initiative, Awareness (reqs: Wis 13) use WIS vs DEX for Init
Initiative, Improved: +4 Init
Initiative, Master (reqs: Wis 13, Improved Initiative, Level 4) +5 Init, Not FF during Surprise Rounds
Initiative, Sudden Action: (reqs: Combat Ref, Improved Init, Mobility, Quick Draw) Treat Surprise Rounds as a Normal Round; Not FF during Surprise Round
Initiative, Superior (reqs: Improved Init) +10 Init
Inner Depths of the Soul (reqs: Int 13, Wis 13, Cha 13) Any time you cast magic that requires an XP cost, reduce it by 10% (round up); Stacks, but not to Below Zero.
Intimidation, Combat (reqs: Intimidate 4, Cha 13) 1x/Round, Free Act, make an Intim check against an adjacent Target; or as Move, all you Threaten
Intimidation, Cutting Words (reqs: Cha 13, Intimidate 5) As Standard Act, provoking no AoO, may make Intim attempt at a range of 100 feet without needing to Threaten the Target in Melee.
Investigator: +2 Gather Information checks and Search
Item Creation, Efficient (reqs: Item creation feat, K arcana 24, Spellcraft 24) It takes 1 day Per 10K GP (Min 1) instead of 1 day per 1K GP; all other requirements remain unchanged.
Item Creation, Fast (reqs: Item Creation Feat, 4th Level Spells) Add 1K GP to what you can create per day; Stacks as an additional +1K GP per day; can't reduce below 1 Day to create (no negative numbers)
Items, Magical, Additional: You can wear one more Magic Item in a slot, within reason; extra rings, belts, amulets, etc are fine, but extra armor, boots, or shields are right out; use common sense; stacks as +1 item per slot
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