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Improved Initiative is always solid (going first is fun). Jet Dash could be good for a high flying, Rocket Raccoon that is always climbing and leaping on things. Depending on how tactical you play Barricade could be good.
Unfortunately since Mechanic has 0 BAB at level 1 you can't take a bunch of the combat centric feats right away, but if you ever planned to take Weapon Focus or Heavy Weapons those are good choices to get out of the way.

Akoni Doomhammer |

Depends on what you're aiming to achieve. Are you looking for an optimal combat option? A utility choice? What?
You'll probably eventually want Weapon Focus, Iron Will, and either Spellbane or Technomantic Dabbler...but what you want specifically at 1st? I really don't know.
I'm looking to improve combat for sure, but not to sidetrack that ambition, would Spell Synergy be a solid choice to boost Acrobatics and Stealth? On a different topic, how significant is Athletics as a class skill for Mechanics?

Akoni Doomhammer |

Improved Initiative is always solid (going first is fun). Jet Dash could be good for a high flying, Rocket Raccoon that is always climbing and leaping on things. Depending on how tactical you play Barricade could be good.
Unfortunately since Mechanic has 0 BAB at level 1 you can't take a bunch of the combat centric feats right away, but if you ever planned to take Weapon Focus or Heavy Weapons those are good choices to get out of the way.
I'm still in character creation mode, but for now I took Mercenary and considered boosting my STR to 11 to prep for Heavy Wapons. How significant is HW compared to longarm for an Exocortex?

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I'm still in character creation mode, but for now I took Mercenary and considered boosting my STR to 11 to prep for Heavy Wapons. How significant is HW compared to longarm for an Exocortex?
The damage is definitely a step up, but it will cost you two Feats and a hefty investment in Str (6 points by 10th level) to do. I'm honestly not sure it's worth it mechanically.
You're probably better off going Str 9 with Mercenary and then using the extra points on things like Int (very important at chargen), and later Wis and Con.

Akoni Doomhammer |

Akoni Doomhammer wrote:I'm still in character creation mode, but for now I took Mercenary and considered boosting my STR to 11 to prep for Heavy Wapons. How significant is HW compared to longarm for an Exocortex?The damage is definitely a step up, but it will cost you two Feats and an investment in Str to do. I'm honestly not sure it's quite worth it mechanically.
I hear ya! I've been stuck on a good theme to choose. I went with Mechanic to boost my Athletics to zero and STR to 9 to improve my bulk. What do think?

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I think it's been calculated out to be around 10% increase average DPR from Longarms at most levels. Weapon focus is 1 feat for +5% to hit so it's about equivalent.
Putting 2 points in Str (and not one of the Save attributes) is another extra cost though. But with that you can carry more!
The thing is, for a Ysoki, it's a total of 6 points of attributes by 10th. That's really looking not worth it on a profound level to me.

Akoni Doomhammer |

I think it's been calculated out to be around 10% increase average DPR from Longarms at most levels. Weapon focus is 1 feat for +5% to hit so it's about equivalent.
Putting 2 points in Str (and not one of the Save attributes) is another extra cost though. But with that you can carry more!
So would those points be better in Con or Wis for saving throws then?

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Peat wrote:So would those points be better in Con or Wis for saving throws then?I think it's been calculated out to be around 10% increase average DPR from Longarms at most levels. Weapon focus is 1 feat for +5% to hit so it's about equivalent.
Putting 2 points in Str (and not one of the Save attributes) is another extra cost though. But with that you can carry more!
Yea you're giving up +2 to one of your saves (which is equivalent to spending a third feat) and either HP or Perception skill bonus to put extra points in Str. For Ysoki probably not worth it.

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Keeping your Int maxed is also, rather obviously, quite important. This is especially and notably true at 1st level...to the point where I wouldn't put any points anywhere but Int and Dex.
I just posted this on another thread too, but curious your thoughts why?
Mechanics have very few class abilities that scale at all based on Int, and even the ones that do are minimal. You're really doing it for Resolve and extra points in Computers/Engineering. Those are two pretty bread and butter skills but certainly it's not as critical as 18 Int on a Technomancer.

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I just posted this on another thread too, but curious your thoughts why?
I answered some of this in the other thread, but part of what I said here isn't a general statement, it's specific to a ranged Ysoki build.
A ranged Ysoki build shouldn't be bothering to invest in Str and no Mechanic needs Cha. That leaves Dex, Int, Con, and Wis.
Dexterity can definitely be argued as more important, and the Dex 18, Int 16 build is very valid. I'd argue the Dex 16 Int 18 one is too, but the Dex route is certainly good.
But past that, what does Con or Wis get you that's worth giving up Resolve?
Con adds +1 to a Save and a few points of Stamina. A Resolve will restore all your Stamina once a day which is vastly better most times...and that's not even getting into the bonuses to skills.
Wis adds +1 Will Saves, +1 Perception...and basically nothing else you'll ever use. Int is way better than that for a Mechanic.
Mechanics have very few class abilities that scale at all based on Int, and even the ones that do are minimal. You're really doing it for Resolve and extra points in Computers/Engineering. Those are two pretty bread and butter skills but certainly it's not as critical as 18 Int on a Technomancer.
Oh, certainly not. But it's still a way better investment than the other options available (except, as noted, Dex).

kaid |

Peat wrote:I'm still in character creation mode, but for now I took Mercenary and considered boosting my STR to 11 to prep for Heavy Wapons. How significant is HW compared to longarm for an Exocortex?Improved Initiative is always solid (going first is fun). Jet Dash could be good for a high flying, Rocket Raccoon that is always climbing and leaping on things. Depending on how tactical you play Barricade could be good.
Unfortunately since Mechanic has 0 BAB at level 1 you can't take a bunch of the combat centric feats right away, but if you ever planned to take Weapon Focus or Heavy Weapons those are good choices to get out of the way.
I think HW probably is more useful for drone mechanics. With full BAB you should get better use out of full attacks with long arms than single attacks with heavy weapons. Still it is pretty easy to grab given your starting skills so getting it to have access to them is not a bad option.