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Exploration Options for Initiative

All DCs below are the hard DC for your level (DC 36 for level 15), unless otherwise noted by the GM. For example, a well-planned ambush could increase this to the very hard (+3) DC for your level. If you can justify a different skill check for the activity, you may do so at the GMs discretion. For example, your GM might allow you to use Occultism for the Scout activity by expending a casting of Clairvoyance.

Avoid Notice


Description

You are trying to avoid being noticed by monsters. Make a Stealth check, with the following results.

Critical Success You can use your check result as your initiative result, adding any modifiers (such as Incredible Initiative). You can start combat behind cover if it is within two strides of you, and you are hidden. If there is no cover within 2 strides, you can begin combat anywhere within two strides and you are concealed until the end of your first turn.

Success As critical success except the distance is one stride.

Failure As success, except you do not start hidden.

Critical Failure You must use your check result as your initiative modifier and gain no other benefit.

Defend


Description

You keep a watchful eye on the party and stay primed to act. Make your choice of an Athletics, Medicine, or Perception check, with the following results.

Critical Success You can use your result as your initiative result, adding any modifiers (such as Incredible Initiative). You begin combat with a shield spell cast or your shield raised, and you can start anywhere within 1 stride, as long as you are within 30 feet of an ally. Your shield remains raised until the start of your second turn.

Success As critical success, except you can start anywhere within 20 feet, as long as you are within 10 feet of an ally.

Failure As success, except you cannot change your starting position.

Critical Failure You must use your check result as your initiative result, and gain no other benefit.

Investigate


Description

Everyone does basic searching and exploring using automatically using 10+Perception as their check, but does not have a chance to find anything intentionally hidden, and cannot find traps or hazards unless they are obvious. Choosing this exploration activity gives a chance to find hidden information, traps, hazards, and hidden or unobserved monsters. Make a Perception check, with the following results.

Critical Success You can use your check result as your initiative result, adding any modifiers (such as Incredible Initiative). Compare your result to the DC of hidden, concealed, or otherwise obfuscated information, objects, traps, hazards, and creatures within 60 feet. You find any that you succeed against. In addition, you gain the benefits of a critically successful recall knowledge check against all monsters you can see at the start of combat, as long as you have a skill or lore that could identify that creature at trained or better.

Success As critical success, except you gain the benefits of a successful recall knowledge.

Failure As success, except you do not gain the recall knowledge benefit.

Critical Failure You must use your check result as your initiative modifier and gain no other benefit.

Scout


Description

You scout ahead of the party looking out for danger. Make your choice of a Stealth, Survival, or Perception check, with the following results.

Critical Success You can use your result as your initiative result, adding any modifiers (such as Incredible Initiative). You and your allies gain a +2 untyped bonus to initiative, and you can begin combat anywhere at least 20 feet away from any enemies, if possible. You and all allies gain +1 action to use before combat starts.

Success As critical success, except the bonus to initiative is +1, you can begin anywhere at least 40 feet away from any enemies, if possible, and each ally other than you gains +1 action to use before combat starts.

Failure As success, except there is no bonus to initiative, you can begin anywhere at least 60 feet away from any enemies if possible, and no ally gains an action.

Critical Failure You must use your check result as your initiative modifier and gain no other benefit.

Spellcraft


Description

You must be able to cast spells to use this activity. You focus your mind on your own magic, as well as the magical energy around you. Make an Arcana, Nature, Occultism, or Religion check, with the following result.

Critical Success You can use your result as your initiative result, adding any modifiers (such as Incredible Initiative). In addition, you gain +2 actions to use before combat starts, which must be used to cast a spell. You can begin combat anywhere within 1 stride, and if any creatures you can see are identifiable with the skill you chose, you gain the benefits of a critical success on recall knowledge for those creatures.

Success As critical success, except you cannot change your starting position, and you gain the benefits of a success on recall knowledge.

Failure As success, except you gain +1 action and do not gain the recall knowledge benefit.

Critical Failure You must use your check result as your initiative result, and gain no other benefit.

Stay Alert


Description

You keep yourself focused on threats and ready to act. Make your choice of a Perception or Warfare Lore check, with the following results.

Critical Success You can use your result as your initiative result, adding any modifiers (such as Incredible Initiative). You gain +2 actions to use before combat starts, and you can begin anywhere within one stride.

Success As critical success, except you cannot change your starting position.

Failure As success, except you gain +1 action.

Critical Failure You must use your check result as your initiative result, and gain no other benefit.