Skulker (keystone)
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Hidden Hand: When you take any Step in Path of the Skulker, you gain an ability called Ambush. When you Ambush, you Distract but you have +2 to the skill check, and if your opposed check is successful, you also gain a +2 hit bonus on the next attack. Whenever you Distract, you may choose to Ambush instead (such as through Chained Stratagems).
- Improved Ambush: Your Ambush gains +1 to hit, crit range, and skill checks. You can Ambush as part of rolling for initiative (and may use the initiative roll in place of the check), and Ambush from this may be held until used or end of strife.
- Sneak Attack: If you make a damaging attack that benefits from Ambush, it has +1 die size to damage. If the target has at least two negative conditions, it becomes +2 die sizes instead.
- Hammer and Anvil: When you Ambush a target within an ally’s block radius, you also inflict your hit bonus as a hit malus on the target for 1 round. If your Ambush is successful, you also grant its benefits to that block radius ally.
- Preparation: The benefits of Ambush now last until the end of your next turn. Additionally, when you Dash, Defend, or use a non-damaging abilitech or subpower as a major action (or perform any of these as part of a major action), you can Ambush as part of it, and have advantage on the skill check when doing so.
- Aerial Traverse: When you Ambush a target, you can move 10 feet as part of the action. Alternately, when you use a minor action that lets you move in any way, you can Ambush as part of that action.
