Encounter Mode and Initiative
Encounter mode uses Perception (or [[compendium:skill:Stealth]]/[[compendium:skill:Deception]]) for initiative, the three-action economy for turns, and replaces surprise rounds with the off-guard condition for undetected combatants.
Encounter mode is used when timing and order of actions matter — typically combat, but also social confrontations, chase sequences, or other tense situations.
Rolling Initiative
When an encounter begins, all participants roll initiative to determine turn order.
Default initiative: Roll Perception + proficiency modifier. Characters who were using an exploration activity that grants a different initiative roll (like Avoid Notice using Stealth) use that skill instead.
Common initiative skills:
- Perception — the default for most characters
- Stealth — if you were using Avoid Notice during exploration
- Deception — in some social encounters (GM's call)
Turn Structure
On your turn you get 3 actions and 1 reaction (per the three-action economy). Your turn includes:
- Start of turn — resolve any start-of-turn effects (persistent damage, conditions)
- Take your actions — spend up to 3 actions (activities may cost 1, 2, or 3 actions)
- End of turn — resolve end-of-turn effects, reduce durations
Surprise
There is no surprise round in PF2e. Instead, creatures who are unnoticed or undetected when combat begins gain the off-guard condition against enemies who haven't acted yet. Rolling Stealth for initiative (via Avoid Notice) is how you achieve the equivalent of surprise.
Ending Encounters
An encounter ends when one side is defeated, flees, or surrenders, or when the GM determines the tense situation has resolved. Play returns to exploration or downtime mode.