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Initiative

From bg3.wiki

Initiative determines the order of turns during combat.

Rolling Initiative edit

When combat begins, every participating combatant rolls D4 + Dexterity Modifier to determine their position in the initiative order. Participants act in order from highest to lowest Initiative. If two participants roll the same Initiative result, the one with a higher Dexterity Score goes first, though characters controlled by the same player with the same Initiative effectively act simultaneously: they can use their collective actions, movement and other turn-based resources in any order they choose.

Initiative bonuses edit

Many class features, feats, magic items and consumables can improve a character’s initiative by granting additional bonuses to the roll. Many of these are also used by NPCs. Unlike in tabletop rules, it is not considered a Dexterity check, and so initiative is not affected by features or effects like Jack of All Trades or Enhance Ability: Cat's Grace (Condition).

Sources of Initiative bonuses
Source Value Type Subtype Other
AlertAlert +5 Feat - Cannot be Surprised
 Elixir of Vigilance +5 Consumable Elixir Cannot be Surprised
Feral InstinctFeral Instinct +3 Feature - Cannot be Surprised
Dread AmbusherDread Ambusher +3 Feature -
 Hellrider Longbow +3 Weapon Longbow
 Sentinel Shield +3 Shield -
Rakish AudacityRakish Audacity +2-4 Feature -
 Assassin of Bhaal Cowl +2 Headwear -
 Mask of Soul Perception +2 Headwear -
 Soulbreaker Greatsword +2 Weapon Greatsword
 Bhaalist Armour +2 Armour Light Armour
 Elegant Studded Leather +2 Armour Light Armour
 Elven Chain +2 Armour Medium Armour
 Flame Enamelled Armour +2 Armour Medium Armour
 Ambusher +1 Weapon Shortsword
 Bow of Awareness +1 Weapon Shortbow
 Fistbreaker Helm +1 Headwear -
 Halberd of Vigilance +1 Weapon Halberd
 Stalker Gloves +1 Handwear -
 Studded Leather Armour +2 +1 Armour Light Armour
 Hide Armour +2 +1 Armour Medium Armour
 Scale Mail +2 +1 Armour Medium Armour
 Yuan-Ti Scale Mail +1 Armour Medium Armour

Rakish AudacityRakish Audacity bonus increases to +3 and +4 at rogue levels 5 and 10, respectively.

SurprisedSurprised is a special condition that can affect creatures during the first round of combat.

Overview edit

When one side of a combat encounter is unaware of the other side, they may be surprised. A surprised creature cannot take any Actions or Reactions for one combat round. Characters with the AlertAlert feat, the Feral InstinctFeral Instinct feature or specific items (such as the  Elixir of Vigilance) cannot be surprised.

Certain combat encounters, especially ones that occur after an in-game cutscene, are set to always surprise the party. These can usually be countered by utilizing the aforementioned features or else conditions such as InvisibleInvisible or hiding in heavily obscured areas with spells such as DarknessDarkness before triggering them.

How to Surprise Enemies edit

The key to surprising enemies is line of sight: they must have a clear line of sight to the character surprising them. If they do not, then they begin searching for that character and are not surprised once they find them and begin combat.

This can make it challenging and counter-intuitive to successfully surprise a group of enemies. Precautions such as the following may aid in the process:

  1. Use HideHide to put the entire party into stealth, including pets.
  2. Ungroup the party, including pets, then select one party member as the ambusher and move them into position to trigger the surprise.
  3. Keep the other party members and pets some distance away while the ambusher approaches the enemy from outside their vision cones. If they cross a vision cone in a Clear AreaClear Area then they are instantly spotted, but if they are Lightly ObscuredLightly Obscured or Heavily ObscuredHeavily Obscured then they must succeed a StealthStealth roll against the enemy's PerceptionPerception check. On a successful roll the enemies do not notice the character, but on a failed roll they initiate combat without being surprised.
  4. The ambusher must initiate combat from within line of sight of the enemy. If they do, then the enemy should be surprised. However, if they are out of line of sight then the enemies begin searching for the party member and are not surprised once they find them and begin combat.
  5. The way combat is started matters. Here are some key points (but the testing has not been exhaustive):
    1. Melee attacks always work.
    2. Ranged attacks done on melee range always work.
    3. Spell attack rules are either bugged or complicated. Spell attacks work nearly always for melee range and a bit less often for non-melee range. The following examples demonstrate the discrepancies:
      1. Eldritch BlastEldritch Blast (attack roll) works both for melee and non-melee range.
      2. FireballFireball (Dexterity save) works for melee but not for non-melee range.
      3. FearFear (Wisdom save) works both for melee and non-melee range.
      4. Magic MissileMagic Missile (no attack roll) works neither for melee nor for non-melee range.
      5. Witch BoltWitch Bolt (attack roll) works for melee but not for non-melee range.
    4. If the attack type (melee, ranged, spell) works, it does not matter whether it hits or misses.
    5. Grenades do not work, even if you hit the enemy directly.
    6. For AmbushingAmbushing enemies, every type of attack, even grenades, work, as long as enemies have not spotted the party. This is true even if having failed the PerceptionPerception check and attack the currently empty location where the enemy will turn out to be.
  6. Once the enemy is surprised, the rest of the party can be moved into position to join the fight. They are drawn into the fight once they either enter an enemy's vision cone or attack them.

If a character's Stealth is high enough then enemies sometimes fail to notice them even as their allies are being attacked and killed from a distance. This can even work with Area of Effect spells such as FireballFireball as long as the party member casting it remains hidden. The enemies run around in a desperate search for the party member but cannot find them. This can be accomplished with a high Dexterity score, Proficiency and Expertise in stealth, AdvantageAdvantage in dexterity or stealth checks, and certain spells and abilities such as Pass Without TracePass Without Trace.

Triggering Surprised from Invisibility edit

The most reliable way to surprise an enemy is to become Invisible and attack them. This invisibility can come from any source (e.g  Potion of Invisibility, InvisibilityInvisibility, Greater InvisibilityGreater Invisibility, or  Shadow of Menzoberranzan). The Quasit and Imp pets also work, as does Wild Shape: PantherWild Shape: Panther.

List of Surprise encounters edit

Act 1 edit

  • Sneaking into the Overgrown Ruins Refectory leaves AndornAndorn surprised.
  • Approaching {{CharLink|Nadira]] surprises the Bugbear Assassin trying to ambush her.
  • Interacting with certain caskets in the cave inside the Apothecary's Cellar causes an Agile Guardian to burst out and surprise the party.
  • Attacking the bloated hyenas along the Risen Road leaves them surprised.
  • In the Underdark, approaching the Petrified Battlefield initiates combat with a Spectator, triggering a cutscene which leaves the party members surprised.
  • Approaching the Underdark Beach triggers a conversation with a Duergar. If attacked immediately, all the Duergar at the beach are left surprised. If Gekh CoalGekh Coal is called and he turns hostile, the party members are surprised instead.
  • In the Grymforge, attacking the three Mimics always surprises the party members when interacting with them in their disguised form. Attacking them from range starts the battle without being surprised.
  • Magma Mephits surprise the party members if they approach the mithral vein closest to the Adamantine Forge.

Act 2 edit

  • In the Shadow-Cursed Lands, three separate encounters with Blights can surprise the party members if they get too close to them.
  • In Moonrise Towers, attacking the Mimic always surprise the party members when interacting with them in their disguised form. Attacking them from range starts the battle without being surprised.

Act 3 edit

  • At the end of "Dribbles'" performance at the Circus of the Last Days, the party members are left surprised unless the ambush is noticed through passive Perception checks, in which case the ambushers are surprised instead.
  • In Entharl's basement, for The High HarperThe High Harper quest, a group of doppelgangers posing as Harpers can be spoken to. A combination of dialogue checks and choices can lead to either the party members or the ambushers being surprised.