Face

*You are all talk. Thankfully, your strengths depend on that. Some call you empathic while others claim you just have good instincts. You may have cut your teeth as a psychologist or a confidence artist. You can spot a liar by their puckering lips and lazy eyes. You sense the heat of attraction and the searing loathing of those obsessed with violence. Your words have been known to disarm, sooth, or enrage. When shooting is not the solution, you’re the only one that can save the situation. You’re the smooth talker, the negotiator, and the haggler. When a gun is pointed at your head or when dangling off a cliff, your first response is “can’t we discuss this?”*

## Playing a Face

You’re at your best when bullets are not flying. Though you are not as skilled in ways of warfare, this doesn’t mean you sit back when combat starts. Certain abilities allow you to literally “psych out” enemies by imitating commands over the radio, causing diversions, and imposing your presence to cause hesitation. You have even been known to negotiate the release of prisoners and convince an enemy to run instead of fight. However, these abilities are limited in their effectiveness.

## Class Features

As a face, you gain the following class features.

### Hit Points

**Hit Dice:** 1d8 per face level
**Hit Points at 1st Level:** 8 + your Constitution modifier
**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per face level after 1st

### Proficiencies

**Armor**: Light armor
**Weapons**: All simple weapons and Heavy Pistols
**Tools**: Disguise kit
**Saving Throw**: Charisma
**Skills**: Perception, Insight, and four skills from Electronics, Engineering, History, Intimidation, Investigation, Performance, Persuasion, Science, Stealth, and Vehicle Handling.

### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (a) an M3 Heavy Pistol, or (b) an M8 Heavy Pistol, and (c) any simple weapon
* a disguise kit
* a set of stock light armor
* 5,000 credits worth of additional gear

### Bulletproof Ego

Starting at 1st level, while you are wearing light or no armor, you gain a bonus to AC equal to your proficiency bonus.

### Way of Protagonist

You know, deep in your heart, you’re a hero, regardless of if you’re actually a sociopath or not. Starting at 1st level, you begin developing skills enabling you to manipulate people through force of will, a winning smile, and the right sequence of words. You gain three Protagonist Traits at 1st level, gaining an additional trait at 3rd, 6th, and 9th level.

Several traits require the use of a Charisma saving throw. The DC to resist your behavior is the following:

**Trait save DC** 8 + your Charisma modifier + your proficiency bonus.

***NOTE:** Way of Protagonist actions are not Attack actions, and as such can be used with the Double Your Efforts feature.*

### Double Your Efforts

You are not a fighter. You’re a… well… everything that’s *not* a fighter. Starting at 3rd level, you can make a DC15 Wisdom (Perception) check as a bonus action; if you pass, you can take an additional action on top of your regular action. You cannot use the Attack action with this feature.

### Life Insurance

You’re not expecting to be in a fight, so best to use your resources in a more constructive fashion. Starting at 3rd level, instead of using your Hit Dice to recover hit points during a short rest, you can expend them to gain an edge when required. Spend a Hit Die on your turn, and you gain the following benefits:

* You automatically pass the *Double Your Efforts* skill check in order to gain the additional action.
* You have advantage on all attack rolls, ability checks, and skill checks until the beginning of your next turn.
* Any Charisma saving throws you force a target to make before the end of your next turn gains a +5 bonus to the DC.

### Automatic Improvisation

You are really good at giving off the illusion that you know what you are doing. At 6th level, you can spend a Hit Die as a bonus action to gain proficiency with a tool for one minute (including musical instruments). At 9th level, this improves, and you have proficiency with all tools.

### Make Them Flinch

Starting at 9th level, you can force a creature that made a Charisma saving throw you imposed to re-roll. If the target still succeeds on the saving throw, you cannot use this feature against the same target until you finish a long rest.