cloa513's page

7 posts. No reviews. No lists. No wishlists.




2 people marked this as a favorite.

The way I see Pathfinder 2 with its basic 3 action economy is that its philosophy is that combat for characters is meant to have choices/flexibility yet it has multiple features that go against that philosophy- feats such as power attack, point blank that only gain if you commit to attacking (or lock one round in doing a stance) for three or two rounds. Also spell slots go against that philosophy that commits to using three actions or you "waste" a slot. What is the complete list of features that go that way and how legitimate that it should be fixed by homebrew?


Assuming you are far from the enemies, do you want be early on initiative to act first or want to be later to respond to enemies or other fellow team members?


How would you build a scout which a person who gathers information about potential opponents without engaging them? One direction is a rogue with seeking to gain master in perception and stealth and the general feats to support identify monster (assume GM sets enough range of types to use all relevant general skills). How would you do using a progression by level?