Check: You can influence an opponent's desired target in combat.
Action: Making a Taunt check is a move action and is opposed by the opponent's Sense Motive. A target must be able to see or hear (and understand) you and must have an Intelligence score of 3 or higher to be targeted by this skill. Success means you cause the target to attack you exclusively for 1d4 rounds, after which the target may choose to continue attacking you or attack another opponent. If the targeted creature receives damage from any source other than you, it may make another Sense Motive check (DC equal to your last Taunt result) to break this effect. You may choose to use this skill to force a creature to attack someone other than yourself, but the target must be hostile toward the recipient, and the recipient must be within 10 ft. of you. You suffer a -4 penalty to your roll if using the skill in this way.
Retry: Yes, but each successive failure on the same target causes you to suffer a cumulative -4 penalty to Taunt rolls against that target for the duration of the encounter.
Synergy: If you have at least 5 ranks in Intimidate or Bluff, you gain a +2 synergy bonus to Taunt checks.