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    Kargin - Initiative Notes

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    • halfgiantH
      halfgiant PC
      last edited by

      WARNING
      Price: +1 bonus
      Property: Weapon
      Caster Level: 7th
      Aura: Moderate; (DC 18) transmutation
      Activation: —

      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]

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      • halfgiantH
        halfgiant PC
        last edited by

        ROARING
        Price: +3 bonus
        Property: Armor
        Caster Level: 13th
        Aura: Strong; (DC 21) divination
        Activation: —

        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]

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        • halfgiantH
          halfgiant PC
          last edited by

          Improved Initiative
          ( Player’s Handbook v.3.5, p. 96)

          [Fighter Bonus Feat, General]

          You can react more quickly than normal in a fight.

          Benefit
          You get a +4 bonus on initiative checks.

          Special
          A fighter may select Improved Initiative as one of his fighter bonus feats (see page 38).

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          • halfgiantH
            halfgiant PC
            last edited by

            Moment of Prescience

            Divination
            Level: Luck 8, Sor/Wiz 8
            Components: V, S
            Casting Time: 1 standard action
            Range: Personal
            Target: You
            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.

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            • halfgiantH
              halfgiant PC
              last edited by

              Feats
              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

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              • halfgiantH
                halfgiant PC
                last edited by

                Spells
                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
                initiative order
                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

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                • halfgiantH
                  halfgiant PC
                  last edited by

                  Items

                  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

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