All of the "social skills" (perception, bluff, intimidate, and diplomacy) can be used in a fight to give you some mechanical benefit, as part of a move action.  A bluff check makes your opponent flat-footed against all your attacks until the end of your turn, diplomacy gives a -2 penalty on their attacks until your next turn, intimidate gives a -1 penalty on AC and saves until the start of your next turn, and perception gives a -2 penalty to saves until the start of your next turn.<br/><br/>There aren't mechanical rules for getting a group of enemies to surrender with an intimidate check, however.  That's not to say it won't work, but it is up to GM choice whether or not it succeeds.