| SuperBidi |
Polymorph 1 is nice. It gives you +1 Strength or Dexterity, depending on the size of the creature you choose. That's for the combat part.
It gives also a swim speed (not incredible, but always usefull).
And you can use it as a disguise, to appear as another race (I like to be able to polymorph the whole group as humans, as it's the most common race and the less likely to raise an eyebrow).
| Nerdy Canuck |
No disguise bonus at level 1: "Unlike most polymorph effects, these forms are close enough to the target’s true form to make the target recognizable, and they cannot duplicate any other specific individual"
Far as I can tell, level 1 Polymorph has a huge amount more restrictions over the other versions - I'm not actually sure if you can even Polymorph into a specific creature type/player race, given the prohibition on racial traits (which actually makes sense, because otherwise it would be a bit too close to the function of, say, the level 2 Darkvision spell)?
Also, I can't tell whether you have to spend your free movement option to maintain standard run speed...
| Xenocrat |
Polymorph 1 is nice. It gives you +1 Strength or Dexterity, depending on the size of the creature you choose. That's for the combat part.
It does not give you that. It gives you an enhancement bonuses to Dex/Strength ability checks and skill checks. That's not entirely useless in combat (+1 on acrobatics checks, yay?), but it's of no help hitting, damaging, or dodging things.
| SuperBidi |
It does not give you that. It gives you an enhancement bonuses to Dex/Strength ability checks and skill checks. That's not entirely useless in combat (+1 on acrobatics checks, yay?), but it's of no help hitting, damaging, or dodging things.
You're right, I read it too fast. It's still a bit usefull (even if it's less usefull than what I read).
| HammerJack |
Well, you can still cast it on your party's pilot, though the value will depend on how long a starship round is at your table, since they do not have a defined length in seconds or minutes.
| Xenocrat |
Well, you can still cast it on your party's pilot, though the value will depend on how long a starship round is at your table, since they do not have a defined length in seconds or minutes.
Also make sure you have a booster seat and some joy stick extensions available as your pilot shrinks.
| Nerdy Canuck |
Well, you can still cast it on your party's pilot, though the value will depend on how long a starship round is at your table, since they do not have a defined length in seconds or minutes.
Given that the Technomancer I'm looking at the spell for *is* the party's (accidentally pretty optimized) pilot, that is a decent option.
| BigNorseWolf |
Polymorph 1 is nice. It gives you +1 Strength or Dexterity, depending on the size of the creature you choose. That's for the combat part.
It gives also a swim speed (not incredible, but always usefull).
And you can use it as a disguise, to appear as another race (I like to be able to polymorph the whole group as humans, as it's the most common race and the less likely to raise an eyebrow).
A target of a polymorph spell gains a minor bonus based on the size its new form provides, regardless of the target’s original size. Table 1 below shows these bonuses, which are enhancement bonuses to ability checks and skill checks based on the indicated ability score.
so it's not a +1 to dexterity but a +1 to dexterity checks and skill checks. Good deal for your pilot, i don't think it helps your gunner
| HammerJack |
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Don't think you can use spells to help in starship combat. Starship combat is kind of its own thing, deliberately put in a vacuum by the designers.
That depends. What you can do with spells is limited more by the the lack of buffing spells in general, and by individual gm feelings about it, not exactly by a hard prohibition.
From CRB page 332:
OTHER ACTIONS IN STARSHIP COMBAT
While your role determines what actions you can take during a starship combat encounter, on occasion you might want to perform some other kind of action, such as casting a spell or using a class feature. The GM has the final say on what kind of regular actions you can take, but generally, you can take only a move or standard action in a single round, and you can take only a minor crew action (see page 326) during that round. You aren’t assumed to be adjacent to any of your allies during starship combat, so the GM might also decide that you need to take an additional round to get close enough to an ally to affect him with an ability or spell. Any such action is resolved at the beginning of the round, before the engineering phase.
| Ravingdork |
What the heck?
I've been over the rules dozens of times and don't recall ever seeing that paragraph.
EDIT: There is no such paragraph on page 332 in the Core Rulebook.
EDIT 2: That's because it's on page 322.