Jack in the Box

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The teamwork feat choral support can turn the energy damage of your spells into sonic damage, you just need an ally with that feat to spend a standard action every turn you cast.

The best solution to that would probably be to get a familiar with the valet archetype to do that for you.


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Yes, the use of poison against humans (and some other humanoids) does seem evil, but what if you are facing a monster?
What if the enemy was some sort of creature beyond salvation (except through ultimate death) like an undead. In literature, the righteous monster hunters facing evil vampires almost always use poison or substances with similar effects on their undead foes to battle the forces of evil. Isn’t holy water like poison to undead, so why shouldn’t a holy warrior drench his weapon in it if it would allow him to defeat evil.
And if the monster he faces happens to posses a weakness to a substance that is poisonous to humans as well as the monster, why shouldn’t the Paladin use it if it could weaken the enemy and therefore safe the life of his companions?


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If you give every class access to every class feat you would remove every reason to play anything but a full caster. That would pretty much be a reason for me to never pick this game up to begin with.
Right now I hope they will take the opportunity to give martials some interesting and unique abilities through class feats so my turn as a fighter can be a bit more interesting than taking a full attack action every time I can.
I just don’t see why a cleric that can revive dead people and summon angels, devils and anything in between should be as intimidating as a fighter through the use of his weapon or be able to resist fear through sheer willpower like a barbarian, their spell-given abilities are versatile and strong enough as they are.


So people think passing around a weapon from one party member to another to hit one monster they surround, therefore giving up one action a round and the advantages of tactical positioning like flanking bonuses and threatening squares adjacent to them, is somehow broken, hmmm .... interesting.


Are you sure we can dump stats to begin with? I never played starfinder, but from the few things I have seen of it so far, dumping doesn’t give you additional points to spend on your attributes and I think they mentioned in the level up post that the point buy system of 2nd ed would be similar to the one in starfinder.


HAve you listened to the glasscanon playtest podcast? I can’t remember it clearly but in one fight they disarmed a skeleton and from the looks of it, combat maneuvers are some sort of skill check now that are opposed by an enemies skill dc/defense? so I guess cmb and cmd are a thing of the past. I don’t think he provoked an aoo either.


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Well, a big part of how strong the new polymorph spells will be is how natural attacks will work in 2nd ed. Without full-attack-actions how many attack’s do they get per round? From the glasscanon podcast it looked like one per action, atleast the skeleton they fought got one claw attack for one action. If so does it even matter how many different natural attacks you have?
Would there even be a difference if your form has one bite or 20 arms with claws? If you don’t get more attacks then why should you even use natural attacks when normal weapons are so much easier to enchant or pierce DR with.

And what about pounce, pretty much the strongest ability polymorph spells give you? Does it even exist in 2nd ed? At this point in time we know pretty much nothing, nevermind how polymorph spells will work.


You could ask your GM if you can take a badger familiar, they don’t get the standard barbarian rage but bloodrage. With a Cr of 1/2 they should still be in the acceptable power range for familiars.


Inquisitors could also get actual sneak attack damage or wisdom to stealth with the right archetypes


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What do you think about the combination of soothsayer and protective luck for the Hexcrafter?
Protective luck forces your enemies to reroll rolls targeting the target of your hex for 1 round plus 1 round every 8 Levels and take the worse result while soothsayer is a bit like contingency for hexes.
This makes enemy crits a lot less likely and is generally a pretty good ac boost, although one that doesn’t last very long.
The important part is that, atleast as far as I am aware, protective luck lacks the clause that makes you unable to affect the same target more than once every day so you could just renew the hex on every party member after it is used up in combat and have it constantly running on everyone but you.


I never really played an illusionist and you will probably lose quite some of the benefits of gestalt characters if you want to fully focus on illusion but possible class combinations I could think of would be Puppetmaster magus+ School savant Arcanist or wizard, with high charisma and high intelligence.
This gives you 2 class features that boost your spell Dcs, some swift action spells, access to the bard, wizard and magus spell lists, a huge number of spells per day and 2 ways to maintain your illusion spells without concentrating.

If you are worried about affecting undead with your mind-effecting spells, you could also take levels of dirge bard+ Sorcerer.

There really aren’t that many classes that boost illusions so you will probably end up with a lot of overlapping class features.


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What if you replaced your legs with arms to get 2 additional attacks and replaced your vestigial arms with legs so you can still walk.
This way you’re not attacking with your vestigial arms, although you probably look pretty stupid.
Maybe you could even replace the wings of the flight discovery with arms as they are also limbs of some sort.
For additional cheese you could try picking up racial heritage: Derro to avoid the wisdom penalty.


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