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Curse that charisma!
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<blockquote data-quote="Kahuna Burger" data-source="post: 1440655" data-attributes="member: 8439"><p>well, like I said before, I think the bluf rules would be a good place to start (adapted, of course) so, from the srd:</p><p>Bluff Examples</p><p>Example Circumstances Sense Motive Modifier</p><p>The target wants to believe you. –5</p><p>The bluff is believable and doesn’t affect the target much. +0</p><p>The bluff is a little hard to believe or puts the target at some risk. +5</p><p>The bluff is hard to believe or puts the target at significant risk. +10</p><p>The bluff is way out there, almost too incredible to consider. +20</p><p></p><p></p><p>Adapted directly to intimidate, it miaght read:</p><p></p><p>intimidate Examples</p><p>Example Circumstances DC modifier Modifier</p><p>The target would be inclined to do so anyway. –5</p><p>The order is one of inaction and/or doesn’t seem significant. +0</p><p>The order contridicts prior orders or duty or puts the target at some risk. +5</p><p>The order clearly betrays an important prior loyalty or puts the target at significant risk. +10</p><p>The order is an active betrayal of the tagets most deeply held beliefs or loyalties, almost too incredible to consider. +20</p><p></p><p>So if the intimidate check is to get into the queen's audience chamber, when she already left orders you were to be admitted, its -5 to the dc. There is still a chance of failure because no one likes to be bullied into something, and the guard might find an excuse of protocol to delay your entrance. If its to just stay still, be quiet or give the character access to a seemingly unimportant room, and the target is not aware of any untoward circumstances (his buddy's dead body for instance) its a straight check. Assigning the specific modifiers beyond that is obviously something of a judgement call, but I'd say the captain of the gaurd example falls between +10 and +20 depending on the DM's assignment of loyalty (is this a very important job, or the point of his existance?) For the serving girl its likely to be 0 to +5, on the lower side if he just asks for directions rather than her participation. On the other hand, other circumstance modifiers and level differences are going to be playing heavily into his favor on the serving girl.</p><p></p><p>One other point is that intimidate will not always be the best skill to use. In the first example, diplomacy will work on some unfriendly guards and have almost no chance of backfiring on those inclined to do what you want anyway. Bluffing a guard into believing you have cast a spell to kill him if he makes a sound before you leave the castle may be more effective than intimidating him into not raising the alarm even when you are out of sight. With the official modifiers (or lack thereof) and length of result, indimidate becomes the better option for too much of the time, imho.</p><p></p><p>Kahuna Burger</p></blockquote><p></p>
[QUOTE="Kahuna Burger, post: 1440655, member: 8439"] well, like I said before, I think the bluf rules would be a good place to start (adapted, of course) so, from the srd: Bluff Examples Example Circumstances Sense Motive Modifier The target wants to believe you. –5 The bluff is believable and doesn’t affect the target much. +0 The bluff is a little hard to believe or puts the target at some risk. +5 The bluff is hard to believe or puts the target at significant risk. +10 The bluff is way out there, almost too incredible to consider. +20 Adapted directly to intimidate, it miaght read: intimidate Examples Example Circumstances DC modifier Modifier The target would be inclined to do so anyway. –5 The order is one of inaction and/or doesn’t seem significant. +0 The order contridicts prior orders or duty or puts the target at some risk. +5 The order clearly betrays an important prior loyalty or puts the target at significant risk. +10 The order is an active betrayal of the tagets most deeply held beliefs or loyalties, almost too incredible to consider. +20 So if the intimidate check is to get into the queen's audience chamber, when she already left orders you were to be admitted, its -5 to the dc. There is still a chance of failure because no one likes to be bullied into something, and the guard might find an excuse of protocol to delay your entrance. If its to just stay still, be quiet or give the character access to a seemingly unimportant room, and the target is not aware of any untoward circumstances (his buddy's dead body for instance) its a straight check. Assigning the specific modifiers beyond that is obviously something of a judgement call, but I'd say the captain of the gaurd example falls between +10 and +20 depending on the DM's assignment of loyalty (is this a very important job, or the point of his existance?) For the serving girl its likely to be 0 to +5, on the lower side if he just asks for directions rather than her participation. On the other hand, other circumstance modifiers and level differences are going to be playing heavily into his favor on the serving girl. One other point is that intimidate will not always be the best skill to use. In the first example, diplomacy will work on some unfriendly guards and have almost no chance of backfiring on those inclined to do what you want anyway. Bluffing a guard into believing you have cast a spell to kill him if he makes a sound before you leave the castle may be more effective than intimidating him into not raising the alarm even when you are out of sight. With the official modifiers (or lack thereof) and length of result, indimidate becomes the better option for too much of the time, imho. Kahuna Burger [/QUOTE]
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