Connection Inkling or Technomantic Dabbler - Worth it?


Advice

Silver Crusade

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Given the odd number of starting stat points from the normal point buy method, I could totally see starting with a 13 int or wis and using the level 5 stat boost to get to 15, and picking up Connection Inkling or Technomantic Dabbler. But are they worth it? What level 0 and 1 spells are still worth picking up at that level?

Liberty's Edge

Some are probably worth it for certain builds.

Identify automatically gives you the passwords of whatever you use it on, which is a free +5 to hacking checks, and Comprehend Languages allows you to hack computers with utterly alien interfaces. So those are both solid options for anyone doing the hacking thing (and available via Technomantic Dabbler, ie: with a stat Hackers already have).

Life Bubble is potentially a lifesaver (literally), ditto Flight, though less often, and Supercharge Weapon can be used as a pre-battle buff for a serious damage bonus (even at high levels +14 damage is hefty). Share Language is great for a diplomat, I suppose.

Honestly, I think Technomantic Dabbler is the better of the two by quite a bit at the moment.


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Offensive and healing spells, as you suspect, do not scale well with increasing level, but many of the utility spells do things that you still might want to be able to do at 5th or later levels. You want to stay away from any spells that mention a roll for damage inflicted or healed, that require saving throws, or that do things that can be done just as well by items that you could eventually purchase.


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Well, if you're going to be out in the vast, trying to make contact with new alien races that a technological translator can't help you with, either share language or comprehend languages would be worth a feat.

In settled areas, if you're a decent liar, disguise self never goes out of style.

If you use identify as written, where it can be used to magically extract computer passwords (which may be a mistake), then that will not go obsolete.

Supercharge weapon would be something a sniper could use forever, anytime they could actually be a sniper.

Silver Crusade

Similar to my thoughts when I asked the question, but I haven't gone through the spell lists yet, so you've come up with one or two I hadn't noticed.

I was thinking the utility stuff like Share Languages and Comprehend Language would be the winners, while damage and healing spells wouldn't scale well enough to bother.

Life Bubble is overrated, since almost all armor, even light armor, already does that.

I don't think anyone's mentioned any level 0 spells yet. What would you take for those?


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Fromper wrote:
I don't think anyone's mentioned any level 0 spells yet. What would you take for those?

I would look at Psychokinetic Hand, Telepathic Message, Token Spell, Transfer Charge, and the various Detect spells.


Identify gives you a +10 to the check to identify an item and discover its passwords. Nothing in the description says automatic. There would be no point in having security if a level 1 spell bypassed it.

Deadmanwalking wrote:

Some are probably worth it for certain builds.

Identify automatically gives you the passwords of whatever you use it on, which is a free +5 to hacking checks, and Comprehend Languages allows you to hack computers with utterly alien interfaces. So those are both solid options for anyone doing the hacking thing (and available via Technomantic Dabbler, ie: with a stat Hackers already have).

Life Bubble is potentially a lifesaver (literally), ditto Flight, though less often, and Supercharge Weapon can be used as a pre-battle buff for a serious damage bonus (even at high levels +14 damage is hefty). Share Language is great for a diplomat, I suppose.

Honestly, I think Technomantic Dabbler is the better of the two by quite a bit at the moment.

Liberty's Edge

EC Gamer Guy wrote:
Identify gives you a +10 to the check to identify an item and discover its passwords. Nothing in the description says automatic. There would be no point in having security if a level 1 spell bypassed it.

Well, yeah, not automatically, I misspoke...but assuming maxed Engineering and Computers, a +10 tends to make the DC required pretty easy on level appropriate stuff.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

In a word: Absolutely.

Even at higher levels, having at will (pick two) detect magic, mending, psychokinetic hand, stabilize, and telepathic message can be useful in a lot of situations. Even dancing lights, ghost sound, token spell, and transfer charge may be worthwhile for some characters.

Also, having a 1st level spell usable once per day for every 3 character levels has some pretty good choices: comprehend languages, detect thoughts, disguise self (doesn't last as long as a Holoskin, but easier to change), identify, mind link, supercharge weapon, and wisp ally. Magic missile is an OK fallback attack with good range, auto-hit with no save, and is effective against incorporeal foes. Lesser remove condition may also be useful, although this is one that is probably better to have in a spell gem for use in a Spellthrower weapon (such as a pulse gauntlet).


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For example, a mechanic (already investing in Int, so qualifying is easy) could take Technomantic Dabbler at 5th level to gain:

Unlimited use of mending (minor repairs made easy) and one of psychokinetic hand, telepathic message, or transfer charge.

Supercharge weapon (which I believe stacks with Overcharge for +5d6 damage) once per day (increasing to twice per day at 6th level, three times per day at 9th, etc.).

The Exchange

Starfinder Charter Superscriber

The answer is likely no because spellthrower fusion and spell gems exist. Yes you're saving a little bit of cash but you can basically get any utility spell you need for an initial investment of a couple thousand credits and a couple hundred credits a pop about the same cost as a level 1 grenade.

Silver Crusade

Ranged stabilize never gets old


Don't forget stabilize. Sooner or later your buddies will run out of Resolve...

Having the ability to cure hp via Connection Inkling seems minor until one realizes that (a) serums of healing have to be made and/or bought; whereas (b) having several mystic healing spells/day up your sleeve @ 1/day/3 levels plus two utilitarian at-will abilities is a nice deal for one feat.

Also it is very possible to select both Connection Inkling and Technomantic Dabbler. 4 at-will 0-level utility spells - and two multiple use/day spells can come in handy in a pinch more than once.

Especially if the mystic gets mowed down, having the possibility to save their bacon is handy!


Shaudius wrote:
The answer is likely no because spellthrower fusion and spell gems exist. Yes you're saving a little bit of cash but you can basically get any utility spell you need for an initial investment of a couple thousand credits and a couple hundred credits a pop about the same cost as a level 1 grenade.

Eh ... built-in capabilities are not to be underestimated either, especially since fusions have to be constantly upgraded and spell gems don't work for non-casters.


One thing that spell gems cannot cover is flight 1 as a reaction. I never feel safe climbing or flying around without a way to mitigate falling damage. And after GMing/playing 3 PFS scenarios all from the same season that have 200ft drops... I'm definitely planning to take technomantic dabbler for flght 1 (a.k.a. feather fall).


The biggest drawback for taking either feat is that you can't cast spells and have spellbane.


I'm playing a mystic and a solarion. I already cannot take spellbane. XD

Liberty's Edge

FiddlersGreen wrote:
I'm playing a mystic and a solarion. I already cannot take spellbane. XD

For the record, most Solarians can, in fact, take Spellbane. Their abilities are supernatural rather than spell-like.


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I think you guys are severely underestimating the use of even a lv1 Mystic Cure, likely forgetting about this line:

"On the other hand, if this isn’t enough to restore all the target’s Hit Points, you can transfer any number of your own Hit Points to the target, healing the target that amount"

The Identify spell has a bit of a problem since it gives a +10 to skill checks to identify passwords, but there is no skill check to do that.


You'll have to search around, but there is some post, maybe official, that having either of these 2 feats does not make you a spell caster. The topic was whether having these feats allowed you to use spell gems.

nicholas storm wrote:
The biggest drawback for taking either feat is that you can't cast spells and have spellbane.


EC Gamer, this whole issue as to whether you are a spell caster or not has yet to be put to rest, however SLA's are also not allowed by spell bane, so either way it's an either or choice with spell bane. You can't have both.


On Identify, its utility is probably entirely GM dependent.

If your GM says that most/all computers have passwords that are discoverable with a Computers check equal to, say, DC 15 + 1.5x the computer's level, then someone having Identify (whether a Technomancer or a Technomantic Dabbler) is practically essential for hacking. Especially since hacking is generally a skill check you do not want to fail if you attempt it.

I don't think that SFS modules or Dead Suns 1 ever say anything about hacking to find a password though. My assumption is that this spell will be basically useless in SFS.


A lot of the value of the utility spells is dependent on you not already having a Mystic or Technomancer who can cast those utility spells.

As for combat spells available here, I really think the best is Mystic Cure. If someone is at 0, even 1 HP of healing can be huge. Though as noted above, you can potentially heal for much more if you want to burn your own HP.

In PF, healing someone who is at negatives for 1d8+1 wasn't great (other than stabilizing them); if they're at -3 and you roll a 1 on the d8, they're still down. Let alone if they're at -12. Plus having single-digit HP was perilous; your odds of dying from a single attack at that point were pretty high at higher levels.

But in SF, like D&D 5e, healing someone for even 1 HP is pretty good if they're at 0. It's tougher to die from one hit, and that healing is guaranteed to bring them back into the fight. The enemy will likely have to spend at least one action to negate your action (unless they're lobbing AOEs). And if the person you brought up is the party healer and they're able to heal themselves before they take any more damage, you might have saved the party.

While you can use Serums of Healing instead of Mystic Cure, it might take you two turns to be able to do it unless you're either right next to them or you can pull out the serum as a swift (e.g. Ysoki or Glove of Storing). And since the whole purpose here is to save actions (since they could always burn RP to stand back up with 1 HP if they spent 2 actions of their own), that's not nearly as useful as being able to Mystic Cure as a single standard, which saves the party an action.


I want to be the Ysoki that spits a serum out of his mouth and pours it down his ally's throat. XD


I wanna be the Ysoki that spits plasma grenades.

FiddlersGreen wrote:
I want to be the Ysoki that spits a serum out of his mouth and pours it down his ally's throat. XD

Dark Archive

EC Gamer Guy wrote:

I wanna be the Ysoki that spits plasma grenades.

FiddlersGreen wrote:
I want to be the Ysoki that spits a serum out of his mouth and pours it down his ally's throat. XD

Why not both?


The Cyber Mage wrote:
EC Gamer Guy wrote:

I wanna be the Ysoki that spits plasma grenades.

FiddlersGreen wrote:
I want to be the Ysoki that spits a serum out of his mouth and pours it down his ally's throat. XD

Why not both?

Hope you'll never have sneezing or coughing fits. That and a tongue piercing could make for a very scary All or Nothing roulette


The Cyber Mage wrote:
EC Gamer Guy wrote:

I wanna be the Ysoki that spits plasma grenades.

FiddlersGreen wrote:
I want to be the Ysoki that spits a serum out of his mouth and pours it down his ally's throat. XD

Why not both?

Why not Zoidberg?


Jokey the Unfunny Comedian wrote:
The Cyber Mage wrote:
EC Gamer Guy wrote:

I wanna be the Ysoki that spits plasma grenades.

FiddlersGreen wrote:
I want to be the Ysoki that spits a serum out of his mouth and pours it down his ally's throat. XD

Why not both?

Why not Zoidberg?

He doesn't fit in a Yokshi's mouth.


The_Defiant wrote:
Jokey the Unfunny Comedian wrote:
The Cyber Mage wrote:
EC Gamer Guy wrote:

I wanna be the Ysoki that spits plasma grenades.

FiddlersGreen wrote:
I want to be the Ysoki that spits a serum out of his mouth and pours it down his ally's throat. XD

Why not both?

Why not Zoidberg?
He doesn't fit in a Yokshi's mouth.

Yokshi will fit in Zoidberg's!


Also remember (for Identify) that the bonus is an Insight bonus, which is the same bonus type for things like Bypass and Operative's Edge (just in case someone thinks that they stack and picks up Tech. Dabbler because of that).

Slurmalyst, thanks for the reminder about Mystic Cure! I hadn't even considered that, for, say, a Soldier with a ton of hit points needing to prop up a downed ally.

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