
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.