Best Effort List

This list is drawn from the Pathfinder barbarian rage power list, the rogue talent list, and ranger class features. Others may be usable, check with your GM.

Any abilities marked with an asterisk(\*) only function while Extreme Effort is activated.

#### Army Crawl

While prone, a scout with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A scout with this talent can take a 5-foot step while crawling.

#### Clear Mind\*

A scout may reroll a failed Will save. This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. The scout must take the second result, even if it is worse. This power can only be used once per use of Extreme Effort.

*Prerequisite:* Scout 8

#### Fast Stealth

This ability allows a scout to move at full speed using the Stealth skill without penalty.

#### Fearless Effort\*

While Extreme Effort is activated, the scout is immune to the shaken and frightened conditions.

*Prerequisite:* Scout 12

#### Knockback\*

Once per round, the scout can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian’s Strength modifier and is moved back as normal. The scout does not need to move with the target if successful. This does not provoke an attack of opportunity.

#### Knockdown\*

Once per Extreme Effort, the scout can make a trip attack against one target in place of a melee attack. If successful, the target takes damage equal to the scout’s Strength modifier and is knocked prone. This does not provoke an attack of opportunity.

#### Leaping Effort\*

While Extreme Effort is activated, the scout adds her level as an enhancement bonus on all Acrobatics skill checks made to jump. When making a jump in this way, the scout is always considered to have a running start

#### Low-Light Vision\*

The scout’s senses sharpen and she gains low-light vision while Extreme Effort is activated.

#### No Escape\*

The scout can move up to double her normal speed as an immediate action but she can only use this ability when an adjacent foe uses a withdraw action to move away from her. She must end her movement adjacent to the enemy that used the withdraw action. The scout provokes attacks of opportunity as normal during this movement. This power can only be used once per Extreme Effort.

#### Powerful Blow\*

The scout gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 4 levels the scout has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per Extreme Effort.

#### Quick Reflexes\*

While Extreme Effort is active, the scout can make one additional attack of opportunity per round.

#### Resiliency

Once per day, a scout with this ability can gain a number of temporary hit points equal to the scout’s level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the scout’s hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.

#### Scent\*

The scout gains the scent ability while Extreme Effort and can use this ability to locate unseen foes (see Special Abilities for rules on the scent ability).

#### Slow Reactions\*

Opponents damaged by the scout's attacks can’t make attacks of opportunity for 1 round.

#### Stand Up

A scout with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.

#### Strength Surge\*

The scout adds her scout level on one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This power is used as an immediate action. This power can only be used once per Extreme Effort.

#### Swift Tracker

A scout can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

#### Swimming Effort\*

When Extreme Effort, the scout adds her level as an enhancement bonus on all Swim skill checks.

#### Unexpected Strike\*

The scout can make an attack of opportunity against a foe that moves into any square threatened by the scout, regardless of whether or not that movement would normally provoke an attack of opportunity. This power can only be used once per Extreme Effort.