Wednesday, October 21, 2009

Am I Intimidating enough?

On the Intimidation Skill
by Shea Christian Reinke

originally posted on Wizards of the Coast website
http://community.wizards.com/go/thread/view/75882/19572530/Am_I_Intimidating_Enough?num=10&pg=1


The Intimidation Skill
Did you know that there is an Intimidation skill in Dungeons and Dragons? I ask because, in my experience with the D20 system this particular skill has been used by one, and only one, player or dungeon master, me. In the some dozen or more games that I have played in since D20 came into the world I have been the only person in my playgroups that has ever taken a turn to Intimidate an opponent. Sometimes it works, sometimes it doesn't, but never have I felt that it was a waste of my time to try Intimidating.

After a while, I decided to ask the people that I play with the same question that I asked you, "did you know there is an Intimidation skill in the game?" and I was surprised by the answers that I received. A couple of players did, in fact, answer "no" they were not aware of the skill. They were not aware of how it worked, what it did, or when they should try and use it on an opponent. One person, a fellow experienced dungeon master, said that he was aware of the skill, but "it doesn't ever work". The most common answer I received, however, was that "yes I know that Intimidation is a skill, but it works funny".

In this article I will explain that there is an Intimidation skill, how Intimidation works, when Intimidation works, and why it is not funny. I will also suggest a couple of optional rules, feats, and equipment for Intimidation that may make the skill more useful to any one that feels that the skill is underdeveloped. First I will respond to some of the answers I received directly.

"I didn't know there was an Intimidation skill"

Well there is one. Its right there between Hide and Jump on your character sheet. It is a class skill for the Barbarian, the Fighter, and the Rouge class, and you receive a +2 bonus on Intimidation checks if you have the Persuasive feat. Intimidating your opponents can be very satisfying. It can be used in and out of combat, and it is a skill that you can use untrained. You should give it a try the next you play.

"Intimidation never ever works"

I can tell you, from experience, that Intimidation does work. All the time in fact. You just have to ask yourself one question before trying: Am I Intimidating enough? Intimidation will not work on every opponent, but if you know a little bit about the skill, a little bit about your opponent, and if "you feel lucky punk" you can make Intimidation work for you most of the time.

"Intimidation works funny"

Alright! I admit that Intimidation is one of the more unique opposed roll functions in the D20 system. Intimidation is a skill check that is opposed by a modified level check. No other skill or action works the way that Intimidate does, but that is no reason to ignore the skill. Craft is the only skill that works the way that it does, and that doesn't stop any one from Crafting.

The Intimidation Check

First ready a weapon, a natural weapon will do, and position yourself so that your intended target is within your reach. Then roll 1d20, add you Charisma modifier, your ranks in Intimidation, and any bonus or circumstantial modifiers. Your size category is the most important circumstance modifier in your Intimidation check, similar to grappling, you have a +4 modifier for every size category larger, and a -4 modifier for every size category smaller, you are than your target. Simple, similar to any other skill check; you have the basic check and a circumstance that always applies. The unusual part of Intimidation is in the way that the check is resisted.
You, if you are the target of Intimidation, or your target rolls 1d20 and adds their character level (or Hit Dice if greater), their Wisdom bonus (not penalty), and any special modifiers against fear. Characters, or creatures, that are immune to fear are immune to Intimidation. The result of failure, like many skill checks, is that nothing happens. The consequences of success are different depending on whether you are in or out of combat.

Out of combat Intimidation can only be used on NPCs, and has similar results to Diplomacy. Like Diplomacy out of combat Intimidation requires at least a minute of interaction. Unlike Diplomacy, however, Intimidation is an opposed check. If you succeed, you target will treat you as friendly until they manage to escape your presence. That is not to say that they will like you. In fact, soon after you leave they will rapidly turn to either unfriendly or hostile, depending on their attitude initially. As I said earlier winning an Intimidation check has consequences.

This is important to remember, even though the NPC will treat you like a friend for the duration of your interaction; Intimidation, unlike Diplomacy, does not make you any friends. 1d6 x 10 minutes after you leave an NPC that was neutral (or friendly, though it is very mean to Intimidate friendlies) will become unfriendly. More often though, you will be Intimidating NPCs that were unfriendly to begin with. These NPCs will become hostile within an hour after you leave. Intimidation doesn't make you any friends, but it is a great way to make enemies.

Out of combat Intimidation is probably the most useful when trying to get in and out of guarded areas. Most city guards are low level, and if you have any ranks in Intimidation they will be pushovers for you. Intimidation is also great for getting that "friendly discount" at local shops. The more ranks in Intimidation you have the better equipment you can get on the cheap. Or, if you are Barbarian that has been told that you don't meet the dress code of the local fine diner, an Intimidation roll will have the maitre d' offering the finest wine, the best seat in the house, and the fastest service rather rapidly. Warning! Doing this will eventually result in some sort of organized retaliation. Assassins also have Intimidation as a class skill by the way.

In combat Intimidation veers away from any similarities with the Diplomacy skill. There is no penalty for performing "rushed" Intimidation, and the results are decidedly different than out of combat Intimidation. As a standard action you can demoralize your opponent, or be demoralized. Theoretically you could demoralize your fellow PCs, but, as I said above, Intimidation does not make you any friends. A demoralized opponent is shaken, suffering a -2 morale penalty on attack rolls, ability checks, and saving throws. This use of Intimidation works wonders on opponents that are already slightly below your level, particularly henchmen, goblins, and, later in levels, the ever so common orc marauders.

In a number of games I have used the demoralize function of Intimidation on an opponent I wanted to get information out of. The first successful Intimidation reduces my opponents ability to resist successive demoralize attempts, and after ten rounds of repeated Intimidation my dungeon masters have allowed that I met the requirements for out of combat Intimidation and shifted the target's attitude to that forced friendly I spoke of above. Unfortunately, since Intimidation is a standard combat action, doing this restricts your character from making actual attacks (I will get back to this later). Usually this tactic is best for the cleanup period of combat; after your Barbarian rage has worn off (fatigue does not effect Intimidation), when you are otherwise prevented from attacking, or after the big scary is already defeated.

"Am I Intimidating enough?"

This is an important question to ask yourself. If you have no Intimidation ranks, the answer is usually "no", unless you are large or larger. If you have no Intimidation ranks then you should probably reserve your Intimidation checks for dealing with opponents that have fewer level/HD than your Charisma bonus. Or, goblins, kobolds, halflings, gnomes, small animals, and annoying things like pixies. If you are a dungeon master, however, you should ask yourself this question slightly differently. Trolls, ogres, dragons, and any number of other classics are most often larger than the PCs, particularly pesky halflings. Bigger creatures also have a longer reach so they can threaten the PCs at a farther distance than the average NPC antagonist with character levels.

Expanded Intimidation Rules

For those that find the Intimidation rules lacking I offer the following optional rules:

Favored Enemy: It seems reasonably to me that a Ranger's favored enemy bonuses should apply to Intimidation as well.

Perform, Diplomacy, and Bluff as Intimidation: These skills are the arts of social manipulation. Not to negate the utility of the Intimidation skill, but the right kind of show, negotiation, or trick can scare the bejeebies out of me. For game balance purposes I recommend a -10 penalty (not stacking with the rushed Diplomacy penalty) when attempting to use these skills to Intimidate your opponent.

Amazingly Demoralizing: If, when you demoralize an opponent in combat your Intimidation check exceeds their resistance roll by ten or more, then that opponent is shaken for ten rounds instead of one. I said I would get back to this.

Interrogation: Interrogation allows you to extract information out of an unwilling opponent. Interrogating a target takes at least ten minutes of interaction. The target must be restrained from leaving, already Intimidated or bound, and they receive the same bonus to resist that they would receive on a Sense Motive check to resist a Bluff: +5 if revealing the information would put them at some risk, +10 if revealing the information would put them in significant risk, and +20 if their very life depends on the secrecy of the information you want to know.

Negative Charisma Modifier: In the art of Intimidation ugly can be a bonus. Apply a charisma penalty to Intimidation checks, and Intimidation checks only, as though it were a bonus of equal numeric value.

Demoralize as an attack: Instead of demoralize being a standard combat action it is an attack action. This would let you switch out that last melee attack in a full attack action (with that less than amazing bonus) for a demoralize check.

Attack bonus to Demoralize: Add you base attack as a bonus to your Intimidation check to demoralize an opponent. This option works particularly well if you use demoralize as an attack.

Caster level to Demoralize: If, you use the demoralize as an attack option and add base attack bonus to demoralize checks, then adding your caster level as a bonus to you Intimidation check to demoralize an opponent instead of your base attack when Intimidating a target with a magical effect is also an option.

Intimidation Feats

The Intimidation skill is somewhat lacking in feats (Persuasive, and Skill focus are the only ones), so here are a few to consider in your games.

IMPROVED DEMORALIZE [GENERAL]
Prerequisites: Cha 13, Combat Reflexes.
Benefit: You can make an Intimidation check to demoralize an opponent as a move equivalent action.
Normal: Demoralizing an opponent is a standard action.
A fighter may select Improved Demoralize as one of his fighter bonus feats.

GREATER DEMORALIZE [GENERAL]
Prerequisites: Cha 15, Combat Reflexes, Improved Demoralize.
Benefit: You can make an Intimidation check to demoralize an opponent as a free action whenever you perform a full attack action against a single opponent.
Normal: Demoralizing an opponent is a standard action.
A fighter may select Greater Demoralize as one of his fighter bonus feats.

SUPREME DEMORALIZE [GENERAL]
Prerequisites: Cha 17, Combat Reflexes, Improved Demoralize, Greater Demoralize.
Benefit: Every round that you are in a combat situation you may make a free action Intimidation check to demoralize any opponent you would normally be able to demoralize.
Normal: Demoralizing an opponent is a standard action.
A fighter may select Supreme Demoralize as one of his fighter bonus feats.

DEMORALIZING PRESENCE [GENERAL]
Prerequisites: Base Attack Bonus +6, Skill Focus Intimidation.
Benefit: You can make an Intimidation check to demoralize an opponent that is within one movement action of you.
Normal: You must be within reach of an opponent to make an Intimidation check to demoralize them.
A fighter may select Demoralizing Presence as one of his fighter bonus feats.

SUBTLE INTIMIDATION [GENERAL]
Prerequisites: Intimidation 5 ranks, and either Diplomacy or Perform 5 ranks.
Benefit: 1d6 x 10 minutes after you leave an NPC that you have successfully Intimidated into behaving friendly they return to their initial attitude.
Normal: 1d6 x 10 minutes after you leave an NPC that you have successfully Intimidated into behaving friendly their attitude changes to unfriendly, or hostile if they were initially unfriendly.

POTENT DEMORALIZE [GENERAL]
Prerequisites: Intimidation 5 ranks, Skill Focus Intimidation.
Benefit: When you successfully demoralize an opponent they become frightened for one round.
Normal: When you successfully demoralize an opponent they become shaken for one round.
A fighter may select Demoralizing Presence as one of his fighter bonus feats.

EXTREME DEMORALIZE [GENERAL]
Prerequisite: Intimidation 10 ranks, Skill Focus Intimidation, Potent Demoralize.
Benefit: When you successfully demoralize an opponent they become panicked for one round.
Normal: When you successfully demoralize an opponent they become shaken for one round.
A fighter may select Demoralizing Presence as one of his fighter bonus feats.

Intimidating Equipment

Last but not least I will suggest some items that can be used to grant some circumstance modifiers to Intimidation.

Mundane Equipment

------------------
War Mask
| 25 gp | 3lb |
Beast Musk
| 50 gp | 1lb *1|
Dragon's Musk
| 100 gp | 1lb *1 |
Battle Paint
| 1 gp | 3lb *1,2 |
Scary Costume
| 2 gp | 5lb |
Interrogation Kit
| 50 gp | 5lb |
------------------
--*1 - Has no weight after it is applied
--*2 - Battle paint weighs only 1lb after one facial application.
------------------

War Mask: This frightening mask gives you a +2 tool bonus to Intimidation checks. A masterwork war mask grants a +4 tool bonus.

Beast Musk: The extract of a beast's musk gives you a +2 circumstance bonus to Intimidation checks against any creature that has the ability to smell.

Dragon's Musk: The extract of a dragon's (or any monster with the frightful presence trait) musk gives you a +4 circumstance bonus to Intimidation checks against any creature that has the ability to smell.

Battle Paint: Brightly colored body paint that takes ten minutes to apply. You must have a significant amount of exposed skin to receive the full benefit of battle paint. Battle paint grants a +6 tool bonus to Intimidation checks, +3 if only your face is painted. Battle paint is only good for one application, two if you only paint your face.

Scary Costume: This suit of clothing is intentionally designed to strike fear into the heart of your enemies. This outfit grants a +3 competence bonus on Intimidation checks.

Interrogation Kit: The kit is the perfect tool for interrogating and provides a +2 circumstance bonus on Intimidation checks to Interrogate.

Magical Items

Frightening: A suite of armor or shield with this property is covered in images of monsters. The armor grants you a +5 competence bonus on Intimidation checks.
Faint Necromancy [Fear, Mind-Affecting]; CL 5th; Craft Magic Arms and Armor, cause fear; +3,750 gp

Frightening, Improved: As Frightening, except it grants a +10 competence bonus on Intimidation checks.
Moderate Necromancy [Fear, Mind-Affecting]; CL 10th; Craft Magic Arms and Armor, cause fear; +15,000 gp.

Frightening, Greater: As Frightening, except it grants a +15 competence bonus on Intimidation checks.
Moderate Necromancy [Fear, Mind-Affecting]; CL 15th; Craft Magic Arms and Armor, cause fear; +33,750 gp.

Fearful: A fearful weapon allows you to make an Intimidation check to demoralize an opponent as a free action whenever it successfully deals damage. In addition the wielder of this creepy looking weapon is granted a +5 enhancement bonus to Intimidation checks. This bonus applies to any Intimidation check the wielder makes while he has the weapon ready.
Moderate Necromancy [Fear, Mind-Affecting]; CL8th; Craft Magic Arms and Armor, cause fear; Price +2 bonus.

In conclusion, I hope that I have effectively described how and when to use the Intimidation skill to its full effect. I hope that you find the optional rules to be acceptable, the feats to be to your satisfaction, and the equipment to be worth the price. And most importantly I hope that I have convinced you that the Intimidation skill does exist, that it is simple to use, and most of all it is anything but funny.

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