Half-Fiend Minotaur

Gronnigan Conroy's page

33 posts. Organized Play character for Dracomicron.


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Dataphiles 5/5

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John Godek III wrote:
Excited about the new races - been wanting to make a Naur for a while but could not find a boon!

It will be good to see more nuar around. My sister, Bellweather, and I have been loving service in the Starfinder Society. She quit her internship as a bioengineer to become a full time paramedic for the Society, and I very recently quit the Stewards after some concerns with organized law enforcement. I'm an independent forensics expert and P.I. now.

No, "P. I." Like for "Private Investigator," not like "Pie." No, I'm not a "cow pie." And no, I don't usually Bull Rush... that's more Zoggy's thing. Okay, now you're asking me if "Udderly" opposed to the Stewards now, or if I'm just "Milking" it for sympathy. That's real nice. I call bullsh... ah pronk, nevermind.

Gronnigan huffs and clomps his hooves down the hall to the break room.

Dataphiles 5/5

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I've been driving my patrol car for awhile, but since quitting the force, I think I should probably buy a hovertruck and put a forensics lab in the back. As a PI, I need to be able to do independent investigations for accountability reasons; I can't keep relying on favors to use my old Steward research facility.

Dataphiles 5/5

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As a Pact Steward, I found it was only appropriate to buy a Police Cruiser. Now, having a flying cop car hasn't yet been important to one of my scenarios, and the HP on the thing are somewhat lacking for a 9th level character, but damn if it isn't fun! My favorite thing is messing with the passengers in the back seat who can't open the door from the inside.

Dataphiles

Claxon wrote:


Power armor will replace the base dice component of your natural attack, which tends to be on the weak side and the 1 1/2 level in weapon specialization damage will make up for the rest of it.

I'm still not sure how power armor works in concert with Natural Weapons.

Do you actually get Natural Weapons +1.5xLevel, or is the armor so un-natural that you only get basic weapon specialization +1xLevel?

Is Power Armor unarmed attack archaic? You wouldn't think so, but it doesn't say anything about removing the penalty.

Can you choose to use Improved Unarmed Strike damage instead of the Power Armor damage die? Again, you would think so, but the Power Armor section simply says you do that die of damage instead of your regular Unarmed Strike damage.

I've been thinking of getting Power Armor for my Nuar melee Technomancer, but I'm not sure I want to if it is going to nerf my unarmed damage.

Dataphiles

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LordeAlvenaharr wrote:
In fact, the idea of creating a technomancer specialized in hand-to-hand combat is getting a lot of satisfaction, I always liked characters who used magic and weapons, (still playing magus!), Seeing the tips I noticed the Nuar as a Interesting race, but I came up with another question. I would not want to miss casting levels but I'll have to spend 2 deeds, one for heavy armor and one for advanced weapons. It pays to spend 2 feats not to lose caster level or ideal is to take a level of soldier and then follow as technomancer? It is a shame the damage of the horns of the Nuar does not progress, therefore could use only the horns as a weapon ...

Do you have the Pact Worlds book? If so, you don't need to get Advanced Melee Weapon Proficiency, because you can take the Junksword spell instead. The Junksword can be conjured with Reach and gets more powerful as your spell levels increase; it gives you automatic proficiency in it. It also has a very nice (1.5 x Level) damage bonus instead of specialization.

This character is a Nuar and a pure Technomancer, level-wise, but with the Steward Officer archetype, which gives me bonus Improved Unarmed Strike, which gives me a good back-up weapon in case I'm out of spells or otherwise unable to use the Junksword. I am 6th level now and have boosted my Intelligence and Strength to 20 with augmentations.

The other great thing about a pure melee Technomancer build is Mirror Image. If you cast it on the first round of combat before you move into melee range, you will most likely be able to take an extra few hits for no damage, which gives value in terms of tanking that your low Stamina would not otherwise suggest.

If you try this character, I hope you have fun!

Dataphiles 5/5

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Little known fact: Stewards have been quietly deputizing librarians for centuries, leading to an unprecedented increase in arrests for overdue library grimoires.

Dataphiles 5/5

Hilary Moon Murphy wrote:
Hilary Moon Murphy wrote:
Still searching for information on the mystery Mega Region Boon!

...And I got an answer from James Hargrave in the Netherlands!

Confirmed are:

Face-to-Face
Damai / Quorlu / Verthani
Formian / Ghoran / Pahthra
Embri / Phentomite / Witchwyrd
Bolida / Kalo / Vlaka

Online
Dragonkin / Planar Scion (Aasimar or Tiefling)

So that's this year's confirmed GM convention Race Boons, folks!

That's some nice investigation work, Hilary! Worthy of a Steward Cadet!

Dataphiles

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I want a movie about a space minotaur detective, featuring dark themes, cow fatales and bovine backstabbing.

You know the genre: Film Nuar.

Dataphiles

SuperBidi wrote:
Gronnigan Conroy wrote:
Also, I don't necessarily think that you have to lean into the Dex penalty. Sinking a couple of points into Dex to counteract the penalty is fine... you'll never be the most dextrous as a Nuar, but it's less important with Heavy Armor and melee or throwing weapons.
If you put a few points into Dexterity, you basically play a bad race/build combination (you'll have a better build by playing a Human, which is the most polyvalent and basic race). It doesn't mean it's bad (I have some characters who are in this case). But it's something important to take into account.

Yes, well, humans are damn boring. I play a human in real life.

Also humans don't get +10 speed, +2 Piloting/Survival, darkvision, or the ability to charge without penalty. Nuar also have great flavor with their love of technology bordering on religion.

It is possible to play a race for something other than the stat spread. Dexterity is by far the most powerful stat; I don't think there's anything wrong with paying off the Dex tax a little to get to the other goodness.

Dataphiles

Kingbrendarr wrote:
BTW junksword is not required if you do one level of soldier. It lets me buy more fun melee weapons like two handers with reach.

While you are definitely correct, Junksword does have some great advantages, such as the 1.5xLevel damage bonus in place of specialization, which is very helpful to stay competitive. It is also incredibly flexible in terms of weapon traits. I like using Nonlethal or Disarm and Reach on my Steward Officer.

Also, I don't necessarily think that you have to lean into the Dex penalty. Sinking a couple of points into Dex to counteract the penalty is fine... you'll never be the most dextrous as a Nuar, but it's less important with Heavy Armor and melee or throwing weapons.

Dataphiles

Soldiers and Solarians will always make the best melee (at least until Vanguard comes out), so, if you're looking for pure effectiveness, you should go with Soldier if you are looking at either Soldier or Exo-Cortex Mechanic.

That said, you could do both. Soldier to level 3, get the first style specialization bonus (Blitz, sigh), all the weapon specializations, an extra feat, and the Melee Striker gear boost. Then go Exo-Cortex for Overcharge, Overclocking, and Neural Shunt by character level 9.

Overcharge works with Powered melee weapons but the key is that, while it triples the shot cost of guns to the battery, powered weapons are charged for a full minute off of one "use" so all Overcharge does is cost three rounds of the ten for which you've already paid. At least that's how I've seen it generally understood. So that's an extra +1d6 damage any time you don't full attack.

Overclocking gives you +2 Initiative, which, on top of your +4 Initiative from Blitz, means that you are one quick moo moo.

Neural Shunt, well, it's just a really good way to avoid conditions.

And if you go higher than 9th level, you start to get into slapping some really cool drone mods on your body (including speed upgrades that stack with Nuar and Blitz speed bonuses).

Personally, I almost went with this build with my Nuar, but I decided to be a melee Technomancer Steward Officer instead. I use the Junksword spell to Lash Out For Great Justice.

Gazragar wrote:
Edit: Also, any buzz around maze cores suddenly becoming acceptable for Organized Play? That was part of my draw to the race to begin with, I'll admit

Unlikely! If it ever happens, I expect it will be in the form of a scenario boon. (1-32 spoiler)

Spoiler:
We have, it should be noted, a canonical lost colony of Nuar, New Labrynthia, as of 1-32 Acts of Association, but there are no Nuar-related boons, since the scenario is a repeatable and there are five-plus other races that could be represented.
Dataphiles

HammerJack wrote:
With the focus on unarmed strikes, weapon focus: basic melee would be more called for, I think.

BluLion was talking about using Pulse Gauntlets instead of unarmed strikes, which are Advanced Melee Weapons.

One fun random fact about Versatile Weapon Focus: it is the only way to get a Weapon Focus bonus on a Junksword. The Junksword spell gives proficiency with the Junksword, but it is not itself described as a basic or advanced melee weapon.

Thus, you can't choose it as a category when selecting a Weapon Focus, but if you take Versatile Weapon Focus, you get focus in every weapon that you are proficient in.

And that is why my melee technomancer has Versatile Weapon Focus.

Dataphiles

BluLion wrote:
BigNorseWolf wrote:
Get a ring of fangs, improved unarmed strike, and just reflavor it as a punch if you don't want to actually bite people.
Oh damn, I never even thought about magic items when trying to make my character. I was originally going to use those power glove/fist weapons, but this sounds so much cooler. Thank you so much!

There is still some debate over if Ring of Fangs actually makes your unarmed attacks non-archaic (BNW and I disagree on this subject). You may want to run it by your GM first.

As I ascribe to a strict reading of the rules (and a belief that 315 credits to get non-Archaic with an attack that already gets double Specialization is overpowered), I ended up taking the Raw Lethality Gear Boost with my SRO soldier in order to make the Ring of Fangs bite attack non-Archaic.

Quote:
Gronnigan Conroy wrote:

The Operative can handle most of every skill check.

If the soldiers diversify their skill choices so they don't overlap much they can fill in the odd gaps left by the Operative. Skill Synergy is your friend.

Summons don't last long enough to be that useful for skill checks.

If you do go Technomancer but still want to do punchdicuffs, you could get the Junksword spell from Pact Worlds and just flavor it as a Junkfist. I am a melee Technomancer with the Steward Officer archetype, and I do plenty well in melee with the Junksword.

I was actually thinking about getting skill synergy (and maybe skill focus) for some skills as I got more intelligence from ability score increases.

As for technomancer, I heard about melee builds that centered around junksword. I was tempted to try that, but the low hp/stamina per lvl has me concerned.

I won't lie, Technomancer melee can be harrowing, because you have the lowest hit points and stamina on the team. You basically need to buy Heavy Armor Proficiency and keep up on the armor treadmill to avoid some hits, and probably grab up Toughness and/or Enhanced Resistance when it comes available as well.

That said, the benefits are pretty slick: it is 1-handed and cannot be disarmed, you can get Reach immediately, you get a 1.5xLevel damage bonus from 1st level on, on top of the other miscellaneous benefits (such as being able to do nonlethal without penalty or the Merciful fusion).

At 6th level I do 1d8+14 damage vs KAC; next level I'll do 2d4+15 damage vs. EAC. Not shabby, but not quite what I could be doing with BNW's Ring of Fangs melee Soldier (7th level with the stats Zoggy posted above you're looking at 1d6+23 damage vs. KAC).

Dataphiles

BluLion wrote:
I just realized that almost everyone in the party was thinking about or wanted to go soldier too, but they wanted to go shooty.Can 3/4 soldiers, a solarion, and a operative (that was also considering soldier) cover all the bases, or should I just switch to mechanic or technomancer? Also, how good are summons at skill checks?

The Operative can handle most of every skill check.

If the soldiers diversify their skill choices so they don't overlap much they can fill in the odd gaps left by the Operative. Skill Synergy is your friend.

Summons don't last long enough to be that useful for skill checks.

If you do go Technomancer but still want to do punchdicuffs, you could get the Junksword spell from Pact Worlds and just flavor it as a Junkfist. I am a melee Technomancer with the Steward Officer archetype, and I do plenty well in melee with the Junksword.

Dataphiles

Hmm wrote:

There are answers to all these questions in the back matter of the Starfinder AP #9, Against the Aeon Throne, The Rune Drive Gambit.

The Stewards by Lyz Liddell wrote:
The Stewards' structure has three branches: Overwatch, a spacefaring fleet; Constabulary, the planetary police forces; and Ops, or special operations. A Stewards member starts as a neophyte, graduates as a deputy constable (or, in common parlance, an officer), and can gain ranks in the Constabulary or Ops branches, such as constable, agent, staff agent (an administrative post) or special agent (with less or no administrative duty), inspector, chief inspector, deputy director, and director. Overwatch has alternative ranks (see below). A decorated veteran of any rank might become a legate, an honorary title that indicates distinguished service. The organization also has a director-general, whom the Stewards elect from among active members serving on the Conclave of Legates (see page 48).

I expect that, as a level 5 Technomancer forensics expert, I would be classified as a constable.

Dataphiles

Pantshandshake wrote:

Yeah... so here's your magic hack text:

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.

So, exchange the 2nd with 5th in the second sentence. You don't get two hacks at 5th level. You get one.

Okay, but you're not taking into consideration the very similar language in almost all the other classes. Operative Exploits, for example, are nearly identical in the language:

"As you gain experience, you learn special tricks called operative exploits. You leran your first operative exploit at 2nd level, and you learn an additional exploit every 2 levels thereafter..."

So why is the alternative class feature for Operatives at 2nd level, "You don't gain an operative exploit" and for Technomancers "You don’t gain the magic hack class feature at 2nd level. Instead, you gain it at 5th level?" Seems like if they meant what you say, they'd just say, "You don't gain a magic hack."

I did throw it up in the Rules for a FAQ check, so you can tell me I'm wrong there instead of mucking up the space cop thread. :P

Dataphiles

BretI wrote:

You lose the Class Feature (do not have that feature and therefore can not use anything dependent on it) at second level, gaining it at 5th level instead.

So at 2nd level you have no Magical Hacks nor access to the class feature.

At 5th level, you gain the class feature (allowing you to take things dependent on having that class feature) and a single magical hack.

I read it through several times and this is the interpretation that makes the most sense. It is the one I used with my own Technomancer who took the Starfinder Forerunner archetype.

I see where you're coming from, but that still doesn't make much sense given the wording in the rest of the section. As far as I can tell, the "magical hacks" class feature just gives you the privilege of having a magical hack, much like the operative exploit class feature gives you the privilege of having an operative exploit... or does the latter give you the operative exploit class feature, but you just don't get an operative exploit? What purpose would that serve?

I mean, it's possible that the editing in this section wasn't very good (hence the 9th level mystic losing the healing touch feature that it's had for 8 prior levels), but the specific wording on this makes me think that there might be a method to the madness.

Dataphiles

3 people marked this as FAQ candidate.

Please clarify this rule:

Quote:
You don't gain the magic hack class feature at 2nd level. Instead you gain it at 5th level.

Do you completely lose the 2nd level magic hack, or do you gain TWO magic hacks at 5th level?

For every other instance of the word "instead" in the Technomancer alternative features, you get the trait later and then it specifies something else that you lose (at 6th level the cache capacitor is delayed until 8th and you lose a magic hack, and at 9th your Techlore doesn't go up until 11th level and you lose the 11th level magic hack).

This implies that you indeed pick up two magic hacks at 5th level, because it doesn't say that you lose that feature.

Or is there something with the specific wording of "magic hack class feature" that means something different than just "magic hack?"

For every other instance of losing a selectable class ability in that section, it just says, "you don't gain an [operative exploit, stellar revelation, bonus combat feat, envoy improvisation]." It doesn't say "you don't gain the [x] class feature," nor does it say that you "instead" gain the feature at a higher level, though for several at level 9 it says that they instead gain the power at a higher level and lose something else.

I'm of the opinion that magic hacks are not the equivalent of those other traits, because you only get them every three levels instead of every two levels like the others. Making a technomancer lose their first hack completely seems like a bit of an extreme cost for a level 2 archetype ability that is likely not worth what is lost.

Regardless, the language needs to be clearer.

Dataphiles

Claxon wrote:

You're trying to read too much into it.

It replaces the ability you would have gotten at 2nd level, and instead grants it at 5th level.

It's worded poorly, but that's what it does.

That's what I actually did say. You get the ability at a later level. At that same level, you also gain another ability that happens to be the same. Otherwise they'd say "you don't gain a magic hack." Period, end of sentence.

I'm not reading too much into it, that's the meaning of the language used. It is not worded poorly if that's what they actually mean. Every other instance of "instead" in that section means what I suggest.

I guess I'll toss it up in rules questions.

Dataphiles

BretI wrote:
Gronnigan Conroy wrote:
Technomancers actually don't lose very much from getting the Steward officer archetype. They delay getting their first Magic Hack until 5th level (when they get TWO), they lose one spell known of their highest level (but get it back when they go up another spell level), and lose a Hack at 9th level and delay getting their third Techlore bonus.

Might want to reread the Alternate Class Features.

Starfinder CRB, pg. 127 wrote:
2nd Level You don’t gain the magic hack class feature at 2nd level. Instead, you gain it at 5th level.

You don't get the Class Feature until 5th level. It isn't saying you get two magical hacks at 5th level, it is saying you lose the feature normally gained at 2nd level and don't get that class feature until 5th.

How much you gain or lose really depends on the character concept, although one less of the top spell level always hurts.

It doesn't say that you don't get the 2nd level hack, it says that you don't get it until 5th level "instead." That doesn't affect you also gaining a second magic hack at 5th level.

Nowhere else is losing a feature is it worded like that. Literally everywhere else where it's listed that you replace a class feature and don't get it later, it just says, "you don't gain [x feature]."

Later in Technomancer, at 6th level, it says that you don't gain Cache Capacitor at 6th level; it then goes on to say that you get it at 8th level INSTEAD of a magic hack.

Even later in Technomancer, at 9th level, your Techlore doesn't go up to +3; it instead goes up to +3 at 11th level and you don't receive the magic hack normally gained at 11th level. Mind you, this doesn't change the fact that you will increase your Techlore to +4 at 12th level.

Everywhere it says "instead" it means that you still get the thing, just at a different time with perhaps a different cost. No extra cost is listed for 2nd level; you just get two at 5th level. If they'd meant to say that you don't get the 2nd level magic hack, they'd just say, "you don't get the magic hack at 2nd level" like they do for soldiers, solarians, operatives, envoys, and mechanics class features.

Dataphiles

I am currently playing a cop in Starfinder Society.

Nuar Technomancer 3 (Steward Officer); Gronnigan specializes in forensics; my interpretation of the "Maze Mind" Nuar class feature is that they are good at patterns, and what is forensics but identifying patterns?

Technomancers actually don't lose very much from getting the Steward officer archetype. They delay getting their first Magic Hack until 5th level (when they get TWO), they lose one spell known of their highest level (but get it back when they go up another spell level), and lose a Hack at 9th level and delay getting their third Techlore bonus.

He was separated from his parents as a child while they were visiting Aballon and was raised by goblin scavengers. He hated all of the goblins' lawless behavior and one day realized... hey, I'm seven feet tall and no goblin would ever try to stop me if I just left!" He then left Aballon and went to the police academy.

As a reminder of his time among the goblins, he uses the Junksword spell, which works well with his natural Nuar strength. As that will always be the first spell he chooses of a given spell level and lasts 10 minutes per caster level, he will be able to spend his excess highest-level spell slots on the Enhanced Weapon and Countertech hacks once he gets to 5th level.

It isn't the most optimized build, but it has been fun so far.

Dataphiles 5/5

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BigNorseWolf wrote:
Hilary Moon Murphy wrote:

It’s not surprising. Nuar are a cut above the herd!

Hmm

Brisket cuts mostly.

*drools*

This brisket cuts back!

Dataphiles 5/5

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Hilary Moon Murphy wrote:

...and back to the Stewards!

I actually think that choosing to give yourself an archetype for the Stewards and taking all the mechanical tradeoffs shows that you have a much more dedicated character link to the organization. You’ve made sacrifices to get there, and so you should be considered a member of the Stewards — even if only a rookie for now!


But Hilary, does this mean that I can wave around my Stewards Badge and Arrest NPCs?

That depends. If you are on duty with the Starfinders, I have to assume that you’re like an off-duty or out-of-jurisdiction cop. Before you make that collar, you’re going to have to check in with local law enforcement, explain the situation, and work with them.

(The other issue you might face is that Stewards are an inter-planetary organization with little local authority. Stewards can pursue criminals across the Pact Worlds, as well as negotiate agreements to maintain the often complex and fraught relationships between member worlds. They prefer the use of soft power over military might, in an effort to maintain the fragile equilibrium of the Pact Worlds.)

On the other hand... If you follow protocols and contact local law enforcement, they’re likely to treat you with respect when you request backup. I would let your GM know about your archetype from the beginning and explain that you are a member of the Stewards — it’s certainly not something to surprise a GM with, but could add a lot of depth and interest to an adventure!

I'm gonna remind you of this when I get my badge and start dispensing cow-justice! Moo-ve along, citizens!

Dataphiles

I am working on a Cyberborn Nuar Technomancer who was kidnapped by goblin scavengers on Aballon as a baby, and raised with a goblin foster family. Unfortunately, he developed a lung condition (maybe genetic, maybe from the dank environment in the lawless tunnels on Aballon) where his lungs filled with acidic goo, and the goblins fitted him with a crude cybernetic rebreather.

When he got older, he towered over the goblins and realized that he hated skulking in the shadows and living outside the law, so he fled to Absolom Station to become a copSteward Officer. While he reconnected with his Nuar family and dedication to the law, he kept his goblin-like affinity for cybernetics and technomancy, specializing in the Junk spells such as Junksword, which he uses with his Nuar strength to great effect. Now having access to more advanced cybernetics and bio-technical treatments, he got a Wyrmling gland to convert all that excess lung acid into a truly potent blast of burning goo.

I really like the 6th level Cyberborn ability to refresh Stamina by overclocking a cyber augmentation. Considered the Starfinder Forerunner for the similar Stamina refresh ability before deciding on Steward Officer for story reasons.

Anyway, it's a work in progress. Still one more Society mission before 2nd level.

Dataphiles

Dex is very important, but you can make a character that doesn't rely on Dex. Make a melee fighter who wears Golemforged plate: the Dex doesn't help that much. That's what I'm doing with my Nuar melee Technomage.

The starship thing is an issue, but you can get by as a Gunner if you have a good BAB.

Dataphiles

Arc Riley wrote:


"You are automatically proficient with this melee weapon" does not mean the spell provides the proficiency. It could be equally argued that proficiency was gained in the process of learning the spell and/or that the forms it takes will always be ones you're familiar with.

The feat represents time invested in training beyond that required to be proficient with it, so long as its able to be cast regularly that training can take place.

You know, it'd be nice if they wrote a single consolidated definition of "Junk" and used the space saved on repeating the definition in each spell to include considerations like weapon focus for Junk Sword or an option for upgrade slots for Junk Armor.

I flagged this for a FAQ candidate in any case.

Actually, "You are automatically proficient with this melee weapon" is in the spell description; therefore it is an effect of the spell. No other spell, to my knowledge, confers abilities just from knowing the spell, other than being able to cast the spell. As far as RAW is concerned, you gain proficiency in Junksword when you finish casting the spell, and lose it when the spell expires.

Which isn't to say that I disagree that it needs clarification. It totally does. Good FAQ call. I'd love to get basic Weapon Focus on my Nuar Technomancer to include the Junksword, so I could get a bonus with his horns as well.

Dataphiles

It isn't ideal, no. It may just be an oversight.

My reading of the spell is that you don't have proficiency in the Junksword until you cast the spell, which would prevent you from taking Weapon Focus (Junksword).

Dataphiles

Right now? Neither. It is a one-handed weapon that the Technomancer is proficient with.

You need to take Versatile Weapon Focus to get a +1 to hit with it.

I've been futzing with a Nuar melee Technomancer build using the Junksword (took Heavy Armor proficiency, though; I'm not a huge fan of Junk Armor).

Dataphiles

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jimthegray wrote:

none are particularly unbalanced imho

large is as much a hindrance as a help,
sros are frail,
vesk have better ac
etc
IMHO all of the races are pretty close powerwise .

though there is also enough differences to have there advantages in different areas which can weight individuals opinions of there respective worth.

Yeah. I mean, I love Nuar, and think that they're the best with their Natural Weapons, charge bonus, and extra speed, but that -2 Dex is a harsh pill to swallow for some folks.

Basically all the races do is allow you to tinker and either optimize a build around the race's bonuses and restrictions, or experiment with a unique idea by going against type.

Dataphiles

I would love to see a trick based on Pull the Pin where you can dart in, overload the enemy's weapon, and duck out.

Dataphiles

I'm not sure Overload would work like that.

If you're itching for some melee with your mechanic, why not get Overcharge and a Skyfire Sword or other powered weapon? Lots of Exocortex mods can be used to support a melee build.

Dataphiles

Not a Mystic, but I have been looking at a Technomancer build using the Junksword spell from Pact Worlds. It actually looks like a lot of fun, especially since you can tailor the weapon every time you cast it, and it lasts 10 minutes/level.

My current idea uses the Steward archetype. The Junksword can have Reach and Nonlethal as traits; if you cast Supercharge Weapon, you could actually knock out a lot of low-level enemies outright with your Junk Cattle Prod!

Dataphiles

I'm currently working on a Sharpshooter Soldier 3/Exo-Cortex Mechanic X build using Overcharge, the Technomantic Dabbler feat for Spell Shot, and the Diaspora Sniper Rifle from Alien Archive. Battery usage on that gun is just 1 with a minimum 10 battery capacity. Since you can't full attack with a sniper rifle anyway and may be ambushing, you might as well put everything into a single shot. 2d8+5d6+5 at 5th level is pretty respectable damage, and between the Laser Accuracy gear boost, Weapon Focus, Exo-Cortex tracking, and shooting at EAC, you are pretty likely to hit.