Check: You can change another's behavior with a successful
check. Your Intimidate
check is opposed by the target's modified level
check (1d20 + character level or Hit
Dice + target's Wisdom bonus [if any] + target's modifiers on saves against
fear). If you beat your target's
check result, you may treat the target as friendly, but only for the purpose of actions taken while it remains intimidated. (That is, the target retains its normal attitude, but will chat, advise, offer limited help, or advocate on your behalf while intimidated. See the
Diplomacy skill, above, for additional details.) The effect lasts as long as the target remains in your presence, and for 1d6x10 minutes afterward. After this time, the target's default attitude toward you shifts to unfriendly (or, if normally unfriendly, to hostile).
Demoralize Opponent: You can also use Intimidate to weaken an opponent's resolve in combat. To do so, make an Intimidate
check opposed by the target's modified level
check (see above). If you win, the target becomes shaken for 1 round. A shaken character takes a -2 penalty on
attack rolls,
ability checks, and
saving throws. You can intimidate only an opponent that you threaten in melee combat and that can see you.
Try Again: Optional, but not recommended because retries usually do not work. Even if the initial
check succeeds, the other character can be intimidated only so far, and a retry doesn't help. If the initial
check fails, the other character has probably become more firmly resolved to resist the intimidator, and a retry is futile.
Special: You gain a +4 bonus on your Intimidate
check for every size category that you are larger than your target. Conversely, you take a -4 penalty on your Intimidate
check for every size category that you are smaller than your target.
Synergy: If you have 5 or more ranks in
Bluff, you get a +2 bonus on Intimidate checks.