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- <p>Very often does a character in PF2e find themselves in a position where they are standing next to an enemy, but realize that attacking three times is ill-advised.</p>
- <p></p>
- <p>Remember, in Pathfinder 2e, attacking more than once incurs a <strong>Multiple Attack Penalty (MAP)</strong>, which work as follows:</p>
- <p><br><strong>1st attack:</strong> No penalty</p>
- <p><strong>2nd attack:</strong> -5 penalty</p>
- <p><strong>3rd attack:</strong> -10 penalty</p>
- <p></p>
- <p>Thus, in D&D5e terms, your second attack essentially has "Disadvantage" (roll twice and take the worse result), and your third attack will be at "super disadvantage". Mathematically, this makes it much harder to perform multiple attacks in a row…</p>
- <p>… As a single character!</p>
- <p></p>
- <p>Pathfinder 2e is balanced around team play, not individual play. In 5e, it is very likely that the Barbarian does a majority of the party's damage through raging blows. However, in PF2e, that same Barbarian would essentially never land their third attack on any given monster due to the Multiple Attack Penalty.</p>
- <p></p>
- <p>So, how do we get around this? Well, the simple answer is, teamwork. If every member of the team does one "team player" action, everyone in the party will find it easier to actually hit the enemies.</p>
- <p></p>
- <hr>
- <p></p>
- <h1>Okay, so what actions can I take?</h1>
- <p></p>
- <p></p>
- <h3><strong>Stride</strong></h3>
- <h4>@Compendium[pf2e.actionspf2e.Bcxarzksqt9ezrs6]{Stride} is your regular movement action. Sometimes, this is tactically the best thing you can do. Remember, monsters usually have a much higher to-hit bonus than player characters, so they benefit from being near you. Deny them this advantage by moving away from the monster, making them spend one of their actions on moving towards you on their turn!</h4>
- <p>You can also stride to move opposite a creature to flank it. This makes the enemy combatant @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg]{Flat-Footed}, which incurs a -2 AC penalty. Suddenly, your second attack's -5 to hit becomes -3 for the entire party!</p>
- <hr>
- <h3><strong>Raise a Shield</strong></h3>
- <p>@Compendium[pf2e.actionspf2e.xjGwis0uaC2305pm]{Raise a Shield} is another key difference between D&D5e and PF2e. In PF2e, if you have a shield, you must raise it each turn to benefit from its AC bonus.</p>
- <p>This is a valuable defensive tool for characters who want to stay in melee range (and thus cannot Stride away), but want to reduce the amount of hurt they suffer.</p>
- <hr>
- <h3><strong>Demoralize</strong></h3>
- <p>@Compendium[pf2e.actionspf2e.2u915NdUyQan6uKF]{Demoralize} is an Intimidation action in which you target a creature and cause them to become @Compendium[pf2e.conditionitems.TBSHQspnbcqxsmjL]{Frightened}, a stacking condition which gives a penalty to <strong>all</strong> checks and DCs made by that creature.</p>
- <p>This means that you, as a terrifying Rogue, can make the grappling Barbarian's job easier by intimidating his foe. Or you can make the evil wizard's spells easier to resist by causing him to be frightened of you. Or you can make the giant spider so scared of you that it struggles to even tie you down in its webs!</p>
- <hr>
- <h3><strong>Feint</strong></h3>
- <p>@Compendium[pf2e.actionspf2e.QNAVeNKtHA0EUw4X]{Feint} is a Rogue classic. You use your Deception skill to mislead an opponent, causing them to become @Compendium[pf2e.conditionitems.AJh5ex99aV6VTggg]{Flat-Footed} to your next attack. Essentially, if it lands, it's a free +2 to your attack, which statistically increases your likelihood of landing a hit with 10%. Nothing to scoff at, going from 60% to 70%!</p>
- <hr>
- <h3><strong>Hide</strong></h3>
- <p>@Compendium[pf2e.actionspf2e.XMcnh4cSI32tljXa]{Hide} is an incredibly powerful action which lets you huddle behind cover, causing you to become @Compendium[pf2e.conditionitems.iU0fEDdBp3rXpTMC]{Hidden}. Enemies know which square hidden characters are on, but must succeed on a flat DC11 check to see if their attacks even hit. Furthermore, if you are hidden from an enemy, that enemy is considered @Compendium[pf2e.conditionitems.AJh5ex99aV6VTggg]{Flat-Footed} to your first attack!</p>
- <hr>
- <h3><strong>Create a Diversion</strong></h3>
- <p>@Compendium[pf2e.actionspf2e.GkmbTGfg8KcgynOA]{Create a Diversion} works similarly to Hide, except it targets a room full of creatures (though it triggers a Perception check). This is your smoke-bomb getaway action, and it can be every bit as silly or serious as you imagine it.</p>
- <hr>
- <h3><strong>Recall Knowledge</strong></h3>
- <p>@Compendium[pf2e.actionspf2e.1OagaWtBpVXExToo]{Recall Knowledge} will let you get more information about a creature, usually which weaknesses or strengths it has. This tends to be a better use of your time than "just hit the skeleton and see if it's resistant to piercing damage idk", as it gives you information without getting too close and without incurring MAP.</p>
- <hr>
- <h3><strong>Trip</strong></h3>
- <p>@Compendium[pf2e.actionspf2e.ge56Lu1xXVFYUnLP]{Trip} uses your Athletics to knock down an enemy, causing them to be @Compendium[pf2e.conditionitems.j91X7x0XSomq8d60]{Prone}. This means their attacks are weaker, they cannot move other than to @Compendium[pf2e.actionspf2e.Tj055UcNm6UEgtCg]{Crawl} or @Compendium[pf2e.actionspf2e.OdIUybJ3ddfL7wzj]{Stand}, and they are @Compendium[pf2e.conditionitems.AJh5ex99aV6VTggg]{Flat-Footed}. It's basically nightmare fuel for melee fighters.</p>
- <p>The downside is that Trip has the Attack trait, which means it will incur Multiple Attack Penalties.</p>
- <hr>
- <h3><strong>Disarm</strong></h3>
- <p>@Compendium[pf2e.actionspf2e.Dt6B1slsBy8ipJu9]{Disarm} works similarly to Trip in that it is an Athletics check with the Multiple Attack Penalty used to knock an item out of a creatures' grasp. Doesn't have to be a weapon, but it most commonly is.</p>
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