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"You gain a bonus rank in each of these two skills at every level, as well as a +1 insight bonus to checks using these skills. This bonus increases by 1 at 3rd level and every 4 levels thereafter." Does "this bonus" include both the bonus rank AND the bonus insight? I am assuming this bonus increase only counts towards the insight, but I could be wrong. ![]()
If I get 8 skill ranks per level, at minimum I get 8 skills leveled by a hard maximum of +1 every level. If I am reading correctly, a Skill cannot exceed your character level. Which means having 7 or less skills at a higher rank isn't option, assuming you want to spend all your points. I suppose the specialization of skills comes not from skill rank ups, but your bonuses from feats, themes, ect.? ![]()
Xenocrat wrote:
Well, my answer was going to be two fold. One, to make money. And two, so I can perform Augmentations on myself and others. However, your questioning of my skill choice made me double check both. "At the GM’s discretion, you can use other skills (such as Computers or Engineering) to earn a living following the same guidelines. I assume this means I can just use Medicine to make the same am mount of Credits I wanted to use Profession Surgeon for. Also, Augmentation: "a professional cybernetic surgeon or someone with ranks in Medicine equal to the level of the augmentation It seems as long as I keep my Medicine skill high enough, I can skip being considered a "professional surgeon" ![]()
Garretmander wrote:
If my initial thoughts on how to make this work seems all on the level, then I think we are good. I am new to Pathfinder/Starfinder, and I have zero experience on what is considered a stretch. Or what is skirting more expensive upgrades/attachments. For example, it was pointed out to me that I can't just have my SRO have like 4 surgical arms, as that is skirting the Cybernetic Arms augmentation. If the infrastructure is 100% reasonable for surgical/medical SRO, and the AMK can turn that hardware into my portable medical lab... I am set :) ![]()
Background: I am creating a SRO Biohacker or Mechanic with the Archetype of Medic. One of my skills is Profession (Surgeon). I plan on being heavily Augmented as I level. My STR will be at least 14. Advanced Medkit: "Additionally, you can use an advanced medkit to set up a temporary one-patient medical lab, though this requires 10 minutes. You can then provide long-term care to a single patient using the temporary medical lab, with a DC 30 Medicine check." As an SRO, I would like this temporary one-patient medical lab to be attached to the front of my body. It would resemble a high-tech stretcher, and is attached where the reproductive organs of a human is normally located. I could then use my Arms, Custom Scanner, ect. to perform my medical and surgical duties in front of me. It would fold up and out much like wall attached ironing board. I need a permanent solution for the actual infrastructure, and it would only act as a functioning Medical Lab after a 10 minute process using an Advanced Medical Kit. "SROs do not have a unified appearance, and many are at best vaguely humanoid in shape, while others have shapes designed purely to assist in their primary functions." Perhaps this can be the justification for the actual infrastructure? Perhaps combining as my Custom Scanner or Rig The trick is also giving the infrastructure purpose between levels 1-4 as AMK can't be used until level 5. Any help/thoughts to make this work would be greatly appreciated. Ideally I would like to have this as my starting character, but would ok with adding it on later if a higher level requirement is used in making this a reality. ![]()
"SROs do not have a unified appearance, and many are at best vaguely humanoid in shape, while others have shapes designed purely to assist in their primary functions." Is there a universal rule somewhere where it states all races have 2 functional legs and 2 arms unless the race specifies otherwise? Android has specific races the Android could resemble, therefore letting you know your leg and arm count. Is this 100% up to the GM? What's a reasonable amount to ask my GM for? Obliviously multiple armed races have a augmentation and item wielding advantage. ![]()
As a SRO Biohacker with a Theme of Bio-technician. My GM is leaning towards allowing my SRO's Integrated Equipment feature to pull from the Biotech list instead of the Cybernetic list. The idea being that DNA is just a type of re-writable code, and my SRO is not quite an Android, but utilizes synthetic organics similarly to accommodate bio-tech. (I eat bio-paste. Yum) Can anyone identity any gamebreaking issues with this? Other then questioning if SROs can even benefit from Biotech of course, as its already been discussed in length here https://paizo.com/threads/rzs42m6h?Can-SROs-benefit-from-biotech#21 Keep in mind by the time I am level 6, and can choose Adaptive Biochains that would normally cost 10% extra, that 10% is removed by my Theme. So any issue of cost economy get sorted out at least. ![]()
BurnJ wrote:
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Xenocrat wrote:
I didn't notice the glove doesn't count. Any value in using 2 Handed advanced melee weapon with Injector? It can be wielded in one hand, and can have injector added to it. ![]()
Lethallin wrote:
Mechanics have an alt class feature called Experimental Prototype that replaces your Artificial Intelligence. You can create an overpowered injection weapon using the Mechanic class. The level 1 version I will use the base glove, but that weapon levels up just like the AI does. It will let me have a better Injection weapon then any Biohacker could have. Also, it can be constantly rebuilt how I want as it levels. Also, the original concept was an all purpose healer. Ships, Systems, and Creatures. Mechanic with the Medic Archetype seemed to fit that role the best. ![]()
Yakman wrote:
Thanks for the advice! The idea is to use Mechanic's Experimental Weapon to make my Injection weapon even more bad ass. Having a custom and evolving injection weapon was part of the original concept. I will need to do more research to see how Biohacker's Injection Expert and Weapon Specialization syngerize or don't with Injection weapons altered by Experimental Pro-type. ![]()
Hi guys! I am about to start an Android Mechanic with a Theme of Bio-technician and an Archetype of Medic. I will be replacing Artificial Intelligence with Experimental Prototype. The idea is to be an all purpose combat healer. Creatures, Ships, Systems, etc. My weapon type of choice... Injectors of course! I want to heal like Ana from Overwatch. But with a Glove instead of a Sniper. However, I did not even think about the fact I would still need to damage my allies to heal them with injector weapons. I stumbled across this little gem though... The Bio Hacker class. Lot's of value is added to my concept with just a single level into that class. So, is it worth taking the first level of Biohacker for the obvious synergy? I would of course miss out on the lvl 20 Mechanic, and Injector Expert would never scale. Also, if anyone has any better suggestions, like a different multi-class distribution such as 11 Mechanic, 9 Biohacker or something, let me know! (As a side note, think I could make my Custom Rig and Custom Scanner the same device?) ![]()
Hello! I want to play a Biotech augmented Android. The gill sheath says when you breath water, you filter out oxygen from the water. I wanted to be like a backup oxygen generator for a party member just in case. So, can my android mimic the breathing process for the purpose of gill sheath you think? |