Changing Intimidate

TracerBullet42

First Post
I'm not a big fan of the rules for intimidate, and one of the players in a new campaign I'm running is planning to make use of the skill. I'm considering the following changes: (clipped from an email)

For the most part, we will treat the Intimidate skill as written, but with the following exceptions:

-when using the "demoralize opponent" tactic in combat, on a successful check the opponent will remained "shaken" until he leaves your threatened area. He will also be given a new check each round to resist. The effect will be that he can step back to avoid the penalty, but then he's not in a range to attack back at you, or he can stand and fight, but will continue to be at a penalty. I think that holds true to the idea of what intimidate ought to be able to do in combat. And this will just be a test run...if it proves to be a problem, we will switch back to the rules as written.

Additionally, I'd be willing to throw out a feat idea for you. It'll look a little something like this:

Improved Demoralize
Prerequisites: Str 13, Cha 13, 6 ranks in Intimidate
Effect: You may make an Intimidate check to demoralize a foe as part of a move action.
Normal: Demoralizing an opponent is a standard action.

I hesitate to make it a "free" action so that you can't intimidate and full-attack in the same round. However, making it part of a move action means that you could move, intimidate, and attack in the same round. It's like drawing a weapon. It's a move action by itself, but you can do it as part of a move action for free. Make sense?

And putting a 6 rank prerequisite on it keeps it out of the reach of 1st and 2nd level characters, which seems appropriate. While you don't qualify for the feat right now, it's soon within reach.

What do you think?
 

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