Taunt
Taunt provokes an enemy into dropping its guard: it lowers the target's armour class and makes its spells more likely to fail.
| Ability | Charisma |
| Requires training | No |
| Armour check penalty | None |
| Available to | Every class |
| Counts as an attack | Yes |
| Cooldown | 6 seconds against the same target |
Skill point cost by class
One point per rank: Barbarian, Bard, Blackguard, Paladin, Skald.
Two points per rank: Arcane Archer, Assassin, Cleric, Divine Champion, Druid, Dwarven Defender, Elite Guard, Fighter, God's Eye Scout, Monk, Northern Templar, Pale Master, Purple Dragon Knight, Ranger, Red Dragon Disciple, Rogue, Shadowdancer, Shifter, Sorcerer, Warlock, Weapon Master, Wizard.
The check
Your d20 + your Taunt rank against the target's d20 + its Concentration rank. A tie succeeds.
A target with the Bullheaded feat adds +2 to its side of the roll.
What a success does
| Armour class | reduced by your Taunt rank minus the target's Concentration rank, to a maximum of 6 |
| Spell failure | 30% |
| Duration | 30 seconds |
| The target | turns and attacks you |
The armour class penalty is applied only when that subtraction comes out above zero. A success whose numbers are level or negative still applies the 30% spell failure. The two dice decide whether the taunt lands and nothing else: the size of the penalty is settled by the two skill ranks before either die is thrown.
Taunts do not stack. A new one on the same target replaces the one already there.
When it is refused
- the target is not hostile to you
- the target can neither see nor hear you
- the target is a party member, or is protected from harm
- you are already busy with another timed action
- the area has player versus player turned off
- the target is a player below your level and outside your level range
Your character walks to the target before the attempt begins.
Required for
Nothing requires ranks in Taunt.
See also
- Skills
- Concentration - what the target rolls against you
- Abilities