Intimidate Skill Use in Combat
The 4e PHB rules for the Intimidate skill allow its use in combat. This can be problematic and these guidelines are intended to clarify how this might work. As written the DM can set a DC and determine the effect of the skill use on success. The player should specify what they are attempting to achieve, surrender, cowing, gaining information, etc.
- +5 Unbloodied Elite boss monster is present* - you don't want to piss off the boss man. monsters will always fight harder when the boss is right behind them.
- +10 Unbloodied Solo boss monster is present* - And that goes double for the big boss who gets to decide to kill you for being a coward.
- +2 for each bloodied PC - Monsters are not going to surrender when they're winning.
- +5 for each totally incapacitated PC - Especially if the enemy is dying
- +5 if the monsters outnumber the PCs by 5 or more
* these also apply to the bosses themselves, BBEGs rarely surrender.
On the flip side each of these can become a minus for the inverse situation. Dead bosses etc will reduce the monsters morale and make them surrender more easily.
Other special bonuses will be approximately as follows:
Monster is "mindless" and just follows orders, thus has no sense of self preservation at all. Immune to intimidation. You simply cannot intimidate a zombie. It has no fear and can't be threatened because it doesn't value its own unlife. This is rare, but could also apply to at least some constructs etc. as well.
+5 monster is exceptionally fearless or reckless by nature. Red dragons fighting in their lairs, demons, monster which cannot be permanently killed (lich for example).
+2 monster is known for exceptionally high morale and dedication. Usually these are high will as well, but again there are some monsters that are "fanatical" and only give up very grudgingly.
+2 Party is known to kill prisoners and the monster cannot simply flee. Monsters want to live, and surrendering is worthless if it has no reward.
-2 monster is not fighting for any good reasons or cause it cares about. Intelligent monsters are no more likely to throw away their lives for nothing than anyone else.
-5 monster is basically not aggressive or did not want to fight in the first place. There could be situations where a monster is simply cornered and attacked but would not normally have a reason or desire to fight at all. It is simply defending itself and will thus probably surrender if the chance comes up.
Notes on results of Intimidation: Most monsters will generally attempt to flee. In general they will try to act in their own best interests and intimidating them with the surrender option successfully will generally make them believe their cause is lost. They may also surrender entirely if flight is too risky or impossible and they believe they can survive by ceasing to fight. Cowing a monster in battle will cause it to back off or switch targets depending on the situation. It may also be used to demand a parley. The results of a parley will depend on circumstances. Some monsters may offer to allow the party to pass either for a fee or even pay a tribute depending on relative strengths of each side and story considerations. In DM determined situations the monsters may even be willing to switch sides. Such allies will almost always prove to be highly unreliable may well be treacherous.