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*Pathfinder & Starfinder
Passive Intimidation
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<blockquote data-quote="Sergeytov" data-source="post: 5244605" data-attributes="member: 91901"><p>I have a similar situation going on in my game. One of the players wants to make 'skull armor' and makes this habit of collecting enemy skulls. I told him a couple other conditions, however:</p><p></p><p>1) The armor itself, with only the skulls, looks creepy but is more a flavor thing than a mechanical thing. - This is to prevent a potential slippery slope of trying to get bonuses for every little thing (and potentially break the game).</p><p></p><p>2) The upside, however, is I'd let him, with enough skulls, make an intimidation based enchanted armor at a reduced component cost (ie, using the skulls as components).</p><p></p><p>As for 'passive intimidation': Intimidation already has a 'passive' defense, that is one's will defense. Intimidation is almost more of an 'attack', which tend to require rolls to actively use. - I also ruled this spends actions in combat to use, and can get a variety of results based on the situation and versus will defenses (plus often the hostile +10 modifier).</p></blockquote><p></p>
[QUOTE="Sergeytov, post: 5244605, member: 91901"] I have a similar situation going on in my game. One of the players wants to make 'skull armor' and makes this habit of collecting enemy skulls. I told him a couple other conditions, however: 1) The armor itself, with only the skulls, looks creepy but is more a flavor thing than a mechanical thing. - This is to prevent a potential slippery slope of trying to get bonuses for every little thing (and potentially break the game). 2) The upside, however, is I'd let him, with enough skulls, make an intimidation based enchanted armor at a reduced component cost (ie, using the skulls as components). As for 'passive intimidation': Intimidation already has a 'passive' defense, that is one's will defense. Intimidation is almost more of an 'attack', which tend to require rolls to actively use. - I also ruled this spends actions in combat to use, and can get a variety of results based on the situation and versus will defenses (plus often the hostile +10 modifier). [/QUOTE]
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