Intimidation

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Intimidation
Intimidation
AttributeStrength
UsedRolled directly by the player
Feats9
First choiceLevel 2 (Novice)

Intimidation is a Strength skill.

What it covers

Influence through threats: Coerce (extract information or compliance) and Demoralize (instill fear in combat).

Progression

Level Unlock Feat Effect
2 Novice feat choice (pick one) Solid Pipes The target makes a Wisdom save against DC 12. On failure, it is Cowed for 30 seconds, taking -2 Wisdom. Every creature within 60 feet becomes aware of your location.
Soul Stare Add +1d4 to the Intimidation check. Afterward, Off-Putting Stare gives you -2 Charisma for 10 minutes.
The Answer is Violence Nearby witnesses make a Wisdom save against DC 12. On failure, they become Frightened for 30 seconds, taking -2 Strength and -2 Dexterity.
3 Passive bonus Fire resistance bonus
4 Mastery bonus +1 to Intimidation rolls
6 Apprentice feat choice (pick one) The Smile On a successful Intimidation check, reapply Frightened. A Wisdom save against DC 12 resists it. If the creature fails to overcome its fear, it answers truthfully within its knowledge. It will not betray its core nature or most guarded secret. It remembers the coercion and may become hostile afterward.
Stand Down The target makes a Wisdom save against DC 13. On failure, it becomes Surrendered, drops its weapons, and stops fighting until threatened, harmed, or left alone too long.
The World Gain You're Next, granting +2 to Intimidation checks. Your target makes a Wisdom save against DC 12 or becomes Cowed, unwilling to close the distance. It may hold position, yield, or retreat. Your benefit ends if you stop moving, break eye contact, or take an action other than walking.
7 Passive bonus Dark resistance bonus
8 Mastery bonus +1 to Intimidation rolls
10 Adept feat choice (pick one) The Bigger They Are The target makes a Wisdom save against DC 14. On failure, it becomes Daunted for 30 seconds, taking -3 Strength and -3 Dexterity and holding its signature moves in reserve. It does not flee.
Shake Down Make an Intimidation check. On success, the merchant gives you 1 to 4 random storefront items. Taking them harms your relationship with the merchant.
Scare It Loose The target makes a Wisdom save against DC 14. On failure, it drops 1 random reagent matching its nature and becomes Embarrassed for 1 hour, taking -2 Strength and -20 ACCURACY.
11 Passive bonus Fire resistance bonus
12 Expert feat choice Pool not yet released
12 Mastery bonus +1 to Intimidation rolls
14 Master feat choice Pool not yet released
15 Passive bonus Max health bonus
16 Mastery bonus +1 to Intimidation rolls
18 Grandmaster feat choice Pool not yet released
20 Legend feat choice Pool not yet released
This page is generated from game data as of Alpha 0.0.32. Edits here are overwritten on the next regeneration; to suggest a correction, post in Discord.