Barbarians and rogues of high enough level have the uncanny dodge extraordinary ability, which means that they cannot be caught flat-footed. You can’t use your Dexterity bonus to AC (if any) while flat-footed. Flat-FootedĪt the start of a battle, before you have had a chance to act (specifically, before your first regular turn in the initiative order), you are flat-footed. If there is still a tie, the tied characters should roll to determine which one of them goes before the other. If two or more combatants have the same initiative check result, the combatants who are tied act in order of total initiative modifier (highest first). In every round that follows, the characters act in the same order (unless a character takes an action that results in his or her initiative changing see Special Initiative Actions). Characters act in order, counting down from the highest result to the lowest. Each character applies his or her Dexterity modifier to the roll, as well as other modifiers from feats, spells, and other effects. An initiative check is a Dexterity check. Initiative Initiative ChecksĪt the start of a battle, each combatant makes an initiative check. Effects that last a certain number of rounds end just before the same initiative count that they began on. When the rules refer to a “full round”, they usually mean a span of time from a particular initiative count in one round to the same initiative count in the next round. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.) When a character’s turn comes up in the initiative sequence, that character performs his entire round’s worth of actions. A round normally allows each character involved in a combat situation to act.Įach round’s activity begins with the character with the highest initiative result and then proceeds in order.
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