Feat choices / one level dip for the Technomancer


Advice


Hello,

first let me thank you for your time. :)

So the question is:

There are different options to enhance the Technomancer when it comes to straight damage. One could take either Longarms or Sniper Rifles (takes two feats proficiency and specialisation). But these two feats could be applied to versatility as well, in the form Agile Casting. Then again its situational to cast while hoping from cover to cover.

There is also another option, one could take a one level dip into mechanic for the Exocortex, which provides the feats for longarms and a skill focus.

Dexterity, prequisite for all those feats, is an ability one would usually enhance because its very efficient, versatile and so on.

So which option is the most promising, what do you think? Especially when improved initiative hasn't lost its relevance.

When it comes to spell damage I'm not totally sold. Utility spells and buffs usually are superior in group play. Besides there is no clear path, when it comes to spells. There are of course several evocation spells which require a save (Overheat, Explosive Blast for example). But to be honest it isn't my style. I also don't expect gameplay to go long enough for spell penetration to become relevant.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I'm pretty sure a dip in Mechanic only gets you half of the way to Longarms. You'll get the Proficiency with a single level dip, but hitting level 3 in Technomancer won't give you Specialization in Longarms because Technomancer didn't give you Proficiency in it. So you get a bunch of cool stuff from a single level dip in Mechanic, but you still need to spend a feat on Specialization for Longarms.

Liberty's Edge

You should generally not dip on a spellcaster. Just go with Longarm Proficiency at 1st and buy the specialization at 3rd. That nets you what you need and you don't exactly need any other Feats quite that early.

But yeah, blasting with spells is a suboptimal choice, especially for a Technomancer. Doing something more conventional in combat while using your spells for utility stuff is likely more effective, IMO.


Deadmanwalking wrote:

You should generally not dip on a spellcaster. Just go with Longarm Proficiency at 1st and buy the specialization at 3rd. That nets you what you need and you don't exactly need any other Feats quite that early.

But yeah, blasting with spells is a suboptimal choice, especially for a Technomancer. Doing something more conventional in combat while using your spells for utility stuff is likely more effective, IMO.

I also feel like just taking longarm proficiency is best. You can take improved initiative at 5.

Honestly the spells are a lot different than pathfinder, other than slow and the illusions, I find blasting to be a good choice for use of spells.


Magic missile is definitely better than pew-pewing with an azimuth pistol, but once you've moved on from that, you're throwing one of your few spells and not significantly out-damaging full attacks with a decent weapon, especially once you hit third level. And you never have a lot of spell slots, so comparatively it's a heavy resource investment.

The utility stuff you can't duplicate matters a lot more. Comprehend languages, for example, is actually important for hacking other species' computers.


Quote:
I'm pretty sure a dip in Mechanic only gets you half of the way to Longarms. You'll get the Proficiency with a single level dip, but hitting level 3 in Technomancer won't give you Specialization in Longarms because Technomancer didn't give you Proficiency in it.

Depends if the Exocortex Ability (which grants specialization at level 3) scales with class level or character level.

But yes, dipping is still not that attractive. Taking improved initiative later might be a good idea. Its also seems to be consensus that Longarms are Superior to Sniper Rifles.

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