mictrepanier
2020-01-01, 02:58 PM
There is lack of parameters for this skill, especially in combat. Other games like TORG and HERO has better integration in combat.
house rules:
Intimidation modifiers
For every person affected after the first -2
Target has resistance to charm, compulsion, frightened: disadvantage
Effect: Grant disadvantage a ability (including skill and combat) rolls for Charisma Bonus rounds (min 1)
Follow-up effect:
Presence attack (non magical, based on vicious mockery cantrip loosely, better if psionics is not used)
Presence attack
Activation Time: 1 action
Prerequisite: Intimidate skill proficiency.
Range: 60 feet
Components: V or S
Duration: Instantaneous
Your gaze or words may remove any mental endurance from
at a creature you can see within range. If
the target can hear or see you (though it need not understand
you), it must succeed on a Wisdom saving throw or take
1d6 psychic (non-lethal) damage, plus damage equals to any Charisma modifier. An intimidated creature
has a disadvantage to the roll.
Reduce health to 0 cause target to become helpless and demoralized, unable to concentrate,
but still conscious. Healing to 1p will remove the stunned condition.
For those liking strong-willed heroes instead of sneaky rogues:
Mental knife
Beginning at 1st level, you know how to mentally strike subtly
and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to presence attack
to one creature you hit that is intimidated. You don’t need this if another enemy o f the target is
within 5 feet o f it, that enemy isn’t incapacitated, and you don’t have disadvantage on
the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the mental knife column o f the Strong-willed hero table (based on rogue sneak attack).
(I consider changing rogues for a new WS and INT based class, like the Strong-willed generic class like found in 3.5 modern d20) :
Modified rogue:
1) Replace Dx by WS saves, slippery mind (extra WS save) at 15th replaces by a DX save
2) Remove Thief cant, replaced by another language.
3) Replace sneak attack by mental knife
4) Evasion is based on INT saves, not DX
For the roguish archetypes: inquisitive, mastermind and other homebrew archetypes....
house rules:
Intimidation modifiers
For every person affected after the first -2
Target has resistance to charm, compulsion, frightened: disadvantage
Effect: Grant disadvantage a ability (including skill and combat) rolls for Charisma Bonus rounds (min 1)
Follow-up effect:
Presence attack (non magical, based on vicious mockery cantrip loosely, better if psionics is not used)
Presence attack
Activation Time: 1 action
Prerequisite: Intimidate skill proficiency.
Range: 60 feet
Components: V or S
Duration: Instantaneous
Your gaze or words may remove any mental endurance from
at a creature you can see within range. If
the target can hear or see you (though it need not understand
you), it must succeed on a Wisdom saving throw or take
1d6 psychic (non-lethal) damage, plus damage equals to any Charisma modifier. An intimidated creature
has a disadvantage to the roll.
Reduce health to 0 cause target to become helpless and demoralized, unable to concentrate,
but still conscious. Healing to 1p will remove the stunned condition.
For those liking strong-willed heroes instead of sneaky rogues:
Mental knife
Beginning at 1st level, you know how to mentally strike subtly
and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to presence attack
to one creature you hit that is intimidated. You don’t need this if another enemy o f the target is
within 5 feet o f it, that enemy isn’t incapacitated, and you don’t have disadvantage on
the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the mental knife column o f the Strong-willed hero table (based on rogue sneak attack).
(I consider changing rogues for a new WS and INT based class, like the Strong-willed generic class like found in 3.5 modern d20) :
Modified rogue:
1) Replace Dx by WS saves, slippery mind (extra WS save) at 15th replaces by a DX save
2) Remove Thief cant, replaced by another language.
3) Replace sneak attack by mental knife
4) Evasion is based on INT saves, not DX
For the roguish archetypes: inquisitive, mastermind and other homebrew archetypes....