| Rerednaw |
After reading about the Lookout teamwork feat I was curious.
Lookout (Combat, Teamwork)
Your allies help you avoid being surprised.
Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.
How many ways are there to act in the surprise round?
How to get a full round in surprise rounds?Looking for class features, racial, archetype, feats, spells, anything. Please cite sources. :)
Found one...Time Mystery for the Oracle.
Temporal Celerity (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.
In my current game I have a character who always acts in the surprise rounds (he's currently level 3) so there must be low level options as well.
| SlimGauge |
Be a diviner, they have "Forewarned"
You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Getting a full-round action in the surprise round is harder, but I know it's doable.
| MightyK |
Oracle Battle Mystery: War Sight (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.
Mazlith
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Rouge Bandit Archetype:
Ambush (Ex)
At 4th level, a bandit becomes fully practiced in the art of ambushing. When she acts in the surprise round, she can take a move action, standard action, and swift action during the surprise round, not just a move or standard action.
This ability replaces uncanny dodge.
Worldbuilder
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Sandals Of Quick Reaction: When the wearer acts during a surprise round, he can take a standard and a move action during the surprise round. If the wearer already has the ability to take a standard and a move action during the surprise round, he instead gains a +10 circumstance bonus to speed when acting during a surprise round.
Works great with my diviner/arcane trickster. Nothing like blasting a foe for 150 damage and getting to sneak away. They hate that.
Also, a single level dip in Sohei(which you can combine with Master of many styles) gives you a whole lot of goodness. I did it with my reach rogue so he could also attack adjacent(hes a cleaving rogue, skulking slayer) and I get great mileage out of it. All the +'s to saves and dragon style to charge on difficult terrain. Monks are super front loaded.