| PaperStSoapCo |
I'm building my first Starfinder character and I want to be playing an Android rolling around in Heavy Armor with (at least) Longarms that is also a knowledge/skill monkey type character. For whatever reason, I'm into smart guys with big guns.
With that, I keep going back and forth between two ideas and I'd like your help making a firm decision. I'm torn between:
Scholar Exocortex Mechanic taking Skill Synergy for Culture/Mysticism
Blitz Soldier 1/Technomancer X with the requirement of Versatile Spec.
Any thoughts? Pros/Cons? I know casters shouldn't dip and I can take feats and whatever, but I think I'd rather just pick up the 3 free feats (Heavy Armor, Longarms, Heavy Weapons) for the 1 level dip, especially as more of a weapons guy than full caster type.
| MR. H |
Skills: Computers, Engineering, Medicine, Perception, Piloting, Physical Science; Mysticism
1. Exocortex, Bypass, Custom Rig(Brain, datajack), Combat Tracking, Memory Module, Skill Focus(Piloting), Heavy Weapon Proficiency
2. Energy Shield
3. Overload, Versatile Specialization, Personal Upgrade (int) Skill: Acrobatics
4. Visual Data Processor
5. Remote Hack, Wireless Hack, Power Armored Proficiency||15str 14dex 14con 18int 10wis 10cha|| Skill: Life Science
6. Overclocking
7. Expert Rig, Miracle Worker, Exocortex Mods(Climbing Claws), Enhanced Resistance(kinetic), Personal Upgrade (+4int, +2dex) Skill: Athletics
8. Holographic Projector
9. Override, Iron Will
10. Twin Tracking, Boost Shield ||17str 16dex 16con 19int 10wis 10cha||
11. Coordinated Assault, Exocortex Mods(Flight), Improved Iron Will
12. Hyperclocking
13. Advanced Rig, Weapon focus(heavy)
14. Exocortex Mods(Flight), Ultraclocking. Personal Upgrade (+6int +4dex +2Con) Skill: Culture
15. Multitasking, Versatile Focus ||18str 18dex 18con 20int 10wis 10cha||Skill: Sense Motive
16. Invisibility Bypass Processor
17. Control Net, Exocortex Mods(Excavator), Great Fortitude
18. Invisibility-Hampering Projector
19. Ghost in the Machine, Superior Rig, Lightning Reflexes
20. Tech Master, Quad Tracking, Mod Tinkerer ||19str 19dex 19con 21int 10wis 10cha||
I do not recommend dipping on your caster and mechanic achieves the feat demands easier without a dip.
Peat
|
The biggest question that I would ask is how central is casting spells to you in your concept vs. just being skillsy/intelligent?
You basically need 2 extra feats as a Soldier 1/Techno X to keep up with a Mechanic in the shooting department - Weapon Focus to keep up with the BAB that a Mechanic will have on their selected targets, and Versatile Specialization to get the bonus damage...Unless you're planning to do Heavy Weapons with Mechanic, in which case it's 1 extra feat since you'll need Versatile Specialization regardless.
If needing to spend 1-2 extra feats is worth having (slightly diminished) spellcasting capability, then go for it. If you have other things in mind for those feats (Improved Initiative, Skill Synergy, combat tricks like Amplified Glitch or Combat Maneuvers) then maybe stick with Mechanic.
I think the other big difference you'd find in play is that Technomancer would be better at allowing you to do your cool stuff on you OR your party at a slightly higher cost (i.e. Standard Action to buff either yourself or your ally, or a big buff you can use once per day)
A mechanic will only be able to buff yourself, but at a lower cost/more frequently (Move Action to buff yourself, or a smaller buff you can use many more times than you'd have spell slots for.) Are you more interested in a couple of those big 'clutch' moments, or more sustainable performance throughout the adventuring day?
Of course there's a lot more detailed analysis you could do of abilities vs. abilities comparisons, but at a high level, those are the decisions I see between the two.
| PaperStSoapCo |
So, looking at what I want to do regardless of which way I go, I'm at least taking Skill Synergy and Weapon Focus on both builds. Looking at the math, at level 10 (this will be a SFS build, so that's where I tend to look at getting to play the "full" character)
Feats for both include Skill Synergy, Weapon Focus, Power Armor Proficiency. Techno has to spend additional feat on Versatile Specialization. So there is an additional feat tax on that build, but otherwise:
Mechanic is hitting at +16 (+4 Dex, +2 Weapon Focus, +10 BAB w/Tracking) for 2d10+2d6(overcharge)+10. Once per day, can increase to hit and damage by +2 for Miracle Worker.
Sold/Tech is hitting at +16 (+4 Dex, +2 Weapon Focus, +7 BAB, +3 Empowered Weapon) for 3d10+3d6+10. Obviously Empowered Weapon depends on Spell Slots, but can be downgraded over the course of the day.
So basically it comes down to whether the Mechanic's extra tricks measure up against the Technomancer's Spell List. I understand that if I'm using spell slots for Empowered Weapon I'm not using them for spells, but even keeping that in mind, I've got the Magic Hacks for additional utility. Technomancer also gets +10ft movement and +4 Initiative which kind of makes up for the lost feat. The Mechanic gets all the extra doodads of Drone Mods and also picks up a free Skill Focus. Most of the Mechanic Tricks are taken up by the Overclocking/Overcharge line, but they also get all the cool wireless hacking and Overload seems super cool.
TL;DR: I guess I'm asking, when boiled down, just how good is the Technomancer spell list?
| MR. H |
TL;DR: I guess I'm asking, when boiled down, just how good is the Technomancer spell list?
Depends on what the SFS rules entail.
I think the spells really start going with 3rd level spells. Microbot assault (2nd level spell) is very powerful, but it doesn't seem to fit your ideal.
I think the best use of Technomancer spell slots is Fabricate Tech (NOTE: Most tech items have a capacity not charges). Many armor upgrades, tech items, and computers offer a lot of effective money.
Once you get past level 10, the technomancer list is comparable to if a magus had full access to the wizard list and planeshift was a 6th level spell.
Mechanic is a bit more static with a permanent personal computer and easier access to certain abilities than a technomancer.
Peat
|
Mechanic is hitting at +16 (+4 Dex, +2 Weapon Focus, +10 BAB w/Tracking) for 2d10+2d6(overcharge)+10. Once per day, can increase to hit and damage by +2 for Miracle Worker.
Sold/Tech is hitting at +16 (+4 Dex, +2 Weapon Focus, +7 BAB, +3 Empowered Weapon) for 3d10+3d6+10. Obviously Empowered Weapon depends on Spell Slots, but can be downgraded over the course of the day.
So basically it comes down to whether the Mechanic's extra tricks measure up against the Technomancer's Spell List. I understand that if I'm using spell slots for Empowered Weapon I'm not using them for spells, but even keeping that in mind, I've got the Magic Hacks for additional utility. Technomancer also gets +10ft movement and +4 Initiative which kind of makes up for the lost feat. The Mechanic gets all the extra doodads of Drone Mods and also picks up a free Skill Focus. Most of the Mechanic Tricks are taken up by the Overclocking/Overcharge line, but they also get all the cool wireless hacking and Overload seems super cool.
TL;DR: I guess I'm asking, when boiled down, just how good is the Technomancer spell list?
I disagree with the analysis that they are equal in combat based on what was posted. Soldier 1/Techno X is spending a significant chunk of their resources to be able to keep up with the Mechanic for 10-12 rounds per day at level 10 (which is 3-4 combats...many PFS/SFS scenarios go longer than that without rests.)
The vast majority of Magic Hacks also either cost spell slots, or empower spells, so either you're not getting that benefit/utility, or you are routinely dipping below Mechanic in expected damage because you can't Empower.
You're also having to use your Move Action every turn to Empower Weapon - once the Mechanic has locked on, they can start Full Attacking their target at +12/+12 based on your math above, which the Technomancer really can't do reliably (either they use their Move Action to Empower, or they Full Attack at +9/+9 which is much riskier.)
Also, the earlier you go in the life of the character, the less favorably the two compare (Empower Weapon comes online a level later if you dip Soldier, and you're barely able to make it through 1-2 combats by burning all your spells before 7th level, whereas the Mechanic can maintain that attack bonus, and can Overcharge a lot more frequently).