Intimidation
Charisma-based skill for applying the Frightened condition, coercing compliance, and breaking enemy morale.
Intimidation (Charisma)
Intimidation uses threats and menacing behavior to coerce, frighten, and demoralize others.
Untrained actions:
- Demoralize: Shout a threat or display terrifying force to give a creature the Frightened condition. This is 1 action, requires the target to be able to see or hear you, and has a 10-minute cooldown per target. The Frightened value decreases by 1 each turn.
- Coerce: Spend 1 minute threatening someone to make them comply with a demand for a day or more. The target must be present. Critical success means a week of compliance; failure means they become hostile.
Frightened Condition: The target takes a status penalty to all checks equal to their Frightened value (1-4). The penalty decreases by 1 at the end of each of their turns.
Critical Success on Demoralize: Frightened 2 instead of Frightened 1.
Critical Failure: The target is immune to your Demoralize attempts for 1 day and may become hostile.
Pathfinder Second Edition material on Narrative Nexus is used under the ORC License or the Open Game License v1.0a, with each entry's notice naming the license that applies. Paizo, the Paizo golem logo, and Pathfinder are registered trademarks of Paizo Inc. This product is not affiliated with or endorsed by Paizo Inc.