| Omnitricks |
If you've read the Tech Guide you'll see a lot of cool stuff. One of them is cybertech. Recently in one of my games where everyone gets to get up to whatever shenanigans they want I got the idea of riding a T-Rex animal companion then I got the idea. To implant weapons into him just because mecha dinosaurs.
Then I saw the thing which stopped me. Both Int and Cons has to be able to take it. No, not either but both. An animal without a doubt would have enough cons but int? I don't think so.
Anyone know a method I can use to increase an AC's int enough to get them cybertech implanted into them? Barring the overpriced headbands of course.
| kestral287 |
First Option: Find a way to get your hands on a bunch of free Wishes. Make a deal with an Efreeti or something. That can get his Int up by five; add in the level 4 attribute increase going to Int, that'll give you Int 8.
Second option: cast Awaken on it. Note that by RAW, that means it ceases to be your companion, but you could talk to your GM about it staying on as a cohort, possibly by just trading in your companion feature. That'd give it 3D6 Int instead of 2.
Third option: Point out to your GM how silly it is that a mindless creature-- one with no int score-- is better able to be augmented than something with a brain, and see if you can get him to let it work just off the Con score.
Out of curiosity, what pieces of cybertech are you looking at adding to it?
| Eth4ck1e |
I know it's confusing, however, it does clear up some of it if you keep reading. It states that if a creature has none of either con or int it cannot receive the benefits of an implant but if it only has one it can. With that sentence I am interpreting their intention to be int and con to set the max for your implants whichever is higher.