Lazylord?


Advice


One of my favorite characters from D&D 4e, was a fairy warlord who could grant other people attacks, movement, some healing and other bonuses. She was too weak to deal any damage herself, but fluttered around distracting enemies and encouraging allies.

There are some similar abilities in PF2, like only using Bards Courageous Onslaught and Witches Stoke The Heart.

So how would I build that in PF2?
Any way to grant attacks at level 1?

Grand Archive

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There are no abilities that grant allies extra attacks at level one from my knowledge. For movement though, one of the best abilities at level one would be the air Kinetisist's Four Winds impulse. Take a look at the Marshall archetype too. That has movement, attack and various other support abilities that you may find relevant to your concept.


Powers128 wrote:
There are no abilities that grant allies extra attacks at level one from my knowledge. For movement though, one of the best abilities at level one would be the air Kinetisist's Four Winds impulse. Take a look at the Marshall archetype too. That has movement, attack and various other support abilities that you may find relevant to your concept.

So...

Wood / Air
With Hardwood Armor (Raise Shield)
And then alternate between Timber Sentinel and Four Winds...

That should let me contribute without attacking for a bit. Also leaves stats open for whatever.

But where would you go from there?
What's the lowest level to grant attacks?


I think you'd want to look at the Martial archetype for that, or back to bard, which I think gets a focus spell to do so around level 8 to 12?

It's also entirely possible the envoy from SF2E will also grant similar benefits, so I'd keep an eye out for that once it's dropped. Unfortunately the playtest for the game hasn't even begun yet--that's this August--and the game proper won't come out for a year after that, so not exactly helpful for your immediate needs.


Perpdepog wrote:

I think you'd want to look at the Martial archetype for that, or back to bard, which I think gets a focus spell to do so around level 8 to 12?

It's also entirely possible the envoy from SF2E will also grant similar benefits, so I'd keep an eye out for that once it's dropped. Unfortunately the playtest for the game hasn't even begun yet--that's this August--and the game proper won't come out for a year after that, so not exactly helpful for your immediate needs.

Marshal gets

1 action grant a stride, but then they are slowed, usable 1 per battle.
2 action granting Stike or 1 action stride (flourish so can't do both) at level 8

Bard gets
-2 action grant a stride with a +1 bonus at level 4.
-2 action grant Strike with a +1 bonus at 10
-1 action grant 1 action at 14.
-2 action grant both a stride and stike at level 16.

So easy enough for a higher level Bard...

Grand Archive

Mellored wrote:
Powers128 wrote:
There are no abilities that grant allies extra attacks at level one from my knowledge. For movement though, one of the best abilities at level one would be the air Kinetisist's Four Winds impulse. Take a look at the Marshall archetype too. That has movement, attack and various other support abilities that you may find relevant to your concept.

So...

Wood / Air
With Hardwood Armor (Raise Shield)
And then alternate between Timber Sentinel and Four Winds...

That should let me contribute without attacking for a bit. Also leaves stats open for whatever.

But where would you go from there?
What's the lowest level to grant attacks?

A charisma focused air/wood Kinetisist with the marshal archetype could be interesting. Wood also has access to healing. It looks like the To Battle! Feat in marshal is the earliest you can grant attacks to your allies unfortunately.

There's plenty of support to striking in general though that doesn't give strikes outright. Bard's inspire courage is the easiest. Gunslinger's fake out is fairly good, and psychic's amped guidance is another notable one.


Powers128 wrote:
Mellored wrote:
Powers128 wrote:
There are no abilities that grant allies extra attacks at level one from my knowledge. For movement though, one of the best abilities at level one would be the air Kinetisist's Four Winds impulse. Take a look at the Marshall archetype too. That has movement, attack and various other support abilities that you may find relevant to your concept.

So...

Wood / Air
With Hardwood Armor (Raise Shield)
And then alternate between Timber Sentinel and Four Winds...

That should let me contribute without attacking for a bit. Also leaves stats open for whatever.

But where would you go from there?
What's the lowest level to grant attacks?

A charisma focused air/wood Kinetisist with the marshal archetype could be interesting. Wood also has access to healing. It looks like the To Battle! Feat in marshal is the earliest you can grant attacks to your allies unfortunately.

There's plenty of support to striking in general though that doesn't give strikes outright. Bard's inspire courage is the easiest. Gunslinger's fake out is fairly good, and psychic's amped guidance is another notable one.

I like amped Guidance.

Also, amped Message will let someone stride for 1 action + 1 focus.
And then upgrades at level 8 to grant a Strike.
Amped Shield also looks good.

Hard to pick...

Fake Out is good on Gunslinger, but maybe not with the low weapon proficiency and possibly low dex of a kinetisist. There shouldn't be any issues holding a loaded crossbow however.

How would Protector Tree and Amped Shield stack?

What about Timber Sentinel + a champion reaction? Can you give the Tree resistance to the attack?

Edit: probably a rules question. I'll ask there.


1 person marked this as a favorite.

The problem with To Battle is that it's very short range to affect someone, only 10ft around you most of the time for your aura.

I like the plan of simply going Infinite Eye Psychic, grab Message Amp at 6th, and as for archetype grab Air Kineticist and pick up Four winds and Whisper on the wind.

Now you have:
From kineticist archetype:
2 Actions to move up to 4 party members, repeatable as much as you want.
Easy repeatable party communication, from 1 mile to eventually planar side range.
From Psychic:
1 action + 1 focus to give Reaction attack
Reaction + focus for status bonuses
1 action to give damage to your allies
1 action to give Aid to attacks, or spend the focus points and give mega Aid +party wide buff

All the above should be online by level 7

Level 10 you also get to spend 1 action to give Reaction attacks, or bonuses to reaction attacks, for an ally, or even for the whole party if you spend a focus point and a few turns sustaining.

Given how spammable a lot of those things are, you will hardly need to spend your actual spell slots, which you can ofcourse tailor to fit the "Commander" style by simply putting in ally buffs to make your allies better. Stuff like heroism, haste and etc.


shroudb wrote:
The problem with To Battle is that it's very short range to affect someone, only 10ft around you most of the time for your aura.

agreed. It's not the best.

Even if you take the expand aura feats it's only 20'.

Quote:
I like the plan of simply going Infinite Eye Psychic, grab Message Amp at 6th, and as for archetype grab Air Kineticist and pick up Four winds and Whisper on the wind.

that does seem like the best option.

Also, being Cha based allows for some demoralize.

Quote:
Level 10 you also get to spend 1 action to give Reaction attacks, or bonuses to reaction attacks, for an ally, or even for the whole party if you spend a focus point and a few turns sustaining.

I would probably go for champion reaction instead.


Mellored wrote:


Quote:
Level 10 you also get to spend 1 action to give Reaction attacks, or bonuses to reaction attacks, for an ally, or even for the whole party if you spend a focus point and a few turns sustaining.
I would probably go for champion reaction instead.

I do not understand this comment.

What you spend YOUR reaction for (champion's reaction as an example) doesn't mess up with Foresee the Path, which only costs you an action (so it doesn't mess up with your reaction) and that you gain for free at level 10 and allows you to give Reaction attacks to the rest of your party.


shroudb wrote:
Mellored wrote:


Quote:
Level 10 you also get to spend 1 action to give Reaction attacks, or bonuses to reaction attacks, for an ally, or even for the whole party if you spend a focus point and a few turns sustaining.
I would probably go for champion reaction instead.

I do not understand this comment.

What you spend YOUR reaction for (champion's reaction as an example) doesn't mess up with Foresee the Path, which only costs you an action (so it doesn't mess up with your reaction) and that you gain for free at level 10 and allows you to give Reaction attacks to the rest of your party.

I was looking at too many different things and got a little confused.

Also, it would come online at 12 (assuming no free archetype).
Liberating Step seems to fit nicely.


The new announced class, the commander, should do what you want for your character.


Riccardo Olivieri wrote:
The new announced class, the commander, should do what you want for your character.

The Starfinder 2e Envoy class also might!

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