🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells
General (No Skill)
Alchemist Barbarian Bard Champion Cleric Druid Fighter Gunslinger Inventor Investigator Magus Monk Oracle Psychic Ranger Rogue Sorcerer Summoner Swashbuckler Thaumaturge Witch Wizard
Acrobatics Arcana Athletics Crafting Deception Diplomacy Intimidation Lore Medicine Nature Occultism Performance Religion Society Stealth Survival Thievery
Aasimar Anadi Android Aphorite Automaton Azarketi Beastkin Catfolk Changeling Conrasu Dhampir Duskwalker Dwarf Elf Fetchling Fleshwarp Ganzi Gnoll Gnome Goblin Goloma Grippli Half-Elf Half-Orc Halfling Hobgoblin Human Ifrit Kitsune Kobold Leshy Lizardfolk Orc Oread Pixie Poppet Ratfolk Reflection Shisk Shoony Skeleton Sprite Strix Suli Sylph Tengu Tiefling Undine

Improvise Strategy One ActionFeat 7


UncommonBravadoConcentrateGeneralMentalSkill
Source Pathfinder Adventure Path: Hell's Destiny
Prerequisites master in Warfare Lore

You're a wild card on the battlefield, inventing unpredictable tactics and surprising foes. You employ one of these strategies, adding either your choice of the auditory or visual trait. Attempt a warfare-lore check against the Perception DC of a creature within 30 feet, after which the target becomes temporarily immune to further uses of Improvise Strategy for 1 hour.


Critical Success The target gains one of the following conditions of your choice until the end of your next turn: Clumsy 1, Dazzled, Off-Guard, or Stupefied 1. The target can end the effect by using either a single action with the concentrate trait to regain their bearings (if your strategy had the auditory trait) or an Interact action to rub their eyes (if your strategy had the visual trait). In addition, the target isn't temporarily immune to further uses of Improvise Strategy.

Success As critical success, but the target is temporarily immune to further uses of Improvise Strategy.

Failure The target is unaffected.

Critical Failure The target sees through the gambit, leaving you off-guard until the beginning of your next turn.


Special Once per day, if you lead a troop that has a skirmish bond, you can Improvise Strategy to attempt a Warfare Lore check against a standard DC for your troop's level, rather than targeting a foe. If you succeed, your troop replaces its current skirmish bond with another of your choice until the end of your next turn.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Bravado

Actions with this trait can grant panache, depending on the result of the check involved. If you succeed at the check on a bravado action, you gain panache, and if you fail (but not critically fail) the check, you gain panache but only until the end of your next turn. These effects can be applied even if the action had no other effect due to a failure or a creature's immunity.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

General

A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.

Mental

A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.

Skill

A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype's dedication feat.