Getting a Really Low Initiative


Advice

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Sovereign Court

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Pathfinder Starfinder Adventure Path Subscriber

Mostly as a joke, I'm trying to get my initiative as low as possible on one character (minus the deafened condition due to the spell failure). I have a 7 DEX and a Flawed Dark Blue Rhomboid Ioun Stone, but I'm coming up blank on any other ways to decrease my initiative. Anyone have any ideas?

This is for a PFS-legal Thassilonian Specialist (sloth) wizard 2 looking to go into bloatmage.

Spoiler:
Yes I know dumping your initiative on a wizard isn't a great idea. That's not stopping me from doing it.


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The Robe of Vermin cursed item (it's near the bottom) knocks your initiative by -5 in addition to its other ill effects.

Also, the Lovesick drawback from Ultimate Campaign gives a -2 to initiative.


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Woo hoo! Is it possible to act in the NEXT round if you go too low? =)


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A Sloth Wizard? I'd get the highest possible initiative I could get! ... And then in the first round of combat, I'd delay until I go last anyway.

You know, I COULD go earlier, but it's just waaaaay too much efford :D

Sovereign Court

Pathfinder Starfinder Adventure Path Subscriber
Sissyl wrote:
Woo hoo! Is it possible to act in the NEXT round if you go too low? =)

Yeah guys, I totally won initiative - I just got skipped for the first round.

Lurk3r - those are great suggestions, however none of them are legal in PFS. Good to keep in mind though.

Grand Lodge

I believe you can just, delay.


Lurk3r wrote:

The Robe of Vermin cursed item (it's near the bottom) knocks your initiative by -5 in addition to its other ill effects.

Also, the Lovesick drawback from Ultimate Campaign gives a -2 to initiative.

Very nice.


Iammars, you just became an npc in my next game, Iammars the slow. Don't worry, you will be cool when you do finally act.

Grand Lodge

I am really lost on this joke.


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Well, if you make an oracle with the deaf curse you get the -4 to initiative without having to worry about spell failure.

Grand Lodge

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This is like building to fall prone.

You can just fall prone, but instead, you seek out ways to fall prone.

I am really having a hard time seeing the point, or humor, in such a goal.


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Wearing armor or wielding a shield that you aren't proficient in, that causes an initiative penalty equal to its armor check penalty:

PRD Equipment entry wrote:
Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he is not proficient takes the armor's (and/or shield's) armor check penalty on attack rolls as well as on all Dexterity- and Strength-based ability and skill checks. The penalty for nonproficiency with armor stacks with the penalty for shields.
PRD Combat entry wrote:

Initiative

At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check.

Splint Mail and a Tower Shield would buy you -17 to initiative right there.

-Matt

Sovereign Court

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Pathfinder Starfinder Adventure Path Subscriber
Mattastrophic wrote:

Wearing armor or wielding a shield that you aren't proficient in, that causes an initiative penalty equal to its armor check penalty:

PRD Equipment entry wrote:
Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he is not proficient takes the armor's (and/or shield's) armor check penalty on attack rolls as well as on all Dexterity- and Strength-based ability and skill checks. The penalty for nonproficiency with armor stacks with the penalty for shields.
PRD Combat entry wrote:

Initiative

At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check.

Splint Mail and a Tower Shield would buy you -17 to initiative right there.

-Matt

Huh. That makes complete sense, but I'd never thought of that before. I guess that means that my initiative is actually lower, since I already have the Bloatmage Initiate feat. Woo! (Now I have to decide if I want to get him better armor or not, which involves finding some way around the Arcane Spell Failure chance.)

blackbloodtroll: I try to have all my PFS characters do something memorable at the table so that you can remember them after you've played with them. Delaying until after everyone goes is not really that memorable. Getting a -3 initiative is.

Grand Lodge

Oh.

Well, I certainly wouldn't want to be remembered as that guy.


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Some of us don't want to optimize. Sometimes the other direction is really fun.

Like the time I made a scout with low dex and average con. One of my favourites.

Grand Lodge

It is not even a question of optimization.

That wasn't even mentioned, or implied.

It's a focus, to get an effect, that can be done automatically by anyone.

Now, a Knowledge focused PC, with a Intelligence of 5 or 7, would be memorable.


blackbloodtroll wrote:

It is not even a question of optimization.

That wasn't even mentioned, or implied.

It's a focus, to get an effect, that can be done automatically by anyone.

Now, a Knowledge focused PC, with a Intelligence of 5 or 7, would be memorable.

The RP could be fun, but then you could do that same RP with a lot of characters.

I like this thread. Don't kill the joy.


Yeah, I've played a powerful, mighty char with no real stat flaws (and certainly nothing wrong with them mechanically in any of the important stats) over and over.

Flipping the table on this and having a good time is recommended.

Shadow Lodge

Well, a halfling can take a feat chain and the jinx alterntate racial trait to grant initiative penalties to those they jinx. Just jinx yourself.

The Exchange

I think this is hilarious. Just putting that out there.


blackbloodtroll wrote:
I believe you can just, delay.

Yes. This is how to get lower initiative.

Grand Lodge

DM Under The Bridge wrote:

Yeah, I've played a powerful, mighty char with no real stat flaws (and certainly nothing wrong with them mechanically in any of the important stats) over and over.

Flipping the table on this and having a good time is recommended.

This is not a reverse, and nobody is mentioning playing powerful PCs, or disregarding the fun of underpowered PCs.

In fact, power is not even been discussed.

I am just saying it's a dead focus.

You might as well build a PC optimized to fail appraise checks.

It's isn't even a memorable thing, as it will get a raised eyebrow, maybe, once, then the thrill is gone.


No, a low stat can provide more than singular joy. I certainly enjoyed my low initiative character across multiple sessions (low initiative, low ac, high movement, high to hit).

Try it.

We are so used to high initiative, low or truly negative initiative really is quite novel.

Grand Lodge

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James, while the Tower Shield can run you lower on its own, just go for having as much encumbrance as possible. That gives, if you can hit heavy, and you will once you can buy stuff (You carry how many Tanglefoot Bags?), a -6 ot intiative, IIRC.

So heavy encumbrance, 7 Dex, that Ioun stone, and a Tower Shield you aren't proficient in...

Is that the one that gives a bonus to Perception with a penalty to Initiative?

You might also check the Pathfinder Society Primer to see if any of the new Ioun stones or their resonances, might fit, too.

Grand Lodge

DM Under The Bridge wrote:

No, a low stat can provide more than singular joy. I certainly enjoyed my low initiative character across multiple sessions (low initiative, low ac, high movement, high to hit).

Try it.

We are so used to high initiative, low or truly negative initiative really is quite novel.

I get that.

It's having low initiative, as a focus, that makes no sense.

You are putting resources towards an end goal.

What is the end goal of low initiative?

To go last?

Well, that can be done with delay.

That's why it has no purpose, even for flavor.

You might as well draw Unicorns on your character sheet, for flavor, because that's the amount of effect.


I guess you just don't get it.

I have a question, what is the average dex of your characters?

Grand Lodge

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blackbloodtroll wrote:

What is the end goal of low initiative?

To go last?

Well, that can be done with delay.

That's why it has no purpose, even for flavor.

The purpose is to amuse himself. He gets amusement out of being called for initiative and responding with a negative number. This cannot be done with delay. You don't have to understand his humor, as there is no accounting for taste.

When my full-plated paladin was called on to make a Move Silently check, it was amusing to roll the dice and announce "Negative 6" to the table.

Silver Crusade RPG Superstar 2014 Top 16

PFS is a team sport.

This sounds like an exercise in making yourself the weakest link. As such, it is unfair for you to subject this character on other PCs and players who have a right to expect you at least make an effort at making a competent PC.


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You must forgive Wimp Lo...


TriOmegaZero wrote:
blackbloodtroll wrote:

What is the end goal of low initiative?

To go last?

Well, that can be done with delay.

That's why it has no purpose, even for flavor.

The purpose is to amuse himself. He gets amusement out of being called for initiative and responding with a negative number. This cannot be done with delay. You don't have to understand his humor, as there is no accounting for taste.

When my full-plated paladin was called on to make a Move Silently check, it was amusing to roll the dice and announce "Negative 6" to the table.

Yeah, I know that feeling.

"Okay, make an acrobatics check."
"-3"
:/ "Really?" the dm says.
"Lol, he really can't jump in all this armour".

"Okay to get over this fence you need an acrobatics check of 10."
Ten?! That's impossible.
I got a 7."

Later still.
"Okay, now you need a five."
"-5, is there some other way?
Can I just go around?"


Zahir ibn Mahmoud ibn Jothan wrote:

PFS is a team sport.

This sounds like an exercise in making yourself the weakest link. As such, it is unfair for you to subject this character on other PCs and players who have a right to expect you at least make an effort at making a competent PC.

Yeah, but a low initiative, a truly low initiative does not mean the character overall is crap or worthless. I know from experience low initiative low dex chars can work and can triumph (no dm hand holding needed), it just means they don't go first.

Maybe they tie in initiative with an ooze. I've seen some fighters and barbs dump dex & initiative and pump con & str. So they take the hit, and then they don't usually have to go anywhere to do a full round attack.

Fighter clerics can actually benefit from this (and they need the points for wisdom). They buff prior to battle, they go last, get hurt, kill and then heal themselves. A self contained unit of destruction in a low initiative package.

Grand Lodge

I had a GM that rerolled initiative every round. There were times the enemy got to go twice before I got to go again.

I took to delaying until the end of the round, every round, just to make sure I didn't get double-tapped like that.

If I could have just 'taken 0' on my initiative I would have.


I made a low initiative, low dex archer once. This guy was working off his wisdom for shooting (feat) and with all his sneaking around and fast movement, he mostly got around a low dex by engaging at long range. He never fought fair, he hated up close fighting and he skirmishing to victory when he could (or fled).

The other funny thing about low initiative, is that sometimes you roll quite well (it is a d20 after all), so then that is enjoyable but you aren't worried about always going first. Can give you more time to consider what you do as well.


Another one, and a bit more suited as enemies, is the low initiative barbarian archer.

What?

Yes, so you take a half-orc, orc or an ogre or something like that. Hammer that dexterity down, beef the str and con up, beef up their wisdom a bit too. They are mighty bowmen with good senses, who take careful measured shots. Then you add the barbarian levels on and give them very, very nice composite bows to an insane level of strength on the limit of what they can use when raging.

Then they rage when they shoot. Take archery feats, but maybe not many of them. Pair them with a buffer, or use potions to mitigate the low dex, and put them in a spot that may encourage melee engagement after a few shots.

Their to hit isn't great (but there are ways around that), but these are not your typical archers. Their damage can be insane. Especially at low level. Use your rage abilities as you want and the kicker is when engaged you are a ranging strength barbarian (or multiples of them). If you give them grapple feats and they disable those that charge up to them, you win the game.

Once they get up to two standards, you can level them into magus or cleric or the like, and take true strike. Lol.

Low initiative, high damage. Mixed ranged and melee roles filled. Points for something other than beefing dex, hp available to absorb the hits that will come, rage to keep them alive and shoot truly powerful arrows upon their enemies.

Silver Crusade RPG Superstar 2014 Top 16

DM Under The Bridge wrote:
Zahir ibn Mahmoud ibn Jothan wrote:

PFS is a team sport.

This sounds like an exercise in making yourself the weakest link. As such, it is unfair for you to subject this character on other PCs and players who have a right to expect you at least make an effort at making a competent PC.

Yeah, but a low initiative, a truly low initiative does not mean the character overall is crap or worthless. I know from experience low initiative low dex chars can work and can triumph (no dm hand holding needed), it just means they don't go first.

Maybe they tie in initiative with an ooze. I've seen some fighters and barbs dump dex & initiative and pump con & str. So they take the hit, and then they don't usually have to go anywhere to do a full round attack.

Fighter clerics can actually benefit from this (and they need the points for wisdom). They buff prior to battle, they go last, get hurt, kill and then heal themselves. A self contained unit of destruction in a low initiative package.

This PC is expending resources towards sucking though. Resources that could be expended towards being at least mediocre.

My opinion on this is similar to a pacifist PC in PFS. Play that stuff in a home game, not in an organized campaign where you'll be screwing total strangers.

Shadow Lodge

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Zahir ibn Mahmoud ibn Jothan wrote:
This PC is expending resources towards sucking though. Resources that could be expended towards being at least mediocre.

Sucking in initiative does not mean sucking overall. Plenty of characters benefit from going last rather than first.


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TOZ wrote:
Plenty of characters benefit from going last rather than first.

They really don't. You're always better off going first in the round and saying "I do nothing" than you are going last, because you're not flat footed during your enemy's first action. And better off still by doing something productive with your first action.

Scarab Sages

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The important thing about low iniative is this: Don't think of it as going last. Think of it as going first next turn (with some bonus time to observe how things play out and decide what you need to do about it too.

Nothing wrong with low initiative numbers at all. After the first round it's all just a loop anyway (unless people start delaying and readying actions).

Shadow Lodge

Matthew Downie wrote:
They really don't.

Nothing in what you said actually conflicted with my statement. Delaying may be a more optimal method, but you are still benefiting from going last rather than first.


Somebody has to go last. What difference does it make if he volunteers to?

Shadow Lodge

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Because some people demand other people play at their level. Any weakness in one is a weakness in the group and cannot be tolerated.

Dark Archive

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Have an addiction to scorpion venom and keep an angry greensting scorpion or a familiar greensting scorpion to sting you constantly and give you the sickened condition (and voluntarily fail your saving throw).


If you don't beat the enemy's initiative, you get one less action during the combat, or the enemy gets one more action. Even if your action is only 'total defense', you're still better off for having had the option of going first.
Let's say I'm a simple healbot cleric with a single barbarian ally, fighting a dragon. As a healer, I have more to do after the enemy attacks than before, so I'm not too concerned about initiative, right?

If the barbarian gets 10 initiative, and the dragon gets 5, and I get 1, the battle might go:
Barbarian attacks dragon.
Dragon attacks barbarian.
I heal barbarian.
(repeat last three steps until someone dies)

If, instead, I had got 20 initiative, it might go:
I cast 'Blessing of Fervor' (or Bless, or Resist Energy or whatever seems appropriate).
Barbarian attacks dragon.
Dragon attacks barbarian.
I heal barbarian.
(repeat last three steps until someone dies)

This seems a lot better to me.

I don't think there's anything wrong with making a low initiative character. They're just not as good in combat as high initiative characters.

Shadow Lodge

I don't think anyone has suggested otherwise.


Matthew Downie wrote:
TOZ wrote:
Plenty of characters benefit from going last rather than first.
They really don't. You're always better off going first in the round and saying "I do nothing" than you are going last, because you're not flat footed during your enemy's first action. And better off still by doing something productive with your first action.

Nope. It is not always ideal, you may get shot more, but you can lure them in by letting them act and have them expend their movement and then take to skirmishing as you can now act on the end. If they act first you can judge their movement range too, how far they can move next round. Going last means you are after the quick, but that may mean they are in the open or have already ambushed others (which may have quickly bumbled into something).

Slow and steady wins the race!


TOZ wrote:
Because some people demand other people play at their level. Any weakness in one is a weakness in the group and cannot be tolerated.

That sounds awfully fascist...


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ZomB wrote:
Have an addiction to scorpion venom and keep an angry greensting scorpion or a familiar greensting scorpion to sting you constantly and give you the sickened condition (and voluntarily fail your saving throw).

Ohhhhh that hit the spot.


Matthew Downie wrote:

If you don't beat the enemy's initiative, you get one less action during the combat, or the enemy gets one more action. Even if your action is only 'total defense', you're still better off for having had the option of going first.

Let's say I'm a simple healbot cleric with a single barbarian ally, fighting a dragon. As a healer, I have more to do after the enemy attacks than before, so I'm not too concerned about initiative, right?

If the barbarian gets 10 initiative, and the dragon gets 5, and I get 1, the battle might go:
Barbarian attacks dragon.
Dragon attacks barbarian.
I heal barbarian.
(repeat last three steps until someone dies)

If, instead, I had got 20 initiative, it might go:
I cast 'Blessing of Fervor' (or Bless, or Resist Energy or whatever seems appropriate).
Barbarian attacks dragon.
Dragon attacks barbarian.
I heal barbarian.
(repeat last three steps until someone dies)

This seems a lot better to me.

I don't think there's anything wrong with making a low initiative character. They're just not as good in combat as high initiative characters.

A low initiative cleric deep in formation can be good in two ways.

1) You see who is hurt and being attacked so you can heal/buff accordingly.
2) As the monsters use their better initiative and descend upon the party, they are closer for negative channeling.


Yes, but if you get a high initiative, and take the first action, then once you've done that you immediately turn into a low initiative cleric who can do all those things you said, only you're not flat footed and you got to have an extra action first.


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Matthew Downie wrote:
Yes, but if you get a high initiative, and take the first action, then once you've done that you immediately turn into a low initiative cleric who can do all those things you said, only you're not flat footed and you got to have an extra action first.

Yep because in game benifits should always be chosen over fun rp builds

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