vonklaude
2009-07-02, 07:01 AM
This is something I'm working on. A more focussed use of Intimidate that relates to Burlew's Diplomacy. Note that my homebrew reduces the +s one can have on skills, and thus Will works okay. If you are using standard skill ranks you should use the usual 3.5 Intimidate resist formula.
Intimidate (Cha)
Intimidate is used to instil fear in other creatures, to prevent them interfering in your objectives. Intimidate attempts are resisted with Will saving throws. A character immune to fear can’t be intimidated, nor can non-intelligent creatures.
UNTRAINED
Deter (OC): You can prevent a creature from hindering you—whether or not they are hostile to you. Usually, you can deter only creatures that can see you, but where you have an appropriate Profession skill, you may be able to apply deterrence through a proxy.
You don’t make a check until your target feels inclined to resist intimidation. Your check sets the DC for the target’s Will saving throw, which they make if they feel inclined to resist, in order to do so. If they fail their saving throw, they must avoid hindering you, including avoiding making attacks against you or hindering any of your plans that they are aware of. If you are intimidating a group, make one check for the entire group.
The effect ends 1d6 × 10 minutes after if you (or your proxy) leave their presence. Your target receives a new save if you harm them or their allies. Once the effect ends, your target’s attitude toward you shifts to unfriendly, or if normally unfriendly, to hostile.
You don’t automatically know the outcome of their save: so if your target beats the DC you set they may try to conceal it in order to frustrate your efforts. If you are present when they make their save, a Sense Motive check against their Bluff can tell you the outcome. Action = 1 minute × targets
TRAINED
Demoralise (OC): You can demoralise one creature that can see you. Your check sets the DC for the target’s Will saving throw, which they must make or become shaken. Shaken creatures take a –2 penalty on attack rolls, ability checks, and saving throws. The effect lasts until the end of your next turn.
Fear effects are cumulative: if a shaken creature is made shaken again, they become frightened. Frightened creatures must flee from the source of their fear. If they are further shaken, they may become panicked, and then cowering. Action = 1 standard
Threaten (per technique): You can voluntarily take a penalty on your Intimidate check in order to deter targets more quickly. Action = 1 full-round × targets
RETRIES
Not until you improve your chances.
Intimidate modifier Condition
+4 size For each size category you or your proxy is larger than your target
+4 circumstance For each multiple of levels or HD you and your allies outnumber your target and their allies by
–10 circumstance For making a quick Intimidate attempt
Target’s Will save modifier Condition
+4 size For each size category target is larger than you, or your proxy
+4 circumstance For each multiple of levels or HD target and their allies outnumber you and your allies by
Var. Any modifiers against fear or mental compulsion
-vk
Intimidate (Cha)
Intimidate is used to instil fear in other creatures, to prevent them interfering in your objectives. Intimidate attempts are resisted with Will saving throws. A character immune to fear can’t be intimidated, nor can non-intelligent creatures.
UNTRAINED
Deter (OC): You can prevent a creature from hindering you—whether or not they are hostile to you. Usually, you can deter only creatures that can see you, but where you have an appropriate Profession skill, you may be able to apply deterrence through a proxy.
You don’t make a check until your target feels inclined to resist intimidation. Your check sets the DC for the target’s Will saving throw, which they make if they feel inclined to resist, in order to do so. If they fail their saving throw, they must avoid hindering you, including avoiding making attacks against you or hindering any of your plans that they are aware of. If you are intimidating a group, make one check for the entire group.
The effect ends 1d6 × 10 minutes after if you (or your proxy) leave their presence. Your target receives a new save if you harm them or their allies. Once the effect ends, your target’s attitude toward you shifts to unfriendly, or if normally unfriendly, to hostile.
You don’t automatically know the outcome of their save: so if your target beats the DC you set they may try to conceal it in order to frustrate your efforts. If you are present when they make their save, a Sense Motive check against their Bluff can tell you the outcome. Action = 1 minute × targets
TRAINED
Demoralise (OC): You can demoralise one creature that can see you. Your check sets the DC for the target’s Will saving throw, which they must make or become shaken. Shaken creatures take a –2 penalty on attack rolls, ability checks, and saving throws. The effect lasts until the end of your next turn.
Fear effects are cumulative: if a shaken creature is made shaken again, they become frightened. Frightened creatures must flee from the source of their fear. If they are further shaken, they may become panicked, and then cowering. Action = 1 standard
Threaten (per technique): You can voluntarily take a penalty on your Intimidate check in order to deter targets more quickly. Action = 1 full-round × targets
RETRIES
Not until you improve your chances.
Intimidate modifier Condition
+4 size For each size category you or your proxy is larger than your target
+4 circumstance For each multiple of levels or HD you and your allies outnumber your target and their allies by
–10 circumstance For making a quick Intimidate attempt
Target’s Will save modifier Condition
+4 size For each size category target is larger than you, or your proxy
+4 circumstance For each multiple of levels or HD target and their allies outnumber you and your allies by
Var. Any modifiers against fear or mental compulsion
-vk