Technomancer Optimization


Advice

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Sovereign Court

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Going to build one, just struggling with race/feat choices. Was leaning towards Ratfolk or Damya Lashunta or Android, but curious what you guys think is best. Lashunta having those extra spells and skill bonuses are great. With regards to feats, what do you guys suggest? At some point I plan to dip Blitz Soldier.

Thanks guys.


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As stats are hard capped to 18 during character creation, even after modifiers, racial mods are rather less important, and in many ways, the racial penalty is more impactful than the bonus. Any of those race choices work just fine. Ysoki and Android take penalties to stats you can safely dump, and both of their stat bonuses are things you care about. Damaya Lashunta have one bonus you care about, one you don't, and a penalty nobody wants to eat that you'll probably want to buy off, but +2 to any two skills of your choice is very nice. Perhaps Computers and Engineering, to be your team's tech expert.

While intelligence is your primary stat, dexterity is your secondary. You could even do fine making dexterity higher than intelligence if you really wanted.

Dipping Blitz Soldier, I have to question. Technomancer is primarily support casting. What's more, you're primarily a caster. Your spell progression is the most important thing, and it's seldom if ever worth it to dip anything at the cost of spell progression. Also, feats are severely less powerful this time around; you can afford to spend a feat on longarm proficiency, which is the only extra proficiency you really need. Heavy armor and weapons is more gravy. Not really worth the dip, nor is it worth it to meet that 13 strength requirement to take those two feats.

On the topic of feats...

Longarm/Sniper proficiency is super useful. You don't need a free hand to cast, and a gun is a more reliable and sustainable damage source than spells. I'd generally reserve spells for support, rather than direct damage, because the support effects can't be replicated by shooting people with big guns.

Weapon Focus/Specialization: Longarm/Sniper, depending on how much you find yourself relying on your rifle. As it's not a core proficiency, you would have to spend a feat on Weapon Specialization to get that benefit on your rifle. Weapon Focus in the hands of a medium BAB class also scales a little, which is nice and helps compensate.

Combat Casting: Can be good, can be not terribly useful, depending on how good you are from keeping enemies from getting that close.

Mobility/Agile Casting: Worth considering, if you can spare the feats later on, but it's expensive and honestly not as big a benefit as it was ever made out to be. Every iteration of a D&D 3.X, even in space, a Spring Attack-y mechanic is made out to be really good, and it ends up just kind of being so-so and overpriced.

Spell Focus: Yes. Get it. If you cast anything that offers a saving throw on a regular basis, get this feat.

Improved Initiative: Going first is good, especially for a caster.

(Greater) Spell Penetration: Honestly, not very good. Never been very good. If you're getting frustrated with spell resistance, and you have a spare feat, consider it, but probably not worth it.

Fleet, Improved Reflex/Willpower/Fortitude, Extra Resolve: These are your filler feats. None of them are bad, but none of them are must-haves.


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You get spell focus for free at 3rd level as a technomancer. Combat casting in starfinder is a total waste, don't get it. Just move away (taking an AoO) then cast without being interrupted, if you can't take a guarded step away.


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Due to low HP and stamina, I wouldn't do the lashunta or ysoki. Without boosting con or taking toughness, damaya would have 4STA 9HP; ysoki 5STA 7HP. I would pick android out of those 3 choices (5STA 9HP).

Technomancer is the one class that I would start with a 12CON. I wouldn't choose blitz for soldier, I would choose sharpshoot to reduce the cover penalty to 2. However, I agree that pushing back casting is going to hurt, since at level 7 you get explosive blast.


Toloriel wrote:

Going to build one, just struggling with race/feat choices. Was leaning towards Ratfolk or Damya Lashunta or Android, but curious what you guys think is best. Lashunta having those extra spells and skill bonuses are great. With regards to feats, what do you guys suggest? At some point I plan to dip Blitz Soldier.

Thanks guys.

Sample Build:
NG Human Mercenary Technomancer || 13str 12 dex 12con 16int 10wis 10cha ||

Skills: Computers, Engineering, Life Science, Mysticism, Physical Science, Piloting; Acrobatics, Athletics
1. Spell Cache, Longarm Proficiency, Heavy Armor Proficiency ||0th: Token Spell, Mending, Transfer Charge, Detect Magic|1st: Holographic Image, Grease
2. Fabricate Tech ||0th: Ghost Sound|1st: Disguise Self
3. Spell Focus, Techlore, Versatile Specialization || Skill: Medicine ||0th: Psychokinetic Hand|1st: Unseen Servant
4. ||2nd: Microbot Assault, Make Whole
5. Fabricate Arms, Heavy Weapon Proficiency || 15str 14 dex 14con 18int 10wis 10cha || Skill: Stealth ||2nd: Invisibility
6. Cache Capacitor ||2nd: Spider Climb
7. Weapon Focus (heavy) || Skill: Perception ||1st: Identify|3rd: Handy Junkbot, Healing Junkbot
8. Spell Shot ||3rd: Irradiate
9. Versatile Focus ||1st: Life Bubble|3rd: Holographic Image*
10. || 17str 16 dex 16con 19int 10wis 10cha || 2nd: Command Undead|4th: Animate Dead, Planar Binding
11. Eternal Spell(Holographic Image), Great Fortitude ||1st: Detect Tech|4th: Flight
12. ||3rd: Entropic Grasp|4th: Holographic Image*
13. Improved Great Fortitude ||3rd: Haste |4th: Resistant Armor, Resilient Sphere|5th: Holographic Image*, Planar Binding*
14. Spell Library || Skill: Culture ||0th: Detect Affliction|1st: Detect Radiation|2nd: Fog Cloud, See Invisibility|3rd: Slow|4th: Greater Invisibility, Dimension Door|5th: Flight*, Wall of Force
15. Iron Will || 18str 18 dex 18con 20int 10wis 10cha || Skill: Sleight of Hand ||5th: Telekinesis
16. ||4th: Remove Radioactivity|5th: Holographic Terrain, Greater Dispel Magic|6th: Planar Binding*, Holographic Image*, Battle Junkbot
17. Phase Shot, Improved Iron Will ||3rd: Arcane Sight|5th: Break Enchantment|6th: Flight*
18. ||6th: Planeshift
19. Resolve Attunement, Lightning Reflexes ||5th: Rapid Repair
20. Fuse Spells|| 19str 19 dex 19con 21int 10wis 10cha ||4th: Dismissal|6th: Interplanetary Teleport

Race/theme barely matters. Just make sure your race/theme increases one of the FOUR stats you want and you are playing optimally. Getting ALL THE NUMBERS requires matching increases to stats you want AND matching penalties to stats you want to dump.

Be prepared to be using a weapon for many rounds (or grab spells you have to concentrate on). The optimal strat depends on build and party comp. Microbot swarm is AMAZING if you have a large party doing damage. A three man party would much rather you were using Spell Shot on unwieldy heavy weapons to both cast spells AND do damage.

Fabricate tech is a great spell slot use (unless you read it as useless. It says you can't create items with charges like batteries. RAW tech items aside from batteries have capacity not charges and come completely charged. Even if your GM doesn't like that, creating empty items that you reload is still very useful. If your GM rules it as nothing with capacity can be made, then the ability is useless and nonfunctional). Creating armor mods and tech items can replicate many spells and conjuring computers puts A LOT of free money in your hands for spell slots.


spell shot is great for aiming lines and cones. You don't have to target an enemy with the shot, you can target spaces and intersections 2.

At level 11 you can get a first level spell at will, so from then on all your gunshots can come with grease.


citricking wrote:

spell shot is great for aiming lines and cones. You don't have to target an enemy with the shot, you can target spaces and intersections 2.

At level 11 you can get a first level spell at will, so from then on all your gunshots can come with grease.

"You must target a single creature with your attack." No grids.

Overheat with Harmful Spells is good, too.


citricking wrote:

spell shot is great for aiming lines and cones. You don't have to target an enemy with the shot, you can target spaces and intersections 2.

At level 11 you can get a first level spell at will, so from then on all your gunshots can come with grease.

Irradiate is a spell.

Use a big AOE heavy weapon and Irradiate the zone. Works in a vacuum too cause radiation.


Spellshot doesn't work with AOE weapons. You have to target an individual.


Xenocrat wrote:
Spellshot doesn't work with AOE weapons. You have to target an individual.

It says you must target a single creature not that you must attack a single creature.

Explode does say aim at a grid spot (that's a meta term though and in character means aim at a point), but nothing is stopping your character from pointing his weapon at a creature instead.


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You target what you shoot at and you shoot what you target (unless you miss). The only reason to make the distinction with Spellshot and Phase Shot is to prevent targeting grid squares for easy to hit AOE shenanigans.


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Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Some thoughts on creating a combat technomancer: IMO, you have two routes, purely a magical sniper (Dex-based) or a melee/ranged switch-hitter* (investing in both Str and Dex, with Str possibly a little higher).

Race- For a pure sniper, just about any race will work. For a melee/ranged switch-hitter, you want to start with Advanced Melee Weapon (they're much better very quickly) and Heavy Armor Proficiency (you need more protection, especially with technomancers having the lowest hp/stamina of the classes), which makes either human (two feats) or dwarf (free Advanced Melee Weapon Proficiency, plus free Specialization at 3rd) probably the best two choices.

Theme- For a sniper, ace pilot is a solid choice (plus, you may already have a mechanic and/or an operative (hacker) in the group for the Engineer and/or Science Officer roles) as is bounty hunter or outlaw. For a melee/ranged switch-hitter, mercenary is an obvious choice and bounty hunter works well also (you may want a 12 Con to start); starfarer can also work for the +1 Con and (eventually) the ability to use any skill untrained.

Ability Scores- For a sniper, you can be much more focused; for example, an android ace pilot technomancer with 18 Dex and 16 Int (maybe with the leftover point in Str and a Consumer Backpack to carry a bit more) is probably good to go. For a melee/ranged switch-hitter, you need to spread your scores out a bit more; for example, a human mercenary technomancer with 14 Str, 14 Dex, and 14 Int to at least be OK in melee, ranged, and spellcasting.

Feats- For a sniper, Longarm Proficiency (and eventually Specialization) is definitely something to consider, but Mobility (and then Agile Casting and/or Shot on the Run) is also a solid choice; you should probably pick up Far Shot at some point, as well. For a melee/ranged switch-hitter, as mentioned, the first two feats to get are Advanced Melee Weapon and Heavy Armor Proficiency; after that, Versatile Specialization, Enhanced Resistance (for the scaling DR), Lunge, and Longarm Proficiency are probably high priorities.

Spells- Once you select supercharge weapon, everything else is gravy. You will probably eventually be selecting the Spellshot magic hack, so a selection of area spells (overheat, arcing surge, explosive blast, corrosive haze, heat leech, etc.) are a good idea. Don't neglect defense, though (mirror image, lesser resistant armor, resistant armor, etc.); also, plan which spells you want to have active all day in your Cache Capacitor.

Magic Hacks- Empowered Weapon at 2nd level, of course. 5th level has more options, but most characters should consider Charging Jolt, Fabricate Arms, or Spell Grenade. At 8th level, Spellshot is probably the hack to take. At 11th level, Eternal Spell (supercharge weapon). At 14th level, Quickened Spell finally lets you cast supercharge weapon and attack in the same round.

*- IMO, a pure melee character will be frustrated in Starfinder; even those who make melee their primary focus should really be switch-hitters.


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Quicken Spell is terrible, never take it! It costs a move action, 6(!) resolve points, and a 2nd level spell to cast supercharge weapon. Or you could just use Empower Weapon with a 4th level slot for the same action, same damage, +4 to hit, and huge savings on resolve.

There is no spell worth quickening at the cost you pay in resolve and action economy (move, not swift action).


Just tried out a technomancer.

Overall opinion of everyone at the table - Spell: Magic Missiles, used as a full round action, is crazy powerful. You end up dealing 3D4+3 damage, about 50+% more damage then any other attack at beginning levels.


Matt2VK wrote:

Just tried out a technomancer.

Overall opinion of everyone at the table - Spell: Magic Missiles, used as a full round action, is crazy powerful. You end up dealing 3D4+3 damage, about 50+% more damage then any other attack at beginning levels.

And you can only do it a couple times per day, and that's your thing. So, yes; it should be better than an attack that does not expend assets.

Meanwhile, give a strength 18 character a doshko and they can full attack for 2d12+8 if both attacks hit, an average of 21 damage, but that is the Thing the Do.

Liberty's Edge

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You actually can't full attack with a Dosko, it's unwieldy. That said, the 2d8+8 a Soldier can full attack for is still more damage...though with a much lower chance to hit.


Point!

Though if it's your shtick, you can still be at +3 to hit at level 1, which isn't bad at all. Weapon focus and multi weapon fighting on a soldier.

Liberty's Edge

Omnius wrote:

Point!

Though if it's your shtick, you can still be at +3 to hit at level 1, which isn't bad at all. Weapon focus and multi weapon fighting on a soldier.

Multiweapon Fighting would limit you to 1d4 weapons instead of 1d8 ones. It's not worth it.

The +2 you can get from maxed stats and Weapon Focus is, of course.


Ach. Limited to operative. Blarg.


Matt2VK wrote:

Just tried out a technomancer.

Overall opinion of everyone at the table - Spell: Magic Missiles, used as a full round action, is crazy powerful. You end up dealing 3D4+3 damage, about 50+% more damage then any other attack at beginning levels.

But the spell says "each missile can strike only one creature" so you're doing much damage but more spread. And if there's only 1 or 2 enemies you're not going to do that damage at all.


Oykiv wrote:
But the spell says "each missile can strike only one creature" so you're doing much damage but more spread. And if there's only 1 or 2 enemies you're not going to do that damage at all.

No, multiple missiles can strike the same target.

"You can target a single creature or several creatures, but each missile can strike only one creature."

So if I say all three missiles target Slugman Steve, each missile is still only targeting a single creature; Slugman Steve.


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And Now I realize I have to relearn how to read properly. Ups.


There seem to be lots and lots of niggling little details in the rules that are easy to miss this time around!


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Xenocrat wrote:

Quicken Spell is terrible, never take it! It costs a move action, 6(!) resolve points, and a 2nd level spell to cast supercharge weapon. Or you could just use Empower Weapon with a 4th level slot for the same action, same damage, +4 to hit, and huge savings on resolve.

There is no spell worth quickening at the cost you pay in resolve and action economy (move, not swift action).

Huh? You should read the description of Quickened Spell, again.

Even with the Eternal Spell magic hack, supercharge weapon is still a 1st level spell. "You can spend 4 Resolve points to cast a quickened 1st-level spell." Basically, you're spending 4 Resolve instead of a 4th-level spell slot (which you don't have many of, either) for the extra damage; granted, you don't get the bonus to attack rolls, but you don't have to use a spell slot either (that's the point of Eternal Spell). Essentially, it's a way to up the damage without attacking every other round a couple more times per day; which is the focus of a combat technomancer, after all. Just because you can't full attack like in Pathfinder doesn't make it horrible.

Besides, that 4th-level spell slot may be more useful with Spellshot to have a corrosive haze spell go off on a successful hit from your Tactical Gyrojet Rifle; 3d12 (weapon) + 4d6 (supercharge weapon) + 14 (specialization) from the mini-rocket plus 4d8 acid damage, then 10 acid damage the next round. Although if you have the Entangling fusion on your gyroject rifle, you can make it easier to have the corrosive haze effect follow them, dealing 4d8 damage each round the cloud remains with them and 10 damage the round after.


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4 resolve is also an awful trade for an average of 14 damage (reduced by miss percentage). That's four Phase Shots you could have taken with impunity through a wall.

Overheat with Eternal Spell and Harmful Spells gets you 2d8 + 7 damage on Spellshot, which is more single target damage and the possibility of some AOE, at zero cost in Resolve. Quicken is terrible. If you need an escape or defensive option take Flash Teleport then cast you follow up from safety, or take better offensive options with your standard action.


Dragonchess Player wrote:
Xenocrat wrote:

Quicken Spell is terrible, never take it! It costs a move action, 6(!) resolve points, and a 2nd level spell to cast supercharge weapon. Or you could just use Empower Weapon with a 4th level slot for the same action, same damage, +4 to hit, and huge savings on resolve.

There is no spell worth quickening at the cost you pay in resolve and action economy (move, not swift action).

Huh? You should read the description of Quickened Spell, again.

Even with the Eternal Spell magic hack, supercharge weapon is still a 1st level spell. "You can spend 4 Resolve points to cast a quickened 1st-level spell." Basically, you're spending 4 Resolve instead of a 4th-level spell slot (which you don't have many of, either) for the extra damage; granted, you don't get the bonus to attack rolls, but you don't have to use a spell slot either (that's the point of Eternal Spell). Essentially, it's a way to up the damage without attacking every other round a couple more times per day; which is the focus of a combat technomancer, after all. Just because you can't full attack like in Pathfinder doesn't make it horrible.

Besides, that 4th-level spell slot may be more useful with Spellshot to have a corrosive haze spell go off on a successful hit from your Tactical Gyrojet Rifle; 3d12 (weapon) + 4d6 (supercharge weapon) + 14 (specialization) from the mini-rocket plus 4d8 acid damage, then 10 acid damage the next round. Although if you have the Entangling fusion on your gyroject rifle, you can make it easier to have the corrosive haze effect follow them, dealing 4d8 damage each round the cloud remains with them and 10 damage the round after.

Plus, I don't think that you can apply a second "metamagic" magic hack to a spell that is affected by Eternal Spell.

Starfinder Core Rulebook page 119 wrote:

MAGIC HACK (2nd Level)

You have carefully studied the forces that define magic and can manipulate them. You learn your first magic hack at 2nd level, and you learn an additional magic hack every 3 levels thereafter. When casting a spell, you can apply no more than one magic hack that affects the attributes of a spell (such as distant spell or extended spell). If a magic hack allows a saving throw to resist its effects, the DC is equal to 10 + half your technomancer level + your Intelligence modifier. The list of magic hacks appears starting on page 120.


I think that's only for traditional metamagic types that change the attributes in the spell stats. Duration, range, casting time, etc. Eternal Spell is different.


MR. H wrote:
Toloriel wrote:

Going to build one, just struggling with race/feat choices. Was leaning towards Ratfolk or Damya Lashunta or Android, but curious what you guys think is best. Lashunta having those extra spells and skill bonuses are great. With regards to feats, what do you guys suggest? At some point I plan to dip Blitz Soldier.

Thanks guys.

** spoiler omitted **...

Wait, you can fabricate computers? I thought you couldn't because they weren't "technological items" and didn't have levels (although they have tiers). If you can what's to stop you from making a computer with infinite spell chips that you get to use for as many rounds as your Technomancer level?

Honestly that seems pretty fun at low levels (take a full round action to turn every 1st level spell into 2 or 3 1st level spells, but you have to cast right away), but it feels like it would get super broken pretty fast.


I don't understand this question. All crafting costs the same in materials as the cost to buy it. How do you think you're getting infinite anything without infinite money?


Xenocrat wrote:
I don't understand this question. All crafting costs the same in materials as the cost to buy it. How do you think you're getting infinite anything without infinite money?

OP said "conjuring computers" which I think meant using fabricate tech to summon a computer which doesn't require resources. I think this isn't allowed and I was pretty clear about why. Am I wrong?


Grogus wrote:
Xenocrat wrote:
I don't understand this question. All crafting costs the same in materials as the cost to buy it. How do you think you're getting infinite anything without infinite money?
OP said "conjuring computers" which I think meant using fabricate tech to summon a computer which doesn't require resources. I think this isn't allowed and I was pretty clear about why. Am I wrong?

AH! The post I was responding to wasn't quoted because of a spoiler so it probably got confusing.


Oh, yeah, you definitely can't Fabricate Tech on a computer. They don't appear in the tech equipment listing and don't have an item level, so they're double disqualified, unlike armor and weapons which only face a single issue requiring Fabricate Arms for them


Xenocrat wrote:
Oh, yeah, you definitely can't Fabricate Tech on a computer. They don't appear in the tech equipment listing and don't have an item level, so they're double disqualified, unlike armor and weapons which only face a single issue requiring Fabricate Arms for them

RIP infinite spells forever. You were a bad idea and I'm glad you don't exist.

Related: That hack seems almost totally useless to me because the Tech items are so lacking. I know more sourcebooks will expand the options, but I don't like that you'd have to reach out to books your GM may or may not want to include.


Grogus wrote:
Xenocrat wrote:
Oh, yeah, you definitely can't Fabricate Tech on a computer. They don't appear in the tech equipment listing and don't have an item level, so they're double disqualified, unlike armor and weapons which only face a single issue requiring Fabricate Arms for them

RIP infinite spells forever. You were a bad idea and I'm glad you don't exist.

Related: That hack seems almost totally useless to me because the Tech items are so lacking. I know more sourcebooks will expand the options, but I don't like that you'd have to reach out to books your GM may or may not want to include.

Right now you can get clairaudience, disguise, healing, communication, anti-communication, big illumination, blindsense, and x-ray vision effects. Plus a flying spy drone with one of those sensor effects installed. That's a decent amount of utility at a respectable duration and cost.

If you buy all that stuff and carry it around in a null space chamber it seems less useful, though.


It's a shame regeneration tables are so big. Technomancers might have been the best healers in the game if they were half as big as they are.


Grogus wrote:
Xenocrat wrote:
Oh, yeah, you definitely can't Fabricate Tech on a computer. They don't appear in the tech equipment listing and don't have an item level, so they're double disqualified, unlike armor and weapons which only face a single issue requiring Fabricate Arms for them

RIP infinite spells forever. You were a bad idea and I'm glad you don't exist.

Related: That hack seems almost totally useless to me because the Tech items are so lacking. I know more sourcebooks will expand the options, but I don't like that you'd have to reach out to books your GM may or may not want to include.

Computers are technology. Spell chips aren't

Computers have an item level equal to double their tier, that's for you determine if you can craft them with the computers skill.

You can make them with the magic hack. The magic hack specifies what it can't replicate. It means technological item in the speaking sense not the meta rules equipment category.

You can even create armor upgrades.


MR. H wrote:
Grogus wrote:
Xenocrat wrote:
Oh, yeah, you definitely can't Fabricate Tech on a computer. They don't appear in the tech equipment listing and don't have an item level, so they're double disqualified, unlike armor and weapons which only face a single issue requiring Fabricate Arms for them

RIP infinite spells forever. You were a bad idea and I'm glad you don't exist.

Related: That hack seems almost totally useless to me because the Tech items are so lacking. I know more sourcebooks will expand the options, but I don't like that you'd have to reach out to books your GM may or may not want to include.

Computers are technology. Spell chips aren't

Computers have an item level equal to double their tier, that's for you determine if you can craft them with the computers skill.

You can make them with the magic hack. The magic hack specifies what it can't replicate. It means technological item in the speaking sense not the meta rules equipment category.

You can even create armor upgrades.

On second reading this appears correct but useless. It takes 10 minutes to install an armor mod, giving you only a very narrow window of useability at high level. High tier computers don't do much for PCs that low tier ones don't do. I suppose you could do two uses plus some unknown setup time to put a computer and control module on a gun or vehicle to set up a short lived auto driving car or sentry gun.

I also don't think you can directly upgrade the spy drone with one of the sensory systems, which greatly limits that use.


The ability states the item appears either in your hands or an adjacent square (so anywhere within 5ft in in-character terms)

Which installed in an empty slot is in the range.


MR. H wrote:

The ability states the item appears either in your hands or an adjacent square (so anywhere within 5ft in in-character terms)

Which installed in an empty slot is in the range.

Empty armor slots are not standard sized round holes you put your round peg in. There's a reason you have to spend 10 minutes adjusting to make one fit. Not all GMs would allow this.


MR. H wrote:
Grogus wrote:
Xenocrat wrote:
Oh, yeah, you definitely can't Fabricate Tech on a computer. They don't appear in the tech equipment listing and don't have an item level, so they're double disqualified, unlike armor and weapons which only face a single issue requiring Fabricate Arms for them

RIP infinite spells forever. You were a bad idea and I'm glad you don't exist.

Related: That hack seems almost totally useless to me because the Tech items are so lacking. I know more sourcebooks will expand the options, but I don't like that you'd have to reach out to books your GM may or may not want to include.

Computers are technology. Spell chips aren't

Computers have an item level equal to double their tier, that's for you determine if you can craft them with the computers skill.

You can make them with the magic hack. The magic hack specifies what it can't replicate. It means technological item in the speaking sense not the meta rules equipment category.

You can even create armor upgrades.

What's the point of creating a computer that can't have any modules or modifications? Not trying to be snarky, genuinely curious.


I didn't say no modules or mods. Those affect base price and are still part of the item. (Size reduction is basically mandatory) As long as it's a single item its fine.

A spell chip is a hybrid item and outside the scope of this hack per the no magic items clause. You also can't create limited use items like spell chips.


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Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Xenocrat wrote:

4 resolve is also an awful trade for an average of 14 damage (reduced by miss percentage). That's four Phase Shots you could have taken with impunity through a wall.

Overheat with Eternal Spell and Harmful Spells gets you 2d8 + 7 damage on Spellshot, which is more single target damage and the possibility of some AOE, at zero cost in Resolve. Quicken is terrible. If you need an escape or defensive option take Flash Teleport then cast you follow up from safety, or take better offensive options with your standard action.

I was going for higher "burst" damage (supercharge weapon <avg. 14> + Spellshot with corrosive haze <avg. 18 per round + 10 the round after>), rather than "steady" damage (Spellshot every round using Eternal overheat with Harmful Spells <avg. 16>). Of course, there's no reason you can't have both:

2nd- Empowered Weapon
5th- Harmful Spells
8th- Spellshot
11th- Eternal Spell (overheat)
14th- Quickened Spell

This way you can Spellshot with overheat most of the time, but still have the option of Quickened Spell with supercharge weapon + Spellshot with corrosive haze when you want even more damage (and are low on higher level spell slots to use with Empowered Weapon). Or the ability to just cast two spells in the same round (although it's definitely better at 16th level for Quickened Spell with caustic conversion <move action> + chain surge <standard action>).


The acid spells are pretty clearly designed as Bad Spells that exist only to provide a rarely resisted damage type or in tight quarters when you didn't invest in selective spell hacks. They're a particularly weird choice for burst damage. Pick a bigger AOE that does more upfront.

I'll never be convinced that any ability is worth 4 or 6 reserve unless it has a 50% or better chance to take down a tough foe or let me escape from a really bad situation. None of the 2nd level and below spells qualify. Invisibility might have, but Quicken Spell no longer lets you avoid an AoO and you couldn't move afterwards anyway. It's just terrible. Flash Teleport as a cheap, short range quickened Dimension Door is the only thing along those lines I would consider.


I wonder if the investment into fabricate arms is really worth it?

The following feat and hack path would make sense for the Fabricate Arms build:

Android
1 - Stats: 10/16/10/18/10/8
1 - Weapon Proficiency Longarms
2 - Empower Weapon or Harmful Spells
3 - Versatile Specialization
5 - Weapon Focus Longarms or Weapon Proficiency Heavy Weapons
5 - Fabricate Arms
5 - Stats: 12/18/12/19/10/8
7 - Versatile Focus or Weapon Focus Heavy Weapons
8 - Spellshot
9 - Feat
10 - Stats: 14/19/14/20/10/8

(Option at level 5 and 7 if you'd rather always carry a real heavy weapon or stick with longarms and just summon heavy weapons as needed.)

It costs you an additional feat, 4 in either Con or Wis which is -2 to that save and other associated skills, and your level 5 magical hack. Then in each combat you want to make a weapon it costs you one of your precious spells per day and a full action. In return you get exceptional versatility being able to use any weapon in the book but is the cost too high?


I've come to think that it's probably not worth it because of the strength investment and because the marginal benefits of heavy weapons over longarms can be made up pretty easily via spells and Spellshot.


Humans get a free feat.and a +2 where ever they want and no negatives.


Suppose I were to take a level of Soldier for proficencies (possibly including easy Power Armour). Is this reasonable?

Liberty's Edge

Haywire build generator wrote:
Suppose I were to take a level of Soldier for proficencies (possibly including easy Power Armour). Is this reasonable?

Ive been considering the same thing...

It does seem valid in the Switch Hitter build...


Omnius wrote:
There seem to be lots and lots of niggling little details in the rules that are easy to miss this time around!

Better than being lots and lots and lots and lots, as in Pathfinder.

Liberty's Edge

What does it sound like?! :

Android Soldier 1/ Technomancer X

Melee / Switch Hitter

Starting Stats:

Str: 16
Dex: 13-15
Con: 10
Int: 14-16
Wis: 10
Cha: 8

- Feats:
??

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