Initiative
Initiative
Weapon Initiative and Weaponless Initiative
-Determined by rolling an unmodified d10 for every attack that can be made during the round, or by using the optional Default Initiative Chart.
-The result represents the segment that the Character makes an attack, therefore the lower the number, the sooner the attack takes place.
Spell initiative
-Determined differently than Weapon Initiative. At the beginning of the round (segment 1) the Player states whether the Character is going to cast spells or fight with their Melee Weapon, or take some other action. If the Character chooses to cast a spell, then they state whenever they wish to begin casting. They may start on segment 1 if they wish, or after. If the spell is a Standard Action (Delay 4) in the spell description, then they will cast the spell 4 segments later. So, a Spell that was started on 1, casts on 5. A spell started on 4, casts on 8. A spell started on 8, casts on 2-the next round.
-When a casting level reaches 20th, the caster may cast two spells per round as long as the Casting Time is listed as 1 Standard Action or quicker, or instead they may make a melee attack at the last segment of the round if they choose not to cast the second spell. They simply start casting the next spell immediately after casting the first. Therefore, if the caster starts the first spell on segement 1, it will cast on 5; the next spell is started on 6, and will cast on 10.
Being Wounded While Casting
-If wounded while casting on any segment except the last segment of the casting, the caster must successfully make a Concentration Check (DC equal to 10 + damage taken + level of the spell trying to cast), or have to restart the casting. If successful, the spell is only delayed by 1 segment.
-If wounded on the last segment of the casting, the spell completes normally, and is considered to finish simultaneously with the attack. Likewise, an attacker or caster who would have been disabled by the spell, simultaneously completes his or her attack, and is disabled thereafter. It is entirely possible for two foes to destroy/disable each other on the same segment.
Casting Cantrips
-Cantrips and Orisons may in some cases can be cast multiple times during a round. Use the Character’s Caster Level and use it in place of Base Attack Bonus on the chart for Number of Attacks Per Round, using the Standard column-Delay 4, if not using the Simplified Number of Attacks system. This determines how many Cantrips or Orisons may be cast during a round. Initiative is then handled like Weapon Initiatives. One cantrip may be cast on any segment they choose (except a segment where a casting is already taking place) and the remaining are determined by normal initiative. Cantrips have no casting time and therefore may not be interupted. A grappled, bound, or otherwise caster may not cast cantrips or spells.
Unintentional Initiative Delay
-It can sometimes be assumed that a Character may be taking certain action during the segments leading up to their initiative, such as drawing weapons, removing a potion from a pouch, etc. This assumes that they have time to perform the action before their initiative takes place, and are out of range of an opponent who may take an Attack of Opportunity. In some cases, the Player may have to track their Character’s actions.
_-Sometimes actions may unintentionally delay initiative, such as not having a weapon drawn, or changing weapons at the time their intiative takes place. The Dungeon Master can assign how many segments that the Character is delayed. As a quick guide, the Dungeon Master can break up the actions to determine how long the delay could be. Keeping it quick and simple is the key. Here are some examples:
Drawing a sword or mace: Grasp hilt (Delay 1) > Draw sword/mace (Delay 1)= Delay 2 segments
Drawing 2 swords at once: Grasp hilts (Delay 1) > Draw swords (Delay 1)= Delay 2 segments
Switching from a dagger to a sword: Align dagger sheath (Delay 1) > Sheath dagger (Delay 1) > Grasp sword (Delay 1) > Draw sword (Delay 1) = Delay 4 segments
Drawing and drinking a potion from a buttoned/secured belt pouch with two hands: Grasp pouch/undo button/fastener (Delay 1) > Reach inside/grasp potion (Delay 1) > Draw potion/grasp lid/stopper (Delay 1) > turn/pry lid/stopper (Delay 1) > Open (Delay 1) > Place opening to mouth/tip/drink (Delay 1) = Delay 6 segments
-If a Character is performing basic miscellaneous actions or has not decided its initial actions at the beginning of the round (not sure what to do), they may be allotted a Number of General Actions Per Round based on their weaponless speed (See Number of Attacks Per Round). If they have not performed any actions when their initiative occurs and finally decides to attack, then simply add their Weapon Delay # (or add 4 if using the Simplified Number of Attacks system) to the segment that their Weaponless Initiative landed on, and go from there; or allow them to attack on segment 10; or at the Dungeon Master’s discretion, may allow the character to perform the attack immediately, without delay. In the case of spells, the character may either add 4 segment delay to the initiative; or cast on segment 10; or at the Dungeon Master’s discretion, may allow the character to perform the spell immediately, assuming that there was enough time to cast, and no enemy interuptions took place during the round.
