Intimidate
Ability Score Ego
You can rattle your foes or bully them to do what you want with verbal threats or displays of prowess.
Bully
You can use Intimidate to bully a creature to temporarily change its attitude to helpful (see Diplomacy). This is a language-dependent, sense-dependent ability. You must spend at least 1 minute conversing with the creature. The DC of this check is equal to either 10 + your opponent’s total Intimidate skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater. If you succeed, the creature gives you information it has that you want, takes actions that do not endanger it, or grants limited assistance that you request, but does so under duress. Such a change in attitude lasts for 1d6 × 10 minutes. At the end of this time, the creature’s attitude toward you becomes unfriendly. If you fail the check by 5 or more, the creature’s attitude becomes unfriendly, or hostile if it was already unfriendly. If the creature becomes unfriendly due to a failed check, it is likely to try to deceive you or otherwise hinder your goals.
Demoralize
As a standard action, you can use Intimidate to cause a creature within 30 feet of you to become shaken for a number of rounds. This is a sense-dependent ability. The DC of this check is equal to either 10 + your opponent’s total Intimidate skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater. If you succeed, the target is shaken for 1 round. The duration increases by 1 round for every 5 by which the result of your check exceeds the DC.
Taunt
Taunting means provoking opponents to attack you instead of others, even when it's not in their best interest.
Check: A Taunt check is contested by the target’s Sense Motive. The result is strongly affected by favorable or unfavorable conditions, with four factors potentially working against the taunter. Each of the following circumstances—such as the target already attacking someone else, having animal-level Intellect, being unable to understand the taunt, or realizing that attacking the taunter is tactically unwise—adds a specific numerical bonus to the Sense Motive check of the creature being taunted, as listed below.
| Target's Condition | Sense Motive Bonus |
|---|---|
| Attacking someone else | +10 |
| Animal Intellect | +5 |
| Doesn't understand taunt | +5 |
| Tactically unwise | +10 |
Taunting is a move action that, if successful, makes the target focus all attacks on the taunter for 1 round. The target will approach if possible and attack intelligently, but may ignore the taunt if unable to attack. If multiple characters use Taunt, the target attacks the most recent taunter. Damaging the target in the same round grants a +5 bonus to the Taunt check.
Creatures that won't fight—whether pacifistic, incapable, fleeing, or routing—aren't affected by Taunt. Those immune to mental influence are also immune, though some intelligent monsters may still attack a provocative taunter despite immunity.
Retry: Repeatedly taunting a creature can sometimes work better after an initial failure. Characters may attempt the Taunt skill every round and can take 10 or 20 on the check with sufficient time.
Special: A character with 5 or more ranks in Animal Empathy gets a + 2 synergy bonus on Taunt checks involving animals. A character with 9 or more ranks in Animal Empathy gets a + 2 synergy bonus on Taunt checks involving beasts.

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