Pathfinder: Kingmaker

Pathfinder: Kingmaker

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Pwned Oct 3, 2018 @ 4:49pm
What is initiative check?
Is it cooldown between attacks maybe?
Last edited by Pwned; Oct 3, 2018 @ 4:50pm
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Showing 1-7 of 7 comments
A-CRKT-0192 Oct 3, 2018 @ 5:09pm 
In PnP it's how fast you reacted to the initial combat, it then dictates when that characters actions take place. higher Dex improves this, and it's rolled for every combat.
Meepichi Oct 3, 2018 @ 5:24pm 
It determines who goes first and in this game it determines how many seconds you have to wait until you can do something.
KaylaKaze Oct 11, 2018 @ 3:28pm 
In this game, it does absolutely nothing.
Kyutaru Oct 11, 2018 @ 3:30pm 
Originally posted by KaylaKaze:
In this game, it does absolutely nothing.
No, it does do something.

Initiative determines whether or not you're flat-footed in combat. Until you act your turn, you are flat-footed and denied any dodge or dex modifiers to your armor class. High initiative rollers will therefore get a "free" first attack against a character that is almost guaranteed to hit.
mreed2 Oct 11, 2018 @ 3:32pm 
Your initiative check determines how long it will be between when combat offiically starts and you are allowed to make your first non-movement action. If you attempt a non-movement action during this time, a cooldown timer will appear over the head of your character (if enabled in the options). In addition, during this time you will be denied your dexterity and dodge bonuses to AC ("Flatfooted AC" on your character sheet), although some have reported that this isn't working properly.

The primary impact of this is to stagger character actions, so rather than everyone taking actions at more or less the same time (every 6 seconds) the actions are spread out over the 6 seconds that makes up a round.
nshawmc Oct 11, 2018 @ 3:49pm 
There is also a ambush round if you attack and are not noticed by the enemy you get a free attack before your initiative order starts. if you have high initiative and you ambush you can get two actions/attacks off against a flatfooted enemy before he even acts. This goes both ways so enemies can ambush you as well.

Higher stealth vs low perception helps ambush. The most characters you try to use on the initial ambush the more likely one will be spotted by the enemy. The more enemies, the more likely you will be spotted.

Best ambush at this time is from range attacks with crossbow/bow or a spell. Charging often is noticed and melee is hard to get that close without being noticed.

pets are very good at the ambush. you will notice they can charge in attack then if they are high initiative like the leopard is it will only have 1 sec until it's first turn in the round and get another attack very fast. Pets also have a very large range for charge even while stealthed. Humanoid range stealthed is pretty low unless you use the expeditious speed buff then it doubles the range.

One complaint i have is that enemies don't seem to ambush you enough or even notice you. you can see them and prepare for the battle. why do you see them and they don't see you? Very uncommon in table top version- even if you are stealthed. but in the game you dont even need stealth to notice enemies before they notice you. Maybe this changes in higher levels???
Last edited by nshawmc; Oct 11, 2018 @ 3:51pm
klaek Oct 11, 2018 @ 4:33pm 
I have not noticed the ambush/surprise round mechanic in game, unless it only applies to the one who initiated combat, or if you specificly need to be in stealth for it to occur. I recall at the sleeping bandit camp that their rogue managed to win initiative, stand up and get a sneak attack in because I was flat footed despite that being a situation which should normally allow me a surprise round.

As to the topic, initiative is good especially for ranged rogues wanting to get in a sneak attack damage in round one where flanking may not be set up yet and stealth wasnt an option. Conversly if your melee rolls low initiative keep them out of melee range until they can act to avoid the ac loss. It is an odd mechanic to translate over as it doesnt mesh well with moving outside of your turn. Fail initiative? Run away until flat footed is gone. Win initiative? Run in and get some easy hits in.
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Date Posted: Oct 3, 2018 @ 4:49pm
Posts: 7