5 Ranks: If you exceed the DC to demoralize a target by at least 10, it is frightened for 1 round and shaken thereafter.* A Will save (DC = 10 your number of ranks in Intimidate) negates the frightened condition, but the target is still shaken, even if it has the stalwart ability.10 Ranks: If you exceed the DC to demoralize a target by at least 10, it is panicked for 1 round or frightened for 1d4 rounds (your choice) and shaken thereafter.* A Will save (DC = 10 your number of ranks in Intimidate) negates the frightened or panicked condition, but the target is still shaken, even if it has the stalwart ability.If you succeed at such a check against the same target at least once per week for 1d6 weeks (without ever failing any Intimidate checks against the target during that time), the duration of the coercion increases to 2d8 days.Coercion is overt, not subtle, and in most cases using coercion against a creature is an evil act.Creatures attempting to enlist its aid against you can often do so by convincing the target they are able to protect it from your wrath, using the normal Diplomacy rules.
The target’s true attitude is hostile, and if the target believes it can take an action to hinder you that can’t be traced back to it, it’s likely to take such opportunities.
After the intimidate expires, the target treats you as unfriendly and may report you to local authorities.
Fail: If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder your activities.
If your Strength score is 20 or higher and you are a master in Intimidation, this bonus increases to 2.
You can use this skill to frighten your opponents or to get them to act in a way that benefits you.