Improvise Strategy
An unpredictable battlefield gambit can rattle a foe with confusion or clumsiness, though seeing through the trick turns it back on its user.
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.
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.
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.
Level 7 · Type Skill
Prerequisites Master in Warfare Lore