"Ambusher's Way"@en . . "None"@en . "600"^^ . "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. Safe Camp All, Scout Gatekeeper"@en . "3239"^^ . . "Scout"@en . "Manual"@en . . "Safe Camp V"@en . . "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."@en . "Safe Camp IV, Survival 13"@en . . .