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This one might sound like a quick and easy one, but it can actually take you back a bit and relook at some of the ability scores.
Basically Initiative (or INIT for short) is just your dexterity modifier, plus the bonus from any feats which give you initiative modifiers (such as Improved Initiative or Blooded).
Well in taht case you've got two choices, you can either increase the dexterity of the creature, or give it a feat liked improved initiative. The first produces an overall 'faster' creature, better at reacting to threats as well as avoiding being hit (AC bonus) and other skills that require high dexterity (such as Move Silently). If they have ranged attacks they would also improve.
The second gives the creature only a bonus to combat initiative, but you really should think before giving feats to creatures. More on this in Class 11 - Skills and Feats.
Example 1: Out ooze has a dexterity of 12. Therefore its base initiative is +1.
Example 2: Our huge fella is very fast, and therefore has a high initiative. His dexterity of 22 gives him a base initiative of +6
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