So I recently picked up the PF-2e core book, and I noticed that Intimidate as a skill has a lot more built-in support than it had in PF-1e, having both rogue and fighter feats dedicated to it in the core book, specifically, the Demoralize use of Intimidate.
With a sudden shout, a well-timed taunt, or a cutting put-down, you can shake an enemy’s resolve. Choose a creature within 30 feet of you who you’re aware of. Attempt an Intimidation check against that target’s Will DC. If the target does not understand the language you are speaking, you’re not speaking a language, or they can’t hear you, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.
Critical Success: The target becomes frightened 2.
Success: The target becomes frightened 1.
This support, coupled with the fact that demoralizing a target is more useful overall, and the effects even stacking if multiple people pile on intimidates to the same target, makes an intimidate build quite appealing. The only problem I noticed was this line here
Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.
So whenever you attempt demoralize someone with intimidate, pass or fail, it has an effective 10 minute cool-down before you can do it to that target again, which could put a serious damper on an Intimidate-build characters combat effectiveness if they fail and can’t try again.
To remedy this weakness, are there any feats or magical trinkets that one can acquire to reduce/remove this period of not being able to demoralize the same target?