The second time you use an attack action during your turn, you take a -5 penalty to your attack roll. Multiple attack penalties are the same for all weapons (ranged, melee, and natural) weapons with thr agile trait have a smaller penalty -4/-8 instead of -5/-10. Grapple and Trip are already good, and they don't need a buff. Alternately: If you are confident enough with your rolling, you can use this as a second strike action to only apply a single multitude of MAP for two attacks. Most monsters do not have it. This is reflected by a multiple attack penalty that starts at –5 on the second attack, but increases to –10 on the third. Last Updated: January 23rd, 2020. Tripping and Grappling have been quite powerful at my table even with the multiple attack penalty. ... you can easily use your second or third Action to make a special attack like a Shove without suffering the massive Multiple Attack penalty from having made one or more attacks beforehand. Flurry: Further reduce the Multiple Attack Penalty. Conclusion. The multiple attack penalty (detailed on page 446) applies to each attack after the first, whether those attacks are Strikes, special attacks like the Grapple action of the Athletics skill, or spell attack rolls." If you spend your two first actions doing a sweep you have no multiple attack penalties (MAP) against two (adjacent) foes. Multiple Attack Penalty "The more attacks you make beyond your first in a single turn, the less accurate you become, represented by the multiple attack penalty. The system allowed for 3.5 materials to continue in circulation while also fixing some game-breaking rules. Multiple attack penalties stack up quickly, so your third action is often left to making an attack at a -10 penalty or doing literally anything else. All characters starting at level 1 can do this. You get to do two attacks using the same multiple attack penalty. This gets even more appealing if your attacks are Forceful. There are many ways to reduce this penalty, and it resets at the end of your turn. Attack of opportunities are rare in 2e. "Agile" weapons have a reduced multiple attack penalty (-4 for 2nd attack, -8 after instead of -5 and -10), but tend to do less damage. For melee attacks with light weapons, natural weapons, rapiers, scimitars, spiked chains, whips, and for ranged attacks with bolas, daggers, darts, hand crossbows, shortbows, and slings, the penalty is: second attack at -2, third attack at -4. Your Multiple Attack Penalty with your third and subsequent attacks is just -4, which is the same penalty that most characters suffer for using an Agile weapon on their second attack. Class handbook for the Pathfinder 2e Monk. ... Latest Pathfinder 2e! Pathfinder did a lot to keep the spirit of Dungeons & Dragons alive. Precision: This is a frustrating option. Only a few classes grant the ability or have it as a class feat. Ugchi Ancestry December 5, 2020; Ancestral Anthologies Vol. EDIT: Ninja'd twice. As there still is no information on how multiple attacks against different targets work, and because a dev recommended it as a stop gap measure, I would base all multiple attacks on different targets on this mechanic. Each attack beyond the first on a turn takes a penalty: second attack at -3, third attack at -5. Removing the MAP from them would just make Trip/Grab into Attack much more powerful, because the follow up attack wouldn't have the -4/5 penalty and the target would be flat footed. In those cases +2 to AC is very appealing compared to a borderline useless attack. ... You'll still suffer the Multiple Attack Penalty normally, but if you're using Flurry of Blows and making a total of 3 additional Strikes, you're likely to hit with some of them despite the -10 penalty (-8 with Agile). Intimidating Strike: -1 to all checks and saves isn't enough, and you can't rely on getting the -2. 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