Showing posts with label traits. Show all posts
Showing posts with label traits. Show all posts

Saturday, April 29, 2017

Can't Get Enough Traits in Pathfinder? Try Taking a Drawback!

One of the unique features of Pathfinder as an RPG is the idea of background traits. While every player is supposed to create a unique character with a unique story, background traits offer you some tasty bonuses to help bridge the gap between your story and mechanics. Say, for example, your character was a child soldier, and is always poised on the verge of a fight. Giving them the Reactionary background trait grants them a +2 trait bonus to their initiative. If your character was raised in part by a magical creature, who helped nurture their magical skills, then Magical Knack gives them a +2 bonus on their caster level for a single class, up to their character level (an ideal choice for multiclass spell casters).

Choose wisely. Bonuses you don't use are bonuses you may as well not have.
There are hundreds of these traits to choose from, and there are only a few rules guiding your choice. First and foremost, unless expressly stated, you cannot stack trait bonuses. So you can't take Outcast and Reactionary in order to get a +4 initiative bonus... it's one or the other, and be happy with your +2. Additionally, you cannot have more than one trait of a single type. Which means that even if you're torn about which two Magic traits to give your new wizard, you have to make up your mind because you only get one. Ditto your barbarian when it comes to Combat traits. Lastly, if you're playing an adventure path, it's typically required for your character to take one of the traits specifically geared for that campaign, which are called Campaign traits.

That sometimes sucks. Especially if none of the story tie-ins or bonuses those Campaign traits offer fit with your character concept. But rules are rules, as I so often say.

That's why I thought I'd let folks know there is a way to get three background traits. If you're willing to take on a drawback, that is.

Trait Drawbacks Might Give You An Advantage


Drawbacks, many of which come from the book Quests and Campaigns, are essentially traits in reverse. they lay out something negative about your character, and give you a drawback in a certain situation. Do you have powerful family members who might call on you to perform onerous duties while you're trying to adventure? Are you wanted by the law, and thus your very face warrants negatives on Diplomacy checks with folks who recognize you? Does your sense of pride make it impossible for you to deal socially with those who have wronged or insulted you?

All of those things fall under drawbacks. Check out the handy list!

There are even drawbacks for being an insufferable prick!
Of course, for every drawback, there has to be an advantage. Only the mad will purposefully hamstring their character in one situation without getting something for it. So what do you get in exchange for a drawback? Well, you get to pick a third background trait.

This third trait, though, has to follow all the rules that come with traits. So you can't double dip in the same category, and you can't stack bonuses. But if you find yourself in a situation where you had two traits you really wanted, but now you have to take a campaign trait for this adventure path, well, you have the option of having all three. In exchange for a minor negative, that is.

That's all for this week's Crunch installment. Short and sweet, but it's relevant to a character I'm putting together at present, so I figured I'd share in case some folks hadn't heard of these rules. If you want to make sure you don't miss out on any of my posts, then follow me on Facebook, Tumblr, and Twitter. Lastly, if you want to help support me so I can keep this blog going, please head over to The Literary Mercenary's Patreon page. All it takes is a pledge of $1 a month to earn yourself some sweet swag, and my everlasting gratitude.

Friday, September 18, 2015

4 Ways to Reduce The Amount of Sleep Your Pathfinder Characters Need

Sleep is one of those things we rarely think about in Pathfinder. Most of the time it's just a way to get back spells, repair ability damage, and put a tic in a box that another day on the road has ended. However, if you've ever been ambushed in the middle of the night by angry monsters, there's a good chance you started looking for ways to keep your characters functioning with less shut-eye.

Here are 4 methods that will reduce your need to sleep. While there are others, these common methods are open to a wide variety of characters, and don't require playing a particular race or template, or taking a particular class or prestige class. Also, while there are spells that reduce or delay your need for sleep, and purchasing them in wand or scroll form is fairly simple, this article will be focusing on more permanent methods.

Now, without further ado...

Method #1: The Ring of Sustenance


Actual appearance may vary.
Probably the most common method of reducing your sleep is to buy a ring of sustenance (Core Rulebook 483). For a mere 2,500 gold, and a week to attune the ring to the wearer, you no longer have to eat or drink, and you only need to sleep for 2 hours a night. If you ever take the ring off, have it stolen, or one may assume wander through an anti-magic field, it will take an additional week to re-attune to your body.

Still, it's a great way to make sure you don't end up in the middle of the desert without enough water.

Method #2: The Verdant Bloodline


Never be afraid to branch out to other solutions.
The verdant sorcerer bloodline (Advanced Player's Guide 141) grants you photosynthesis at level 3. This ability lets you snack on sunlight, reducing your need to eat, sleep, and drink as if you were wearing a ring of sustenance (and, one presumes, if you are in a place where you're getting plenty of light). The ability also gives you a +2 on saves against poison and sleep effects.

Before you start pointing out that I said I wouldn't be covering class abilities, I'd like to show you how you can get this power without being a sorcerer. All you need to do is take Eldritch Heritage and Improved Eldritch Heritage (Ultimate Magic 149 and 152), and select the verdant bloodline. This method requires a middling-to-high charisma score, and eats up a lot of feats, but it can work for those who are willing to pursue it.

For other useful things you can do with this feat tree, check out Powering Up Your Pathfinder Characters With Eldritch Heritage Feats.

Method #3: The Light Sleeper Trait


I think I heard the rogue. Down the hall, behind a locked door.
A trait I recommended in my Unsullied character build, Light Sleeper allows any character to gain the benefits of a full night's rest after sleeping for only 4 hours. While you could just play an elf with the elven trancing trait from Elves of Golarion, this trait allows you to gain the same, short-sleep benefits while expanding on the reasons for them. Is the wizard's consciousness attuned to the motion of the spheres, energizing her and setting her rhythms? Is the half-orc used to the brutal life of kill or be killed, and as such has learned to function on less sleep to remain less vulnerable? Or did the alchemist simply invent red bull, and it's altered the way his circadian rhythm works?

Method #4: The Awakened From Stasis Trait


WHAT YEAR IS IT!?
Most players are going to get a louder-than-average "No!" for this option (something you're going to hear a lot whenever you try to take something out of People of The Stars), but this one is my personal favorite. Awakened From Stasis states that you woke up recently from slumber in a glass egg. You were in a cavern surrounded by other beings who were still asleep, and watched over by strange, silent automatons shaped like massive crabs. You gain a full night's sleep after only 2 hours due to your time in stasis, but you still have no idea where you came from. Are you from another plane? Another planet? Were you from the time of the Azlant Empire? And why were you chosen to be put in this bizarre bubble?

Perhaps if you go adventuring, you'll find out!

Bonus 5th Method! Restful Armor


Found on page 210 of the Advanced Class Guide, restful armor gives you the benefits of 8 hours of sleep in 2, and it allows you to comfortably sleep in whatever kind of armor you're wearing. It may be the only way to make a suit of plate armor as comfortable as a down bed. You can only gain this effect once per day, though, and you gain no additional benefits from further rest.

No Rest For The Wicked


That concludes this week's Crunch topic, but I've got a question for my readers. Do you prefer this listicle setup, or do you prefer broader topic coverage as with previous guides? Also, if you have alternative methods for shortening the amount of rest a character needs, feel free to leave them below in the comments. If there are methods I overlooked, but which are still generally available (not restricted by class or race), I'd be happy to revise the list to include them.

It's a big game, I'm sure I left something out.

Anyway, thanks for stopping by! If you want to get all of my updates, then plug your email address into the box on your right, or follow me on Facebook, Tumblr, and Twitter. If you'd like to help support Improved Initiative, then stop by my Patreon page and become a patron today! $1 a month goes further than you might think, trust me on that one.

Wednesday, July 23, 2014

Aid Another in Pathfinder is More Useful Than You Think

When I published my blog entry on 5 Rules Pathfinder Players Keep Forgetting there was a lot of positive feedback. There was one constant criticism though, and that was that the "Aid Another" action shouldn't have been on the list. Why? To paraphrase, "It's just useless. What's a +2 bonus worth anyway?"

My answer to all of those who don't think that Aid Another is worth looking at is to take a second look using this week's guide. You might be surprised at what you find.

What Is The Aid Another Action?


Quick, while he's not looking at you!
The Aid Another action, for those who don't want to look it up, is a standard action where one character helps another achieve a certain task. In combat a player and the target of the aid must both be in melee with an enemy; the player rolls an attack against an AC 10, and if he hits may grant the target a +2 to hit, or a +2 to armor class against the target they both threaten. Details for this action are on page 197 of the Core Rulebook.

The other way someone can use Aid Another is on page 86. It states that if two characters are making a skill check then one can aid the other. Simply roll the die, and if the character hits a DC 10 then he helps his companion with a +2 bonus. The bonus from Aid Another is untyped, and as such it stacks with everything. That's going to be important later on in this article.

The Complaint


The big complaint seems to be that sure, at level 1 or 2 a +2 to AC or to an attack is a nice bonus. The higher in level a party becomes though, the less useful such a bonus is. Even if the whole party goes in to give the fighter with the specialized weapon a big boost, that's only a +6 (assuming a 4 person party). It's nice, but how often will the whole party sacrifice their actions to give even this mediocre a bonus?

More often than you think, less often than you'd believe.
I'm not going to disagree that giving even a level 6 character, much less a level 10 or 12 character, a +2 is a pretty paltry use of one's turn. That said, Aid Another can be made a lot more powerful if you're actually planning on using it.

Traits


As with any other bit of mechanical wooge it's important to start stacking the numbers right from character creation. If a character is a halfling then he or she can take the helpful trait, which says that whenever the character successfully uses the Aid Another action that the bonus is a +4 instead of a +2. If a character is not a halfling then there's a universal helpful trait that allows them to provide a +3 instead of a +2.

Pro Tip: If you're willing to get creative with your backstory you can take adopted, which gives you access to traits for races you don't possess, and then take the helpful version that is usually only available for halflings. Adopted is in this case a placeholder, allowing you to pick the better version of helpful.

This is just the tip of the ice berg, my friends.

Classes and Prestige Classes


A surprising number of classes and prestige classes offer a bonus to the Aid Another action. Some are bigger than others, which is why it's important to keep your character's final destination in mind. Is this character a battlefield commander, helping his troops achieve victory, or is she someone who knows when she's out of her league and isn't shy about assisting others in getting the glory some of the time?

Something to think about.

Cavalier


Cavaliers (Advanced Player's Guide) are an often-underutilized class (lots of players aren't willing to bring mounted characters into a game that so traditionally is full of dungeon crawling), but one of the most under-utilized abilities is the bonus to Aid Another granted by the Order of the Dragon. Starting at level 2 the cavalier can provide an additional +1 when using the Aid Another action to assist allies with armor class, attacks, saving throws, or skill checks. For a cavalier with one of the two helpful traits that's either a +4 or +5 bonus at level 2. Not too shabby. This bonus increases by +1 at level 8 and every 6 levels after.

Cleric


Surely an Aid Another bonus in a class as popular (and let's face it, necessary) as the cleric would have been noticed by now? Not exactly; you see the bonus comes from variant channeling (Ultimate Magic), which is something not a lot of players use. For clerics who take the Strategy option for variant channeling, and who channel positive energy, all Aid Another actions used by her allies during the turn add the cleric's channel bonus (+1 at level 1, +2 at level five, and increasing by another +1 every five levels) to the usual Aid Another bonus delivered. Certainly not something to sneeze at.

Pathfinder Chronicler


The very rarely played prestige class of the Pathfinder Chronicler (Core Rulebook 388) reflects the idea of a scribe, scholar, and tale-teller who accompanies great heroes and records their deeds. These Chroniclers also pitch in when needed, and that's where their improved aid ability comes from. At level 3 a Pathfinder Chronicler provides a +4 bonus when using the Aid Another action.

Steel Falcons


Andoran's Eagle Knights are famed far and wide for reasons that are alternatively good and bad. Because they must act together as a unit, particularly when facing slavers and other enemies of freedom, the Steel Falcons (Pathfinder Companion: Andoran, Spirit of Liberty) gain superior aid at level 2. This ability allows them to grant a +4 instead of a +2 on Aid Another actions.

Battle Herald


While it's out of order alphabetically, the Battle Herald (Advanced Player's Guide) is a class that is geared almost expressly toward helping the party achieve its full potential. A combination bard/cavalier (Order of the Dragon is a good base to work with, as well), the Battle Herald gains the Inspiring Command ability. While there's a laundry list of commands it's the Teamwork command that applies to this guide. This ability provides anyone using the Aid Another action with a competence bonus equal to the Battle Herald's inspiring command bonus, and if the ally is successful then the Aid Another bonus also increases by the Battle Herald's inspiring command bonus. That's an additional +1 at first level, and another +1 for every 3 levels after.

Magic Items


Seriously, just kiss it. It gives you a bonus.
Normally the meat of any build comes from feats, but in this case if someone really wants to add some solid numbers to their Aid Another the bonuses tend to come from magic items (and the above class features). The two items you're going to want on your side are:

Benevolent


This +1 enchantment (found in Ultimate Equipment) can be placed on both weapons and armor. When placed on a weapon it adds the weapon's numerical bonus to the Aid Another bonus that's provided on attacks. When placed on armor it has the same effect, but only for Aid Another actions meant to increase someone's armor class.

Ring of Tactical Precision


While it's hugely expensive, the ring of tactical precision provides a +1 to the bonus anyone wearing it provides through the Aid Another action. It also provides a +5 on profession (soldier) checks, and it allows a teamwork feat to be stored inside of it. 11k still seems a hefty price to pay, but if you find it in a horde you might not want to just pawn it at the local emporium glorium, sight unseen.

Gloves of Arcane Striking


While not typically used unless one is a straight caster, the gloves of arcane striking are useful for bards, magi, and others who intend to be using Aid Another. These gloves allow the user to transfer the bonus from the arcane strike feat as a bonus to Aid Another. That's a +1 for every 5 caster levels the user possesses, to a maximum of +5.

It All Adds Up


So how much of a bonus can you really give another player with the Aid Another action? What do the numbers really look like? Well, here's an example using the above rules and focusing on combat bonuses.

Let's begin with a halfling character who takes the helpful halfling trait. Right out of the gate he can provide a +4 bonus to his allies.

Take 3 levels of bard.

At level 6 take a level of Battle Herald. Learn the Teamwork Command for a +5 on Aid Another. This goes up to +6 at 10th level and +7 at 13th level.

Purchase a benevolent weapon (preferably a lance or whip so you can aid from a distance). If you have a +1 weapon at level 6 it provides a +6 bonus. If you advance this weapon to a +3 item then at level 10 you can provide a +9 bonus to your allies in combat. If you use your arcane strike to add onto your aid another bonus, that's more than a +10.

I cannot think of a single level where a +10 bonus to either attack or armor class is not a major game changer.

Post Edit Suggestion: Bodyguard


I continually thought this was part of the guide, but apparently it wasn't. The Bodyguard feat (Advanced Player's Guide) allows you to use attacks of opportunity to provide an aid another action to a party member you're adjacent to. Since the prerequisite is Combat Reflexes it's entirely possible that you can save the entire front line from a world of hurt without even taking up your actual action during the round.

You can also add Harrying Partners, which says once given, your aid another bonus lasts for a round instead of that single action.

Who's useless now?


As always, thanks for stopping by Improved Intiative's crunch section! If you'd like other helpful guides then check out this list of alchemical items every party should have. If you want to keep up to date with Improved Initiative and all of my other projects then feel free to follow me on Facebook and Tumblr, or to plug your email address into the box on the top right. If you'd like to help keep this blog going toss a tip into the jar by clicking the "Bribe the DM" button, or going to my Patreon page and becoming a patron today!

Friday, December 20, 2013

How to Top The Initiative Order (Almost) Every Time

When I first started this blog I asked the question "Who takes Improved Initiative?" I'm quoting the Gamers II, but it's a legitimate question. Many players are so concerned with having the highest strength, the deadliest weapon, or the most destructive spells that they forget one of the first rules of combat; the guy who throws the first punch is often the one who wins the fight.

Stop for a moment, and think about all of the times that going after the bad guy turned a challenging battle into an uphill slog through mud and blood. Sometimes it's a single spell, a single alchemical item, or a single sneak attack that can set the tone for a battle and completely change the tone of a fight. If the bad guy goes first it's a fireball, a color spray, a thunderstone, or any of a dozen other nasty surprises that can tilt a fight in the opponent's favor. The same rules apply to the party. Catching the villain flat-footed is a field day for rogues, spellcasters and gunslingers are more likely to hit, and it provides a peachy opportunity to move around as you please while the enemy can't take attacks of opportunity. Now that I've belabored the point about why Initiative is so important though, it's time for a laundry list for making your score the best it can be.

Traits
First man to go is often the last man standing.
Your initiative score starts with your dexterity modifier, but that doesn't mean that a low dex will doom you to always go last. Taking the right traits can give you a +2 straight out of the gate. While there are at least 4 traits that provide an initiative bonus, you can only use one of them; there's no trait stacking for a bigger bump. These traits are:

- Reactionary (Combat): You grew up bullied and constantly fighting: +2 initiative.
- Warrior of Old (Racial, Elf): You've been practicing war for more than some creatures' lifetimes: +2 initiative.
- Outlander (Rise of the Rune Lords, Exile Option): You were cast out of your homeland, and have been keeping one eye on your back trail ever since: +2 initiative.
- On Guard (Quadira, Gateway to the East): You are always ready. +1 initiative, and if you can act during the surprise round you may draw a weapon as a free action.

In addition to these traits, elves have an alternate racial trait they can take called Fleet-Footed. This takes away Keen Senses and Weapon Familiarity, but these elves gain Run as a feat, in addition to a racial +2 to initiative. Handy.

The Ifrit has a racial alternative that can help out as well. Wildfire Heart provides a +4 racial bonus to initiative, but it strips away the natural fire resistance that Ifrit receive. Tough choice.

Feats

There are not a lot of feats that deal with a character's Initiative, unfortunately. If there were then there would be a lot of players who always went first, regardless of what the rest of the party rolled. However, there are at least two feats those concerned with their standings in the initiative order should keep in mind.
Really, do you take black over white?
- Improved Initiative: The most common feat for those who want to go first, this feat gives the character a +4 bonus to all initiative checks (Core Rulebook 127).
- Noble Scion: Your character is a member of a proud, noble family. If you select Scion of War then you may use your charisma modifier instead of your dexterity modifier to determine your initiative (The Inner Sea World Guide 288).

Class Abilities

This is where the numbers start to really perk up for characters looking to go before anyone else. A number of classes provide initiative bonuses at fairly early levels, and that should be taken into consideration.
I'd do something quick, before it takes a deep breath.
Gunslinger Well-known for being fast on the draw, gunslingers get a +2 to their initiative at level 3, as long as they have at least 1 point of grit remaining. Just to add insult to injury, if the gunslinger in question also has Quick Draw and empty hands then the character may draw a weapon as part of the initiative check. Just picture how fast that is.

A particularly feared type of gunslinger is the Grand Marshal (Pathfinder Campaign Setting: Paths of Prestige). These law enforcement officers gain a number of abilities, but at second level they gain Danger Sense. Grand Marshals always act during the surprise round, and gain 1/2 their level as an initiative bonus.

Inquisitor No one knows the value of striking the first blow like the inquisitor. At second level these fanatics gain Cunning Initiative, adding their wisdom modifiers as a bonus to their initiatives. Additionally, with the feat Grant Initiative (Ultimate Magic 151) an Inquisitor may choose to transfer this bonus to an ally before initiative is rolled. An inquisitor's paranoia is infectious.

For those who take the Tactics Inquisition, 8th level is when you get the ability Grant the Initiative. This adds the inquisitor's wisdom modifier to all party members within 30 feet, as well as to the inquisitor. This effectively doubles the bonus received from Cunning Initiative.

Ranger Not to be outdone, the ranger has an initiative bonus as well. Provided, of course, that the ranger is within one of his or her favored terrains. A +2 bonus always applies due to the ranger's sheer familiarity with what the sights, sounds, and smells in an area should be, providing a nearly supernatural quickness when trouble breaks out.

Druid The druid World Walker (Ultimate Combat 43) gains the ranger ability mentioned above. Useful for those who are looking to get those terrain-altering spells off before the bad guys step out of the brush.

Duelist While a prestige class, the duelist gains Improved Reaction at level two. This ability provides a flat +2 initiative bonus, which increases to +4 at level 8. This is particularly helpful for these canny fighters, because going first allows them to set up a Parry, which is also gained at level two.

Wizard Wizards who specialize in the divination school gain the supernatural ability Forewarned. This allows them to always act in the surprise round. They also gain an initiative bonus equal to half their wizard level. At level 20 these wizards are considered to have always rolled a natural 20 on initiative.

Sohei A monk variant, the Sohei (Ultimate Combat 60) are soldiers and devoted horse masters. These characters may always act in the surprise round, and they gain a bonus to their initiative equal to half their character levels. At 20th level, every initiative check is considered a natural 20. This is the exact same ability that wizards who specialize as diviners get, but Sohei are much more martially inclined.

Cleric Some battle clerics specialize in planning and execution over magic. The Divine Strategist (Ultimate Combat 40) always acts in the surprise round, and gains an initiative bonus equal to half his or her cleric level. At level 20 the Divine Strategist is considered to have rolled a natural 20, but what's more allies who can see and hear the Divine Strategist gain a bonus on their initiative checks equal to 1/4 the strategist's cleric level. This replaces channel energy though, which is a hefty price to pay.

Fighter The battlefield is where most fighters feel at home, but some of them can always figure a way to turn terrain to their advantage. The Tactician variant (Ultimate Combat 47) exchanges Bravery for Tactical Awareness at level 2, gaining a +1 to Initiative instead of a bonus on saves against fear at second level and every four levels thereafter.

Oracle Oracles are one of the most variable classes, and their abilities manifest in a dozen different ways. Several types of oracles gain initiative bonuses via their mysteries.

Juju and nature oracles both get access to Natural Divination. This ability has multiple uses, but once every 24 hours it provides a +4 bonus on a single initiative check. Use of this bonus must be declared beforehand.

Battle oracles have access to the ability War Sight. These oracles always act in the surprise round, and may roll twice for initiative (three times at level 11) and take the best result. If these oracles fail to notice the ambush with the proper check though, they still go last in the surprise round regardless of their initiative checks.

Paladin Paladins are rarely shy about being the first into the fray, but the Sword of Valor (Inner Sea Magic) is renowned for her ability to always react first to ambushes. These characters gain the ability First Into Battle, which replaces Divine Grace. They add their charisma as a bonus on initiative checks, and for the cost of a single smite evil or lay on hands usage these paladins may act in the surprise round.

Witch Not to be left out, witches gain access to the compsognathus, which is a small dinosaur familiar. This familiar, in addition to its poisonous bite, grants its master a +4 initiative bonus.

Alchemist The mad scientist's mutagen provides a solid dexterity bonus, if one selects a dex-based formula. At lower levels it might not be feasible, but higher level alchemists have mutagens that can last for nearly an hour or more. That will keep you on your toes.

Magus The magus is everyone's favorite caster; one part wizard, one part fighter. The Kensai variant (Ultimate Combat 55) focuses more heavily on the fighter aspect, but it also provides some handy abilities. At 7th level the Kensai gains Iajutsu, which adds the magus's intelligence modifier to initiative as well as dexterity. The kensai may make attacks of opportunity while flat-footed, and may draw a weapon as part of taking an attack of opportunity. At 13th level the kensai may always act in the surprise round in addition to drawing a weapon as a swift action, and at 19th level is considered to have always rolled a natural 20 on initiative.

Rogue While rogues gain the most from taking actions while everyone else is flat footed, there are no abilities that allow them to take actions during the surprise round. The bandit archetype (Ultimate Combat 71) does allow 4th level rogues to take a full action during the surprise round, rather than a move or a standard action. That's a move, a standard, and a swift, which isn't too shabby when combined with other options.

Magic Bonuses

There's always a way to squeeze out another few points here or there when it comes to a score, and magic is traditionally the way that gets done in Pathfinder. For those who want to be absolutely sure their characters get to kick evil in the balls as soon as it finishes its monologue (if not before it starts) here are a few extra ideas.
And I'm taking my action before you do.
Dueling Weapons Dueling weapons, found in both the Advanced Players Guide and Ultimate Equipment, have a slew of abilities. One of them is providing a +4 bonus to initiative checks if the weapon, which must be something that can be used with the Weapon Finesse feat, is in hand. A cheap way to do this is to get a dueling spiked gauntlet or cestus, which can be worn and is considered drawn at all times.

Spells As with most other areas of the game, spells are a little light when it comes to initiative checks. However the first-level spell Anticipate Peril adds +1 per caster level to a maximum of +5 to the next initiative check someone has to make. The spell lasts for 1 minute per level though, so it's much better at higher levels. Less useful, though helpful all the same, is Cat's Grace. Providing a simple dexterity bonus for minutes per level can be very helpful right before kicking in the door, and it also ups one's finesse attacks and armor class at the same time. This won't stack with a stat-enhancing magic item though, so make sure you don't perform a convenient math error.

Making it All Make Sense

It's possible to tweak a character's initiative to ridiculous levels, particularly if a player takes one thing out of every category above and applies it all to a single person. It is then the player's job to explain to the DM, as well as to the rest of the party, where this ridiculous number came from.

This isn't as hard to do as many players think it is. For instance, a hunted gunslinger whose hands are faster than her mouth may have been looking over her shoulder for years. Perhaps she can't sleep peacefully, and even the slightest noises put iron in her hands. She might suffer from tics, or post-traumatic stress. Play that up. Alternatively say that an elven inquisitor is 400 years old, and he's fought in more wars than some families have generations. He's sensitive to the ebb and flow of body language, the movement of his opponents and the environment around him. Like any truly experienced professional he sees signs that most people miss, and he can prepare his reactions beforehand. If you know in your bones an ambush is coming, you can react much more quickly when it comes. Whatever your reason, don't just bulk up a stat and leave it sitting there like a massive elephant in the middle of the table that's blocking the map along with the Cheetos bowl.
Backstory is important. We aren't just going to roll with this.
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