Other than various specializations that grant bonuses on leadership checks (Command, Improved Inspiring Rhetoric) applying to Battle Meditation are there any abilities from non-force using specializations that synergize with force abilities?
Do any EotE/AoR specializations synergize with Force use?
Enhance comes to mind with a lot of the physical skills and as you can apply it to brawl checks this works well.
5 hours ago, NanashiAnon said:Other than various specializations that grant bonuses on leadership checks (Command, Improved Inspiring Rhetoric) applying to Battle Meditation are there any abilities from non-force using specializations that synergize with force abilities?
That depends on what Force abilities you're talking about building upon. Your question is too broad; narrow it down to what you're really looking to do and I can make some suggestions.
Yeah. If anything, the Edge/AOR trees tend to be significantly more potent then F&D trees simply because they don't have to account for the force as an external value. Again though, while I can make a general statement like this, it really depends what your looking for. The force can do pretty much anything, it will just cost you.
Some Force Powers synergize with 'normal' careers. Manipulate is fantastic for any mechanically inclined character.
You already mentioned Influence with any social check.
MrTInce pointed out Enhance for several physical checks.
Misdirect clearly helps anyone sneak up on/past something. Though I should note, this is more as a replacement for Stealth than supplementing stealth. Though it does work on allies, so a stealthy force user could bring people with them through a checkpoint.
Heal can benefit directly from Medicine ranks, and depending on your GM ruling may well operate outside the usual limits on Medicine checks for crit injury treatment.
Imbue (increase characteristics) and Battle Meditation (add automatic success to all checks) help with everything. Ebb/Flow is crazy useful as well. The left side of the Sense tree is great for anyone who gets targeted by an attack.
For just about 325 post-chargen XP, a Sage or Seer can add 3 force dice to: Athletics, Brawl, Charm, Coercion, Coordination, Deception, Leadership, Mechanics, Negotiation, Piloting - Planetary, Piloting - Space, Resilience and Initiative checks.
Hermit's tree gives 2 FR, too.
Seeker: Hunter and any ranged spec.
Sentinel: Artisan and any technical spec.
Warrior: Steel Hand Adept and any brawl spec.
Anything you want to specialize in can be enhanced with the force. But then your just making a min/max mmo style character build, not necessarily an interesting character.
Hunter/Executioner/Gunslinger being the most OP thing I can think of at the moment.
Edited by EoenSteel hand adept + Martial artist is particularly fun as it can get basic unarmed attacks down to crit 1, and enhance can let you throw your force dice at the brawl checks as well.
Thematically, a gunslinger with forsee is pretty cool when you can throw force dice on your initiative checks and always have the quickest draw.
Beast rider could probably make good use of the animal bond talents of Pathfinder.
Deadly accuracy is always a fun addition to a lightsaber tree.
And of course, the Starfighter Ace and Racer specs gel really well with the Ace specs and other pilot stuff, and it goes without saying that Enhance on your pilot Skills is crazy good.
Edited by penpenpenOff hand what’s the best Spec to dip into for crafting
2 hours ago, Oldmike1 said:Off hand what’s the best Spec to dip into for crafting
What kind of crafting?
If by "dip", you mean the biggest crafting bang for the lowest XP cost, I'd say Cyber Tech's "Eye for Detail" at 15 xp in (plus the specialization cost of course). Trouble is, the tree doesn't really have anything beyond that for crafting. Shipwright has "Eye for Detail" at just 25 xp in, and has a lot more in the tree for crafting purposes. Scientist is a little bit deeper dip: 70 xp gets you two ranks of "Inventor" and "Tinkerer", and the dedication's only 50 xp away.
If by "dip" you mean you actually want to use the full tree, I'm a big fan of Gambler. "Double or Nothing" and its Supreme variant are astonishingly good for crafting. Sentinel/Artisan and Mystic/Alchemist both are very solid for force-sensitive crafting. Artisan with the Manipulate force power is really, really good. An FR 2 Artisan/Gambler with Manipulate could probably expect a minimum of 6 advantage or 2 triumphs, and possibly a lot more with a decent roll.
I particularly like Droid Tech as a crafting spec, as you get two ranks of Eye for Detail, and Improved Speaks Binary can give you an effective droid assistant for your crafting checks.
I'll second Shipwright as a great crafting pick, though. Eye for Detail plus Creative Design (if you don't mind letting the GM tag you with some drawbacks) plus Master Artisan really makes for some great crafting rolls.
On 3/4/2019 at 1:03 AM, NanashiAnon said:Other than various specializations that grant bonuses on leadership checks (Command, Improved Inspiring Rhetoric) applying to Battle Meditation are there any abilities from non-force using specializations that synergize with force abilities?
Deadly Accuracy talent (I think that's what it's called) that grants damage to 1 combat skill equal to ranks in said skill (I think it costs a Destiny Point to use?). The talent is in at least Mercenary Soldier and can apply to using a Lightsaber. Not technically a Force ability synergy but that's all I can think of at the moment.
10 hours ago, sarg01 said:If by "dip", you mean the biggest crafting bang for the lowest XP cost, I'd say Cyber Tech's "Eye for Detail" at 15 xp in (plus the specialization cost of course). Trouble is, the tree doesn't really have anything beyond that for crafting. Shipwright has "Eye for Detail" at just 25 xp in, and has a lot more in the tree for crafting purposes. Scientist is a little bit deeper dip: 70 xp gets you two ranks of "Inventor" and "Tinkerer", and the dedication's only 50 xp away.
If by "dip" you mean you actually want to use the full tree, I'm a big fan of Gambler. "Double or Nothing" and its Supreme variant are astonishingly good for crafting. Sentinel/Artisan and Mystic/Alchemist both are very solid for force-sensitive crafting. Artisan with the Manipulate force power is really, really good. An FR 2 Artisan/Gambler with Manipulate could probably expect a minimum of 6 advantage or 2 triumphs, and possibly a lot more with a decent roll.
Don't forget Guardian/Armorer , as well.