Taunt is used to provoke an enemy into dropping his guard for a short time.

Modifying ability: Charisma

Classes: Barbarian, Bard, Fighter, Rogue, Warlock; Arcane trickster, Duelist, Harper agent, Shadow Thief of Amn, Swashbuckler, Warpriest, Weapon master

Requires training: No

Check: The enemy must make a Will save against a difficulty class equal to 5 + the attacker's taunt skill or suffer -2 to AC and -2 to concentration for five rounds.

Special: At five ranks, the Taunt effects all enemies within 5 feet of the initial target. This radius increases by 5 feet for every additional five ranks the character has. Using Taunt provokes an attack of opportunity; however, at higher levels, you can taunt mobs while they are too far away to perform a melee attack (ie, 15-20 feet). Taunt penalties are not cumulative.

Use: Selected (combat)

Notes Edit

  • A Taunt has a cooldown cycle of six seconds and each attempt takes approximately three seconds.
  • Taunt cannot be used by someone trying to remain unseen (as its use involves being seen). That is, it cannot be used while invisible or in stealth mode, even if it becomes clear that the target has seen through the attempt to remain unseen.
  • May provoke aggro from targeted enemies.

DnD 3.5 comparisonEdit

This skill does not exist in DnD 3.5, although it is very similar to the demoralise opponent aspect of intimidate.

NWN comparisonEdit

In NWN1, if the taunt was successful, the opponent suffered an armor class penalty equal to the difference between the Taunt roll and the defender’s roll (to a max of a -6 penalty) for 5 rounds. The target also suffered a 30% chance of spell failure, if they didn’t resist the taunt.

External resources Edit