
Goggh |

Goggh flies and attacks the closest minotaur, using again his Vital Strike routine.
Attack: 1d20 + 20 - 3 ⇒ (1) + 20 - 3 = 18 Power Attack, Vital Strike
But he misses, as the weapon goes wide.

GM SuperTumbler |

Goggh's minotaur drops his crossbow, grinning to have his claws in the guts of a warm opponent.
Bite: 1d20 + 20 ⇒ (3) + 20 = 23
Damage: 1d8 + 10 ⇒ (7) + 10 = 17 and Cold Damage: 1d6 ⇒ 3
Claw: 1d20 + 20 ⇒ (1) + 20 = 21
Damage: 1d8 + 10 ⇒ (2) + 10 = 12 and Cold Damage: 1d6 ⇒ 5
Claw: 1d20 + 20 ⇒ (16) + 20 = 36
Damage: 1d8 + 10 ⇒ (4) + 10 = 14 and Cold Damage: 1d6 ⇒ 1
Gore: 1d20 + 20 ⇒ (4) + 20 = 24
Damage: 1d8 + 10 ⇒ (3) + 10 = 13 and Cold Damage: 1d6 ⇒ 2
The blows from the minotaur's icy body are so cold that they seem to sap the energy from Goggh's muscles.
Dex damage from cold: 3d2 ⇒ (2, 2, 1) = 5
I think that is three hits. And I don't think Goggh has any immunity to cold.

Stickymitts |

escape artist: 1d20 + 19 ⇒ (14) + 19 = 33
Sticky squeezes from their grip like wet clay and then proceeds to make very rude gestures at them. To their face.

^Ashok |

Ashok moves into the flank with Goggh and then attacks him.
Attack Roll: 1d20 + 17 ⇒ (20) + 17 = 37
Damage Roll: 1d3 + 4 ⇒ (2) + 4 = 6
Confirmation Roll: 1d20 + 17 ⇒ (6) + 17 = 23
Critical Damage: 1d3 + 4 ⇒ (2) + 4 = 6
As this is the one that I studied previously, I am going to use Kirin Strike as a swift action to deal it double my int, or 10, damage.

Goggh |

Goggh doesn't have any protections against ice - just DR against the physical part of the damage. I took a total of 55 points of damage and 5 points of DEX damage (there's no save, right?) - my AC dropped to 17 and my Reflex to +4
Goggh is hurt, but sees that Sticky is alone and probably in need of help, despite the incredible agility of the goblin. The Lashunta tries to circle around the minotaur, some steps, keeping him between Goggh and Ashok (and providing a clear path of charging to the half-orc).
Acrobatics: 1d20 + 8 ⇒ (6) + 8 = 14 Trying to avoid AoO
When Goggh gets on the other side of the creature, he holds until Ashok moves to flank and then it tries to hit it the hardest possible.
Attack: 1d20 + 20 - 3 + 2 ⇒ (15) + 20 - 3 + 2 = 34 Vital Strike, Power Attack
Damage: 6d6 + 6d6 + 13 + 9 ⇒ (3, 4, 1, 3, 3, 4) + (3, 3, 4, 1, 4, 2) + 13 + 9 = 57
If Goggh hits, he will try to intimidate the enemy.
Intimidate: 1d20 + 26 ⇒ (4) + 26 = 30 Hurtful, as a free
If the enemy is intimidated, as a swift action Goggh attacks him again.
Attack: 1d20 + 20 - 3 + 2 ⇒ (3) + 20 - 3 + 2 = 22 Cornugon Smash
Damage: 6d6 + 13 + 9 ⇒ (1, 6, 2, 4, 5, 3) + 13 + 9 = 43

Alyln |

"sticky get out of the way or burn"
She says

Stickymitts |

Sticky obeys and dances (rudely) backwards 40'.

Alyln |

Having with a thought dropped her darkness free action she had moved 15' and seen Sticky,
Perception to see he out the way, 1d20 + 18 ⇒ (7) + 18 = 25
After she called out and he moved As soon as Sticky is out the way she hits the whole group, dogs and all.
Fire blast, 200' range, area effect as shown Fire DIR, Magic,
no save. 6d6 ⇒ (4, 5, 3, 4, 2, 1) = 19
A small ball of fire appears and expands out growing to fill the space with heat and fire, the heat can be felt off a ways as it pushes the air out of the way. There is a rearing sound as everything with in is bathed in fire and heat. Her aim was not just to hurt those attacking them but also have some of the ice fall from the roof.
Her voice comes into that fire.
Knowledge (Planes)1d20 + 6 ⇒ (2) + 6 = 8 to see if they are demonically tainted
"KEEP ATTACKING MY TROOPS AND I WILL BURN THIS WHOLE PLACE DOWN WITH YOU IN IT, DO I MAKE MYSELF CLEAR!!!"
Gone is the poor slave girl, now comes the cold hard words of a Noble Drow. There is no miss understanding here, she will kill everything if she is not obeyed.
Intimidate 1d20 + 22 ⇒ (13) + 22 = 35

Goggh |

Unless you have feats to do so as a free action and others to affect multiple enemies, the Intimidate at the end would be another standard action and would target only a single enemy with demoralize

Alyln |

err where dose it say a single target in the rules?

^Ashok |

Not to derail things, but the skill Intimidate says:
Demoralize: You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if they are within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.
Plus, the Dazzling Display feat says
Benefit: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.

GM_Panic |

I have been played pathfinder from the start and never in over the 50 + games and years of play have I have been in had a GM rule it only affects one aponent ever. They have always as do I when As a GM had it affect the enemy as a group. Each rolling a DC or as a group. I shall look into this more and find out why that us the case.

GM SuperTumbler |

In almost all uses the language used in Intimidate is "an opponent." And the only thing I could see that you could achieve by RAW is demoralizing one opponent. And that does require a standard action vs one opponent. If what you are trying to gain is a mechanical advantage, you would have to abide with one of those actions under intimidate. I think, though, that what you are going for is a more general, roleplaying sort of response, where you might make them think about surrendering. At the level above the mechanics where they are reacting to your words, I can see that having an affect on their behavior.