Reckless Celerity (3.5e Feat)

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Author: Zhenra-Khal (talk)
Date Created: 1/19/2016
Status: Complete
Editing: Clarity edits only please
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Reckless Celerity [Fighter] Prerequisites:  Power Attack, Improved Initiative, Dexterity 15 or higher.Benefit: On your turn, you can choose to enter Reckless Celerity. Doing so takes no action, but can only be done on your next turn. When it is activated, you take a penalty to your AC no greater than your Dexterity modifier (Minimum -1) until the end of your next turn. However, the same number is added to your Initiative count, which could change your place in the initiative count. The new number is your initiative for that round; At the end of that round, you can choose to either maintain Reckless Celerity (Keeping your new place in the initiative count AND the AC penalty), or move back to your old Initiative count. However, because this changes your place in the initiative count until the end of the round, it doesn't let you act twice in one round. Example: For example, Joey (Dexterity 16) rolls a 12 for initiative; When the modifiers (+3 for his Dexterity and +4 for Improved Initiative) are added, his initiative number is 19. He could choose to take a -3 penalty on his Armor Class to increase his initiative count to 22 for the rest of the round. On the next round, his initiative count returns to 19, unless he chooses to maintain Reckless Celerity for another round.Special: This feat cannot be used while flat-footed, but use of this feat does not cause you to become flat-footed, nor does it allow others to Sneak Attack you.



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Article BalanceVery High +
AuthorZhenra-Khal +
Identifier3.5e Feat +
Prerequisite Power Attack +, Improved Initiative + and Dexterity 15 or higher. +
RatingUndiscussed +
SummaryMuch like Power Attack or Combat Reflexes, you can trade AC for Initiative. +
TitleReckless Celerity +
TypeFighter +