Initiative-Affecting Feats

Ill be using this.

SWIFT ACTIONS [General]
You move rapidly in combat, improving your initiative each round.

Prerequisites: Dex 15+, Improved Initiative

Benefit: Each round in combat, your initiative shifts up one point. If this shifts it up to equal to another combatant’s, whoever has the higher dex goes first. You also gain a +1 bonus to initiative that stacks with that from Improved Initiative.

I gust love it gose well with the other one. Quick Strike love them both.
 

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Not yet! I'm thinking about working up some more, though... it's hard to make an initiative-based feat that's different, worth taking and not overpowered.
 

Let me make sure I'm understanding the mechanics correctly:

Safe & Slow: You activate the feat each round, the penalties to initiative accumulate and the AC bonus is only there for each round you use it.

I think Safe & Slow is underpowered since you're taking two penalties (one cumulative) only for a small enhancment per round, and you can't full attack, charge, etc. Perhaps they can take a 2/4/6 initiative penalty for a 1/2/3 AC bonus that lasts the combat, and a -6/+3 max. The rounds on which they take this penalty it's half speed, no charge/full attack, etc. Then perhaps add a -5 for 30 or smaller speeds , -10 for 60 or less, etc, that lasts the duration of combat. Then rule that their initiative can't go below 0 or their initiative mod, whichever's higher. That sounds like a mouthful, I know it can be worded better.

Slow & Steady: Same as above except instead of an AC bonus it's an attack bonus, but penalties accumulate, it's per round, etc.

Same idea as my improvised Safe & Slow. Let the attack bonuses remain throughout combat, your initiative can't go lower than your init. mod or 0.

I really like the idea of having a polearm feat chain. If you think up any more feats, those would be excellent to come up with.

Swift Actions sounds great. Perhaps make a 20+init mod cap so you don't have someone with +55 initiative com up in some strange situation. It'll allow someone with one the two previous feats to still get the full penalty/bonus if they roll low (they just need to wait a few rounds :)).
 

There is a feat in Interludes: Brief Expeditions to Bluffside (Thunderhead Games) called Sixth Sense that gives a +1 to initiative rolls, as well as some increases to some saves. It has a wis 13+ requirement. I don't have all the details handy, the book is at home.
 

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