intimidating Prowess (feat): Add your Strength modifier in addition to your Charisma modifier on Intimidate checks. Essential for martial characters who want to Intimidate effectively.
- Persuasive (feat): +2 to Intimidate (and Diplomacy); increases to +4 with 10 or more ranks.
- Cornugon Smash (feat): When you deal damage with a Power Attack, you may make a free Intimidate check to demoralize the target as a free action.
- Dazzling Display (feat): As a full-round action, make a single Intimidate check to demoralize all enemies within 30 ft who can see your display. Requires Weapon Focus.
- Shatter Defenses (feat): A shaken, frightened, or panicked opponent is flat-footed against your attacks. Requires Dazzling Display — the capstone of the fear feat chain.
- Inquisitor: Intimidate is a class skill. The Stern Gaze ability adds half the inquisitor's level to both Intimidate and Sense Motive checks.
- Barbarian: Intimidate is a class skill. The Intimidating Glare rage power allows a free demoralize attempt as a move action while raging.
Untrained
Yes. Both uses of Intimidate are available untrained, though the demoralize DC scales with the target's Hit Dice, making high-level enemies very difficult to frighten without significant investment.