Mislead your opponent about your true intent to avoid counters and create a tactical opening for your real action.
Roll d100 + Feint Attack skill vs. DR 80 + target’s Intuition
On success, your real action (e.g. strike, spell, movement) cannot be countered or opposed by direct reactions from those engaged with you like Parry, Disengage, Dodge, Counterspell.
+ the opponent will probably use a counter move against your feint causing them to spend Action Points.
-20 to DR if you have not used any feints in the current battle.
+10 to DR if you have used feints in the current battle.
Distraction for Escape: You fake a forward jab and then use Disengage. Roll 130 vs. DR 110 (DR 80 + 50 (intuition) - 20 (first feint) → Success Rate = 20. You exit combat without triggering reactions.
Feint Attack is the combat application of misdirection: distracting, misleading, or baiting your opponent into reacting to the wrong move. A successful feint creates a window of vulnerability, preventing your target from defending effectively against your true action.
Often used in combination with offensive maneuvers or mobility skills, Feint allows skilled combatants to bypass defenses or retreat safely. Though subtle, it’s a powerful tool for duelists, tactical operatives, and spellcasters who rely on setup and positioning.
Optimized for sequencing with for example: Touch Spell - Land a melee-range spell without provoking defensive reactions, DisengageFake a strike, then retreat without triggering counters etc.
Cannot be countered.