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.
Feat Name Bonus Source
Dragon Aura (Senses) +X to all allies within 30 feet (scales with level, max +4 at 20th) to Initiative, Spot, and Listen; Dragon Magic
Insightful Divination +level of last divination spell cast, Complete Mage (IIRC)
Improved Initiative +4 unnamed Player’s Handbook
Blooded +2 unnamed Player’s Guide to Faerun
Thug +2 unnamed Player’s Guide to Faerun
Battle Hardened +2 unnamed Races of Stone
Shifter Instincts +2 unnamed Races of Eberron
Quick Reconnoiter +2 unnamed Complete Adventurer
Psicrystal Affinity Nimble +2 unnamed Expanded Psionics Handbook
Fire Heritage +1 unnamed Planar Handbook
Guerrilla Scout +1 competence Heroes of Battle
Lunatic Insight +2 morale Heroes of Horror
Yondalla’s Sense +Wis to init Races of the Wild
Gestalt Anchor +2 insight (also Races of Eberron
granted to Kalashtar allies)
Guardian Spirit init reroll 2/day Complete Arcane
Danger Sense init 1/day Complete Adventurer
Markings of the Hunter roll init twice, Races of Stone
take better of two
Heroic Destiny +1d6 to d20 roll 1/day Races of Destiny
Favored of the Companions +1 luck to d20 1/day Book of Exalted Deeds
Knight of the Stars +1 luck to d20 1/day Book of Exalted Deeds
Servant of the Heavens +1 luck to d20 1/day Book of Exalted Deeds
Disciple of Darkness +1 luck to d20 1/day Champions of Ruin
Scion of Sorrow +1 luck to d20 1/day Champions of Ruin
Thrall to Demon +1 luck to d20 1/day Champions of Ruin
Nimble Bones +4 for created undead Libris Mortis
Spell Name Effect Level Source
Good Hope +3 morale to ability checks Bard 3 Players Handbook
Feast of Champions +1 morale to ability checks Clr 9 Eberron
K’s Skittish Nerves +5 unnamed init Wiz 1 Magic of Faerun
Elemental Familiar +2 unnamed init Wiz 3 Online (http://www.wizards.com/dnd/article.asp?x=dnd/sb/sb20011109a)
Wish Can be used to force rerolls Wiz 9 Players Handbook
Foresight Never flat-footed Drd 9/Wiz 9 Players Handbook
Anticipatory Strike Re-insert yourself in the Psion 3 Races of Destiny
Sign Init set as if caster had Clr 1 Miniature’s Handbook
rolled a natural 20
Sign +4 unnamed Spell Compendium
Channel the Mishtai +2 insight Wiz 2 Magic of Incarnum
Channel t. M, Greater +2 insight Wiz 6 Magic of Incarnum
Guardian Spirit +2 insight* Clr3/Wiz4 Magic of Incarnum
Guardian Spirit, Mass +2 insight* Clr7/Wiz8 Magic of Incarnum
Improvisation +1/2 CL to checks Bard 5 Complete Adventurer
Primal Instinct +5 to Initiative and Survival, Dragon Magic
Item/Ability Effect Source
Rod of Alertness +1 to init Dungeon Master’s Guide
Pale Green Ioun Stone +1 competence to ability checks Dungeon Master’s Guide
Stone of Good Luck +1 luck to ability checks Dungeon Master’s Guide
Flexible Spine +4 racial to init Lords of Madness
Luck Blade Reroll a die 1/day Dungeon Master’s Guide
Burning Ability +2 if held @ start of battle Eberron
Doomwarding Ability Reroll a die, limited charges Player’s Guide to Faerun
Initiative Ability +2 luck to init Oriental Adventures
Eager Ability +2 unnamed Arms and Equipment Guide
Fire Grafts (X grafted) +2 times (X-1) unnamed Magic of Eberron
Intelligent Item – +2 to checks Dungeon Master’s Guide
Special Purpose power
Boots of Speed, bound +2 insight Magic of Incarnum
to Feet Chakra