Deception:
Deception is the skill of getting others to believe what you want them to believe. It covers things like acting, bluffing, fast-talk, trickery, and subterfuge.
Deception takes as long as it takes to spin-out your story. Uses of Deception in action rounds are generally standard actions, although you can attempt to deceive as a move action by taking a –5 penalty to your check.
Tricking:
You can use Deception to mislead an opponent into taking a potentially unwise action, such as trying to hit you while standing in front of an electrical junction box or at the edge of a precipice. If your Deception check opposed by Deception or Insight succeeds, your opponent is heedless of the potential danger and may hit the junction box or lose his balance and fall, if his attack against you fails. (On the other hand, if the attack succeeds, it might slam you into the junction box or send you flying off the edge. You’re taking a risk.)
More than one degree of failure on the Deception check means you put yourself in a bad position; you are vulnerable against the target’s attacks until the start of your next round!
Redirect:
If you successfully trick an opponent (see Trick under Deception in the Skills chapter), you can redirect a missed attack against you from that opponent at another target as a reaction. The new target must be adjacent to you and within range of the attack. The attacker makes a new at- tack check with the same modifiers as the first against the new target.
Here's all the text. What I'm confused by, I guess, is the "as a reaction" part in Redirect. I bolded all the lines about time.