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Curse that charisma!
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<blockquote data-quote="Epametheus" data-source="post: 1437054" data-attributes="member: 719"><p>As for the assassin example, a reasonable resolution might be something like (keep in mind that if the assassin has run into the freaking <em>captain of the guard</em>, then he's seriously compromised his mission):</p><p></p><p>Failure: The captain raises the alarm and engages the assassin in personal combat, either believing that he can hold his own, or hoping to pin the assassin down long enough for reinforcements to come in and finish off the intruder.</p><p></p><p>Close success: the captain hesitates, unsure if this is how he really wants to die. May give the assassin the option to withdraw, but won't abondon his post. The benefit of a success will wither away quickly if it becomes clear that the captain can overpower the assassin in straight combat.</p><p></p><p>Success: the captain panics and probably flees, raising the alarm. The assassin has bought himself some time by chasing the captain off, and would be well advised to withdraw.</p><p></p><p>Conclusion: poison or using UMD to cast Silence is probably far, far more effective than trying to intimidate the best warrior in the castle.</p><p></p><p>10 + HD really seems too easy for an intimidate DC. I'd do 10 + HD + Str or Cha mod (whichever is better; people who are strong of mind and/or body are harder to push around) as the check DC. DC 15 to intimidate an Ogre Mage is rather low, but DC 22 or so to intimidate one seems a bit more appropriate.</p><p></p><p>Is it even possible to intimidate creatures that are immune to fear (such as undead and paladins)?</p></blockquote><p></p>
[QUOTE="Epametheus, post: 1437054, member: 719"] As for the assassin example, a reasonable resolution might be something like (keep in mind that if the assassin has run into the freaking [i]captain of the guard[/i], then he's seriously compromised his mission): Failure: The captain raises the alarm and engages the assassin in personal combat, either believing that he can hold his own, or hoping to pin the assassin down long enough for reinforcements to come in and finish off the intruder. Close success: the captain hesitates, unsure if this is how he really wants to die. May give the assassin the option to withdraw, but won't abondon his post. The benefit of a success will wither away quickly if it becomes clear that the captain can overpower the assassin in straight combat. Success: the captain panics and probably flees, raising the alarm. The assassin has bought himself some time by chasing the captain off, and would be well advised to withdraw. Conclusion: poison or using UMD to cast Silence is probably far, far more effective than trying to intimidate the best warrior in the castle. 10 + HD really seems too easy for an intimidate DC. I'd do 10 + HD + Str or Cha mod (whichever is better; people who are strong of mind and/or body are harder to push around) as the check DC. DC 15 to intimidate an Ogre Mage is rather low, but DC 22 or so to intimidate one seems a bit more appropriate. Is it even possible to intimidate creatures that are immune to fear (such as undead and paladins)? [/QUOTE]
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