The Scout focuses his martial prowess into an unparalleled tactical acumen, knowing where to direct strikes and ranged volleys where they will be the most disruptive to the enemy's plans. Most often wielding bows or other long-ranged weapons, the Scout is also trained to infiltrate the enemy's lines, gathering information and reporting back without being seen.
You may immediately choose one at-willstance that you know, and enter that stance as part of this action. You determine the number and nature of all creatures that have moved through the area within the past 24 hours whose stealth checks did not exceed your check result. You ascertain when and where they entered the area, and when and where they left. Until the end of the encounter, enemies within the burst gain a penalty to all Stealth checks equal to your Wisdom modifier, and you and your allies may ignore half your enemies' concealment or cover bonuses caused by terrain within the area. Whenever an ally misses an attack against an enemy within the area, you may slide that enemy one pace as a free reaction.
At each even level, you may choose a new at-will Maneuver from this class feature or any of your other class features, or training in a proficiency of your choice.
At each odd level, you may choose a new ranked Maneuver from this class feature or any of your other class features, or may choose a new class feature from your class.
Choose a defense as you perform this maneuver. You immediately know which of the selected targets has the weakest value for that defense, and the value of that target's defense vs. you and your allies' weapons.
If the attack deals more damage than the target's heal value, reduce the damage by the target's heal value, and the target's weapon is knocked out of their hands and thrown a number of paces equal to your Dexterity modifier in a direction of your choice. Excess damage is applied to the target’s hit points as normal.
You choose a natural animal within range as your quarry. Until you choose a different quarry, you gain a +1 bonus to attack rolls and damage rolls vs. that creature, a +5 bonus to Nature checks and Perception checks vs. that creature, and you achieve a critical hit against that creature on a natural roll of 18-20.
When you choose this feat, you must select a race of humanoid, such as goblin or human or elf. This feat permanently gains that type. You may choose multiple versions of this feat to gain multiple favored enemies.
You may only perform this action once per round.
You choose a creature within range of the race chosen when you gained this power as your quarry. Until you choose a different quarry, you gain a +1 bonus to attack rolls and damage rolls vs. that creature, a +5 bonus to Insight checks and Perception checks vs. that creature, and you achieve a critical hit against that creature on a natural roll of 18-20.