Playing with the action economy, post what you found that you can do with it.


Advice


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What are the efficient or fun stuff that you found that you can do with the new action economy?

- Ruffian Rogues can make use of their higher strength to spend one action to trip opponents so they will be flat footed for the next attack, it will take MAP, but it's a way to get that juicy sneak attack if you can't get in a flanking position.

- Speaking of trip, Fighters can use trip to setup Attack of Opportunity when the enemy tries to get up.

- Alchemist familiar with manual dexterity can be holding 2 potions before battle so you can order it with one action to move and administer the potion to someone, it can work with mutagens as well.

- Give Mutagens to your familiar, they don't get item bonus of stuff like the +1/2/3 of bestial mutagen and are not accurate but they gain the bite and claw attack. Greater Energy Mutagen have a possible 12d6 30ft cone that you can spend one action for the familiar use it and do the breath attack if they are holding the mutagen before the battle.

- Sustained spells plus cantrips is an effective way to use your spell slots, sustaining Flaming Sphere + casting Electric Arc is 3d6 + 2d4 +4 potential damage at lvl 3 that will not have MAP.


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Flurry of maneuvers 2 enemies with 1 action.

Throw each one 30 ft away while doing damage and not suffering from MAP for either throw.

Replace above with barbarian Thrashing his grabbed targets around.

Play bowling with opponents as you Shove them around and keep moving with them till you reach the backline.


You can also give mutagens to your Animal Companion if you get one from multiclassing.
Jugernaut is also good for Familiars/Animal Companion.


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Lingering Allegro on an ally for a 3 round haste alongside Synaesthesia the big bad for -3 AC (even on a save he still suffers it + more for 1 round)

Next round Harmonise Courage and fire with your bow/reposition/etc


Can familiars attack?


Colette Brunel wrote:
Can familiars attack?

yes but they only have your level as a modifier


Illusory Creature Spell x3 (two actions to cast + one action to sustain on following turns) + Effortless Concentration= 7 actions a turn. (I think you could get another Illusory creature on board for a total of 8 actions, utilizing the Quickened Casting feat, though I still need to look at the ‘Free Action’ rules in more detail, and make sure it does not come into conflict with Effortless.)


Colette Brunel wrote:
Can familiars attack?

They don't have strength, so they would inflict no damage unless you find a type of attack that is not attribute dependant.


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SuperBidi wrote:

You can also give mutagens to your Animal Companion if you get one from multiclassing.

Jugernaut is also good for Familiars/Animal Companion.

Oh god I can see it. Drugged up angry badgers who swear like sailors.

Dark Archive

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There are a number of feats to provide you with more reactions per turn which I think are the best ways to improve action economy as they don't have any MAP involved

For example, a gnome flick mace Fighter Multi-classed Champion (Paladin) could do:

L1 - Reactive Shield (New type of shield reaction)
L1 - Exacting Strike
L2 - Champion Dedication
L4 - Lunge
L6 - Champion Reaction (New type of strike reaction)
L8 - Ranged Reprisal (Can 5ft to get within reach for champion reaction)
L10 - Combat Reflexes (+1 AoO reaction)
L12 - Lunging Stance (Reach extends by 5ft.)
L14 - Quick Shield Block (+1 Shield block reaction)
L16 - Whirlwind Strike (Great for reach build
L18 - Savage Critical (Crits on a 19/20)
L20 - Boundless Reprisals (+1 reaction)

At L20 You have:

2 floating reactions, 1 AoO, and 1 shield block. You have a 15ft reach and can 5ft for free to get in reach for the champion reaction which can potentially move you into range for more AoOs. Flick mace critical specialization effect causes the creature to go prone (which triggers and AoO when they stand up).

L20 Turn could be: Whirlwind Strike in a 15ft reach and no MAP, then up to 3 AoOs on any stand ups all with no MAP.


Flickmace builds are generally dominant for champions (paladins especially) and one-handed-weapon fighters, yes.


Alchemist with the poison feat from Rogue at level 4 using MC (or the other way around). You got what is supposed to be a three action time (use Poison), for one action, and it is probably free and well scaled with your level.


An obvious one: everyone can spring attack now. Stride in, Strike once, Stride out.

A Champion can stay close to allies who likely will get hit to set up their Reaction, and effectively have +1 attack per round at full attack bonus.


shroudb wrote:

Flurry of maneuvers 2 enemies with 1 action.

Throw each one 30 ft away while doing damage and not suffering from MAP for either throw.

Why don't you suffer the multiple attack penalty when using Flurry of Maneuvers? Flurry of Blows applies the multiple attack penalty as normal.


oconnor0 wrote:
shroudb wrote:

Flurry of maneuvers 2 enemies with 1 action.

Throw each one 30 ft away while doing damage and not suffering from MAP for either throw.

Why don't you suffer the multiple attack penalty when using Flurry of Maneuvers? Flurry of Blows applies the multiple attack penalty as normal.

you do suffer the MAP for the second maneuver to Grab.

you don't suffer for either THROW because whirling throw isn't an attack action.

so basically it should be something like +0/-4/+0/+0


shroudb wrote:

Lingering Allegro on an ally for a 3 round haste alongside Synaesthesia the big bad for -3 AC (even on a save he still suffers it + more for 1 round)

Next round Harmonise Courage and fire with your bow/reposition/etc

I don't think this works. Casting a harmonized composition ends any composition, but doesn't end if you cast a non-harmonized composition the same turn. So you have to harmonize first, and use lingering second.


Paradozen wrote:
shroudb wrote:

Lingering Allegro on an ally for a 3 round haste alongside Synaesthesia the big bad for -3 AC (even on a save he still suffers it + more for 1 round)

Next round Harmonise Courage and fire with your bow/reposition/etc

I don't think this works. Casting a harmonized composition ends any composition, but doesn't end if you cast a non-harmonized composition the same turn. So you have to harmonize first, and use lingering second.

hmm, it seems you're correct.

still works, but need a bit different ordering:

synesthesia+courage/allegro 1st round, harmonise courage+lingering allegro the next round


Paradozen wrote:
shroudb wrote:

Lingering Allegro on an ally for a 3 round haste alongside Synaesthesia the big bad for -3 AC (even on a save he still suffers it + more for 1 round)

Next round Harmonise Courage and fire with your bow/reposition/etc

I don't think this works. Casting a harmonized composition ends any composition, but doesn't end if you cast a non-harmonized composition the same turn. So you have to harmonize first, and use lingering second.

Correct, a harmonized composition is protected from a later composition, but those later compositions are not protected.

So in shroudb's example, in round two the Harmonized Inspire Courage would force the Lingering Allegro to end.

Harmonize either requires a consistent three actions every round in order to run two compositions, or you use lingering performance on your second, non-harmonized performance, and then don't use anymore until it expires.


Xenocrat wrote:
Paradozen wrote:
shroudb wrote:

Lingering Allegro on an ally for a 3 round haste alongside Synaesthesia the big bad for -3 AC (even on a save he still suffers it + more for 1 round)

Next round Harmonise Courage and fire with your bow/reposition/etc

I don't think this works. Casting a harmonized composition ends any composition, but doesn't end if you cast a non-harmonized composition the same turn. So you have to harmonize first, and use lingering second.

Correct, a harmonized composition is protected from a later composition, but those later compositions are not protected.

So in shroudb's example, in round two the Harmonized Inspire Courage would force the Lingering Allegro to end.

Harmonize either requires a consistent three actions every round in order to run two compositions, or you use lingering performance on your second, non-harmonized performance, and then don't use anymore until it expires.

yup, haven't noticed the limitation at first, changed the order.

and yes, it drops harmonised "utility" by quite a margin. Still a good feat imo for a maestro though just not "omg this rocks"


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Level 1 Warpriest of Urgathoa (boss I started building).
Turn 1:
Magic Weapon on their scythe, shield.
Turn 2:
Athletic Rush, Trip with scythe, attack prone target. If they crit for (2d10+STR)*2+1d10 ~= 33.5, the PC is quite possibly down.


lordcirth wrote:

Level 1 Warpriest of Urgathoa (boss I started building).

Turn 1:
Magic Weapon on their scythe, shield.
Turn 2:
Athletic Rush, Trip with scythe, attack prone target. If they crit for (2d10+STR)*2+1d10 ~= 33.5, the PC is quite possibly down.

your attack will have a -5 though, so it's not that likely to crit (even if they do have -2 to Ac from flat footed)


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
shroudb wrote:
lordcirth wrote:

Level 1 Warpriest of Urgathoa (boss I started building).

Turn 1:
Magic Weapon on their scythe, shield.
Turn 2:
Athletic Rush, Trip with scythe, attack prone target. If they crit for (2d10+STR)*2+1d10 ~= 33.5, the PC is quite possibly down.
your attack will have a -5 though, so it's not that likely to crit (even if they do have -2 to Ac from flat footed)

Hmm, I was thinking that prone was still -4, but it seems they changed that. Interesting. Even prone + 1 hit makes it an effective turn, I think. And their trip is likely to succeed, given +6 Athletics, a +1 item bonus from magic weapon, and +2 status for Athletic Rush. +9 is a fighter's to-hit. Charge a backliner with a low fort save and/or AC that didn't expect this armored cleric to sprint 40 feet, and have fun.

Besides, even if it's not that effective, it's still pretty cool IMHO :P


oh for sure it's effective, robbing them actions to stand up and etc.

also, it's not fun critfishing vs level 1 characters...


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shroudb wrote:

Flurry of maneuvers 2 enemies with 1 action.

Throw each one 30 ft away while doing damage and not suffering from MAP for either throw.

Replace above with barbarian Thrashing his grabbed targets around.

Play bowling with opponents as you Shove them around and keep moving with them till you reach the backline.

Other Whirling Throw fun. Stance Savant into wild winds stance for free. Grab someone, throw them, then stunning fist then from across the room.

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