How to support your fighter


Advice


Hi there,

That would be the best way to support a fighter?

I thought about a bard + fighter composition.

First round
Bard: heroism on fighter + inspire competence on his next attack

Fighter: stride to get flat Foot ed by positioning + power attack/double slice.

That's it ( repeat inspire every turn ).

At lvl 20 would be

+20 lvl
+7 str
+8 prof
+3 potency
+3 heroism (status)
+4 aid (circumstance)
+2 flat footed

You will hit everything apart from Rolling 1, and you will have a 60% chance to critical hit on an ancient gold dragon.

Guess a spellcaster could give the dragon the clumsy condition, but since his Golden luck and high saves it could potentially br worthless.

Did I miss anything?

Maybe another party member with bard dedication could use his reaction to help him with his second attack, but for now I was considering just 2 characters.


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If your aiming for crits, make sure they take a Great Pick.
Synesthesia - clumsy 3, even on a save.

Captivating Adoration - might help provoke an OA.


Mellored wrote:

If your aiming for crits, make sure they take a Great Pick.

Synesthesia - clumsy 3, even on a save.

Captivating Adoration - might help provoke an OA.

Yeah the great Pick was the default choice.

I didn't know synesthesia.

My god, what a spell.

Thank you very much.


So... if the fighter took sorcerer dedication, arcane, and got true strike...
The took bard dedication, and got true strike...
The took wizard, and got true strike...

Guess 9 true strikes isn't a huge amount, but still a boost.


Mellored wrote:

So... if the fighter took sorcerer dedication, arcane, and got true strike...

The took bard dedication, and got true strike...
The took wizard, and got true strike...

Guess 9 true strikes isn't a huge amount, but still a boost.

There was talk a while ago of using Wizard dedication to get access to a staff of divination for true strike, then using a shifting rune to change the staff into another weapon. It’s unclear if you could turn the staff into a great pick though, since the staff is technically a one-handed weapon.


You can't add runes to specific magic weapons.
Also, you can't use Inspire Competence on an attack roll, it must be a skill check.


Right.

Then he should help him with a Normal aid check.

Shoting an arrow to distract the mob will do the same. So you could even do it at a longer range.

The problem would the be the dc.
The bard should be human in order to get aid feats.


SuperBidi wrote:

You can't add runes to specific magic weapons.

Also, you can't use Inspire Competence on an attack roll, it must be a skill check.

Magical staves break this rule.

Attacking with a Staff
Source Core Rulebook pg. 592
Staves are also staff weapons, included in their Price. They can be etched with runes as normal for a staff. This doesn’t alter any of their spellcasting abilities.


I assumed this was because magical staves were not specific magic items?


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I looked at the spell lists and conditions and etc a while ago for a thread that was talking about how to get a barbarian to crit more, and the bard is definitely pretty good at that. Basically any spells that inflict conditions that give a penalty to AC are fantastic for supporting a martial - so look for spells or abilities that inflict clumsy, confused, encumbered, fatigued, flat footed, frightened, grabbed, paralyzed, prone, restrained, sickened or unconscious.

They all reduce AC, and any reduction of AC will A# make it easier for the fighter to hit them and B# make the fighter more likely to score critical hits against them.

Control spells and buff spells are usually better than damage or heal spells when it comes to helping out martials (preventing or reducing damage is usually better than healing it after it has been suffered).

Additionally, ways to corral the enemy into certain areas help too. If you can hold a few enemies away from the fight with a wall spell or something like a sleep spell, then the fighter can beat up on the others with impunity, and if you can restrict the mobility of the enemies that the fighter is trying to get into melee with, it means the fighter can spend more of their actions on hitting the enemy.

Short version; it is better for the martials to gang up on frightened, weakened, divided enemies that can't run away than to fight all of the enemy at once at full strength who can move around.


Kyrone wrote:


Magical staves break this rule.

Attacking with a Staff
Source Core Rulebook pg. 592
Staves are also staff weapons, included in their Price. They can be etched with runes as normal for a staff. This doesn’t alter any of their spellcasting abilities.

I missed that. That's easily abusable... With a Shifting rune, you can make a gauntlet out of it, and you now have a Staff which takes no inventory part...


SuperBidi wrote:
Kyrone wrote:


Magical staves break this rule.

Attacking with a Staff
Source Core Rulebook pg. 592
Staves are also staff weapons, included in their Price. They can be etched with runes as normal for a staff. This doesn’t alter any of their spellcasting abilities.

I missed that. That's easily abusable... With a Shifting rune, you can make a gauntlet out of it, and you now have a Staff which takes no inventory part...

Or turn it into a dagger and smuggle it in your pocket, or turn it into a longsword and stab someone before blasting a lightningbolt through them. I love the shifting rune.

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