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<blockquote data-quote="Pielorinho" data-source="post: 689205" data-attributes="member: 259"><p>I think it'd be cool if intimidate could lead to morale bonuses or penalties. Something like this:</p><p></p><p>Intimidate: standard action, DC 15+opponent's level or hit dice. Success = -1 morale penalty to attack rolls until the character using the intimidate skill is successfully attacked by the intimidated opponents.</p><p>Success by 10 or more: the opponents are shaken, and may be tempted to surrender if they're NPCs.</p><p>Failure by 5 or more: opponents, cheered on by the ineffectiveness of the intimidation, gain a +1 morale bonus to attack rolls until one of them is successfully attacked by the intimidator's allies.</p><p></p><p>The roll would be modified by:</p><p>Relative size of intimidator to intimidatee (+/-4 for each difference in category)</p><p>Relative number of characters in each group (+/-4 for each factor of size one group is bigger than the other)</p><p>Number of characters downed in each group by enemies (+/-1 per character downed)</p><p></p><p>For example, my halfling rogue and his three friends face a group with two ogre warriors and twelve gnoll warriors. He unwisely tries to intimidate them.</p><p></p><p>The DC is 19, based on the ogre's HD, plus 8 because the ogre warriors are two size categories larger than the halfling, plus eight because their group is three times (or two size factors) larger than our group. Total DC of 35.</p><p>I try to intimidate them and roll a 25 -- good, but not nearly good enough. They laugh at my squeaky halfling voice and attack with refreshed vigor, gaining a +1 on each attack -- until I sneak-attack their ogre leader, felling him.</p><p></p><p>Over the next three rounds, we kill both ogres and six of the gnolls. I then try to intimidate them again.</p><p></p><p>Now the check is 17 (based on the highest HD left), +4 because they're one size category bigger than us. There are 7 of them left, not quite double our numbers, so there's no increased difficulty based on numbers. And we've knocked down eight of them, reducing the DC by 8. </p><p></p><p>Having killed their biggest members and over half their group, the DC is now 9. I roll a 24 on my check; the gnolls are shaken, and most of them either panic and run or drop their weapons and surrender.</p><p></p><p>Would something like this work?</p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 689205, member: 259"] I think it'd be cool if intimidate could lead to morale bonuses or penalties. Something like this: Intimidate: standard action, DC 15+opponent's level or hit dice. Success = -1 morale penalty to attack rolls until the character using the intimidate skill is successfully attacked by the intimidated opponents. Success by 10 or more: the opponents are shaken, and may be tempted to surrender if they're NPCs. Failure by 5 or more: opponents, cheered on by the ineffectiveness of the intimidation, gain a +1 morale bonus to attack rolls until one of them is successfully attacked by the intimidator's allies. The roll would be modified by: Relative size of intimidator to intimidatee (+/-4 for each difference in category) Relative number of characters in each group (+/-4 for each factor of size one group is bigger than the other) Number of characters downed in each group by enemies (+/-1 per character downed) For example, my halfling rogue and his three friends face a group with two ogre warriors and twelve gnoll warriors. He unwisely tries to intimidate them. The DC is 19, based on the ogre's HD, plus 8 because the ogre warriors are two size categories larger than the halfling, plus eight because their group is three times (or two size factors) larger than our group. Total DC of 35. I try to intimidate them and roll a 25 -- good, but not nearly good enough. They laugh at my squeaky halfling voice and attack with refreshed vigor, gaining a +1 on each attack -- until I sneak-attack their ogre leader, felling him. Over the next three rounds, we kill both ogres and six of the gnolls. I then try to intimidate them again. Now the check is 17 (based on the highest HD left), +4 because they're one size category bigger than us. There are 7 of them left, not quite double our numbers, so there's no increased difficulty based on numbers. And we've knocked down eight of them, reducing the DC by 8. Having killed their biggest members and over half their group, the DC is now 9. I roll a 24 on my check; the gnolls are shaken, and most of them either panic and run or drop their weapons and surrender. Would something like this work? Daniel [/QUOTE]
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