Intimidation Techniques

The Quintessential Barbarian

The Quintessential Barbarian cover

The Quintessential Barbarian cover

Author Robert Schwalb
Series Quintessential Series
Publisher Mongoose Publishing
Publish date 2003
Pages 128
ISBN 1-903980-92-5
OGL Section 15 qbbn

The material below is considered Open Game Content

Back to Skills

Intimidation Expanded

One of the most reviled aspects of the barbarian class is the function of the Intimidation skill. Unlike other abilities, such as Perform, Craft and Profession, Intimidation incorporates facets from every aspect of the character doing the intimidating. Shear musculature can make the most resolute change their opinion. Perhaps a few broken bones will send someone screaming. On the other hand, a charismatic individual can force someone to do what he wishes. Intimidation can use any ability score as its key ability, thus demonstrating how even powerful wizards can frighten people to do their bidding, just as easily as a hulking barbarian, breathing rancid fumes of sour ale and stinking of unwashed sweat and blood can turn a poor fool’s blood to ice. Below is an expansion on the Intimidation skill, fully addressing the concerns about the key ability and expanding its usefulness to all classes.

Intimidation (varies)
Intimidation is actually six separate skills. For instance, a character could have Intimidation (Coerce). Having ranks in that skill does not affect ranks in any of the other five, such as making a Bully check. A character can have all six Intimidate skills, each with its own ranks, purchased as individual skills.

Bully (Str): You rely on your physical strength to get your way. By a liberal application of shoves, pushes and minor injury, you get your opponent to back down or provide the information you desire. Bullying does not suggest torture, merely the threat of violence.

Overawe (Dex): Your lithe movement demonstrates your capability and agility. In effect, your grace lends to intimidating your opponent. Characters with this skill usually awe their opponents into giving in to their demands.

Frighten (Con): Your health and stamina are your allies in forcing an opponent to back away. These attributes are commonly visible. Thus, you appear physically fit and capable of taking damage as well as giving out. Your natural resistance to injury frightens
your opponent into submitting to your requests.

Terrorise (Int): By merely speaking of the injury you will inflict upon your opponent, you can instill a desire to be away from you and also to conform to your demands. Use of the Terrorise skill locates the threat within the subjects mind, which oft-times creates a
greater threat than is actually there.

Admonish (Wis): You may browbeat your foe into submission. You know what is best for them and you are not afraid to voice your opinions. Your insight in regard the subject’s flaws and failings are embarrassing on a successful result, thereby shaming them into doing your wishes.

Coerce (Cha): Through force of personality, you are able to modify a foe’s reaction to be in accordance with your will. Your personality exudes competence and danger, thus encouraging those to back off. This skill basically functions as Intimidation as presented in the SRD.

Check: The character can change others’ behavior with a successful check against a DC typically 10 + the target’s Hit Dice. Bonuses against saving throws against fear apply to the DC of the check.
Retry: Retries do not work. The effects of a successful check present the furthest outcome possible. A failed check undermines future attempts, as the character was and will likely not be cowed by your attempts.
Special: If the character has 5 or more ranks in Bluff, the character gets a +2 synergy bonus on Intimidate checks.

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