Kargin - Initiative Notes
Price: +1 bonus
Caster Level: 7th
Aura: Moderate; (DC 18) transmutation
Four glass eyes circle this weapon, each watching a different direction. A warning weapon grants you a +5 insight bonus on initiative checks as long as it is held.
Prerequisites: Craft Magic Arms and Armor, cat’s grace.
Cost to Create: Varies.
[Reference: Magic Item Compendium; Page 44]
Price: +3 bonus
Caster Level: 13th
Aura: Strong; (DC 21) divination
The sculpted visage of a dragon adorns the chestpiece of this gleaming armor. Embellishments
in the shapes of claws and draconic wings accent the rest of its intimidating
appearance. While you are wearing armor that has this property, you gain some protection from ranged attacks. Whenever you are hit by a nonmagical projectile that would deal 10 or fewer points of damage, you take no damage from that attack. The armor automatically turns back the projectile to
strike the creature that fi red it. Reroll the damage against the original attacker. While you wear this armor, the
embossed dragon head roars whenever battle is imminent, granting you a +4 competence bonus on initiative checks.
Prerequisites: Craft Magic Arms and Armor, protection from arrows, true seeing.
Cost to Create: Varies.
[Reference: Magic Item Compendium; Page 14]
( Player’s Handbook v.3.5, p. 96)
[Fighter Bonus Feat, General]
You can react more quickly than normal in a fight.
You get a +4 bonus on initiative checks.
A fighter may select Improved Initiative as one of his fighter bonus feats (see page 38).
Level: Luck 8, Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Duration: 1 hour/level or until discharged
This spell grants you a powerful sixth sense in relation to yourself. Once during the spell’s duration, you may choose to use its effect. This spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if flat-footed). Activating the effect doesn’t take an action; you can even activate it on another character’s turn if needed. You must choose to use the moment of prescience before you make the roll it is to modify. Once used, the spell ends.
You can’t have more than one moment of prescience active on you at the same time.