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Monks in Pathfinder 2: Fighting Styles & Ki
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<blockquote data-quote="mewzard" data-source="post: 7751104" data-attributes="member: 6958830"><p>Well, AC's formula should be 10+Proficiency Mod+Dex+Level, so your starting AC could be as high as 16 with a Monk given you can get one starting stat to 18 (10+1+4+1). Given Monks are the only class to start as Experts in their armor type (Unarmored), and both it and Paladins are the two classes that reach legendary proficiencies in their respective armor types by default, expect a Monk to be able to be decently tanky.</p><p></p><p>Every attack you make drops a bit until you hit your third attack. +0/-5/-10 for normal, +0/-4/-8 for agile like a Monk's unarmed strike. After that, any additional attacks you can make will be at that -8. I remember reading there was a two-weapon feat that let you roll your second weapon's attack without penalty, but the third attack would still be -8. I also know that backswing weapons give you a boost to your secondary attack if you miss the first one. But yeah, otherwise, attacks differ.</p><p></p><p>Monk Mobility is always nice.</p><p></p><p>A small price to pay for yet another attack.</p><p></p><p>Always down for a Kamehameha.</p><p></p><p>There is no BAB anymore, all classes add their level to their attack. Proficiency mod as well (-2 for Untrained, +0 for Trained, +1 for Expert, +2 for Master, and +3 for Legendary)</p><p></p><p>There are no more full round actions. You get three actions and a reaction to do with as you are able. Move, Attack, Attack...Move, Attack (Flurry would get you two attacks), Move...Attack Attack, Attack, etc. Of course, you could always get Hasted for one extra Move or Attack. There are several different Quicken abilities to get an extra action, and each one differs on what actions it grants. Monks can eventually get Enduring Quickness, which is one permanent action for striding or leaping, and can be used as one of the two actions for a Long or High Jump.</p><p></p><p>Meanwhile, there's things that can cause slowed, which reduce your actions when you are hit with them (Slowed 1 removes 1 action, Slowed 2 removes 2, etc).</p><p></p><p>But yeah, Move and Flurry is allowed. You can absolutely move in, flurry, and get out.</p><p></p><p></p><p></p><p>Actually, the penalty for attacks peaks at either -10 or -8, they've specifically stated it doesn't go lower.</p></blockquote><p></p>
[QUOTE="mewzard, post: 7751104, member: 6958830"] Well, AC's formula should be 10+Proficiency Mod+Dex+Level, so your starting AC could be as high as 16 with a Monk given you can get one starting stat to 18 (10+1+4+1). Given Monks are the only class to start as Experts in their armor type (Unarmored), and both it and Paladins are the two classes that reach legendary proficiencies in their respective armor types by default, expect a Monk to be able to be decently tanky. Every attack you make drops a bit until you hit your third attack. +0/-5/-10 for normal, +0/-4/-8 for agile like a Monk's unarmed strike. After that, any additional attacks you can make will be at that -8. I remember reading there was a two-weapon feat that let you roll your second weapon's attack without penalty, but the third attack would still be -8. I also know that backswing weapons give you a boost to your secondary attack if you miss the first one. But yeah, otherwise, attacks differ. Monk Mobility is always nice. A small price to pay for yet another attack. Always down for a Kamehameha. There is no BAB anymore, all classes add their level to their attack. Proficiency mod as well (-2 for Untrained, +0 for Trained, +1 for Expert, +2 for Master, and +3 for Legendary) There are no more full round actions. You get three actions and a reaction to do with as you are able. Move, Attack, Attack...Move, Attack (Flurry would get you two attacks), Move...Attack Attack, Attack, etc. Of course, you could always get Hasted for one extra Move or Attack. There are several different Quicken abilities to get an extra action, and each one differs on what actions it grants. Monks can eventually get Enduring Quickness, which is one permanent action for striding or leaping, and can be used as one of the two actions for a Long or High Jump. Meanwhile, there's things that can cause slowed, which reduce your actions when you are hit with them (Slowed 1 removes 1 action, Slowed 2 removes 2, etc). But yeah, Move and Flurry is allowed. You can absolutely move in, flurry, and get out. Actually, the penalty for attacks peaks at either -10 or -8, they've specifically stated it doesn't go lower. [/QUOTE]
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Monks in Pathfinder 2: Fighting Styles & Ki
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