You know how to use threats (both real and implied) to get others to do what you want.
Intimidation Presence Skill
Coercing
Make an Intimidation check, opposed by the target’s insight or Will defense (whichever has the highest bonus). If your check succeeds, you may treat the target as friendly, but only for actions taken in your presence. That is, the target retains his normal attitude, but will talk, advise, offer limited help, or advocate on your behalf while intimidated. The target cooperates, but won’t necessarily obey your every whim or do anything that would directly endanger him.
If you perform some action that makes you more imposing, you gain a circumstance bonus on your Intimidation check. If your target clearly has a superior position, you suffer a circumstance penalty.
With more than one degree of failure on your check, the target may actually do the opposite of what you want! Succeed or fail, a target’s true attitude towards you generally becomes hostile after you attempt an Intimidation check, even if they go along with you for the moment.
Demoralizing
You can use Intimidation in combat as a standard action to undermine an opponent’s confidence. Make an Intimidation check as a standard action. If it succeeds, your target is impaired (a –2 circumstance penalty on checks) until the end of your next round. With four or more degrees of success, the target is disabled (a –5 penalty) until the end of your next round.
Intimidating Minions
You can intimidate a whole group of minions—who can all see and hear you—with a single check. If the group has you at a disadvantage, you suffer the usual circumstance penalty on your check. Compare your check result against a single resistance check made by the GM for the entire group. Your Intimidation check must have the same effect on every member of the group (that is, you cannot demoralize some and coerce others, for example).
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