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feinter [2020/09/15 09:46]
kyle
feinter [2020/11/19 13:37] (current)
kyle
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 //The best way to defeat a fighter that actually knows what they're doing is to pretend like you don't.// //The best way to defeat a fighter that actually knows what they're doing is to pretend like you don't.//
  
-Feinters are wily, unpredictable combatants prone to evasion, trickery and bursts of unforeseen energy which makes it a good match for chaotic fighter types like barbarians or drunken masters. If you prefer to bamboozle people in a more social context, check out the [[Trickster]] class instead.+Feinters are wily, unpredictable combatants prone to evasion, trickery and bursts of unforeseen energy which makes it a good match for chaotic fighter types like barbarians or drunken masters. If you prefer to bamboozle people in a more social context, check out the [[Trickster]] archetype instead.
  
 ^[[#Feinter]] ^^Master of fakeouts. | ^[[#Feinter]] ^^Master of fakeouts. |
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 |{{fa>caret-right?24}} |[[#Surprising]] |Quickly deploy new tricks. | |{{fa>caret-right?24}} |[[#Surprising]] |Quickly deploy new tricks. |
 |{{fa>caret-right?24}} |[[#What's That]] |Make them look. | |{{fa>caret-right?24}} |[[#What's That]] |Make them look. |
-^[[#Establishments]] ||Feinter School \\ Stuntery |+^^^
  
 ====== Feinter ====== ====== Feinter ======
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 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Too Much Caffeine:** Even you don't know exactly what you're going to do next, but you're sure going to do it fast. Once per round during your turn, you can choose to gain an additional free action. Roll a die to determine exactly what action you may take according to the below chart. \\ \\ {{fa>minus-circle?24&align=left}}**Inscrutable Exhortations of Your Soul:** You **must** perform the action you rolled, even if you have no relevant targets within range. If you don't have any levels in weapon-using classes, you can still use an unarmed weapon attack (Slam, Chuck, or Throttle). If you have the Pacifist weakness, a result of "any weapon attack" is instead treated as a result of "nothing". If you get the result of "any other ability action" you can always feint using the Feinter base class ability even if you know no other abilities that grant special actions. \\ \\ {{fa>minus-circle?24&align=left}}**Not A Trigger Die:** The die rolled to determine what kind of free action you gain from Frenetic is not a trigger die and thus cannot have its value changed via abilities that manipulate trigger dice (such as [[Luckster]] or [[Oracle]]). |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Too Much Caffeine:** Even you don't know exactly what you're going to do next, but you're sure going to do it fast. Once per round during your turn, you can choose to gain an additional free action. Roll a die to determine exactly what action you may take according to the below chart. \\ \\ {{fa>minus-circle?24&align=left}}**Inscrutable Exhortations of Your Soul:** You **must** perform the action you rolled, even if you have no relevant targets within range. If you don't have any levels in weapon-using archetypes, you can still use an unarmed weapon attack (Slam, Chuck, or Throttle). If you have the Pacifist weakness, a result of "any weapon attack" is instead treated as a result of "nothing". If you get the result of "any other ability action" you can always feint using the Feinter base archetype ability even if you know no other abilities that grant special actions. \\ \\ {{fa>minus-circle?24&align=left}}**Not A Trigger Die:** The die rolled to determine what kind of free action you gain from Frenetic is not a trigger die and thus cannot have its value changed via abilities that manipulate trigger dice (such as [[Luckster]] or [[Oracle]]). |
 ^ ^^^ ^ ^^^
  
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 |5-6 |Move or sprint | |5-6 |Move or sprint |
 |7-8 |Recover | |7-8 |Recover |
-|9-10 |Any weapon attack |+|9-10 |Any weapon attack (must target a creature) |
 |11-12 |Any other ability action | |11-12 |Any other ability action |
  
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Look Behind You:** As an action, you can pretend to see something behind somebody. Your target can decide whether or not to fall for it and look; if they do, then you can change their facing to whatever direction you want. \\ \\ {{fa>plus-circle?24&align=left}}**Should Have Looked:** If a target decides not to fall for your childish misdirection, it always happens when something really was happening behind them. When a target refuses to turn, you may specify any single one of your allies that is currently not within your target's visual arc. That ally can take a single free action of their choice. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Look Behind You:** As an action, you can pretend to see something behind somebody within 10 meters that is facing you. Your target can decide whether or not to fall for it and look; if they do, then you can change their facing to whatever direction you want. \\ \\ {{fa>plus-circle?24&align=left}}**Should Have Looked:** If a target decides not to fall for your childish misdirection, it always happens when something really was happening behind them. When a target refuses to turn, you may specify any single one of your allies that is currently not within your target's visual arc. That ally can take a single free action of their choice. |
 ^ ^^^ ^ ^^^
- 
-====== Establishments ====== 
- 
-^Feinter School |{{fa>plus-circle?24&align=left}}**Place of Learning:** The base hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each. | 
-^Stuntery |{{fa>plus-circle?24&align=left}}**Cunning Tricks:** A place specializing in bits of artifice and invention useful for solving problems in unexpected ways. Adventurers can purchase Unmarked Packages here at a cost of 2 Dosh each. An Unmarked Package can be used by its holder at any time to make a trigger die's result into a 12 before they roll it. \\ \\ {{fa>minus-circle?24&align=left}}**Preset Only:** Unmarked Packages can only control a trigger die's result before it's rolled. If you've already rolled it, it is what it is. \\ \\ {{fa>minus-circle?24&align=left}}**Physical Objects:** Unmarked Packages occupy one inventory slot each. They disappear after being used once. | 
  
feinter.1600184763.txt.gz · Last modified: 2020/09/15 09:46 by kyle