I've been browsing around the internet and these forums but haven't quite found any useful advice on this subject.
So for intimidation, it's described in d20pfsrd
You can use this skill to frighten your opponents or to get them to act in a way that benefits you. This skill includes verbal threats and displays of prowess.
Obviously it's based more on GM's discretion for what I'm asking, I'm just looking for advice on the subject.
Intimidate can be used in many ways like Diplomacy don't you think?
For example. You take a Militia commander, or some diabolic leader. Would said person try to "Persuade" his army to march onto their deaths through "Diplomacy?" Or "Intimidate?" of course it would be intimidate! Strike fear into their hearts. Either they stay and die in battle! or they run like little cry babies to be tortured by their leader later on.
Sooo ya anyway.
I'm looking for examples, as to how players and DM's have used intimidate in combat, not only to scare enemies.. but to instill fear in allies hearts to fight beside them.
The man named Dasim had caught Aragoth slightly off guard with his original introduction. His mind had still been on many things of the morn, he hadn't quite had a chance to recollect himself. Though he agreed to a drink though he'd pay for his own mead. Seating himself and listening to the conversation between the elf and human he studied. Keeping more to himself just the same as that other human leaning to the wall.
The dwarf, lost in his own thoughts, finally pipped up after sometime. "Ah well it's 'ard ta say I like ta think it's just a bit of luck that may have thrown this glass ma' way" He chortles, his attention directed more towards Dasim. His expression dims as he gave a quick glance over the elf sitting by. "Dough with the company that could find us in this diverse metropolis, I'd consider us fortunate if it be just that... luck... But oohs to say!" He gives a hefty laugh at those around the table and brings his pint up in the air before pulling at back and getting the majority of the liquid into his maw.
-Comes from a northern Dwarven Kingdom
-Ventured into tunnels of the deep (getting into trouble)
-Took up mining as a young dwarf (introduced to drinking at an early age due to the other 'real' miners
-Joined the hold militia
-Alcohol tends to be an a way to clear his mind (in other words an escape route from problems.)
-Due to causing 'mischeif' (nearly causing multiple cave-ins in the main hold) he was poised as a merchant
-On a trade to Zobeck, he let himself go with his drinking and got stranded due to the caravan leaving
Personality:
-Adventurous
-Apt to drink
-Rather Stubborn
-Love of gold (like any dwarf)
-Tries to hold a Joyful attitude
-Makes the best of what he has
-fairly active Dwarf
Racial Opinion:
Half-orcs:
Has the stereotypical hate against Orcs (doesn't like the company of Half-orcs and will likely keep a watchful eye on them when in their company. [had a run-in with them as a child that soured his view on orcs/half-orcs even more so.])
Elves:
Thinks elves as 'Uptight' and 'Hoity-toity' attitude. He expects all of them know magic and see's them as too frail to be much good at being a true fighter (Someone that can take a hit)
Gnomes:
Rather enjoys Gnomes, thinks them as very amusing as they are curious creatures. Even so he keeps an eye on them since they are known to be tricky, and he hasn't been around them all that often
Halflings:
Has met only a few Halflings (on a few trips to human settlements), so as a person doesn't have much of an opinion, he tends to be nuetral.
Humans:
Has had the most interaction with them, so he has a wide view of them, a lot seem to be power-hungry but then who isn't, and a lot like to drink, so in general they are okay by Aragoth's view.
Half-Elves:
Thinks of half-elves much more like humans than Elves. Though he tries to be more attentive when they are around.
Goals:
-Return to his dwarven stronghold with something to prove himself to the others, make the others think better of him when he returns with riches.
-Since niether stronghold nor merchant work really sated his need for exploration he was unconsciously searching for something else.. Waiting for fate to happen.
-Find out what really happened to his caravan? (did they truly leave early, deserting him in the process? Or was the trade compromised and the wagon stolen?
Thats good for now I suppose? Hopefully this is good enough to intro me into the campaign otherwise I'll sit back and watch :)
Well I should have the background for the most part set up, I have personality, Racial Opinions and a little on the goals, I can send you a Doc if you would like or just post it, won't happen till tonight though. I'll make the Alias on here as well, If you would like to see the crunch on him I have an excel sheet that I can send you as well tonight.
I'v got the character completely made up, of course not knowing the midgard setting I'm basing my Dwarf's personality off of the stereotypical dwarves in most worlds (with little added flavor of my own of course, thus what the Core book and APG say for racial relations. All I have is the Midgard setting preview so that is what I go by, can't wait to see who is selected I wish you all luck
Simple Background, I have a slightly more fleshed out version held back.
Aragoth: Dwarven merchant Guard:
Born in a stronghold not far from The Silver Kingdom.
Took up arms and ale at an early age
Assigned to merchant guard in hopes of calming the young dwarf foolery down
Last straw - {Words from stronghold leader - 'Don't bother coming back if you screw up again'} A dull trade through Zobeck, Aragoth let himself get carried off his boredom, the next morning waking up half the day gone in an alleyway somewhere in the city. The caravan by then already gone (or compromised?) The dwarf would begin his journey by searching for his items.
I'll look at the midgard setting tonight to set up a bit more background
Summary, As with dwarves they are fond of drink, well Aragoth, was moreso. Which tends to get him in a bit o' trouble. Aragoth was a fighter from the start, though usually taking a beating more than dishing out. Eventually he joined up with the Dwarven militia, which assigned him caravan guard. More than once drinking screwed that up for him though. The king left a threat of leaving him deserted outside of the Fortress if he screwed up again before he left for another trade.
This route out, he seemed careless though the trade was boring and he was unneeded, going out to the tavern he let himself go. Morning came and he awoke in a completely unfamiliar part of town. It was already to late in the day, the caravan had surely set out leaving him in the town to set home on his own, or search for a new job to support his sickness. Course he chose the latter of the two. The thought in the back of his mind, maybe he needed to prove himself to his Dwarven brothers and this was the start.
I'v got an excel of my character, let me know what you think, if he gets chosen I'll make up the alias.
---Ranged---
Shortbow
Piercing*
AR - {+5} Damage - {D6}
(Ammo - 20 arrows on average)
--------------------
DEFENSE
--------------------
HP 11 (or if we don't get max at first level 1d10 + 1 ⇒ (10) + 1 = 11
AC - 18 (+4 Hide Shirt, +4 Dex)
CMD - 17
Fort +3
Refl +6
Will +3
---------------------
FEATS
---------------------
Weapon Finesse
Add dexterity when attacking with light weapons rather than strength On hitting level 2
Two Weapon Fighting
(Penalty
{-4/-6}
{-2/-2} Light weapons
Class
---
Favored Enemy {Not sure yet}
---
Track {add half level (minimum +1) when tracking}
---
Wild Empathy {Improve Attitude of any animal d20+Ranger level +Cha [Takes one minute]
---
Additional Traits(2)
---
Reactionary {Grants +2 Initiative}
(reasoning:Taught to act quickly by his father, and react fast when visiting cities) Child of Nature {+2 Survival to find food/water, +1 Knowledge Nature}
(reasoning:Lived off of the land at a very young age, Father helped but he still had to find his own food. His home is in the Nature)
Appearance:
This gruff creature stands out in a crowd usually. Not just because he usually towers over most other beings but also because of the two rather viscous looking teeth that protrude out of his closed mouth from his bottom jaw. Not only does he look like he's got quite the bite, it seems he could very well pack quite the punch, obviously no push over.
Along with that the beast holds two weapons, tied away to his hips as well as a bow strapped to his back along with his quiver and a pack full of useful items as well as a little pouch strapped around his waist line. He tends to wear tattered looking pants along with a hide shirt of sorts that he's rarely seen out of.
Of course, normally most of this is hidden due to the fact that Gardsin commonly wears a regular, dark green, hooded cloak
Personality&Quirks:
Name: His full name is Leo Gardsin, originally this was because his father 'Gardsin' had called him Little Gardsin and when the Half-orc could speak it came out as Leo. He can't remember what his true name the his father had given to him was. Leo adored his father as he should so after his disappearance he decided he would adopt his fathers name introducing himself if need be as "Gardsin... just Gardsin"
Common folk: Due to his heritage he tends to be shunned by the common folk, this he has gotten used to. He has learned that staying quiet benefits him a bit more, however, he knows of his own intimidating effect he can have. Either way, he looks at common folk as you would a bee. If he doesn't bother them... Then they won't bother him... most of the time.
Law/Guards: Although there can be good in these types of beings there is still a chance of corruption. Leo is always on his toes around these guys waiting for them to turn and push him out of their city. He respects them for standing up and protecting their citizens, yet despises them because most of his past if associating with them, its because of some minor crime or prejudice related topic.
Nobles: Simple Leo hates them.. he stereotypes all nobles as rich folk who have their own noses stuck up their rumps. To him all nobles have snotty attitudes and they can go jump in front of a 'Bulette' for all he cares.
Money: He's not one of greed. He does enjoy the thrill of adventuring and the satisfaction of finding something valuable in the end. Certainly does not rely on currency for anything though, only seeing it as a slight perk, to make it a little easier to take down stronger targets.
Inns: Due to being raised in nature Leo rather prefers the rough feel of ground under his bedroll rather than a comfortable bed that most seek. If sleeping in an actual bed his sleep is not as good, usually restless waking up, his dreams are usually haunted (unnatural floating sensation.)
Heights: He likes them... if he's in a tree and not on a hand built surface hundreds of feet above the surfaces below. A sense of unease comes with being on such structures, he can do it but that doesn't mean he likes it.
Drinking: He may have been isolated for most of his life but that doesn't mean he can't enjoy a bit of social drinking. Due to his orc stubbornness as well he won't turn down a good challenge. So far he has yet to let himself go, all but for one time... which he doesn't remember much more than introducing a new entrance to the tavern and waking up in an abandoned crawl mine only to have to rescue his gear from the now unfriendly town that he had been at the night before. (Leo hasn't put 2 and 2 together but its assumed he can get quite rowdy when he lets himself go)
Rations: found snacking on the rations in his belt pouch (which he can easily go through 10 days worth in around 6 days)
Wild Animals: Obviously he hunts, keeping to stealth most of the time and sending off arrows from a distance to take down targets, only pulling out his melee when necessary for larger animals (This applies for regular combat as well). If not hunting and he runs across a curious little beast sometimes he may try to coax the creature into coming to him. He does indeed like certain animals.
Religion: His father didn't bring him into the religious world much however at a young age his father gave him an emblem of Kalwor, something he always wears around his neck, tucked into the neck of his armor. Taught to always keep his head in any situation and trust that Kalwor is watching over to protect his dignity.
Alignment: Taught to watchover himself, and trust in himself. Trusting his own heart to judge one person from another. Don't be a pushover yet help those in need, while still making sure you have some sort of stable camp to come back to. For this reason, as well as some of his other personality traits,he fits best into the alignment of Chaotic Good
I'll probably add more to personality when I get the actual profile up for this fella Thanks if you read it all ^^
So yes I'v got the character sheet pretty much written up you'v already got the down low on Gardsin, I'm interested in joining up let me know if I need to know anything else about this world so I can maybe.. better prepare myself?
Regardless of whether I get into the campaign or not I like thinking about it ^^
Characters have you. Good this is. But... What is your quest?
I Seek The holy Grail!
but in all seriousness..
Argon's seeks to grow in knowledge, both brawn and brain.
Indruck seeks to survive, more ways to experiment. He seeks thrills anything to get his heart beating faster really. It doesn't take much to get him to go on a quest, so long as it seems like it might be some fun
so 17,12,16,13,8,14
hmm I'd say fairly well balanced (if not a bit powerful..
Leo Gardsin:
(Goes by Gardsin.. Fathers name)
Fleshing him out real quick. I'm thinking of a half-orc Ranger. Originally from New Thaok of course, his father (yes... his father was the human..) sought refuge in a nearby kingdom with the child. Of course it grew difficult with the way civilians looked at the child, due to the.. orc history that may reside within him. Taking to the savage wastes (I didn't see info about that in campaign info, care to enlighten me? It may help me pick a favored enemy) There Gardsin taught Leo to survive. Hunting for his own food when he got old enough. Gardsin would go into towns every now and then keeping Leo in a safe hole just outside the borders in hopes he wasn't found by some random beast as he gathered and sold supplies. Gardsin had decided it was best to keep Leo from the societies around only inviting him to go on the trips into town every now and then.
Leo was getting older by now a good half foot taller than his own father. Once again it was time to make a trip into town, Gardsin wanted to go alone today so Leo stayed at their makeshift camp. Minutes turned into hours, hours into days. Leo began to get nervous, rarely his father stayed intown more than a day at a time. Getting brave he gathered his things and traveled to the gates of the city only to be greeted with a bit of hostility, he managed to persuade the guards to hold his equipment and let him inside. From there he searched but found nothing. Towering over most of the people they shuffled away from him. Most would not talk to Leo, providing him with almost no detail about his father.
Leaving the city gathering his equipment from the guards only to find some belongings missing (thinking it be better to not say anything) He stayed posted around the city trying to gather information to no avail, eventually deciding to search out past places.
Nearly two years had passed now his search was still on, he had not gotten much clue and refused to give up (part of his orc stubborness). the only conclusion he's come to is that the 'corruption' has something to do with this.
(also don't know how common half orcs might be in this world, if they are common then we can assume he and his father had a run of bad luck most of the time, running into a bit more of the racist society)
I'm rather interested, as well as indecisive...
I have to characters for proposal.
One is a Grippli Alchemist
Indruck Niule:
born in a gripplis tribe and interested in explosives early on. The little Grippli's attitude wasn't exactly appreciated, before he was even able to talk he got his hands on some dynamite in the mines, by way of sneaking of course. This stick of dynamite didn't exactly do him well though, collapsing a tunnel in on him and damaging him permanently the grippli gained a slight twitch along his left upper arm that extends up past his neck. His left eye constantly twitching.
It did not take many years before his tribe got sick of his mischief. One event in particular nearly wiping out the eastern quarter of the settlement. The others acted after that, pushing him away from homes, knocking him out and leaving him in the wilderness. Waking, he sought out his home once more, only to find a human settlement, seeking shelter and food was what he wanted but the guards did not see that. He was seen as a pest and run out of town. Indruck resorted to sneaking once more, finding what he needed and escaping with the aid of his own little experiments.
He made his life like this, sneaking about, he only saw guards as obstacles, and the innocents he was taking from simply needed to move out of the way or be hurt. It wasn't all bad though.. He made friends here and there, traveling with multiple little gangs from time to time. One in particular, Malvin Gaise, a gnome of tricks, those two were quite the crew. Indruck slowly adapted more and more to his lifestyle, instead of wading in the swamps like a normal Grippli, he was leaping from building to building using the natural webbings on his body to Glide himself to relative safety.
Malvin introduced Indruck into the religious world of the Goddess Calistria. Teaching him that he was always under watch. From that point forth if Indruck would make stops at Temple's regardless of who it was for. These buildings brought a sense of safety to him, refusing to believe that anything bad could happen in a proper temple.
The two trouble makers eventually found themselves in a the cliff-side metropolis known as Urbis Turrim. Currently residing there doing what they please, Indruck taking up his experiments in either the sewage tunnels, or abandoned mines that litter the cliffside.
(pulled from my page)
The other is a Gnome Summoner
Argon Tetherfall:
Argon was born into a normal society, however, both of his parents had natural arcane ability, so Argon was expected to be the same. The years went by and the young gnome would be pushed in front of books, isolated from the outside world, instead of arcane knowledge he seemed to learn more about the languages in them. Under his own parents noses and without himself even realizing it, Argon had been summoning a 'friend' to his side when he felt down and alone. The young gnome still could not understand what they wanted from him.
The parents were slowly giving up on their teachings. His father went off drinking more often while his mother stayed in her room. The tensions grew more and more, all Argon wanted to do was to make his parents happy. This was obviously not happening though, so he decided he would leave. Nearing a more mature age the gnome left a small note saying; "I will be back someday with everything I have learned, and then you will be proud" and set out with his 'friend' in hopes of coming back one day and showing them everything he has learned.
Let me know what you think.
If you are more interested go to my profile and look at my aliases both the characters are a little more fleshed out on there. Their character sheets practically made up already, of course I can modify them for you
Hey this is a pretty nice Mapping set up I don't know if you have heard of it but its called app.roll20.net
It may take a little getting used to but feel free to mess with it its free and it has a lot of useful things for it. Watch the video they provide for sure. Just a suggestion I know there are quite a few different ways of doing this.
I'v got them pretty well fleshed out already but just a summary.
One is a Grippli Alchemist
Indruck Niule:
born in a gripplis tribe and interested in explosives early on. The little Grippli's attitude wasn't exactly appreciated, before he was even able to talk he got his hands on some dynamite in the mines, by way of sneaking of course. This stick of dynamite didn't exactly do him well though, collapsing a tunnel in on him and damaging him permanently the grippli gained a slight twitch along his left upper arm that extends up past his neck. His left eye constantly twitching.
It did not take many years before his tribe got sick of his mischief. One event in particular nearly wiping out the eastern quarter of the settlement. The others acted after that, pushing him away from homes, knocking him out and leaving him in the wilderness. Waking, he sought out his home once more, only to find a human settlement, seeking shelter and food was what he wanted but the guards did not see that. He was seen as a pest and run out of town. Indruck resorted to sneaking once more, finding what he needed and escaping with the aid of his own little experiments.
He made his life like this, sneaking about, he only saw guards as obstacles, and the innocents he was taking from simply needed to move out of the way or be hurt. It wasn't all bad though.. He made friends here and there, traveling with multiple little gangs from time to time. One in particular, Malvin Gaise, a gnome of tricks, those two were quite the crew. Indruck slowly adapted more and more to his lifestyle, instead of wading in the swamps like a normal Grippli, he was leaping from building to building using the natural webbings on his body to Glide himself to relative safety.
Malvin introduced Indruck into the religious world of the Goddess Calistria. Teaching him that he was always under watch. From that point forth if Indruck would make stops at Temple's regardless of who it was for. These buildings brought a sense of safety to him, refusing to believe that anything bad could happen in a proper temple.
The two trouble makers eventually found themselves in a the cliff-side metropolis known as Urbis Turrim. Currently residing there doing what they please, Indruck taking up his experiments in either the sewage tunnels, or abandoned mines that litter the cliffside.
(pulled from my page)
The other is a Gnome Summoner
Argon Tetherfall:
Argon was born into a normal society, however, both of his parents had natural arcane ability, so Argon was expected to be the same. The years went by and the young gnome would be pushed in front of books, isolated from the outside world, instead of arcane knowledge he seemed to learn more about the languages in them. Under his own parents noses and without himself even realizing it, Argon had been summoning a 'friend' to his side when he felt down and alone. The young gnome still could not understand what they wanted from him.
The parents were slowly giving up on their teachings. His father went off drinking more often while his mother stayed in her room. The tensions grew more and more, all Argon wanted to do was to make his parents happy. This was obviously not happening though, so he decided he would leave. Nearing a more mature age the gnome left a small note saying; "I will be back someday with everything I have learned, and then you will be proud" and set out with his 'friend' in hopes of coming back one day and showing them everything he has learned.