Neal Litherland |
Zigniber |
Inspired Initiative is a third-party spell, and thus potentially subject to veto by many GMs. However, Anticipate Peril from Ultimate Magic does the job better anyway, by granting up to +5 initiative by fifth level. And if your GM is the permissive type, by RAW, the two spells should stack. It's also notable for being one of the few ways Alchemists can boost their initiative, beyond the effects of Cat's Grace and a Dex mutagen.
ArmouredMonk13 |
Warrior Priest feat gives a bonus to initiative.
Not sure if its relevant, but if you take the Improved Initiative feat, a Greensting Scorpion familiar, a 20Dex, Reactionary trait, and are an ifrit with the racial trait that gives an initiative bonus, you can have a +19 Initiative at first level as a wizard/sorcerer.
Damon Griffin |
Ranger Not to be outdone, the ranger has an initiative bonus as well. Provided, of course, that the ranger is within one of his or her favored terrains. A +2 bonus always applies due to the ranger's sheer familiarity with what the sights, sounds, and smells in an area should be, providing a nearly supernatural quickness when trouble breaks out.
This bonus can be higher for the Ranger, since every time they get a new favored terrain, one of the terrains (can be the one just chosen) goes up by +2.
Also, the Guide variant of Rangers in the APG grants a +2 Init bonus to any of his allies (within a favored terrain) that can see and hear him, via Terrain Bond.
Rerednaw |
Elf with 16 dex
Wizard.
Diviner.
+1/2 level (min +1) to init and always gets to act in surprise round. At level 20, init rolls are considered natural 20's.
Familiar: greensting scorpion or compsagnathus. +4
feat: improved init. +4
trait: reactionary +2
dex: +3
+1+4+4+2+3=+14 at level 1.
Not terrible. Could be better.
Unruly |
An Ifrit with the Wildfire Heart alternate racial trait gets a +4 racial bonus to initiative. Add in the Reactionary trait and you get a +2 trait bonus. Improved Initiative gets +4.
Without even adding in bonuses for class abilities or your dex mod, you've got a +10 initiative right out of the gate.
Make him a Diviner Wizard with the greensting scorpion familiar and you get a minimum of +15 init without accounting for Dex.
Put your Dex at 16 via points(18 after racials) and you get +19 init at level 1. (4+2+4+1+4+4=19)
Not the most optimal race choice for a wizard, but not entirely terrible. And then you're near the top of the initiative order even if you roll a 1. And you can act during the surprise round no matter what.
Sarrah |
Elf Wizard.
Improved Initiative (+4)
18 dex (+4)
trait (+2)
alternate elf racial: Fleet-Footed (+2)
familiar: greensting scorpion (+4)
wizard school: Divination (+1/2 wizard level, minimum 1, always act in surprise round)
Ancitipate Peril (+CL (max +5))
Gifted Adept +1 CL
AEther (20g) +1 CL
At Level 1, a maximum of +20 initiative
*the ifrit thing mentioned above would raise this to a +22*
Sandals of quick reaction allow both move and attack during the surprise round. This is the only item I know of that does this.
Rerednaw |
I didn't go with some of the combinations because while going first is great...going first and being able to be effective is better. :)
Ifrits do not get a racial bump to int, so that dings a wizard concept. Which is why I went with an elf. Elves don't get the option for a +4 init racial modifier, but they don't sacrifice intelligence either.
Also I went with a 16 dex because I figure you want your best score in Int as a wizard.
But yeah if you want to max out init, you could go with a class-race combos that don't sync in other respects (bonus spells, casting DCs, other silly things) and focus on going first.
+22 at level 1 does sound quite impressive. :)
Aelryinth RPG Superstar 2012 Top 16 |