How to Top The Initiative Order (Almost) Every Time
When I first started this blog I asked the question "Who takes Improved Initiative?" I'm quoting the Gamers II, but it's a legitimate question. Many players are so concerned with having the highest strength, the deadliest weapon, or the most destructive spells that they forget one of the first rules of combat; the guy who throws the first punch is often the one who wins the fight. Stop for a moment, and think about all of the times that going after the bad guy turned a challenging battle into an uphill slog through mud and blood. Sometimes it's a single spell, a single alchemical item, or a single sneak attack that can set the tone for a battle and completely change the tone of a fight. If the bad guy goes first it's a fireball, a color spray, a thunderstone, or any of a dozen other nasty surprises that can tilt a fight in the opponent's favor. The same rules apply to the party. Catching the villain flat-footed is a field day for rogues, spellcasters and gunslingers are more likely to hit, and it provides a peachy opportunity to move around as you please while the enemy can't take attacks of opportunity. Now that I've belabored the point about why Initiative is so important though, it's time for a laundry list for making your score the best it can be. Traits
First man to go is often the last man standing. Your initiative score starts with your dexterity modifier, but that doesn't mean that a low dex will doom you to always go last. Taking the right traits can give you a +2 straight out of the gate. While there are at least 4 traits that provide an initiative bonus, you can only use one of them; there's no trait stacking for a bigger bump. These traits are: - Reactionary (Combat): You grew up bullied and constantly fighting: +2 initiative. - Warrior of Old (Racial, Elf): You've been practicing war for more than some creatures' lifetimes: +2 initiative. - Outlander (Rise of the Rune Lords, Exile Option): You were cast out of your homeland, and have been keeping one eye on your back trail ever since: +2 initiative. - On Guard (Quadira, Gateway to the East): You are always ready. +1 initiative, and if you can act during the surprise round you may draw a weapon as a free action. In addition to these traits, elves have an alternate racial trait they can take called Fleet-Footed. This takes away Keen Senses and Weapon Familiarity, but these elves gain Run as a feat, in addition to a racial +2 to initiative. Handy. The Ifrit has a racial alternative that can help out as well. Wildfire Heart provides a +4 racial bonus to initiative, but it strips away the natural fire resistance that Ifrit receive. Tough choice. Feats There are not a lot of feats that deal with a character's Initiative, unfortunately. If there were then there would be a lot of players who always went first, regardless of what the rest of the party rolled. However, there are at least two feats those concerned with their standings in the initiative order should keep in mind.
Really, do you take black over white? - Improved Initiative: The most common feat for those who want to go first, this feat gives the character a +4 bonus to all initiative checks (Core Rulebook 127). - Noble Scion: Your character is a member of a proud, noble family. If you select Scion of War then you may use your charisma modifier instead of your dexterity modifier to determine your initiative (The Inner Sea World Guide 288). Class Abilities This is where the numbers start to really perk up for characters looking to go before anyone else. A number of classes provide initiative bonuses at fairly early levels, and that should be taken into consideration.
I'd do something quick, before it takes a deep breath. Gunslinger Well-known for being fast on the draw, gunslingers get a +2 to their initiative at level 3, as long as they have at least 1 point of grit remaining. Just to add insult to injury, if the gunslinger in question also has Quick Draw and empty hands then the character may draw a weapon as part of the initiative check. Just picture how fast that is. A particularly feared type of gunslinger is the Grand Marshal (Pathfinder Campaign Setting: Paths of Prestige). These law enforcement officers gain a number of abilities, but at second level they gain Danger Sense. Grand Marshals always act during the surprise round, and gain 1/2 their level as an initiative bonus. Inquisitor No one knows the value of striking the first blow like the inquisitor. At second level these fanatics gain Cunning Initiative, adding their wisdom modifiers as a bonus to their initiatives. Additionally, with the feat Grant Initiative (Ultimate Magic 151) an Inquisitor may choose to transfer this bonus to an ally before initiative