Intimidation
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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) | 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. | |
| Add +1d4 to the Intimidation check. Afterward, Off-Putting Stare gives you -2 Charisma for 10 minutes. | |||
| 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) | 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. | |
| 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. | |||
| 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 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. | |
| Make an Intimidation check. On success, the merchant gives you 1 to 4 random storefront items. Taking them harms your relationship with the merchant. | |||
| 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.