Key Insight (Su)
Prerequisite: At least 1 knowledge skill
Use: 1 + 1 per day per 3 HD
Action: Standard action
Target: All enemies within 30 ft. of the user.
Duration: 1 + 1 round per HD. [[1+@{hd}]] rounds
Saving Throw: None
Dispel: no
Spell Resistance: Yes
You find a weakness in your enemy's tactics and know just how to exploit them.
Make a Knowledge (Tactics) (Or any other relevant knowledge skill to the situation) check DC = 10 + the highest HD creature/NPC in the group. If you succeed every member in your group gains a 1d6 disadvantage dice to roll against any enemy roll as an immediate action. Using a disadvantage die as an immediate action does not use up the character's immediate action for the round. They will roll the 1d6 and whatever the result will be subtracted from the enemy's roll.
The number of dice will increase by 1 for every 5 points the roll result is over the DC. e.g. If the DC is 20 and the Knowledge roll result was 30, each group member would gain 3d6 disadvantage dice to use on enemy rolls.
VTT Macro Description:
@{character_name} makes a knowledge tactics or other relevant skill against the DC
set by the encounter (DM will know). If successful, allies in the radius gain 1d6 disadvantage
die to roll as an immediate action when needed. This immediate action is not counted
against the character's used immediate actions for the round. The number rolled will be
subtracted from whatever roll has been chosen. Note: for every 5 points over the DC
the roll was, another 1d6 disadvantage die is gained.