Safe Camp I | ||
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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 | ||
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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 | ||
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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 | ||
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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 | ||
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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 |