I guess flexibility and different weapons is the right stratagem, but still. I want to have fun as a drone knight, but its gonna be so problematic due to it being feat intensive, drone being fragile, no real advantages from what i see. In SF rulebook survival skill has all the actions you can do with the mount as i just discovered, but i dont see anything really worth it, apart from maybe mobility - which is a lot less of an issue for a ranged character anyway.
From what i found on Pathfinder: Fast Mount or Dismount: You can mount or dismount as a free action with a DC 20 Ride check. If you fail the check, mounting or dismounting is a move action instead. You can't attempt a fast mount or fast dismount unless you can perform the mount or dismount as a move action in the current round. If your mount charges, you also take the AC penalty associated with a charge. If you make an attack at the end of the charge, you receive the bonus gained from the charge. You can use ranged weapons while your mount is taking a double move, but at a -4 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed), at a -8 penalty. In either case, you make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally If Your Mount Falls in Battle
If You Are Dropped
Your mount acts on your initiative count as you direct it. You move at its speed, but the mount uses its action to move. Fight with Warhorse
baggageboy wrote: Why would you and your drone not both be able to attack if you are mounted? You use the mechanics control to tell the drone to move, then the ready an action to attack after the drone attacks. The drone moves, using the move action you gave it with the mechanics control feature (sorry I can't remember what it's called right now), then uses it's standard action to attack. Now your readied action goes off because your drone has attacked. I was told we are considered one creature with multiple weapons and thus can only attack with one weapon.
I experimented with various combinations as i wanted to make a few build paths, and would like to hear from people who might have experience using either their drone or mechanic (or both) for melee combat. I know that the drone is gonna be really squishy, and that although i can rebuild it after 24 hours of work, i cannot change its chassis or any of its component without gaining a level (or the trick later on). So i am trying to find a balance between my rp experience and efficiency. In all cases the race is Shirren and theme scholar for pure rp reasons which i understand is not optimal. Idea 1: Reach Tactics
For stats i would go for Str 14 Dex 13 Con 12 Int 14 Wis 12 Cha 8 .I am trying to keep a balance between dex, str and int. I feel int is not doing too many things for me and want to focus on the combat potential. I would eventually get both adv melee and longarms, as well as heavy armor, but maybe not power, and focus on defensive feats. There will not be many slots for feats anyway due to not picking exocortex for the free proficiencies. Idea 2: Thrown weapons
The prob here is if i am to fight mainly from a distance, why not just equip a regular ranged weapon and keep my distance.? Idea 3: Classic range
Idea 4: Mounted mayhem
Mechanic tricks: Overcharge III looks really good, but mostly for ranged/ranged mech/drone scenario where i am less movement intensive. Shield with upgrades and damage resistant seem to be very strong to keeping me alive, repair drone is necessary, and then it gets a bit difficult to decide. Distracting hack with greater feint, overload, saboteur, mod tinkerer overclocking all look good. So i keep feeling i should just go for longarm/heavy weapon to play it smart, especially since mount feels so weak and uninspiring. Ideas? |