Duiker |
The rule of thumb I use is that my character knows that something is up, but isn't quite clear on what. So depending on the exact situation (i.e. what I can actually see), I tend to do what's the best without using meta-information. I.e. if I see nothing at all, take total defense. Or ready an action to punch anything that attacks me. Or if we just came through a door, use a move action to duck back out the door (or bull rush one of my party members back through it too). Just seeing something else there isn't necessarily a reason to attack it either. It might not actually be the hostile thing that's getting my spidey senses tingling.
Oli Ironbar |
My thought: ready an action (standard), action prepared (standard action charge)
My argument: the action to charge is limited because it is the surprise round, therefore it can be readied (at least until the end of the surprise round)
Does it work?
Readying an Action: You can ready a standard action, a move action, a swift action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, anytime before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it.
Charge: If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.
Jeff Merola |
Mark Hoover |
Here's the list that I always go over in my head
- partial charge
- ranged attack
- Move action to use Stealth
- buff myself
- buff the party
- debuff the enemy
- Move action to gain strategic position for Round 1
- Move action to ready an item for Round 1
- Move action to flee combat
Also don't forget Free actions like Knowledge checks, some skills and a few words of speech. That's all I can think of off the top of my head.
Ascalaphus |
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Draw weapons. Might not take much of an action, but it's very important to get it done.
Reach weapons are particularly nice, because there's a chance you'll be able to frustrate enemies trying to close in on the party while other PCs are flat-footed. Also, enemies are still far enough that they pretty much have to provoke.
Akerlof |
chug a potion of vanish
That's one of my favorite courses of action as a Diviner when I'm acting in the surprise round, smashed initiative, and bombed the perception check: Vanish, 5 foot step in a random direction, and go prone.
As a Sohei, ready an action to shoot someone in the face (cause you're an archer, right? :P ) Or, if you have a reach weapon, ready an action to attack when someone comes within your reach, then attack or trip, 5' step back, and get an AOO as well for two attacks on 1 action. Brace for a charge, never forget if you have a weapon with the "Brace" quality. If you don't have reach, 5' step to cover your squishies and ready to attack, or move somewhere that might give you a tactical advantage if you do get attacked.
Don't forget to warn your party that your spidey senses are tingling. I prefer "Eep!" on my Diviners. =)