Two players combos


Pathfinder Second Edition General Discussion


A lot of times when I create a character I like to build it with a friend, so we share our personal past and we have sinergy and work as a duo.

This post if created with the intention of giving ideas or experiences with combinations of 2 characters.

Giant barbarian + Healer cleric:

This was one of my favourites combos, and it's really simple. The Barbarian have a lof of HP and low AC. He is a crazy beast that hits really strong while his best friend takes cares of his hp and to calm emotions of need. Both have devotion for the same God and they take care of each other.

Bard + Rogue:

Bard is the face and the rogue is the scouter. The bard provides the rogue with invisivility and utility spells to do better his job. Out of combat it's really fun to play if both ar cahotic and law brakers.

In combat the Bard provides flatfooted conditions to the enemy with invisibility 4th level or the combo of frightened (Dirge of Doom) + Dread Striker.


Cloudkill + Wall of Stone/Ice

Two caster combo, a room of death, works for any spell that do damage over time plus a wall.

Marshal Warpriest + Fighter

Warpriest keeps the enemy prone with Topple Foe and Cast Down Harm and the Fighter hammer the enemy with AoO if they try to get up.

Genie Sorcerer/Witch + Alchemist

Twisted Desire or Elemental Betrayal plus fire bombs / sticky bombs, it will trigger the weakness twice, in the Alchemist turn and in the persistent damage. A Genie Sorcerer can have both for +16 damage at max lvl so the bomb would do +32 damage counting 1 turn of persistent fire or cold damage and everyone in the party that have runes of the matching element even take advantage of that as well.

Sovereign Court

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Fighters are pretty good at setting up situations for rogues to exploit. In particular, ranged rogues can use some help getting enemies flat-footed and fighters are good at that:

- Combat Grab can keep an enemy both flat-footed and from running at the nasty archer.
- Knockdown does the same. Prone enemies are less ideal for ranged attackers, on the other hand, trying to get up provokes AoOs.
- Fighters can use Intimidating Strike and rogues can use Dread Striker to achieve high accuracy against these frightened enemies.

Rogues can also give back to fighters:
- Distracting Feint also reduces reflex saves, such as against trip/Knockdown.
- Muscular rogues can also use The Harder They Fall to nastily trip enemies that the fighter gets to loom over with Attack of Opportunity
- Okay I lied. Rogues mostly help themselves, the Fighter is just the enabler. Gang Up and Opportune Backstab really help rogues as long as there's a party member nearby.
- Debilitating Strike can make enemies Enfeebled, which is helpful for the fighter that might be getting hit by said enemy or that's trying to grab/hold onto said enemy.


Ascalaphus wrote:

Fighters are pretty good at setting up situations for rogues to exploit. In particular, ranged rogues can use some help getting enemies flat-footed and fighters are good at that

I've been convinced that Fighter and Rogue are two peas in a pod ever since reading Leave An Opening, which specifically calls out Attack of Opportunity as the reaction it triggers. Sure, by the time you pick up Leave An Opening a Barbarian or Paladin could naturally have AoO as well, but Fighter and Rogue feel similar in the amount of love given to them and the bombastic nature of their edges over other martials.

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