Difference between revisions of "Feats/Scout Style"
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Revision as of 09:34, 30 August 2021
Main > Feats |
Scout Style Feats
Feat Name | Categories | Prerequisites | Benefit |
---|---|---|---|
Active Camouflage | Combat | Scout | Gain bonus to Stealth when ending your turn in cover different from where your started. |
Deadly Strike | Combat | Scout | Deal extra damage when attacking from Stealth. |
Discern Condition | Combat | Scout | Use Scout to learn the approximate health and hit points remaining of a creature. |
Discern Illusions | Combat | Scout | Gain bonus Will saves against illusions equal to 1/2 your ranks in Perception (minimum 1). |
Discern Tells | Combat | Scout | Gain a bonus to Sense Motive and MMD equal to half your ranks in Perception against scouted creatures. |
Find Gap | Combat | Scout | Scouted creatures have decreased AC for a number of rounds. |
Great Senses | Combat | Scout | Gain a number of ranks in Perception equal to your level. |
Hidden Focus | Combat | Scout | Regain martial focus when successfully hiding. |
Identify Rhythms | Combat | Scout | Gain AC bonus against scouted creatures. |
Piercing Eye | Combat | Scout | Reduce an opponent's AC bonus from concealment. |
Reflexive Stealth | Combat | Scout | Hide when avoiding an area attack, even if in the open. |
Scout | Combat | — | Gain the ability to identify a creature’s weaknesses using Perception. |
Sense And Resist Scrying | Combat | Scout | Detect scrying attack against or near you. |
Sight Beyond Sight | Combat | Scout | Temporarily gain blindsense or blindsight. |
Somnambulance | Combat | Scout | Ignore the penalties of being asleep. |
Sudden Acuity | Combat | Scout | Gain bonus to Perception checks equal to 1/2 your ranks in Stealth when scouting or doing active Perception. |
Target Weakness | Combat | Scout | Change your weapon damage type against scouted creatures with vulnerabilities or resistances. |
Uncanny Dodge | Combat | Scout | Gain the uncanny dodge or improved uncanny dodge ability. |
Unimpeded Positioning | Combat | Scout | Ignore non-magical difficult terrain, and move 10 ft. when reloading a weapon. |
Wind Reader | Combat | Scout | Half the penalties to ranged attacks inflicted by wind, rain, or other weather. |
Advanced Scout Style Feats
Feat Name | Categories | Prerequisites | Benefit |
---|---|---|---|
Detect Surface Thoughts | Combat • Skill | Perception 5 ranks, Scout | Read the surface thoughts of a scouted creature. |
Inimical Gaze | Combat | Perception 5 ranks, Scout | Use your scout ability as a gaze affecting all within 60 ft. |
Scout Style Drawback Feats
Feat Name | Categories | Prerequisites | Benefit |
---|---|---|---|
Hidden Eyes | Scout | Lose the ability to Scout, but gain Active Camouflage. |
Active Camouflage[edit]
(Combat)
Prerequisites: Scout
Benefit: Whenever you move at least 10 ft. in a round and begin and end your turn in cover or concealment, you gain a competence bonus to Stealth checks equal to 1/2 your ranks in Stealth (minimum 1) for one round. You must end your movement in a different square than the one you started your turn to receive this benefit.
If you use the Sniper function of the Stealth skill in a round where you would receive this benefit, the penalty to Stealth checks is reduced by -10 (to a minimum of 0).
Deadly Strike[edit]
(Combat)
Prerequisites: Scout
Benefit: Whenever you initiate an attack against a creature while they are unaware of your presence due to your use of Stealth, you deal additional precision damage to the target equal to 1/2 your ranks in Stealth (minimum 1) with your first attack.
If you have successfully used the scout ability to identify the target’s weaknesses, you instead deal additional precision damage equal to your ranks in Stealth.
Detect Surface Thoughts[edit]
(Combat, Skill)
Prerequisites: Perception 5 ranks, Scout
Benefit: Once you have scouted a creature, you can attempt to discern their surface thoughts. Each round you may spend a standard action concentrating to gain more information on what a creature is thinking:
1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).
2nd Round: The Intelligence score of your scouted target. If its Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round.
3rd Round: Surface thoughts of the target. Creatures of animal intelligence (Intelligence 1 or 2) have simple, instinctual thoughts.
Discern Condition[edit]
(Combat)
Prerequisites: Scout
Benefit: You may use the scout ability to determine the relative health and condition of a creature within line of sight and effect in addition to the normal information provided by your scout ability.
You determine the creature’s condition based on the list below:
- Normal: Has at least 90% of full normal hit points, free of disease.
- Fair: 30% to 90% of full normal hit points remaining.
- Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury.
- Weak: 0 or fewer hit points remaining, afflicted with a disease that has reduced an ability score to 5 or less, or crippled.
Discern Illusions[edit]
(Combat)
Prerequisites: Scout
Benefit: As long as you have martial focus, you gain a bonus to all Will saves against illusions (including glamers, figments, and any effects created by the illusion school or the Illusion sphere) equal to 1/2 your ranks in Perception (minimum 1).
As a swift action, you can expend martial focus to share this bonus with all allies within 30 ft. for a number of rounds equal to your practitioner modifier.
Discern Tells[edit]
(Combat)
Prerequisites: Scout
Benefit: You gain a competence bonus to your Deception checks and Morale Maneuver Defense equal to 1/2 your ranks in Perception (minimum 1) against any creature you have successfully scouted when using the Sense Motive reaction.
Find Gap[edit]
(Combat)
Prerequisites: Scout
Benefit: Whenever you successfully use the scout ability against a creature, you treat their AC as 1 lower than it actually is for a number of rounds equal to 1/2 your ranks in Perception (minimum 1).
At 4+ ranks in Perception: Scouted creature AC is lowered by 2 instead.
Great Senses[edit]
(Combat)
Prerequisites: Scout
Benefit: Gain a number of ranks in Perception equal to your level. Whenever you gain a level your ranks in Perception increases by +1.
If you already have ranks in the Perception skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining the feat.
Hidden Eyes[edit]
(Drawback)
Prerequisites: Scout
Benefit: You do not gain the scout ability and cannot take feats which rely on the Scout ability.
You gain Active Camouflage with this drawback.
Hidden Focus[edit]
(Combat)
Prerequisites: Scout
Benefit: Whenever you use the Stealth skill to successfully hide when making a move action, you regain yourmartial focus.
Identify Rhythms[edit]
(Combat)
Prerequisites: Scout
Benefit: As long as you have martial focus, whenever you have successfully used the scout ability against a creature, you gain a +1 dodge bonus to AC against all of their attacks.
At 4+ ranks in Perception: Dodge bonus increases to +2.
Inimical Gaze[edit]
(Combat)
Prerequisites: Perception 5 ranks, Scout
Benefit: The scout ability granted by the Scout sphere is now a gaze attack that can affect any creature within 60 ft. You may activate this gaze as a free action and it stays active until the end of your next turn. Any creature subject to the gaze that fails a Will save is automatically scouted by you.
Piercing Eye[edit]
(Combat)
Prerequisites: Scout
Benefit: You have learned to see through obscuring effects and to spot the subtle patterns in defensive illusions. You may spend a move action to reduce the AC bonus from concealment on a single creature by 1 until the start of your next turn (this cannot reduce the AC bonus below 0).
You may expend your martial focus to make this a free action.
Stealth 2+: For every 2 ranks you further reduce the AC bonus by 1.
Reflexive Stealth[edit]
(Combat)
Prerequisites: Scout
Benefit: Whenever you succeed at a Reflex saving throw against an attack or effect that targets or affects multiple squares, you may make a Stealth check to hide even if you do not have cover or concealment. Your Stealth automatically ends if you do not enter cover or concealment, or succeed at a Reflex saving throw against another area effect, by the end of your next turn.
Scout[edit]
(Combat)
Prerequisites: —
Benefit: You gain the ability to gain and expend martial focus, and you gain the following ability.
Scout
As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Lore skill, but may substitute a Perception check for the appropriate Lore check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target.
Once you have succeeded at a scout attempt or Lore check against a target, any feats or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.
Skills: Gain a number of ranks in Stealth equal to your level. Whenever you gain a level your ranks in Stealth increases by +1.
If you already have ranks in the Stealth skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining the feat.
Sense And Resist Scrying[edit]
(Combat)
Prerequisites: Scout
Benefit: You are able to detect and evade the scrying of others. You may use a Perception check to detect sensors (such as from the clairaudience/clairvoyance spell) as if they were invisible creatures with a Stealth check of 20 + the caster level of the effect.
As long as you have martial focus, you also immediately become aware of any attempt to scry on you, such as with a divination (scrying) school spell or the Scrying advanced divination talent.
If these spells and effects originate within 30 ft. of you, you also know their location. As soon as you become aware of such an effect, you may force the caster to make a caster level check opposed by your Stealth check. If you succeed, the effect becomes unable to detect any information about yourself or the area or creatures within 30 ft. of you.
Sight Beyond Sight[edit]
(Combat)
Prerequisites: Scout
Benefit: You may spend a move action to grant yourself blindsense out to 10 ft. for one round.
You may expend your martial focus when activating this ability to instead gain blindsight for the same duration.
Somnambulance[edit]
(Combat)
Prerequisites: Scout
Benefit: Your acute senses have been trained to their peak, making you difficult to catch unaware even while sleeping. You no longer increase the DC of Perception checks made while you are sleeping, and falling unconscious or going to sleep no longer causes you to lose martial focus.
In addition, you are no longer considered helpless while sleeping as your heightened senses allow you to react to threats your conscious mind is unaware of.
You make take this talent a second time; the second time you take this talent, you no longer suffer most negative limitations of being asleep; this is functionally similar to immunity to sleep, though rather than staying awake when targeted by a sleep effect your subconscious mind and instincts simply take over, allowing you to continue fighting unimpeded, though you still cannot perform any Charisma, Dexterity, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
Sudden Acuity[edit]
(Combat)
Prerequisites: Scout
Benefit: You gain a competence bonus to Perception checks equal to 1/2 your ranks in Stealth (minimum +1) when using the scout ability.
When making an active Perception check as a move action, you may expend your martial focus to gain this bonus to that check.
Target Weakness[edit]
(Combat)
Prerequisites: Scout
Benefit: If you have successfully used the scout ability to identify a target’s weaknesses, you may use scavenged materials collected as you travel to improvise a weapon targeting one of those weaknesses as a move action that does not provoke attacks of opportunity; you may expend your martial focus to instead use this ability as a free action.
The next attack you make against the target with a manufactured or natural weapon attack, including traps, is treated as though half the total damage it deals (rounded down) were of an energy type the target has vulnerability to (for example, if you fire an arrow at a red dragon, who has vulnerability to cold damage, and would normally deal 14 points of piercing damage, you instead deal 7 points of piercing damage and 14 points of cold damage); if this attack is not made before the end of your next turn, this effect is wasted.
Additional energy damage dealt by the attack, such as from the flaming or frost weapon special abilities, is calculated separately from this effect.
Alternatively, your weapons are treated as having one type listed in the target’s resistance (for example, if an enemy has resistance 5 (weapons/cold iron or good), you may treat your attacks as either good or cold iron for 1 round).
Uncanny Dodge[edit]
(Combat)
Prerequisites: Scout
Benefit: You gain the ability to react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed do to surprise or being unable to detect your opponent. You can still become flat-footed if a creature successfully uses the Feint action against you.
You may take this talent twice; the second time you take it, you can no longer be flanked. This defence denies a creature the ability to do extra precision damage by flanking you, such as with the fatal thrust ability, unless the attacker is at least four levels higher or has at least 4 more Hit Dice than you.
If you have already gained uncanny dodge from another source, such as the rogue talent, the first instance of this talent instead gives you the benefits of improved uncanny dodge.
Unimpeded Positioning[edit]
(Combat)
Prerequisites: Scout
Benefit: As long as you have martial focus, you ignore non-magical difficult terrain.
Whenever you draw or reload a weapon as a move action, you may move up to 10 ft. as a free action that does not provoke attacks of opportunity.
Wind Reader[edit]
(Combat)
Prerequisites: Scout
Benefit: You can use your trained senses to read the movements of the wind and other factors in the environment to improve your accuracy with ranged attacks.
As long as you have martial focus, you may spend swift action to half the penalties to ranged attacks inflicted by wind, rain, or other weather in regard to your next ranged attack, made before the end of your turn.