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Yanisa
2016-01-30, 03:24 PM
So it has been a while since I promised this, but finally I am taking an another shot at this.

Hello and welcome to this guide and build to insane initiative. For those that don't know, I once, on a spur of the moment, made an silly build, found here (http://www.giantitp.com/forums/showsinglepost.php?p=17185279&postcount=2), that reached an initiative count +118. Since then the core of build has been invalidated by a FAQ ruling (http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9sgk). You could argue semantics, basically technically I am replacing dexterity with charisma and then adding charisma on top of it, not adding charisma twice... But that still seems exploity and is clearly against the intend of that FAQ ruling. (Also see this FAQ (http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9tga), still no ruling on adding charisma on a charisma check, or strength on a strength check, etc...)
So I wanted to rebuild it and added some things I initially skipped or didn't even know existed. In addition I have seen my guide often mention as a list of ways to gain initiative. I love that aspect of my build and that's why I am turning this into a mini guide. I not only want to reach the highest number of initiative, I also want to help you attain a decent enough initiative to do the things you want to do before the enemy.

At the time of this writing the guide is done in a sort of first draft state. I have spend the last few weeks almost every moment of free time on this and I kinda need a break from making lists. I do feel this is ready enough to be read, shared and commented on. But be warned, typo's and mistakes are aplenty, I do apologize for being a sloppy person.

The colors
In order to guide you to the best options for your campaign, I am color ranking these in how easy I feel they should be to get.

Blue – Core book or Companion Book. In my opinion these should always be accessible unless your DM really restricts you.
Green – PFS Legal but has it's root in Golarion Campaign Fluff. I feel most DM would allow PFS legal things, maybe with a refluff to make it fit the setting.
Orange – Not PFS Legal, Pathfinder Alternative Rules. Stuff I feel most DM won't allow be default but still might be open for it.
Red – Artifacts, 3.5 paizo, third party. Honorable mentions but things I feel won't be accepted in most campaigns.
Purple - Mythic. Because Mythic such a special case it needs it own category.

Yanisa
2016-01-30, 03:25 PM
Increasing Initiative

Class Abilities

Adept
Call Familiar; level 2; +4 initiative (Arctic hare, Compsognathus dinosaur, Dodo, Rabbit, Greensting Scorpion) or +2 initiative (Rhamphorhynchus)

Alchemist
Bonus Feat; Archetype Internal Alchemist level 2; Improved Iniatiave as Bonus Feat instead of a discovery
Homunculus Familiar; Archetype Homunculist level 1; +4 initiative (Arctic hare, Compsognathus dinosaur, Dodo, Rabbit, Greensting Scorpion) or +2 initiative (Rhamphorhynchus)
Plant Familiar; Archetype Horticulturist level 4; +4 initiative (Arctic hare, Compsognathus dinosaur, Dodo, Rabbit, Greensting Scorpion) or +2 initiative (Rhamphorhynchus)
Tumor Familiar; Discovery level 2; +4 initiative (Arctic hare, Compsognathus dinosaur, Dodo, Rabbit, Greensting Scorpion) or +2 initiative (Rhamphorhynchus)

Arcanist
Trump Card; Archetype Harrowed Society Student level 9; Chance to +4 insight on target's next initiative check
School Focus; Archetype School Savant level 1; Pick Divination School for +1/2 level on initiative checks, minimum +1. Take 20 at 20.
Familiar; Archetype Unlettered Arcanist level 1; +4 initiative (Arctic hare, Compsognathus dinosaur, Dodo, Rabbit, Greensting Scorpion) or +2 initiative (Rhamphorhynchus)
Familiar; Exploit level 1; +4 initiative (Arctic hare, Compsognathus dinosaur, Dodo, Rabbit, Greensting Scorpion) or +2 initiative (Rhamphorhynchus)
Bloodline Development; Exploit level 1; Pick arcane to get an familiar, +4 initiative (Arctic hare, Compsognathus dinosaur, Dodo, Rabbit, Greensting Scorpion) or +2 initiative (Rhamphorhynchus) (why would anyone do this?)
Bloodline Development; Exploit level 1; Pick aberrant, abyssal, arcane, celestial, destined, draconic, elemental, fey, infernal or undead then use Bloodline Familiars to replace the first level power to gain an familiar, +4 initiative (Arctic hare, Compsognathus dinosaur, Dodo, Rabbit, Greensting Scorpion) or +2 initiative (Rhamphorhynchus) (double why would anyone do this?)
School Understanding; Exploit level 1; Pick Divination School for a +1 and take 20 at 20. IF you can predict the battle the bonus increase to 1/2 per level.

Barbarian
Sixth Sense; Archetype Superstitious level 3; +1 on initiative, increases by +1 per 3 levels

Bloodrager
Bloodline Familiar; Bloodline level 1; Pick aberrant, abyssal, arcane, celestial, destined, draconic, elemental, fey, infernal or undead then use Bloodline Familiar to replace the first level power to gain an familiar, +4 initiative (Arctic hare, Compsognathus dinosaur, Dodo, Rabbit, Greensting Scorpion) or +2 initiative (Rhamphorhynchus)
Bonus Feat; Bloodline Aberrant level 6; Improved Initiative as Bonus Feat
Bonus Feat; Bloodline Arcane level 6; Improved Initiative as Bonus Feat
Bonus Feat; Bloodline Black Blood level 6; Improved Initiative as Bonus Feat
Bonus Feat; Bloodline Celestial level 6; Improved Initiative as Bonus Feat
Bonus Feat; Bloodline Destined level 6; Improved Initiative as Bonus Feat
Bonus Feat; Bloodline Draconic level 6; Improved Initiative as Bonus Feat
Bonus Feat; Bloodline Elemental level 6; Improved Initiative as Bonus Feat
Bonus Feat; Bloodline Fey level 6; Improved Initiative as Bonus Feat

Bard
Careful Teamwork; Archetype Detective level 1; +1 on initiative for all allies
Familiar; Archetype level 1; +4 initiative (Arctic hare, Compsognathus dinosaur, Dodo, Rabbit, Greensting Scorpion) or +2 initiative (Rhamphorhynchus)

Cavalier
Castle Lore; Archetype Castellan level 3; +2 on initiative in urban terrain, including fortifications, increases by +2 per five levels. Also act in suprise rounds.
Panache and Deeds; Archetype Daring Champion level 4; +2 on initiative
Castle Lore; Archetype Qadiran Horselord; +2 on initiative in deserts, increases by +2 per five levels.
Prepared for the Journey; Order of the Guard level 2; +2 on initiative in one terrain after 48 hours of study, increases by +1 per six levels.
Terrain Training; Order of the Land level 8; grant all allies within 60 feet a competence bonus equal to Charisma modifier on initiative.

Cleric
Demonic Familiar; Archetype Demonic Apostle level 1; +4 initiative (Arctic hare, Compsognathus dinosaur, Dodo, Rabbit, Greensting Scorpion) or +2 initiative (Rhamphorhynchus), lost at 7th level
Fiendish Familiar; Archetype Fiendish Vessel level 3; +4 initiative (Arctic hare, Compsognathus dinosaur, Dodo, Rabbit, Greensting Scorpion) or +2 initiative (Rhamphorhynchus)
Master Tactician; Archetype Divine Strategist level 1; +1/2 per level on initiative checks. Also act in suprise rounds. Also take 20 at level 20. Also allies get 1/4 initiative.
Tunnel Runner; Domain Earth Subdomain Caves level 8; When underground add an insight bonus equal to Wisdom on initiative.
Eyes of the Hawk; Domain Animal Subdomain Feather level 1; If you can act during a surprise round, +2 racial bonus on your Initiative check.
Seize the Initiative; Domain War Subdomain Tactics level 1; One ally roll twice, takes best.

Druid
Aquatic Adaptation; Archetype Aquatic Druid level 2; +1/2 per level on initiative checks in aquatic terrain
Arctic Native; Archetype Arctic Druid level 2; +1/2 per level on initiative checks in arctic terrain
Bonus Feat; Archetype Bat Shaman level 9; Improved Iniatiave as Bonus Feat
Nature Bond; Archetype Blight Druid level 1; +4 initiative (Arctic hare, Compsognathus dinosaur, Dodo, Rabbit, Greensting Scorpion) or +2 initiative (Rhamphorhynchus)
Desert Native; Archetype Desert Druid level 2; +1/2 per level on initiative checks in desert terrain
Jungle Guardian; Archetype Jungle Druid level 2; +1/2 per level on initiative checks in hungle terrain
Mountaineer; Archetype Mountain Druid level 2; +1/2 per level on initiative checks in mountain terrain
Plains Traveler; Archetype Plains Druid level 2; +1/2 per level on initiative checks in plains terrain
Read The Currents; Archetype River Druid level 2; +1/2 per level on initiative checks when you are in, on, or adjacent to flowing water
Bonus Feat; Archetype Shark Shaman 9; Improved Iniatiave as Bonus Feat
Marshwight; Archetype Swamp Druid level 2; +1/2 per level on initiative checks in swamp terrain
Tunnel Runner; Domain Earth Subdomain Caves level 8; When underground add an insight bonus equal to Wisdom on initiative.
Eyes of the Hawk; Domain Animal Subdomain Feather level 1; If you can act during a surprise round, +2 racial bonus on your Initiative check.
Move in Darkness; Druid Domain Panther level 8; In normal/magical darkness +4 initiave, increases by +2 per 4 druid levels to a maximum bonus of +10 at 20th level.
Familiar; Druid Domain Vermin level 1; +4 initiative (Arctic hare, Compsognathus dinosaur, Dodo, Rabbit, Greensting Scorpion) or +2 initiative (Rhamphorhynchus)

Fighter
Familiar; Fighter Archetype Eldritch Guardian level 1; +4 initiative (Arctic hare, Compsognathus dinosaur, Dodo, Rabbit, Greensting Scorpion) or +2 initiative (Rhamphorhynchus)
Tactical Awareness; Fighter Archetype Tactician level 2; +1 on initiative checks, increases by +1 per 4 levels to a maximum of +5 at 18th level.

Gunslinger
Gunslinger Initiative; Gunslinger Deed 3; +2 Untyped Initiative (Also see race!!!)

Hunter
Lore of the Blight; Archetype Uprooter Scout level 6; +2 on initiative in the abyss or abysstainted terrain, increases by +2 per five levels.

Inquisitor
Cunning Initiative; level 2; Adds Wisdom to initiative checks
Grant the Initiative; Tactics Inquisition level 8; Adds Wisdom to initiative checks for you and allies.
Tunnel Runner; Domain Earth Subdomain Caves level 8; When underground add an insight bonus equal to Wisdom on initiative.
Eyes of the Hawk; Domain Animal Subdomain Feather level 1; If you can act during a surprise round, +2 racial bonus on your Initiative check.
Seize the Initiative; Domain War Subdomain Tactics level 1; One ally roll twice, takes best.

Investigator
Inspiration; level 1; Adds 1d6 to initiative checks
Master Intellect; Archetype Empiricist; Free inspiration at level 20.
Ready for the Revelation; Archetype Lamplighter 3; Replaces Dexterity with Intelligence for Initiative checks, can add 1d6 to every Initiative roll without spending inspiration. At 12 this changes to adding both Dexterity and Intelligence to initiative checks.
Sleuth’s Initiative; Archetype Sleuth level 1; +2 on initiative

Magus
Iaijutsu; Archetype Kensai level 7; Adds Intelligence to initiative checks
Familiar; Arcana level 3; +4 initiative (Arctic hare, Compsognathus dinosaur, Dodo, Rabbit, Greensting Scorpion) or +2 initiative (Rhamphorhynchus)

Medium
Shikigami; Archetype Kami Medium level 3; +4 initiative (Arctic hare, Compsognathus dinosaur, Dodo, Rabbit, Greensting Scorpion) or +2 initiative (Rhamphorhynchus), lost at level 5

Occultist
Soulbound Puppet; Necromancy Implements level 1; +4 initiative (Arctic hare, Compsognathus dinosaur, Dodo, Rabbit, Greensting Scorpion) or +2 initiative (Rhamphorhynchus), last only 10 minutes a level.

Oracle
Powerless Prophecy; Curse level 5; +5 insight to initiative checks (Or level 1 oracle + 8 other classes to get this at level 9.) but cannot act.
War Sight; Revelation Mystery Battle level 1; Roll twice, take best. At level 11 roll thrice, take best. Also act in suprise rounds.
Natural Divination; Revelation Mystery Nature level 1; 4 insight on initiative.
Temporal Celerity; Revelation Mystery Time level 1; Roll twice, take best. At level 11 roll thrice, take best. Also act in suprise rounds.
Child of Winter; Revelation Mystery Winter level 1; During winter months +2 insight on initiative.

Monk
Devoted Guardian; Archetype Sohei level 1; +1/2 level on initiative checks. Also act in suprise rounds. Also take 20 at level 20.
Uncanny Initiative; Archetype Weapon Adept level 17; You can choose a number between 1-20 instead of rolling a d20 for iniatiave.
Ready for Anything; Archetype Wildcat level 3; +2 on initiative

Paladin
Divine Emissary; Archetype Chosen One level 1; +4 initiative (Arctic hare, Compsognathus dinosaur, Dodo, Rabbit, Greensting Scorpion) or +2 initiative (Rhamphorhynchus), has a set familiar archetype
First Into Battle; Archetype Sword of Valor level 2; Adds Charisma to initiative checks


Psychic
Artificial Ascension; Psi-Tech Discovery level 20; Become an AI, which replaces your dexterity with intelligence for initiative checks. Also opens some technology options.

Ranger
Favored Terrain; level 3; +2 initiative in chosen terrain, increases by +2 per five levels.
Advantageous Terrain; Archetype Battle Archetype Scout level 5; All allies gain +2 initiative in a chosen spefific area of a favorite terrain. (Due the wording Allies within line of sight I am unsure if this includes the ranger himself.)
Born to the Fire; Archetype Cinderwalker level 3; +2 initiative in volcanic or geothermally active areas (Such areas include calderas, hot springs, lava plains, and volcanically formed hills or mountains), increases by +2 per five levels.
Deep Knowledge; Archetype Deep Walker level 3; +2 initiative while underground (in caves and dungeons), increases by +3 per five levels to a maximum of +11 at 18th level.
Terrain Bond ; Archetype Guide level 4; All allies gain +2 initiative in your favorite terrain. (Due the wording Allies within line of sight I am unsure if this includes the ranger himself.)
Hooded Champion’s Initiative; Archetype Hooded Champion level 3; +2 on initiative
Favored Community; Archetype Urban Ranger level 3; +2 initiative in chosen community, increases by +2 per five levels. (For the purposes of this ability, a community is any settlement consisting of 100 or more individuals.)
Master of Terrain; Archetype Warden level 1; +2 initiative in chosen terrain, increases by +2 at level 3 and then every five levels thereafter.
Terrain Bond; Archetype Warden; All allies gain +2 initiative in your favorite terrain. (Due the wording Allies within line of sight I am unsure if this includes the ranger himself.)
Wilderness Whispers; Archetype Warden; Take 20 at level 20.
Faithful; Combat Style level 2; Improved Iniatiave as Bonus Feat

Rogue
Familiar; Archetype Carnivalist level 1; +4 initiative (Arctic hare, Compsognathus dinosaur, Dodo, Rabbit, Greensting Scorpion) or +2 initiative (Rhamphorhynchus)
Snap Shot; Talent level 2; Take 20 in a surprise round.
Quick Shot; Unchained Talent level 2; Make an attack as part of rolling initiative.
Familiar; Advanced Talent level 10; +4 initiative (Arctic hare, Compsognathus dinosaur, Dodo, Rabbit, Greensting Scorpion) or +2 initiative (Rhamphorhynchus).
Skill Unlock Sense Motive; Unchained level 5; A possible 0 up to infinite bonus to initiative if you beat a bluff check (atleast DC 15)

Shaman
Spirit Animal; Spirit Lore; +2 on initiative (doesn't stack with familiar)
Spirit Animal; Spirit Slums; +4 on initiative (doesn't stack with familiar)

Skald
Watcher of the Weave; Archetype Fated Champion level 2; +1/2 level as insight bonus on initiative checks.

Slayer
Lookout; Archetype Vanguard level 1; +1/2 level on initiative checks, minimum +1.

Sorcerer
Familiar Tattoo; Archetype Tattooed Sorcerer level 1; +4 initiative (Arctic hare, Compsognathus dinosaur, Dodo, Rabbit, Greensting Scorpion) or +2 initiative (Rhamphorhynchus)
Bloodline Familiars; Bloodline Various level 1; Pick aberrant, abyssal, arcane, celestial, destined, draconic, elemental, fey, infernal or undead then use Bloodline Familiars to replace the first level power to gain an familiar, +4 initiative (Arctic hare, Compsognathus dinosaur, Dodo, Rabbit, Greensting Scorpion) or +2 initiative (Rhamphorhynchus)
Bonus Feat; Bloodline Aberrant level 7; Improved Iniatiave as Bonus Feat
Arcane Bond; Bloodline Arcane level 1; +4 initiative (Arctic hare, Compsognathus dinosaur, Dodo, Rabbit, Greensting Scorpion) or +2 initiative (Rhamphorhynchus)
Bonus Feat; Bloodline Arcane level 7; Improved Iniatiave as Bonus Feat
Bonus Feat; Bloodline Div level 7; Improved Iniatiave as Bonus Feat
Bonus Feat; Bloodline Djinni level 7; Improved Iniatiave as Bonus Feat
Bonus Feat; Bloodline Draconic level 7; Improved Iniatiave as Bonus Feat
Combat Precognition; Bloodline Dreamspun level 3; +1 insight on initiative, increases by +1 per four levels
Bonus Feat; Bloodline Efreeti level 7; Improved Iniatiave as Bonus Feat
Bonus Feat; Bloodline Elemental level 7; Improved Iniatiave as Bonus Feat
Bonus Feat; Bloodline Fey level 7; Improved Iniatiave as Bonus Feat
Bonus Feat; Bloodline Imperious level 7; Improved Iniatiave as Bonus Feat
Bonus Feat; Bloodline Kobold Sorcerer level 7; Improved Iniatiave as Bonus Feat
Bonus Feat; Bloodline Marid level 7; Improved Iniatiave as Bonus Feat
Bonus Feat; Bloodline Oni level 7; Improved Iniatiave as Bonus Feat
Bonus Feat; Bloodline Shaitan level 7; Improved Iniatiave as Bonus Feat

Swashbuckler
Swashbuckler Initiative; Swashbuckler Deeds level 3; +2 initiative

Witch
Witch's Familiar; Witch level 1; +4 initiative (Arctic hare, Compsognathus dinosaur, Dodo, Rabbit, Greensting Scorpion) or +2 initiative (Rhamphorhynchus)
Speak to the City; Witch Archetype Alley Witch level 1; +2 initiative in chosen settlement, whose type is large town size or larger, increases by +2 per five levels.

Wizard
Arcane Bond; Wizard level 1; +4 initiative (Arctic hare, Compsognathus dinosaur, Dodo, Rabbit, Greensting Scorpion) or +2 initiative (Rhamphorhynchus)
Forewarned; Wizard Arcane School Divination level 1; +1/2 level on initiative checks, minimum +1. Take 20 at 20.

Variant Multiclassing

Cleric
Tunnel Runner; Domain Earth Subdomain Caves level 15; When underground add an insight bonus equal to Wisdom on initiative.
Eyes of the Hawk; Domain Animal Subdomain Feather level 3; If you can act during a surprise round, +2 racial bonus on your Initiative check.
Seize the Initiative; Domain War Subdomain Tactics level 3; One ally roll twice, takes best.

Oracle
Powerless Prophecy; Curse level 10; +5 insight to initiative checks but cannot act in suprise rounds.
War Sight; Revelation Mystery Battle level 3; Roll twice, take best. At level 11 roll thrice, take best. Also act in suprise rounds.
Natural Divination; Revelation Mystery Nature level 3; 4 insight on initiative.

Sorcerer
Bloodline Familiars; Bloodline Various level 3; Pick aberrant, abyssal, arcane, celestial, destined, draconic, elemental, fey, infernal or undead then use Bloodline Familiars to replace the first level power to gain an familiar, +4 initiative (Arctic hare, Compsognathus dinosaur, Dodo, Rabbit, Greensting Scorpion) or +2 initiative (Rhamphorhynchus)
Bonus Feat; Bloodline Aberrant level 11; Improved Iniatiave as Bonus Feat
Arcane Bond; Bloodline Arcane level 3; +4 initiative (Arctic hare, Compsognathus dinosaur, Dodo, Rabbit, Greensting Scorpion) or +2 initiative (Rhamphorhynchus)
Bonus Feat; Bloodline Arcane level 11; Improved Iniatiave as Bonus Feat
Bonus Feat; Bloodline Div level 11; Improved Iniatiave as Bonus Feat
Bonus Feat; Bloodline Djinni level 11; Improved Iniatiave as Bonus Feat
Bonus Feat; Bloodline Draconic level 11; Improved Iniatiave as Bonus Feat
Combat Precognition; Bloodline Dreamspun level 7; +1 insight on initiative, increases by +1 per four levels
Bonus Feat; Bloodline Efreeti level 1; Improved Iniatiave as Bonus Feat
Bonus Feat; Bloodline Elemental level 1; Improved Iniatiave as Bonus Feat
Bonus Feat; Bloodline Fey level 11; Improved Iniatiave as Bonus Feat
Bonus Feat; Bloodline Imperious level 11; Improved Iniatiave as Bonus Feat
Bonus Feat; Bloodline Kobold Sorcerer level 11; Improved Iniatiave as Bonus Feat
Bonus Feat; Bloodline Marid level 11; Improved Iniatiave as Bonus Feat
Bonus Feat; Bloodline Oni level 11; Improved Iniatiave as Bonus Feat
Bonus Feat; Bloodline Shaitan level 11; Improved Iniatiave as Bonus Feat

Witch
Familiar; level 3; +4 initiative (Arctic hare, Compsognathus dinosaur, Dodo, Rabbit, Greensting Scorpion) or +2 initiative (Rhamphorhynchus)

Wizard
Familiar; level 3; +4 initiative (Arctic hare, Compsognathus dinosaur, Dodo, Rabbit, Greensting Scorpion) or +2 initiative (Rhamphorhynchus)
Forewarned; Arcane School Divination level 7; +1/2 level on initiative checks, minimum +1.



Prestige Classes

Improved Reaction; Duelist 2; +2 initiative
Familiar Tattoo; Tattooed Mystic; +4 initiative (Arctic hare, Compsognathus dinosaur, Dodo, Rabbit, Greensting Scorpion) or +2 initiative (Rhamphorhynchus)


Feats

Aberrant Tumor; Prerequisites; Aberrant Bloodline; +4 initiative (Arctic hare, Compsognathus dinosaur, Dodo, Rabbit, Greensting Scorpion) or +2 initiative (Rhamphorhynchus).
Aldori Dueling Mastery (Combat); +2 initiative as long as you start combat with a dueling sword in your hand.
Ambush Awareness; Can take total defense during a suprise round (aka act).
Aspect of the Beast; Prerequisites: wild shape class feature, lycanthropy, ranger natural weapon combat, catfolk; +2 initiative.
Cold Celerity; Prerequisites; Endurance; +2 initiative when below 0° F.
Corsair of Taldor; +2 initiative while on a ship.
Deific Obedience; Prerequisites: Knowledge (religion) 3 ranks, must worship a deity; Desna +1 luck bonus on initiative, Zyphus +2 profane bonus on initiative.
Demonic Obedience; Prerequisites: 3 ranks in Knowledge (planes), must worship a demon lord; Deskari +4 profane bonus on initiative while standing in a swarm.
Dragon-Touched; +2 initiative when facing a dragon of your selected kind.
Giant Vendetta; +1 initiative when facing a giant of any kind.
Harrowed; Chance to +2 bonus on an initiative.
Improved Familiar Bond; Prerequisites: Familiar Bond, Iron Will.; +4 initiative (Arctic hare, Compsognathus dinosaur, Dodo, Rabbit, Greensting Scorpion) or +2 initiative (Rhamphorhynchus)
Improved Initiative; +4 initiative. Combat Trick take 20.
Mythic Aspect of the Beast; +2 initiative. (Stacks with the non mythic version.)
Mythic Improved Initiative; +1-10 initiative, can take 20 (Stacks with the non mythic version.)
Mythic Warrior Priest; +0-5 initiative. (Stacks with the non mythic version.)
Nation Builder; +2 initiative while in the area you have claimed.
Noble Scion; Scion of War replaces Dexterity with Charisma for initiative.
Ready for Battle; Prerequisites: Mesmerist trick class feature; +2 morale on initiative when you are the subject of a trick.
Reflexive Caster; Can cast an abjuration spell during a suprise round (aka act).
School Familiar; Prerequisites: Familiar effective level 5th, specialized arcane school class feature; Familiar rolls initiative separately, master can swap initiative. (Basicly roll twice take best)
Surprising Combatant; Bluff check to make other combatants unaware of combat, can start an suprise round.
Taldan Conscript [3.5]; +1 on initiative when fighting alongside other conscripts. (Might be PFS legal? Not really worth research.)
Taldan Knight [3.5]; +2 on initiative when within 10 feet of your squire.
Taldan Squire [3.5]; +2 on initiative when within 50 feet of a mounted ally with the Mounted Combat feat. (Might be PFS legal? Not really worth research.)
Teleport Sense [3.5]; +4 on initiative when a creature teleports within 60 feet of you,
Totem Spirit; Shriikirri-Quah (Hawk Clan); +2 on initiative
Town Tamer; +2 initiative when in your chosen settlement
Warped Mind [3.5]; +2 initiative.
Warrior Priest; +1 Untyped Initiative
Wasp Familiar; Prerequisites: Chaotic neutral alignment, worshiper of Calistria; +4 initiative (Greensting Scorpion), can be lost at 5th level if multiclassing with another familiar class.


Items:

Artifacts
Flamma Horacalcum; +4 iniatiave.
Shard of Lust ; +4 insight on iniatiave.
Sihedron; +8 insight on iniatiave

Consumables
Bilious Bottle; Chance to +2 initiative.
Periapt of Temporary Familiar;Gain a temporary familiar; +4 initiative (Arctic hare, Compsognathus dinosaur, Dodo, Rabbit, Greensting Scorpion) or +2 initiative (Rhamphorhynchus)
Blood-boiling pill; +2 alchemical on initiative

Armor and Weapons
Akhentepi's Armor; once per day, +3 insight on one initiative.
Horacalcum; Special Material; A suit of light horacalcum armor grants a +1 bonus on Initiative, medium armor +2 and heavy armor +3.
Dueling Weapon Enchantment; +4 enhancement initiative.
Pitfall Weapon Enchantment; Bonus equal to enchantment bonus to initiative. (An odd case of 3.5 but PFS legal.)
Runeforged Weapon Enchantment; +2 insight initiative.
Scorpion Tail Whip; +2 insight initiative provided his first attack on the first round of combat is made with the scorpion tail whip.

Boots
Boots of Friendly Terrain; Gives Favored Terrain (http://www.d20pfsrd.com/classes/core-classes/ranger#TOC-Favored-Terrain-Ex-); +2 Untyped Initiative in Favorite Terrain (See Class Abilities); +4 If the ranger already has this terrain

Neck
Halflight Charm (Greater); +2 initiative while underground

Slotless
Rod of Alertness; +1 insight on initiative.
Ring of Grit Mastery; Once per day +2 insight on initiative.
Banner of the Ancient Kings; +4 circumstance initiative.
Cracked Dusty Rose Prism Ioun Stone; +1 competence initiative.
Righteous Medal of Agility; +1 sacred initiative


Mythic

Amazing Initiative (http://www.d20pfsrd.com/mythic/mythic-heroes#TOC-Amazing-Initiative-Ex-); +10 Untyped Initiative


Race

Craven; Halfling Alternate Racial Trait; +1 initiative
Fleet-Footed; Elf Alternate Racial Trait; +2 racial initiative
Wildfire Heart; Infrit Alternate Racial Trait; +4 Racial initiative
Ifrit Favored Class Options Gunslinger; +1/2 level initiative per level on the Gunslinger Initiative Deed. (See Class)
Ratfolk Favored Class Options Gunslinger; +1/2 level initiative per level when having 1 grit. (See Class)

Also see the ability score section.


Technology

Memory Facet Creativity; Gain Improved Initiative as a Bonus Feat (and a +6 on charisma, remember to copy paste this into the ability score modifiers.)
Memory Facet Intuition; +2 on initiative.
Memory Facet Instinct; +6 on Wisdom, remember to copy paste this into the ability score modifiers.)
Memory Facet Intuition; +6 on Intelligence, remember to copy paste this into the ability score modifiers.)


Traits

Campaign
Chance Savior; +1 trait initiative.
Outlander; +2 trait initiative.
Westcrown Firebrand; +1 trait initiative.

Combat
Ambush Training; +1 trait initiative.
Bloody-Minded; +1 trait initiative.
Born under the Dreamer; Take 10 once per day.
Excitable; Requirements Gnome; +2 trait initiative.
Reactionary; +2 trait initiative.
Tactician; +1 trait initiative.
Tracker of the Society; Requirements Ranger, Pathfinder Society; +1 trait initiative.

Faith
Fate's Favored; Increases any luck bonus by +1 (see items; Luckstone)

Magic
Arcane Temper; Magic Trait; +1 trait initiative.

Race
Ekujae Reflexes; Half-Elf; +2 trait initiative. (A odd case of 3.5 but PFS legal?)
Elven Reflexes; Half-Elf; +2 trait initiative.
Feline Instinct; Skinwalker Weretiger-Kin; +3 trait initiative, when you act during the surprise round
Gruff Watcher; Human Ulfen; +1 trait initiative.
Harrow Born; Human Varisian; +1 trait initiative.
Rapscallion; Gnome; +1 trait initiative.
Spirits in the Stone; Human Mwangi; +2 trait initiative, when in ruins. (A odd case of 3.5 but PFS legal?)
Tunnel Fighter; Dwarf; +2 trait initiative, while underground.
Warrior of Old; Elf; +2 trait initiative.
Wary of Danger; Human Kellid; +2 trait initiative.

Region
Absalom Hotspur; Absalom; +1 trait initiative.
Draconic Vigil; Lastwall; +1 trait initiative, against dragons or orcs.
Fangwood Insurgent; Nirmathas; +1 trait initiative, when in a forest. Once a day roll twice take best.
Giant Ambivalence; Temperate Highlands; +1 trait initiative.
Hermean Paragon; The Steaming Sea; +2 trait initiative.
Narrows Survivor; Taldor; +1 trait initiative. (A odd case of 3.5 but PFS legal?)
Watching Taldor; Qadira; +1 trait initiative.
Whisper Woods Hunter; Whisper Woods; +2 trait initiative, when you know your opponent is an evil outsider.

Religion
Veteran of Battle; Gorum; +1 trait initiative.

Social
Adopted; See race; Easy way to get +2 trait initiative.


Spells

Anticipate Peril; Level alchemist 1, arcanist 1, bard 1, hunter 1, investigator 1, medium 1, mesmerist 1, occultist 1, psychic 1, ranger 1, skald 1, sorcerer/wizard 1, spiritualist 1; +1-5 insight initiative
Calculated Luck; Level cleric/oracle 3, warpriest 3, witch 4; chance to +2 luck initiative.
Eaglesoul; +2 initiative.
Heightened Awareness; +4 initiative.
Hunter's Blessing; +2 sacred initiative, while in the type of terrain you designate.
Mythic Anticipate Peril; +1-10 insight initiative. (Stacks with the non mythic version.)
Transfer Familiar; Gain a temporary familiar; +4 initiative (Arctic hare, Compsognathus dinosaur, Dodo, Rabbit, Greensting Scorpion) or +2 initiative (Rhamphorhynchus)

Yanisa
2016-01-30, 03:26 PM
Increasing Ability Checks

Initiative is in essence a dexterity check, or sometimes a charisma check* or an intelligence check**, thus any ability that increases said check will also boost your initiative.

*Feat Noble Scion
**Investigator Lamplighter Archetype level 3

Class

Cleric
Touch of Glory; Domain Glory level 1; +1 per level bonus on a single Charisma Check.
Noble Visage; Domain Nobility Subdomain Aristocracy level 1; +1 on Charisma Checks. Increases by +1 per five levels.

Bard
Pageant of the Peacock; Bard Masterpieces; Attempt a Bluff check in place of an Intelligence check, but can you buff bluff more then initiative?

Medium
Spirit Bonus; Spirit level 1; +1 on a Dexterity, Wisdom, Intelligence or Charisma Check. Increase by +1 at level 4 and every 4 levels after.

Occulist
Glorious Presence; Enchantment Implements level 1; +1 competence on Charisma Checks by investing points, up to a maximum of +6.

Variant Multiclassing

Cleric
Touch of Glory; Domain Glory level 3; +1 per level bonus on a single Charisma Check.
Noble Visage; Domain Nobility Subdomain Aristocracy level 3; +1 on Charisma Checks. Increases by +1 per five levels.



Items

Armor and Weapons
Breastplate of Command; +2 competence on Charisma-based checks.

Belt
Belt of Dwarvenkind; +4 competence on Charisma-based checks as they relate to dealing with dwarves.

Head
Circlet of Persuasion; +3 competence on Charisma-based checks.
Crown of Ash; +4 competence on Charisma-based when dealing with creatures of the fey type, or +2 competence when dealing with creatures associated with fey such as gnomes.

Headband
Headband of Seduction; +2 competence on creatures of the same type as you, or if you are humanoid +5 competence when dealing with the same subtype of humanoid as you.

Neck
Amulet of the Spirits Heavens; add your Wisdom modifier to her Charisma modifier on all Charisma checks
Feychild Necklace; +4 competence on Charisma-based when dealing with gnomes, or +2 competence when dealing with fey.

Slotless
Stone of Good Luck (Luckstone); +1 luck ability checks.
Kikuya's Sensu; +2 competence on charisma checks.


Feats

Celestial Obedience; Arshea; +4 sacred on Charisma checks when interacting with an intelligent creature who could be sexually attracted to you.
Celestial Obedience; Ashava Mystery Cultists; +4 sacred on Dexterity checks.
Deific Obedience; Calistria; +4 sacred on Charisma checks when interacting with an intelligent creature who could be sexually attracted to you.
Elongated Cranium; +2 on Charisma or Intelligence checks.
Lost Legacy; +1 on Charisma checks


Prestige Class

Blackfire Pact; Blackfire Adept level 3; +1 profane on Charisma checks against one evil outsider subtype, increases by 1 per 3 levels.
Diabolic Harbinger; Hellknight Signifer level 10; +2 on Charisma checks against one lawful creatures, +4 against lawfull outsiders.
Diabolist; level 1; +2 on all Charisma checks made when interacting with devils. This bonus increases to +4 at 4th level and to +6 at 7th level.
Corpse Whisperer; Soul Warden level 2; +1/2 level on Charisma checks against undeads.
Glorious Aura; +4 sacred bonus to her Charisma.


Mythic

Display of Charisma; +20 circumstance on one Charisma check.
Display of Dexterity; +20 circumstance on one Dexterity check.
Display of Intelligence; +20 circumstance on one Intelligence check.


Spells

Tap Inner Beauty; +2 insight on charisma checks.


Traits

Race
Creative Manipulator; Changeling; Once per day, reroll a Charisma check
Brimstone Seer; Orc; Once a day roll twice and take best on a Intelligence check.
Genie Heir; +2 trait on charisma checks when directly interacting with a genie.
Disciplined Body; Human Vudrani; Once a day use wisdom instead of dexterity on a dexterity check.

Region
Charmed Innocent; Once a day roll twice and take best on a charisma check against a nonevil creature.

Social
Binder’s Blood; +2 trait on charisma checks when directly interacting with a genie.
Tireless Logic; Once a day roll twice and take best on a Intelligence check.

Yanisa
2016-01-30, 03:28 PM
Increasing Ability Scores

Like the previous chapter, but this time we are raising your base stats.

Just a reminder initiative is a check based on
Dexterity by default
Charisma due to the Feat Noble Scion
Intelligence due to the Investigator Lamplighter Archetype level 3

And you add the following ability scores to initiative:
Charisma with the Paladin Sword of Valor Archetype
Wisdom with Inquisitor
Wisdom as an insight bonus with the Caves Subdomain
Intelligence added with Magus Kensai Archetype
Intelligence added with Investigator Lamplighter Archetype level 12

So any way to boosts any of those scores is fair game.

Class

Alchemist
Mutagen; level 1; +4 alchemical to dexterity, but comes with a -2 wisdom penalty.
Cognatogen; Discovery level 2; +4 alchemical to intelligence, wisdom or charisma, but the wisdom variant comes with a -2 dexterity penalty.
Grand Cognatogen; Discovery level 16; +8, +6 and +4 alchemical to intelligence, wisdom and/or charisma, but comes with a -2 dexterity penalty.
Grand Mutagen; Discovery level 16; +8 alchemical to dexterity, but comes with a -2 intelligence, wisdom and charisma penalty.
Great Cognatogen; Discovery level 12; +6 and +4 alchemical to intelligence, but the wisdom variant comes with a -2 dexterity penalty.
Great Mutagen; Discovery level 12; +6 alchemical to dexterity, but comes with a -2 intelligence, wisdom and/or charisma penalty.
Awakened Intellect; Grand Discovery level 20; +2 intelligence.
Eternal Youth; Grand Discovery level 20; No penalty to dexterity from age. (See Misc. Shenanigans)

Arcanist
Powerful Change; Brown Fur Transmuter level 1; When casting a trasnmutation spell that increases ability scores the spell increases said ability score by 2 more (See Spells).

Barbarian
Controlled Rage; Urban Barbarian level 1; +4 morale to Dexterity, increases to +6 at level 11 and +8 at level 20.

Bloodrager
Controlled Bloodrage; Urban Bloodrager level 1; +4 morale to Dexterity, increases to +6 at level 11 and +8 at level 20.

Druid
Timeless Body; level 15; No penalty to dexterity from age. (See Misc. Shenanigans)

Inquisitor
Improvised Array; chance to +4 enchantment on any ability score.

Kineticist
Elemental Overflow; level 3; +2 size bonus on dexterity, increases to +4 at level 11 and +6 at level 16.

Occultist
Physical Enhancement; Transmutation Implements level 1; +2 enhancement bonus on dexterity, increases by +2 per six levels.

Psychic
Cognatogen; Psychedelia Archetype level 1; +4 alchemical to intelligence, wisdom or charisma, but the wisdom variant comes with a -2 dexterity penalty.

Skald
Controlled Inspired Rage; Urban Skald level 1; +2 morale to Dexterity, increases to +4 at level 8 and +6 at level 16.

Sorcerer
Invoke the Harrow; Harrow Bloodline level 9; chance to +4 enchantment bonus on dexterity, intelligence, wisdom or charisma.
Sacrificial Exchange; Martyred Bloodline level 15; +2 inherent bonus on any ability score.

Summoner
Fused Eidolon; Summoner Archetype Synthesist level 1; Replace your dexterity with your eidolon. Avian and Serptine give 16. This can change your initiative somewhere from -2 up to +6. Increases erraticly with levels

Wizard
Idealize; Discovery level 10; When casting a trasnmutation spell that increases ability scores the spell increases said ability score by 2 more (See Spells), increases to 4 more at level 20.
Immortality; Discovery level 20; No penalty to dexterity from age. (See Misc. Shenanigans)
Physical Enhancement; Transmutation School level 1; +1 enhancement bonus on dexterity, increases by +1 per five levels.
Augment; Enhancement School level 1; +2 enhancement bonus on dexterity, increases by +4 at level 10.
Perfection of Self; Enhancement School level 1; 1/2 level as enhancement bonus on any ability score, maximum of +10.
Flexible Enhancement; Transmutation School level 1; +1 enhancement bonus on dexterity or wisdom, increases by +1 per five levels and both at level 20.

Variant Multiclassing

Alchemist
Mutagen; level 11; +4 alchemical to dexterity, but comes with a -2 wisdom penalty.

Sorcerer
Invoke the Harrow; Harrow Bloodline level 15; chance to +4 enchantment bonus on dexterity, intelligence, wisdom or charisma.
Sacrificial Exchange; Martyred Bloodline level 19; +2 inherent bonus on any ability score.

Wizard
Idealize; Discovery level 15; When casting a trasnmutation spell that increases ability scores the spell increases said ability score by 2 more (See Spells), increases to 4 more at level 20.
Physical Enhancement; Transmutation School level 7; +1 enhancement bonus on dexterity, increases by +1 per five levels.
Augment; Enhancement School level 7; +2 enhancement bonus on dexterity, increases by +4 at level 10.
Perfection of Self; Enhancement School level 7; 1/2 level as enhancement bonus on any ability score, maximum of +10.
Flexible Enhancement; Transmutation School level 7; +1 enhancement bonus on dexterity or wisdom, increases by +1 per five levels and both at level 20.



Feats

Damned (Story); +2 enhancement bonus to an ability score, after selling your soul!
Fearless Zeal (Story); If you create a new character inspired by your previous character, the new PC receives a +2 bonus to a single ability score. (Or should this one be red...?)
Nemesis (Story); +2 inherent bonus to an ability score.


Items

Armor and Shields
Savith's Iron; When poisoned ignore poison but gain +4 enchantment to the ability score the poison targets.

Artifacts
Deck of Many Things; Chance to +2 inherent to any ability score.
Harrow Deck of Many Things; Chance to +2 to any two ability score, but you must swap them OR chance to after killing an creature +2 to any ability score based on said creatures highest ability score.
Mask of the Forgotten Pharaoh; +2 enhancement bonus to Intelligence, Wisdom, or Charisma. Increases to +4 at level 7 and +6 at level 11.
The Aqualinth; +1 to any ability score.
Scepter of the Shining Lord; +4 enhancement to Charisma.
Torc of the Heavens; +1-5 enhancement to Charisma.

Consumables
Varisian idol; When used to cast bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, or owl’s wisdom, the spell grants a +5 enhancement bonus to the affected ability score.

Headband
Headband of Unshakeable Resolve; +2 enhancement to Wisdom.
Headband of Aerial Agility; +2, +4 or +6 enhancement to Intelligence, Wisdom, or Charisma.
Shifter's Headband; +2, +4 or +6 enhancement to Intelligence, Wisdom, or Charisma.
Headband of Mental Resilience; +2 enhancement to Intelligence, Wisdom, or Charisma.

Slotless
Blood Reservoir of Physical Prowess; +2-8 inherent to Dexterity, last only a single round.
Manual of Quickness of Action; +1-5 inherent to Dexterity.
Tome of Clear Thought; +1-5 inherent to Dexterity.
Tome of Leadership and Influence; +1-5 inherent to Charisma.
Tome of Understanding; +1-5 inherent to Wisdom.
Righteous Medal; +2 sacred to any one ability score.
Magenta Prism Ioun Stone; +2 enhancement to any one ability score
Nacreous Gray Sphere Ioun Stone; No penalty from age. (See Misc. Shenanigans)


Misc. Shenanigans

Leveling Up; You gain +1 to a single ability score at level 4 and every 4 levels thereafter.
Age; Penalties to str/dex/con for bonuses to int/wis/cha. (Is this PFS legal?)
Succubus; Gain a +2, or even +2 in two stats if you allow them to play with you.


Mythic

Longevity ; No penalty to dexterity from age. (See Misc. Shenanigans)
Mythic Ranks; You gain +1 to a single ability score at rank 2 and every 2 ranks thereafter.
Enhanced Ability; Permanent +2 bonus to one ability score, can only be taken once per ability score.


Prestige Classes

Energumen; Demoniac level 2; +2 profane bonus to one ability score, increases to +4 at level 5 and +6 at level 7.
Spiritual Form; Evangelist level 10; +4 to one ability score.


Race

It's really easy to find a race with a bonus to the earlier named stats, or even two of these. I might make a full list later, but at the moment I just naming some special cases.

Aasimar; +2 Wisdom and +2 Charisma. Variants also get +2 Dex/Cha, +2 Dex/Wis or +2 Int/Cha.
Aasimar Variant Abilities; You can gain an addiotional racial +2 Dex, Wis, Int or Cha when lucky or choosing a Variant Ability. Or even two stats if you hit the 100.
Android; +2 Dexterity and Intelligence and sadly –2 Charisma, but Androids can get +4-23 on a single roll a day.
Drow Noble; +4 Dexterity, +2 Intelligence, +2 Wisdom, +2 Charisma,
Elf; +2 Dexterity, +2 Intelligence
Halfling; +2 Dexterity, +2 Charisma
Infrit; +2 Dexterity, +2 Charisma and sadly –2 Wisdom, but Ifrit has a race trait for a huge boost.
Ratfolk; +2 Dexterity, +2 Intelligence

And including the initiative race traits we get:

An Aasimar ends up +0-6
An Android ends up +3-24 but once a day
A Drow Noble ends up +2-6
An Elf ends up between +2-4
A Halfling ends up between +1-3
An Infrit ends up between +3-6 with possible scaling
A Ratfolk ends up between +1-2 with possible scaling


Spells

Beast Shape I; +2 size bonus to dexterity.
Beast Shape II; +4 size bonus to dexterity.
Beast Shape III; +6 size bonus to dexterity.
Beast Shape IV; +8 size bonus to dexterity.
Eagle's Splendor; +4 enchantment on charisma.
Elemental Body I; +2 size bonus to dexterity.
Elemental Body II; +4 size bonus to dexterity.
Elemental Body III; +4 size bonus to dexterity.
Elemental Body IV; +6 size bonus to dexterity.
Fiery Body; +6 enchantment on dexterity.
Invigorating Poison; When poisoned ignore poison but gain +4 alchemical to the ability score the poison targets.
Mythic Animal Aspect; +2 size bonus to dexterity.
Mythic Beast Shape I; +4 size bonus to dexterity, augment to +6.
Mythic Beast Shape II; +6 size bonus to dexterity, augment to +8.
Mythic Beast Shape III; +8 size bonus to dexterity, augment to +10.
Mythic Beast Shape IV; +10 size bonus to dexterity, augment to +12.
Mythic Elemental Body I; +4 size bonus to dexterity, augment to +6.
Mythic Elemental Body II; +6 size bonus to dexterity, augment to +8.
Mythic Elemental Body III; +6 size bonus to dexterity, augment to +8.
Mythic Elemental Body IV; +8 size bonus to dexterity, augment to +10.
Mythic Monstrous Physique I; +4 size bonus to dexterity, augment to +6.
Mythic Monstrous Physique II; +6 size bonus to dexterity, augment to +8.
Mythic Monstrous Physique III; +8 size bonus to dexterity, augment to +10.
Mythic Monstrous Physique IV; +8 size bonus to dexterity, augment to +10.
Mythic Vermin Shape I; +4 size bonus to dexterity, augment to +6.
Mythic Vermin Shape II; +6 size bonus to dexterity, augment to +8.
Monstrous Physique I; +2 size bonus to dexterity.
Monstrous Physique II; +4 size bonus to dexterity.
Monstrous Physique III; +6 size bonus to dexterity.
Monstrous Physique IV; +6 size bonus to dexterity.
Psychonaut Manifestation; chance to +4 alchemical to an ability score, but wisdom gives a dexterity penalty and vice versa.
Vermin Shape I; +2 size bonus to dexterity.
Vermin Shape II; +4 size bonus to dexterity.
Wish; +1-5 inherent on a single ability score.

Yanisa
2016-01-30, 03:29 PM
How much do you need?
So after all these lists a question remain, how much initiative do you want and is there any point in having insane high initiative? The short answers are not a lot and no. The long answer is a table full of numbers.


CRLowAverageMedianHigh
<CR 1-5228
CR 1-5228
CR 5-54311
CR 10-35513
CR 15-27716
CR 20-27616
>CR 20-2101026
Overal-54326

This information comes from this database (http://www.pathfindercommunity.net/home/databases/full-bestiary) (warning, long loading time) and contains all monsters released up to 27 Jul 2015. I don't think the recent additions will sway these numbers in any meaningful way. It's handy to see the median and average being roughly the same, which means there aren't a lot of extreme initiative to worry about. Still these one gives a wrong impression of the top initiative, as there is only one creature with 26 and initiative drops quickly.

Amount of Monsters by 10 highest initiatives.

InitiativeAmount of MonstersCR-range
26129
23127
22226-27
21121
1838-28
17123
161015-37
15811-30
14169-30
13266-30


And something I couldn't add in the table, all monsters with a +16 initiative seem to be either mythic or named unique monsters. Even the 13, 14 en 15 ones are filled full with bosses, the only monsters I spotted that aren't unique tend to be elder elements of various sorts. Although I don't know all monsters by name, so I might be wrong in this regard. Still I don't expect you will fight many monsters in this top 10.
Also there are 69 creatures in this table and about 3000 monsters in the database, so yeah.

So, what can we learn from all these tables? You don't need a lot of initiative to be good in initiative. And you don't need a insane high number to beat all printed monsters. In fact getting high numbers might result in an arms race with the DM and remember, the DM can always beat you in initiative, whether you have +1, +10 or +100.

Also keep in mind:
In an average situation where both you and your enemy roll average (10.5) you only need 1 point of initiative more then his initiative. Which means +3 initiative is generally enough for first level, and +11 serves you fine at level 20.
In a worst case scenario where you roll 1 and the enemy rolls 20, you need 20 more points then the enemies initiative. Which means you need +28 at level 1 and up to +46 at level 20. Although +28 at level one seems impossible, +46 is easily doable without a lot of loopholes.
In my builds I will be aiming for +50 because I like round numbers and technically enemies can lower your initiative, but seriously +40 will most likely serve you just as well. (Unless your DM keeps tossing the 10 monsters at you with more then +16 initiative. And even +30 is good enough, unless you dm tosses the

Personally I would advice to say 10 points above the average. Those numbers are easy to obtain without focusing your build too much on initiative. That means +12 at level which many dexterity based classes can obtain with a feat and a trait (and charisma based classes in 2 feats). And leads to +20 at high level, which is rather slow increase so you most likely will end up higher if you focus just a bit on your initiative.

Quick tips and trick
So at this point most people would be rather overwhelmed, there are many, many, many ways to bump up your initiative. So which options are the best, the most universal and give huge boosts without costing too much resources, I am going to list a few famous ones here.

Be mythic
Okay this is not a option for most people, but mythic allows the most options to boost initiative insanely. The biggest boost is Display of dexterity; which adds +20 a dexterity check which you can take at tier 1 and can use it 5 times, which should be enough for every combat.

Feats and Traits
There is only one feat worthy, Improved Initiative; which gives +4 initiative.
If your dexterity is low and your charisma is insane high, consider Noble Scion to replace dex with cha.

Most other feats give a +2 or worse and most of them only under certain conditions. But some good options are:
VMC Diviner Mage. This ones gives 14 initiative for 5 feats, which is better then every other feat except Improved Initiative:
Aspect of the Beast. The requirements really limit this one, but it's a +2 initiative if you are an druid, ranger, werewolf or catfolk.

Just remember that traits also get a +2 initiative. Consider taking Extra Traits over many feats that boost initiative. That way you get +2 initiative and another bonus.
As for the traits themselves: Reactionary give +2 and is all inclusive. If you don't like your character being bullied as a child there is Hermean Paragon but that one if fluff heavy. Other good options are being an elf, half-elf or gnome, for Warrior of Old, Elven Reflexes or Excitable. Or consider being Adopted for these race traits.

Get a familiar
Familiars can grant a full +4 initiative, and there are a ton of options to gain one. Many arcane classes get a familiar by default and the few that don't have abilities to pick one. Some divine classes also gain one, even rogues and fighters can get a familiar with the right archetype. The list is long.
And if you are a rare class that don't get one, for 2 feats you have your own familiar. Skill Focus + Eldritch Heritage. Which is 2 initiative per feat. Don't have 13 charisma, you can do the same for 3 feats. Iron will + Familiar Bond + Improved Familiar Bond. Which includes a dead feat. Or if you are Chaotic Neutral and have a nice DM, a single feat is all you need, Wasp Familiar.
There is even an item to gain an temporary familiar, Periapt of Temporary Familiar, which can be activated 3 times a day for 5 minutes, so you need to prepare.

Items
Blood-boiling pill - 75 GP for a +2 initiative for 8 hours. Cheap unless you take them everyday. It's also the only alchemical bonus I could find. The downside is you get more damage from bleed, but you don't see many bleed creatures. (I counted like a 100 out of 3000.)
Cracked Dusty Rose Prism Ioun Stone - 500 GP for +1 initiative. The cheapest of items. It's also one of the two rare competence bonuses and the other is a temporary class ability (Cavalier Order of the land.)

Ring of Grit Mastery -> 6,840 gp and once per day for +2 initiative. What also doesn't help is that it's a insight bonus, which aren't rare. But it's still one of the cheaper item options.
Wand of Anticipate Peril -> 750 gp for a +1 initiative. You do have to time it as it only last one minute. Instead consider a
Wand of Heightened Awareness -> 750 gp +4 initiative, far better. It also lasts 10 minutes and gives a bonus on perception and knowledge checks making this more usable all around. And it's cheaper then Blood-boiling pills.

Dueling Weapon Enchantment -> At least 16000gp doesn't make this cheap, but its a +4 and the only enchantment bonus out there.

Beyond this consider stat boosting items +6 dexterity costs 36000 and gives +3 initiative. It ain't getting cheaper.


Conclusion
With improved initiative, a good trait a familiar you already have +10, add a decent dexterity (14+) and you get the +12 for level 1 I named. And most classes can get this easily.

And with a dueling weapon, a belt of dexterity and the ioun stone you spend 52.5k and bump it up to +20, which is easily doable by level 20.

Yanisa
2016-01-30, 03:30 PM
Orange Builds
These are the insane numbers builds.

The Rules
Orange builds uses all Pathfinder sources except:
*3.5, even if it Paizo published and even when it's published under the Pathfinder line of products.
*Artifacts
*Third Party
FAQ = RAW
25 point buy
Level 20.
Lenient DM/Background
Ignored Wealth by level.

Quintus Quadruple Score
This build also includes all mythic options.
Build: Inquistor (8)/Magus (7)/Paladin (2)/Summoner (1)/Investigator (2)/Ranger (1)

Cunning Initiative; Inquisitor level 2; Adds Wisdom to initiative checks
Tunnel Runner; Inquisitor Domain Earth Subdomain Caves level 8; When underground add an insight bonus equal to Wisdom on initiative.

Iaijutsu; Magus Archetype Kensai level 7; Adds Intelligence to initiative checks

First Into Battle; Paladin Archetype Sword of Valor level 2; Adds Charisma to initiative checks

Fused Eidolon; Summoner Archetype Synthesist level 1; Replace your dexterity with your eidolon.

Small
Serpentine 16 dexterity
Small, +2 dexterity
2 Evolution points: Ability Increase +2 dexterity
(2 Evolution points for arms, using the feat extra evolution.)


Inspiration; Investigator level 1; Adds 1d6 to initiative checks
Sleuth’s Initiative; Investigator Archetype Sleuth level 1; +2 on initiative

Master of Terrain; Ranger Archetype Warden level 1; +2 initiative in chosen terrain, increases by +2 at level 3 and then every five levels thereafter.


Race: Aasimar Kobold (+2 Int, +2 Cha, +6 Wis)

Aasimar; +2 Wisdom and +2 Charisma.
Aasimar Variant Abilities; Magically we rolled 100 at our first roll, and then 50 twice gaining an additional +4 wisdom talk about "luck".
Non-Human Aasimar Kobold; Now we are small, doesn't give bonuses but allows us to take a small eidolon with Synthesist. I went with kobold for the caves theme.
Fearless Zeal (Story); Our character is a follow up of another character *cough* granting us a +2 Intelligence.




Ability Scores
Due Inquistor we add wisdom on our iniatiave
Due Subdomain Caves Inquistor we add wisdom as insight bonus on our initiative
Due Magus Archetype Kensai we add Intelligence on our iniatiave
Due Paladin Sword of Valor we add Charisma on our iniatiave

That right, we get Dex, Int, Wis, Wis again and Cha on our Initiatiave.

Our 20 point buy will look like: 7/7/7/14/18/16 which leads to:

31 Dexterity with Fused Eidolon (20 base +6 enchantment, +5 inherent*** (http://paizo.com/forums/dmtz44hz&page=7?One-Synthesist-Summoner-Thread- to-rule-them-all#341)) or a +10 Modifier

12 without Fused Eidolon (7 base -6 venerable, +6 enchantment, +5 inherent) or a +1 Modifier

30 Intelligence (16 base +2 racial, +5 inherent, +6 enchantment, +3 venerable) or a +10 Modifier
48 Wisdom (18 base +6 racial, +5 from levels, +5 from mythic ranks, + 5 inherent, + 6 enchantment, +3 venerable) or a +19 Modifier
32 Charisma (14 base +2 racial, +5 inherent, +6 enchantment, +3 venerable) or a +11 Modifier

Feats & Traits
Feats (10/10) Variant Multiclassing, Extra Evolution points (to gain arms), Weapon Finesse, Quick Draw, Weapon Focus (dueling sword), Dueling Mastery.

Variant Multiclassing Wizard
School: Divination Foresight
Familiar; level 3; +4 initiative (Greensting Scorpion)
Forewarned; level 7; +10 on initiative checks.
Foretell; level 19; +2 luck on ability checks.

Traits (2/2)
Reactionary; +2 trait initiative.
Fate's Favored; Increases any luck bonus by +1 (see items; Luckstone)

Mythic
10 Ranks:

Ability Score (Already calculated in the scores)
Mythic Feat(4/5) Improved Initiative, Warrior Priest, Mythic Improved Initiative, Mythic Warrior Priest
Surge 1d12
Amazing Initiative +10

Path Abilities (6/10)
Display of Dexterity (Su) +20 circumstance bonus
Longevity to ensure we aren't as good as helpless without eidolon.
Sleepless to ensure our eidolon is a 24/7 kind of deal

4xEnhanced Ability <-- NEEDS TO BE RECALCULATED

Totalling Stable Sources
+19 (Wisdom; 3 points come from Mythic; Cunning Initiative)
+19 (Insight equal to Wisdom; 3 points come from Mythic; Tunnel Runner)
+14 (Untyped; Mythic Improved Initiative)
+11 (Charisma; First Into Battle)
+10 (Intelligence; Iaijutsu)
+10 (Dexterity; Initiative Check)
+10 (Untyped; Mythic Amazing Initiative)
+10 (Untyped; Forewarned)
+06 (Untyped; Mythic Warrior Priest)
+04 (Untyped; Familiar)
+02 (Trait; Reactionary)
+02 (Untyped; Dueling Mastery)
+02 (Untyped; Sleuth’s Initiative)
+02 (Untyped; Favorite Terrain)

Total stable initiative: 121 (beating the old total record.)

Permanent Items
+04 Enchantment (Dueling Weapon Enchantment)
+04 Circumstance (Banner of the Ancient Kings)
+02 Luck (Stone of Good Luck; Doubled by Fate's Favored)
+02 Untyped (Halflight Charm (Greater))
+02 Untyped (Boots of Favored Terrain)
+01 Competence (Cracked Dusty Rose Prism Ioun Stone)
+01 Untyped (Righteous Medal of Agility)

Which adds +16
Total permanent initiative: 137 (beating the old total record.)


Temporary Buffs
Class Abilities
+1d12 Mythic Surge
+1d6 Inspiration
+20 Display of Dexterity

Which adds +22-38

Items
+02 untyped bonus to Initiatiave (Bilious Bottle)
+02 alchemical bonus to Initiatiave (Blood-boiling pill)
+02 due a +2 sacred bonus to Wisdom (Righteous Medal of Spirit)
+01 due a +2 sacred bonus to Dexterity (Righteous Medal of Agility)
+01 due a +2 sacred bonus to Intelligence (Righteous Medal of Clarity)
+01 due a +2 sacred bonus to Charisma (Righteous Medal of Command)

Which adds +09


More Shenigans
+02 due a +2 profane bonus to Wisdom (Succubus Profane Gift)
+01 due a +2 profane bonus to Charisma (Succubus Gift of Domination)

Which adds +03

Spells
+04 untyped to Initiative (Heightened Awareness)
+04 due a +4 alchemical bonus to Wisdom (Invigorating Poison)
+02 due a +4 alchemical bonus to Dexterity (Invigorating Poison)
+02 due a +4 alchemical bonus to Intelligence (Invigorating Poison)
+02 due a +4 alchemical bonus to Charisma (Invigorating Poison)
+02 sacred to Initiative (Hunter's Blessing)
+02 luck to Initiative (Calculated Luck)
+02 untyped to Initiative (Eaglesoul)

Which adds +20

Allies

+20 competence to Initiative (Terrain Training, Cavalier Order of the Land) [Disclaimer, this one is another entire build into itself, I just picked a random highish number to be done with it]
+05 untyped to Initiative (Master Tactician, Cleric Archetype Divine Strategist)
+02 untyped to Initiative (Advantageous Terrain, Ranger Archetype Battle Archetype Scout)
+02 untyped to Initiative (Terrain Bond, Ranger Archetype Warden)
+01 untyped to Initiative (Careful Teamwork, Bard Archetype Detective)

Which adds +30

Totalling +84-100 from buffs alone.
Which leads me to 237 initiative

Yanisa
2016-01-30, 03:32 PM
Green Builds
These are silly limitations to keep myself on my toes.

The Rules
Green builds uses all Pathfinder sources when they are allowed in Pathfinder Society. (Current Season 7.)
Also no boons or legacy choices.
FAQ = RAW + The additional PFS FAQ.
20 point buy
Max level 12 (and maybe a special one going level 20 because it seems possible (http://paizo.com/threads/rzs2qv99?Present-level-cap))
Normal wealth by level. (Although PFS seems rather royal (http://paizo.com/threads/rzs2mgek?How-much-gold-will-you-have-as-you-advance#5), so going slightly over budget is not a problem.)
No mythic.



---404 no build found----

Work in Progress.

Yanisa
2016-01-30, 03:33 PM
Blue Builds
These are the accessible to everyone builds and aim to get the best initiative compared to monsters (current aim +50). Preferable with the least amount of resources spend.

The Rules
Blue builds only uses abilities from the Hardcover books, except mythic, and companion books, except mythic ones. I also don't include:
*3.5, even if it Paizo published and even when it's published under the Pathfinder line of products.
*Artifacts
*Third Party
*Golarion fluff based abilities
*Mythic
FAQ = RAW
15 point buy
Fluid levels but less is more.
Strict DM/Background
Normal Wealth by level.

Diviner wizard (or Take 20, the build)
The_archduke pointed out a simple Diviner wizard already is really good in initiative without a lot of effort, thanks to taking 20, a 1/2 level bonus on initiative and a familiar in the class package. Automatically rolling a 47 on initiative.


A diviner wizard at level 20 would be rolling an automatic 34 without any feat/trait/spell/item expenditure. Their 20th level ability treats any initiative roll as a natural 20. Then they get their +10 untyped bonus from forewarned. They also get +4 from their familiar. Only needs +13 more to win initiative against any printed monster.

They would be getting +5-8 easily from dexterity at level 20 as that is a priority stat for wizards. Lets say 24 for a +7. Base 14 +6 enhancement +4 inherent (from wishes it also gets innately).

Reactionary trait and improved initiative would be only a minor investment by level 20. That's another +6

Base 20 (capstone ability)
+4 familar
+10 forewarned
+4 improved initiative
+2 trait
+7 dex

Automatically rolls a 47 on initiative, and you are a wizard, sop you will be able to do something impressive when you go first

In same vein but without a familiar (so "only" an automatically 43):
Divine Strategist Cleric
Sohei Monk
Warden Ranger (but only in his favorite terrain.)

Lastly an School Savant Arcanist can also emulate a Diviner Wizard. As can a normal Arcanist with exploits and great timing.

Yanisa
2016-01-30, 03:34 PM
To do list:

Double check Arcanist abilities and compare to the wizard schools and sorcerer bloodlines.
Reread and spellcheck everything (seriously, I cannot spell the word initiatiave)
Recalculate the Orange build thanks to new finds and a change in rules. (I think I add a +7 for a 244 total)
Go over the tech options (Psychics can become AI's)

grarrrg
2016-01-31, 03:43 AM
I heartily endorse this product and/or service.

Zanos
2016-01-31, 03:51 AM
Arcanist can take the School Understanding exploit or School Savant archetype to poach the forewarned ability of diviner wizards, although taking it as an exploit isn't nearly as potent, it does still give a +1 and never surprised. You'd need to know you'd be rolling initiative in cha mod rounds to get the full bonus.

the_archduke
2016-01-31, 10:43 AM
A diviner wizard at level 20 would be rolling an automatic 34 without any feat/trait/spell/item expenditure. Their 20th level ability treats any initiative roll as a natural 20. Then they get their +10 untyped bonus from forewarned. They also get +4 from their familiar. Only needs +13 more to win initiative against any printed monster.

They would be getting +5-8 easily from dexterity at level 20 as that is a priority stat for wizards. Lets say 24 for a +7. Base 14 +6 enhancement +4 inherent (from wishes it also gets innately).

Reactionary trait and improved initiative would be only a minor investment by level 20. That's another +6

Base 20 (capstone ability)
+4 familar
+10 forewarned
+4 improved initiative
+2 trait
+7 dex

Automatically rolls a 47 on initiative, and you are a wizard, sop you will be able to do something impressive when you go first

Yanisa
2016-02-06, 09:57 AM
In general news, I did some minor cleaning and updating. I also opened the tips and tricks section (http://www.giantitp.com/forums/showthread.php?476869-Seize-the-Initiative-a-resource-to-always-being-first&p=20365107&viewfull=1#post20365107) for when you feel overwhelmed by these insane lists.




I heartily endorse this product and/or service.

:smallsmile:


Arcanist can take the School Understanding exploit or School Savant archetype to poach the forewarned ability of diviner wizards, although taking it as an exploit isn't nearly as potent, it does still give a +1 and never surprised. You'd need to know you'd be rolling initiative in cha mod rounds to get the full bonus.

Good find.
Arcanist can emulate a lot of wizards and sorcerers, I wonder if I missed more.


A diviner wizard at level 20 would be rolling an automatic 34 without any feat/trait/spell/item expenditure. [...]
A great point, I added your entire post to the blue build section. Take 20 is a great skill to bump the initiative.

There are also a few other archetypes who do the exact same but without familiar. Divine Strategist Cleric, Sohei Monk, Warden Ranger (with favorite terrains) and School Savant Arcanist (okay he can get familiar).

Aleolus
2016-02-06, 01:33 PM
If you're allowing WotC 3.5 stuff then there is a feat you missed. Yondalla's Sense in RoW. Its Halfling only, but it allows you to add your Wis to Initiative. And sense it doesn't specify "instead of your dex", it is typically taken as in addition to.

Slithery D
2016-02-06, 02:24 PM
A 20th level Psychic playing a tech campaign can use the Artificial Ascension psitech ability to become an artificial intelligence, thereafter switching his initiative stat from Dex to Int.

Tuvarkz
2016-02-07, 05:51 PM
While I find the guide pretty extensive on ways to gain initiative bonuses, it's kinda confusing when the color scheme doesn't go by the usual way it's done in quite a few guides (namely, purple>blue>green>yellow>red from best to worst choice in terms of how good the choice is).

Novawurmson
2016-02-07, 10:01 PM
First time I've seen this. Mind if I add it to the guide to the guides?

Yanisa
2016-02-14, 04:28 AM
If you're allowing WotC 3.5 stuff then there is a feat you missed. Yondalla's Sense in RoW. Its Halfling only, but it allows you to add your Wis to Initiative. And sense it doesn't specify "instead of your dex", it is typically taken as in addition to.

I am mostly sticking with paizo content, for now, because it's easily to find online and easy to search trough. I also have no clue where my RoW is at the moment so I can't double check. :smallconfused:
And some paizo pathfinder stuff is published under 3.5 rules (like season 0 of PFS) and it might technically be legal in current PFS if you have some grandfathered sheet updated to the newest season. But I'm not 100% sure how that works so I might be completely wrong.


A 20th level Psychic playing a tech campaign can use the Artificial Ascension psitech ability to become an artificial intelligence, thereafter switching his initiative stat from Dex to Int.
Awesome. I already spotted some tech options to boost initiative but they were all limited to AI's so I figured to skip it as it seemed very NPCish.

Now I got a whole new section.


While I find the guide pretty extensive on ways to gain initiative bonuses, it's kinda confusing when the color scheme doesn't go by the usual way it's done in quite a few guides (namely, purple>blue>green>yellow>red from best to worst choice in terms of how good the choice is).

To be fair, I doubted a lot on how to color it. The problem I ran into is that most options are rather poor so most of the guide would be list of red options. Also this is partly a personal project to make multiple builds with varying amount of restrictions, so the coloring was decided with myself as the main focus. :smalltongue:
That's why I also added a real guide portion showcasing the best options, so people can either look trough the lists themselves or just check my quick tips to see what is best.

As for the colors themselves, inventing an entire new set would be more confusing I felt and there aren't that many distinct colors anyway. And personally I haven't seen purple used in a guide, most ones I see just light blue for best options. I could change mythic color, but it's a hassle and in a sense mythic are the best options to boost but also the hardest to get. (Besides I feel purple is a mythic color.)


First time I've seen this. Mind if I add it to the guide to the guides?

Yes, you can add it. I would be honored.