~~NOTOC~~ //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]] archetype instead. ^[[#Feinter]] ^^Master of fakeouts. | |{{fa>caret-right?24}} |[[#Frenetic]] |Random bonus actions. | |{{fa>caret-right?24}} |[[#Impetuous]] |Riskier attacks yield higher rewards. | |{{fa>caret-right?24}} |[[#Pratfall]] |Seem vulnerable to draw them in. | |{{fa>caret-right?24}} |[[#Surprising]] |Quickly deploy new tricks. | |{{fa>caret-right?24}} |[[#What's That]] |Make them look. | ^ ^^^ ====== Feinter ====== ^ ^^^ ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Kansas City Shuffle:** As an action, you may make deliberately misleading movements that serve no purpose other than to confuse and mislead a target. Choose one enemy within 20 meters that can see (or otherwise directly sense) you. That target's single next attack made against you has a failure chance of 12. \\ \\ {{fa>minus-circle?24&align=left}}**Short-Term:** The effect fades at the beginning of your next turn regardless of whether the target attacked you or not. | ^ ^^^ ====== Frenetic ====== ^ ^^^ ^{{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]]). | ^ ^^^ ^Die Result ^Action ^ |1-4 |Nothing | |5-6 |Move or sprint | |7-8 |Recover | |9-10 |Any weapon attack (must target a creature) | |11-12 |Any other ability action | ====== Impetuous ====== ^ ^^^ ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Get At It:** Your enemies' first mistake was in feeling safe. When you make a weapon attack that has a failure chance of 3 for any reason, it deals +2 damage if it hits. \\ \\ {{fa>plus-circle?24&align=left}}**Black Arrow:** If total failure chance on your attack was 6+, damage is increased by +5 on a successful hit instead of +2. \\ \\ {{fa>plus-circle?24&align=left}}**Cross The Streams On Purpose:** You can voluntarily give yourself a failure chance of 3 or 6 (your choice) with any attack you want (by closing your eyes, striking a weird pose, turning your back, etc). \\ \\ {{fa>minus-circle?24&align=left}}**True Failure:** You don't get the benefits of this ability if circumstances or other abilities you know allow you to reduce a failure chance you would otherwise have had (i.e. the failure chance from differing sizes between attacker and target when you're using a weapon type that bypasses them, such as Grenadier). | ^ ^^^ ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**You Fool, My True Target Was Behind You All Along:** When your attacks fail for any reason, you can choose to try the attack again as a free action against a different target instead. You re-roll the trigger die against the second target. \\ \\ {{fa>minus-circle?24&align=left}}**Secondary Restrictions:** The new target must also be within range. If the original attack hit multiple targets, none of them can be selected as the secondary target. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Re-trying a failed attack against a different target costs 1 Mojo. | ^ ^^^ ====== Pratfall ====== ^ ^^^ ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Belly-Up Kitty:** As a free action during your turn, you can "accidentally" put yourself in a compromising position. This makes you a more tempting target for attackers, but it's a trap. \\ \\ {{fa>minus-circle?24&align=left}}**Bad Position:** Until the beginning of your next turn after using Pratfall, all attacks made against you deal +2 damage. All your enemies know this. \\ \\ {{fa>plus-circle?24&align=left}}**Hook, Line, and Sinker:** If you make an attack of your own against any target that attacked you while you were vulnerable from Pratfall during the last round, the trigger die is automatically 12 without actually having to roll it. If you don't take advantage of this benefit during the round after being attacked, it fades and is wasted. \\ \\ {{fa>minus-circle?24&align=left}}**Tactics Change:** Intelligent enemies that see you use this ability once will become aware that it's a trap and might elect not to fall for it again if you use it another time during the same conflict unless they feel confident they can take you out before suffering any reprisal. Non-intelligent enemies will probably fall for it every time. | ^ ^^^ ====== Surprising ====== ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**'Scuse Me While I Whip This Out:** You really know how to debut a new trick. When you use any ability that normally takes an action, it's a free action instead. \\ \\ {{fa>minus-circle?24&align=left}}**Seen That One Already:** You can use Surprising to make an action into a free action only the very first time you've used that specific action during the current exploration turn. For example, if you're a Gunslinger you can shoot the weapon as a free action with this ability but only the first time you attack with it; all later Gunslinger attacks are made with actions normally. This resets during the next exploration turn. \\ \\ {{fa>minus-circle?24&align=left}}**Timing Restrictions:** You can only use Surprising to make an action into a free action a maximum of once per round, and only during your regular turn. \\ \\ {{fa>minus-circle?24&align=left}}**Ability Restrictions:** Actions that don't depend on having a specific ability (such as moving, recovering, or grabbing a target) cannot be made into free actions with Surprising. If an ability grants a continuous passive benefit or takes more than a single action to use, it doesn't benefit from the Surprising ability. | ^ ^^^ ====== What's That ====== ^ ^^^ ^{{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. | ^ ^^^