Intimidate Skill

Check
You can change another’s behavior with a successful check. The effect lasts as long as the target remains in your presence. After this time, the target’s default attitude toward you shifts to unfriendly (or, if normally unfriendly, to hostile).

If you fail the check by 5 or more, the target provides you with incorrect or useless information, or otherwise frustrates your efforts.

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. If you win, the target becomes shaken for 1 turn.

Action
Varies. Changing another’s behavior requires 1 turn of interaction. Intimidating an opponent in combat is an action.

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.

A character immune to fear can’t be intimidated, nor can nonintelligent creatures.

The DC to intimidate any creature whose attitude is fanatic is increased by +20.

Synergy
If you have 5 or more ranks in Bluff, you get a +2 bonus on Intimidate checks.