Your Intimidate checks are made against a target’s Will defense or a level-appropriate DC set by the DM (usually moderate or Hard).The target’s general attitude toward you and other conditional modifiers (such as what you might be seeking to accomplish or what you’re asking for) might apply to the DC.You can also use Intimidate to weaken an opponent’s resolve in combat.To do so, make an Intimidate check opposed by the target’s modified level check (see above). A shaken character takes a -2 penalty on attack rolls, ability checks, and saving throws.You can use your severe appearance in order to fear people.Now you can intimidate certain NPCs in conversations. It adds one more line that you can chose during some conversations.After this time, the target’s default attitude toward you shifts to unfriendly (or, if normally unfriendly, to hostile).
By using a Wisdom check against Intimidation (Charisma), my dwarf (who has −1 Wisdom modifier) was at a disadvantage (literally, not in the D&D disadvantage mechanic sense) against the threats.If you beat your target’s check result, you may treat the target as friendly, but only for the purpose of actions taken while it remains intimidated.See the Diplomacy skill, above, for additional details.) The effect lasts as long as the target remains in your presence, and for 1d6×10 minutes afterward.During our last play session (it was our second session, so everyone is first level) my fighter dwarf had a conflict with another player's human fighter.My dwarf became annoyed at the human's dismissive reaction to a roar outside the village that sounded like ogres (my dwarf has a bad history with ogres).
I think that many not-so-wise creatures/characters can stand bravely against threats.