NWN2 - The Depths
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Scout Gatekeeper

Safe Camp I
Type: Scout The well traveled scout knows where to find camp locations that are well-suited for the needs of an exhausted party. When using this feat, the Scout creates a camp that will all his allies to fully heal their wounds. Not all areas are safe for creating a camp; once a camp is created, it will remain for 3 minutes. This feat has a 600 second cooldown and activation of the feat expends one use of Ambusher's Way.
Required For: Safe Camp II
Prerequisites: Ambusher's Way II, Survival 5
Use: Manual
Cooldown Timer: 600
Expends: Ambusher's Way
FeatID: 3235
Safe Camp II
Type: Scout The well travelled scout knows where to find camp locations that are well-suited for the needs of an exhausted party. When using this feat, the Scout creates a camp that will all his allies to fully heal their wounds. In addition to healing wounds, the campfire will remedy any non-supernatural effect that reduces abilities, armor class, and attack or damage decreases. Not all areas are safe for creating a camp; once a camp is created, it will remain for 3 minutes. This feat has a 600 second cooldown and activation of the feat expends one use of Ambusher's Way.
Required For: Safe Camp III
Prerequisites: Safe Camp I, Survival 7
Use: Manual
Cooldown Timer: 600
Expends: Ambusher's Way
FeatID: 3236
Safe Camp III
Type: Scout The well travelled scout knows where to find camp locations that are well-suited for the needs of an exhausted party. When using this feat, the Scout creates a camp that will all his allies to fully heal their wounds. In addition to healing wounds, the campfire will remedy any non-supernatural effect that reduces abilities, armor class, daze/confusion and attack or damage decreases. Not all areas are safe for creating a camp; once a camp is created, it will remain for 3 minutes. This feat has a 600 second cooldown and activation of the feat expends one use of Ambusher's Way.
Required For: Safe Camp IV
Prerequisites: Safe Camp II, Survival 9
Use: Manual
Cooldown Timer: 600
Expends: Ambusher's Way
FeatID: 3237
Safe Camp IV
Type: Scout The well traveled scout knows where to find camp locations that are well-suited for the needs of an exhausted party. When using this feat, the Scout creates a camp that will all his allies to fully heal their wounds. In addition to healing wounds, the campfire will remedy any non-supernatural effect that reduces abilities, armor class, daze/confusion, saving throw decrease, spell resistance decreases, skill decreases, negative levels and attack or damage decreases. Not all areas are safe for creating a camp; once a camp is created, it will remain for 3 minutes. This feat has a 600 second cooldown and activation of the feat expends one use of Ambusher's Way.
Required For: Safe Camp V
Prerequisites: Safe Camp III, Survival 11
Use: Manual
Cooldown Timer: 600
Expends: Ambusher's Way
FeatID: 3238
Safe Camp V
Type: Scout The well traveled scout knows where to find camp locations that are well-suited for the needs of an exhausted party. When using this feat, the Scout creates a camp that will all his allies to fully heal their wounds. In addition to healing wounds, the campfire will remedy any non-supernatural effect that reduces abilities, armor class, daze/confusion, saving throw decrease, spell resistance decreases, skill decreases, negative levels, deaf/blindness, poison, disease and attack or damage decreases. Not all areas are safe for creating a camp; once a camp is created, it will remain for 3 minutes. This feat has a 600 second cooldown and activation of the feat expends one use of Ambusher's Way.
Required For: None
Prerequisites: Safe Camp IV, Survival 13
Use: Manual
Cooldown Timer: 600
Expends: Ambusher's Way
FeatID: 3239
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