Type |
Initiative Modifier |
'Unarmed' (Da-Khar, Garde, etc.) |
-1 |
One-Handed Weapon (sword, club, etc.) |
0 |
Staff |
0 |
Two-Handed Weapon (greatsword, halberd, etc.) |
-3 |
Drawing/Readying a Weapon
If a weapon must be drawn prior to use (including drawing an arrow from a quiver, knife from a sheath, etc.), the character suffers an Initiative penalty due to the extra time required.
Draw/Ready a Weapon |
Initiative Modifier |
-5 |
Missile Weapons
Missile weapons (including throwing knives, spears, etc.) are extremely fast to use if the weapon is in hand and ready to fire (such as a bow being carried in firing pose, with an arrow already nocked, or a throwing knife held ready by blade tip). In such situations, the character is likely to be able to fire/thrown before a melee opponent can retaliate.
Situation |
Initiative Modifier |
Missile/thrown weapon ready for immediate use |
+5 |
Spell Mode |
Initiative Modifier |
Defend |
-3 |
Attack |
-5 |
Summon |
-10 |
All Others |
-7 |
Alternative Initiative Roll
If you believe a character's ability with the 'weapon/magic/skill' they are using is the real factor in how quickly they act, simply substitute their overall Skill Bonus for whatever skill they are using in place of their SPD attribute when making the Initiative roll.
This rule must be applied to all characters, creatures, etc., and does vary depending on what skill they are using each round.