Brilliant Scheme
Extraordinary
Level6

Source

Horizons of the Vast: Serpents In The Cradle pg. 45

You can devise complicated plans that rely on precise coordination and subtlety. Once per day, you can spend 10 minutes coaching up to six other creatures about an imminent scheme, at which time you choose one of the following actions for each participating creature. You can choose actions in any combination, selecting the same action for every creature or different actions for each creature:

  • Aim a weapon with the sniper property as though the creature had expended a move action to do so.
  • Attempt an Acrobatics check to escape a grapple or restraints.
  • Attempt a Bluff check to create a distraction.
  • Attempt an Intimidate check to demoralize a creature.
  • Covering fire or harrying fire.
  • Draw a weapon or object (including one hidden on their person using Sleight of Hand).
  • Guarded step.
  • Manipulate an item. The GM might allow additional actions, though such options should be something a creature could perform with a move action and that doesn’t directly harm others.

You can take a standard action to execute your scheme; when you do, you allow one creature you’ve coached that day, and who can see or hear you, to perform the action you selected for them without spending one of their own actions. After they do, they lose the ability to benefit from your brilliant scheme for 1 day.


Dragonscript

ID

50b42c6b02cfd14c792a712b
This website uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This website is not published, endorsed, or specifically approved by Paizo Inc. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Inc. and Paizo products, please visit paizo.com.