Going First in Combat


Advice

Scarab Sages

I have a straight tripping/disarming magus build that I am going to use for PFS (see the avatar for details). It is a strength reach build so the dex is only 12. It will be alot more effctive if I can go first in combat.

I can take the reactionary trait for a +2 to initiative.
I could take the improved initiative feat, but I would have to drop something else that I really really want to get it.

Is there any equipment I can get that will give a bonus to initiative? (I have gotten UE but have only just started looking through it so far.)

I think there were a few spells that also give a bonus to intitative, but I can't remember which ones off the top of my head. But I seem to remember that they were all short duration spells so I could only cast them right before combat to have any effect.

Of course i will also put some points into sense motive and perception to try and keep from being surprised too often.

Of course vanish would help some. An opponent can't close and attack me first if it doesn't know I'm there. But I really am wanting to trip/disarm before my allies go so they have an softer target.

Am I missing anything else that could help me out with going first in combat.


The dueling weapon enchantment grants +4 initiative if you have the weapon drawn when initiative is rolled. You can only put it on a finessable weapon, but getting a spiked gauntlet should cover that.

And if you can spare the arcana, you could get a famliar that grants another +4.


This may just be me, but if you're wanting to focus on combat maneuvers why not use a class thats designed more for that than the magus?

Also, I'd be remiss if I didn't mention the Dueling Weapon enchant listed in the Pathfinder Society Guide. It add's double your weapon enhancement to combat maneuvers that use your weapon. So a +5 weapon would end up with a +15 (+5 enhance, +10 from Dueling).


I'm being really lazy here, and I don't know FPS restrictions, but there is an ioun stone that grants an initiative bonus. I think it's a cracked or flawed one, and it's cheap.

The Exchange

http://paizo.com/threads/rzs2px3b?Need-More-Initiative#7


If you are making a magus, take the kensai archetype for better initiative.

Scarab Sages

Wait is that 2 different weapon enhancements that give different bonuses or does it grant both? I'm gonna have to look that up when I get home.

Claxon wrote:
This may just be me, but if you're wanting to focus on combat maneuvers why not use a class thats designed more for that than the magus? ...

I like to have magic.

Wand wielder and spell combat to give a +18 total (+20-2) to a combat maneuver check seems great to me at low levels.

I have seen a maneuver monk and a tripping fighter that couldn’t do much vs. enemies that CM won’t work against. If something can’t be tripped or disarmed, I still can have AoO all over the place with 15’ reach plus spell combat (and all the other goodies) like a baseline magus.

Blave wrote:
...And if you can spare the arcana, you could get a famliar that grants another +4.

I forgot that some familars can give initiative bonus and that a magus could get one. I will have to put that in my list to consider.

snobi wrote:
http://paizo.com/threads/rzs2px3b?Need-More-Initiative#7

Thanks, I didn't know about that list.

Shimesen wrote:
If you are making a magus, take the kensai archetype for better initiative.

I have considered the kensai. But I really don't like to give up any of my casting. I'm kinda on the fence about that. I keep switching back and forth. i will have to decide after the next session with this guy because he will be 2nd level and set at that point.


Jorin wrote:
I have considered the kensai. But I really don't like to give up any of my casting. I'm kinda on the fence about that. I keep switching back and forth. i will have to decide after the next session with this guy because he will be 2nd level and set at that point.

Pearls of power are pretty cheap.


The Lookout feat, and stand next to a guy with killer perception (if you don't have it maxed). If they can act in the surprise round, you can act too.

Familiar arcana, scorpion for +4init, and +2 perception to try and not be surprised.
Traits for +2 each, there are several, and you can get 2 of them, but being a Magus you're probably taking one for the metamagic trait.
Kensai, add int to init, but not until level 7, you need it sooner.

bumping dex, there are a couple of items that do that and don't take your belt slot.

Ioun stone, there's an initiative one I think, don't have the full list here.


Jorin wrote:
Wait is that 2 different weapon enhancements that give different bonuses or does it grant both? I'm gonna have to look that up when I get home.

Two different enchants, same name. One is found in the Pathfinder Society Fieldguide. The other is found in Advanced Players Guide.


+1 on those Dueling enchants, the one from the APG/UE on a spiked gauntlet, requires +2 weapon, the one out of the Fieldguide for combat maneuvers on your main weapon. My main PFS fig/rog has a dueling scorpion whip, I don't even have the feats as doing it at range doesn't provoke if they don't have reach, and at 8th level i'm running mid teens on my CMBs for trip/disarm/steal/dirty trick/drag/reposition.

Not enough to make them my go-to options, but coming out of invis and snatching the clerics holy symbol from 10ft away has changed a fight or two. I could have them in the low 20s if I really wanted them, and still be a 22str heavy flail power attacker when they didn't work.

Scarab Sages

TGMaxMaxer wrote:
The Lookout feat, and stand next to a guy with killer perception (if you don't have it maxed). If they can act in the surprise round, you can act too. ...

Feat starved already, that's why I'm not taking improved initiative if I can avoid it.

TGMaxMaxer wrote:
... Familiar arcana, scorpion for +4init, and +2 perception to try and not be surprised. ...

Does that require improved familiar? I haven't researched the familiars before.

TGMaxMaxer wrote:

... Traits for +2 each, there are several, and you can get 2 of them, but being a Magus you're probably taking one for the metamagic trait.

Kensai, add int to init, but not until level 7, you need it sooner. ...

Traits don't stack but I will probably take one of them.

Grand Lodge

except that the dueling scorpion whip bonus doesn't apply to drag or steal. (which makes me sad. Especially the steal part of that.)


A single level dip into wizard (diviner).

Scarab Sages

Well I don't think a +1 to initiative from diviner is equal to losing a level a magus goodness.


Greensting Scorpion is a basic familiar, no imp familiar needed.

@FLite

You can absolutely apply a dueling whip bonus to drag, reposition, and steal. Per SKR, trip weapons are applied to drag and reposition in order to not have to add drag and reposition to the list of weapon specials, and the Steal Maneuver itself says a whip can be used, which means the weapon bonuses apply.

Steal Maneuver, APG wrote:
Although this maneuver can only be performed if the target is within your reach, you can use a whip to steal an object from a target within range with a –4 penalty on the attack roll.

Silver Crusade

Jorin wrote:
Well I don't think a +1 to initiative from diviner is equal to losing a level a magus goodness.

Well, you'd also get a couple of pre-rolls, the ability to act in the surprise round, access to a bunch more wands, a few more first level spells and another bunch of cantrips, as well as a bonded object or familiar.

Scarab Sages

Ok, I actually really like both of those dueling enhancements. I probably like the one in UE a bit better. But I think I will eventually get both put on the whip since it is a finessable weapon and the one from UE is a flat fee not a +equivalent.

dexterity 14, +2 ability initiative
reactionary, +2 trait bonus
greensting scorpion, +4 untyped initiative (arcana at level 6)
dueling UE, +4 enhancemet initiative
IF kensai, +4 untyped initiative (iaijutsu at level 7)
wand anticipate peril, +1 insight initiative
scroll good hope, +2 morale initiative (if initiative is an ability check which I'm not sure it is)
cracked dusty rose ioun stone for +1 competence initiative
zerg drug, +1 alchemical initiative
------------------------
HOLY CARP! By 7th level I could have a total of +21 to initiative

Grand Lodge

TGMaxMaxer wrote:

Greensting Scorpion is a basic familiar, no imp familiar needed.

@FLite

You can absolutely apply a dueling whip bonus to drag, reposition, and steal. Per SKR, trip weapons are applied to drag and reposition in order to not have to add drag and reposition to the list of weapon specials, and the Steal Maneuver itself says a whip can be used, which means the weapon bonuses apply.

Steal Maneuver, APG wrote:
Although this maneuver can only be performed if the target is within your reach, you can use a whip to steal an object from a target within range with a –4 penalty on the attack roll.

You can appy the whip, but not the bonus from dueling enhancement. Check the second half of the dueling weapon description

A dueling weapon bears magical enhancements that makes
it particularly effective at performing certain combat
maneuvers. When a dueling weapon is used to perform a
combat maneuver that utilizes the weapon only (see below),
it grants a luck bonus equal to twice its enhancement
bonus on the CMB check made to carry out the maneuver.
The dueling weapon also grants this same luck bonus to
the wielder’s CMD score against these types of combat
maneuvers. These combat maneuvers include disarm and
trip maneuvers, but not bull rush, grapple, or overrun
maneuvers. If you’re using the additional combat maneuvers
in the Advanced Player’s Guide, this also includes any
dirty trick maneuvers that utilize the weapon, as well as
reposition combat maneuvers, but not drag or steal combat
maneuvers.
Note that this luck bonus stacks with the
weapon’s enhancement bonus, which in and of itself adds to
CMB checks normally.

(note that as a gnome prankster, I really wish this would change.)


You could go extremely cheap and Delay until the top of the initiative order when you don't win initiative, it may irk your party to do that every fight though. Also, going last can sometimes be better tactically if everyone else is a speed demon, nothing says you have to be in the middle of the fight all the time.

Scarab Sages

Heimdall666 wrote:
You could go extremely cheap and Delay until the top of the initiative order when you don't win initiative, it may irk your party to do that every fight though. Also, going last can sometimes be better tactically if everyone else is a speed demon, nothing says you have to be in the middle of the fight all the time.

The point though is I want to disarm trip people before they can close with me (or other squishies) and to make them easier softer targets for the rest of the group.


I think you need to take into account who else is in your party. If you think other people are squishy, so are you as a magus. Tripping is great fun but it is usually only on one opponent at a time, unless you tie it to a grease spell. Without the addition of dex to initiative I think the math will not work in your favor with being a one trick pony of a magus. You could probably do better longterm making a maneuver master monk, trip fighter, or synthesist tripper if thats your gig. The benefit of a tripper character is having either the means yourself or having a lot of buddies to take advantage of the AOO provoke from the bad guy standing up. You could do almost as well with a wand of magic missiles and a toppling meta-rod and get multiple trips in one round, without being feat tied to initiative random numbers, and being able to do it all from range.
I tried a feint/trip build, and it works best with a rogue with a lot of AOOs as a flanker/buddy.

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