-- Intimidate From Iron Heroes --
I have comments about the Intimidate skill posted earlier in the thread. Looking over the D&D variant Iron Heroes, I see another method for using Demoralize Other in the Conan game (as well as other ideas).
This is quoted from the Iron Heroes Players Handbook
I have comments about the Intimidate skill posted earlier in the thread. Looking over the D&D variant Iron Heroes, I see another method for using Demoralize Other in the Conan game (as well as other ideas).
This is quoted from the Iron Heroes Players Handbook
INTIMIDATE
Check: You instill fear into your target, forcing him to take actions against his will or turning him into a nervous, clumsy wreck. You can use the Intimidate skill in one of two ways to
intimidate one target at a time.
Browbeat Target: You can change another’s behavior with a successful check. The result of your Intimidate check is the Difficulty Class that your target must achieve using his choice
of a Will save, a base attack check, or an Intimidate check of his own. Before your target acts, he must make a check.
If he fails, he does as you order him to do. You cannot compel a person to take a dangerous, self-destructive, or plainly foolish action. For example, you could browbeat a town guard into standing back while you carry off the crown jewels, but you could not force him to attack his allies or help you with your burden. In most cases, Intimidate can force a target to take no action or to stop interfering with you. The target makes a new save or check each round and continues to do so until 1d6 minutes after you have left his presence.
If the target succeeds in his check or saves against your intimidation attempt, he may act as normal, but you can try to intimidate him again. If he beats the DC by 5 points or more, you may not make another Intimidate check against him for the rest of the encounter.
Demoralize Opponent: You can also use Intimidate to weaken an opponent’s resolve in combat. The result of your Intimidate check is the Difficulty Class that your target must
achieve using his choice of a Will save, a base attack check, or an Intimidate check of his own.
If you win, the target becomes shaken for a number of rounds equal to 1 + your Charisma modifier. A shaken character takes a –2 penalty on attack rolls, ability checks, and saving throws. You can intimidate only an opponent that you threaten in melee combat and that can see you.
Action: Intimidating an opponent is a standard action.
Special: You gain a +4 bonus on your Intimidate check for every size category that you are larger than your target. Conversely, you take a –4 penalty on your Intimidate check
for every size category that you are smaller than your target. A character immune to fear can’t be intimidated, nor can nonintelligent creatures.
Synergy: If you have 5 or more ranks in Bluff, you get a +2 bonus to Intimidate checks.
Take 10/20: Trying to intimidate someone is an inherently stressful situation. You cannot take 10 or 20 with this skill.
Extended Skill Checks: You can use an extended Intimidate check to force someone slowly into subservience. You must achieve a given number of Intimidate check successes before hitting a certain number of failures. Make one check each day on consecutive days; if you miss one or more days, you suffer one automatic failure for each day missed. You must reach a number of successes equal to 5 + your target’s Charisma modifier, while getting five failures means that you cannot force him into service. You can intimidate only one person per day in this manner, spending at least four hours each day browbeating your unwilling servant. The target of this use of Intimidate can have no more than half your Hit Dice. You can have a number of unwilling servants equal to 1 + your Charisma modifier. (If this total is 0 or less, you cannot have any.) A person forced into service in this manner obeys any nondangerous commands you give
him. He never risks his life or property for you.
Mass Intimidation: You can attempt to intimidate more than one person at a time. In this case, one opponent of the DM’s choice makes a single check to resist you. This result stands
for everyone in the group. However, you suffer a –2 penalty to your check for each opponent beyond the first. Your DM may allow more than one person to make a check to resist
you, with each checker representing a different subgroup of those you wish to intimidate. For example, while you attempt to steal the Rendergest Emerald, the town guard and a small
group of thieves burst into Duke Rendergest’s vault. You use Intimidate to freeze them in place and escape up a rope leading to the roof. The DM judges that the captain of the guard will resist your check on behalf of his men, while the outlaw Tyra Redblade resists on behalf of her cronies.
You can use mass intimidation with either use of Intimidate (demoralizing or browbeating a foe).
Power Intimidate: You make a spectacular claim of power, call out your opponent’s courage, or take a risky gambit to find a foe’s secret fear. A tough or determined enemy can see
through your ploy, but a weak one quakes before your power.
In return for a –5 penalty to your Intimidate check, you can increase the morale penalty you inflict by –1 or force an opponent to take an action that is against his interests (but
not life threatening). For example, you could force a guard to help you carry the treasure he was supposed to protect. You can take this challenge multiple times to increase the morale penalty. In the case of compelling others to obey you, your DM may increase the penalty for particularly demanding commands. However, you can never use Intimidate to force someone to obey a life-threatening order.