Launch and Juggling


Advice


It's a standard Fighting and hack and slash game trope having a button to launch enemies into the air for aerial combos.

Obviously this isn't possible in pathfinder 2e. But I was wondering what the closest you could get to it was.

Any ideas?


I can't think of anything that lets you launch enemies into the air. And it would be a problem if you could (assuming you get any real height) as fall damage is pretty serious in PF2.


Things that trip plus things that do something extra to a prone target (like the fighter feats knockdown and advantageous assault) give a similar flavor.


Whirling Throw (Monk 6) doesn't specify horizontal movement only, so some have argued it works fine tossing upward. Whether it moves them the same distance up is another argument.

As for combos, that can be flavor added after you've figured out what you've accomplished. Ex. A crit failure on Stunning Fist can take out an opponent long enough for your two rounds of attacks to feel like one extended routine. PF2's mechanics are granular, but one's narrative retelling can smooth that out.


Monk with Whirling Throw I guess?

Dark Archive

Yeah PF2 is much more like a tactical combat sim than a brawler. More Final Fantasy Tactics.


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Summon construct heightened lvl 9, to summon an animated trebuchet.

Quote:

Launch

Single Action
Requirements The animated trebuchet has a creature grabbed in its arm;

Effect The animated trebuchet attempts an Athletics check against the grabbed creature's Fortitude DC. On a success, it fires the creature up to 40 feet in height and up to 120 feet away. The creature takes 4d12 bludgeoning damage plus the appropriate falling damage. If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage (DC 33 basic Reflex save). On a successful Launch, the animated trebuchet must Interact to reposition its arm into the proper position before it can Launch again.


Reverse Gravity bae beeeee

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