Initiative
Rank 1
Traits
- Action Point Reserve: Each turn, you may sacrifice your move, swift, and/or standard action to gain 1 temporary AP, lasting until the start of your next turn. Max AP gained each turn is 1 per Initiative rank. (Similar to "ready an action", except you don't have to ready a specific action, nor say what you're readying for)
- Blitz: When attacking flat-footed foes (not unaware foes, but those who haven't acted yet in the encounter), you gain +50% damage.
- Improved Initiative: When rolling initiative, you roll two d20s, and keep the higher result.
Feats
| Feat | Prerequisite | Description |
|---|---|---|
| First Post |
- |
You may use a single swift action or two free actions at start of combat, regardless of initiative order. |
| Quick Draw |
- |
You reduce the action to draw or reload a weapon by one step. |
| Vigilance |
- |
You are always forewarned of danger, even while asleep. You become alert one round before each encounter begins (if asleep, you instead awaken and become alert in the first round). You suffer no penalties to Perception to notice danger due to lack of alertness or even unconsciousness. |
Rank 2
Traits
- Shock and Awe: Your first attack (per encounter) against flat-footed opponents is an automatic critical hit (if it is capable of critically hitting).
- Tactical Insertion: When combat begins, you may adjust your position by up to one normal move action before anyone can act. Treat this movement as an immediate action, as if you had used Action Points to move.
Feats
Rank 3
Traits
- Greater Tactical Insertion: You do not need to use Tactical Insertion immediately; you may use it at any point in the first round of combat. Before you use it, you have no position on the map, and cannot take actions, including immediate actions (other than to place yourself).
Feats
Rank 4
Rank 5
Traits
- Epic Initiative: You may roll a second d20 when setting your combat order, and add the two results.