Exocortex Mechanic... SF's answer to PF's switch hitting Ranger?


General Discussion


An exocortex mechanic has two class abilities that provide extra damage: overcharge trick and miracle worker.

Overcharge is available at lvl 2, and increases any battery powered weapon by 1d6 damage, at the cost of three times the charge usage. At level 8, improved overcharge does +2d6 damage. At level 14, superior overcharge provides +4d6 damage. This can be increased by 1d6 damage every mechanic trick after that, to a max of +7d6 at lvl 20. This is a standard action if you use iton yourself AND attack once. It's a move action if you use it on an ally's weapon. It appears you can use this on a friend, and again on yourself in the same round, giving you a single attack.

Miracle Worker, obtained at lvl 7, gives a bonus of +2 to AC, or +2 attack and damage, for one minute. It is a move action, pretty self explanatory.

Speaking of increases to attack, the Exocortex Mechanic can use Combat Tracking as a move action. This provides you a bonus to attack equal to the difference between your BAB, and your mechanic level. (I.e, at level 20, and BAB of +15, you'd have combat tracking +5.) This starts against a single target, and eventually can be used against 4 targets at once.

Mechanic is also a prime candidate for Technomantic Dabbler. 15 intelligence is easily had by lvl 5, and this gives you Supercharge Weapon. As a standard action, your next attack with your weapon adds +4d6 damage on your next attack, as long as that attack made by the end of your next turn.

At lvl 8 (when you can get improved overcharge, have miracle worker) your bonus to attack and damage on your first attack will be +4 attack, +6d6+2 damage. (Admittedly, this is once a day.)

Every standard attack after the first would be +4 attack, +2d6+2 damage. (So just combat tracking and overcharge, -Supercharge Weapon.)

After one minute, when miracle worker ends, you are still getting +2 attack, +2d6 damage on standard attacks. (Combat Tracking, and Overcharge as a standard attack.)

Overclocking gives us +2 initiative and reflex.

Energy Shield gives us level+Intelligence temporary hp.

You can wear heavy armor and use longarms.

An exocortex mechanic gets a drone mod at lvl 7.

So what? Let's use human as a baseline.

Ability Scores:
Lvl 5
STR 14(+2 racial) 16> 18
DEX 11 +1 theme) 12 > 14
CON 12. > 14
INT 13. > 15
WIS 10
CHA 10

You can move a couple points from Con into Dex if you like.

Feats:
1 Advanced Melee Proficiency
1 Quick draw
3 versatile specialization
5 Technomantic Dabbler
7 Cleave

So...

HP: 52
ST: 64

Attack: tactical plasma sword (lvl 9)
+10 2d8+12
Combat Tracking (one opponent, move):
+12 2d8+12
And Overcharge (any standard attack):
+12 2d8+2d6+12
And miracle worker(Move, lasts 1 minute):
+14 2d8+2d6+14
And surcharge weapon:(standard, one attack):
+14 2d8+6d6+14

Ranged attack: Aphelion Laser Rifle lvl 9)
+8 3d6+8
Combat tracking:
+10 3d6+8
Overcharge:
+10 5d6+8
Miracle Worker:
+12 5d6+10
Supercharge Weapon:
+12 9d6+10

Strategy: your standard attack (especially in melee) is more damaging and accurate than any other standard attack in the game, as far as I can tell. A soldier (say, sharpshooter) will do more damage only IF they can make a full attack.

Stay at range initially. As enemies close, drop your rifle, quick draw your melee weapon, still leaving a move action for positioning or triggering Miracle Worker or combat tracking.

If you are in melee against a melee creature, take a guarded step back. The enemy must close the five feet... To attack once. (Use a reach weapon if you like).

You can use Jump Jets at level 7, which gives you 30ft move in any direction, vertical or horizontal. This is likely better than your movement in heavy armor... Likely better than most heavy armor wearing melee enemies. If using a one handed weapon, you could jump to a height with Jump Jets, and quick draw a pistol with overcharge, still likely doing competent damage with a standard attack.

You can use a charge (full round) against ranged characters. If they take a guarded five foot step back and fire once... That's okay. You'll take a move forward, and use overcharge with a melee weapon.

Basically, don't let anyone full attack, and your standard attack will be more damaging than anyone else's if you're in melee.

You'll always out damage ranged characters.

You're always pretty good with ranged weapons too. Only a couple Dex points behind a dedicated ranged character in attack points, dealing more damage on a standard attack, (move stand up, standard attack, Swift drop prone. +4 AC against ranged attacks, possibly concealment if behind cover) and wearing heavy armor (+1 insight for hyperclock trick). Add a boosted weapon for most first attack of the fight damage.

I dunno. A well skilled character that can fight in melee and ranged better than most. It seems like an similar idea. Am I missing something?


I don't see the point of investing in strength and feats for melee proficiency. You sacrifice a lot for a minimal gain.

Everything you're doing works equally on melee and ranged, so you are trading out dex and int (which means giving up modifiers to ranged attack, AC, init, reflex saves, skills per level, and 10 skill checks) for strength (gaining modifiers to melee attack and damage, one skill check, and carry capacity).

You are spending two feats to switch hit (advanced melee proficiency and quick draw) that could be spent on a wide array of other very good feats improving your mobility, defenses, skills, ect.

And for all that you gain a melee standard attack that does an average of 44 damage when everything is on, compared to your ranged attack average of 41.5 damage.

You are spending eight attribute points and two feats for a net gain of 2.5 DPR.

You could drop the melee part of this build and it would still work exactly the same, except you'd have a more accurate ranged attack, more skills and better modifiers to those skills, and two more feats to play with.

Unless you've created a backstory where using ranged and melee is a big part of your character, why would you handicap yourself by switch hitting when the mechanical cost of doing so is brutal?

Edit: Also, I disagree with the statement that this build does ranged and melee better than most, but that's a whole other can of worms. I'd like to know why you're committed to this switch-hit build before going down that trail.

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

I, having played Starfinder a fair amount now, wholly support this switch hit build. All too often I find myself against big things that melee. As a completely ranged character this ends up being a solid problem. Hypothetically you can do more damage as a full ranged character, but that does not put into consideration any concept of the usefulness of flexibility.

Your idea is great, don't let it get stifled by mix/max ers.


Saashaa wrote:

I, having played Starfinder a fair amount now, wholly support this switch hit build. All too often I find myself against big things that melee. As a completely ranged character this ends up being a solid problem. Hypothetically you can do more damage as a full ranged character, but that does not put into consideration any concept of the usefulness of flexibility.

Your idea is great, don't let it get stifled by mix/max ers.

What usefulness and flexibility? This isn't min-maxing. Everything his build does functions exactly the same regardless if he's using ranged or melee. Becoming proficient in melee gives him a 2.5 dmg increase and that's it.

The only time you'll wish you had a melee weapon is when there's a melee opponent in your face with the Step Up feat preventing you from escaping with guarded step. Otherwise, what's the advantage of spending all those attributes and feats.

Don't dismiss a serious mechanical concern as 'oh those elitist min-maxers always dissing everything that isn't totally optimal.' I'm not asking if it's optimal. I'm asking if there's any functional advantage at all.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
Space McMan wrote:
The only time you'll wish you had a melee weapon is when there's a melee opponent in your face with the Step Up feat preventing you from escaping with guarded step. Otherwise, what's the advantage of spending all those attributes and feats.

Do not forget big monsters with 10' or longer reach. They even show up in SFS scenarios meant for level 1 chracters, they're unlikely to do anything but get more common as levels get higher.


Arutema wrote:
Space McMan wrote:
The only time you'll wish you had a melee weapon is when there's a melee opponent in your face with the Step Up feat preventing you from escaping with guarded step. Otherwise, what's the advantage of spending all those attributes and feats.
Do not forget big monsters with 10' or longer reach. They even show up in SFS scenarios meant for level 1 chracters, they're unlikely to do anything but get more common as levels get higher.

Well, we don't actually know how common big monsters with reach are going to be in Starfinder because we're still waiting for the monster manual. But we know they exist so it's a factor to consider, at least.

However, do you honestly think that making the significant investment into strength (a far inferior stat to dex) and multiple feats is worth avoiding an AoO as you take a move action to get out of its reach or shoot it from point blank?

I'm not saying there are no benefits to this switch hitter build. What I question is if there's an advantage. Do the benefits outweigh the cost and thus result in an overall advantage for the build.


I'd say that the Exocortex Engineers is not the switch hitter build of choice. It's the Guard/Armour Storm Soldier.

That lets you have a very minimal investment (Or even none, if bonus feats bypass stat requirements) in strength but use Power Armour to replace your strength score. That way you can go full dex and still be strong. You'll also have the extra weapon slots (From the armour) to mount both a 2 handed ranged weapon and a good melee weapon.

It seems silly to go 'Switch hitter' and ignore the equipment designed to allow you to keep your strength high without massive investment.

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

It is a great build, well thought out. Stick with it and I'm sure you'll be able to point out several times when it was advantageous.

The Exchange

Starfinder Charter Superscriber
Ikiry0 wrote:

I'd say that the Exocortex Engineers is not the switch hitter build of choice. It's the Guard/Armour Storm Soldier.

That lets you have a very minimal investment (Or even none, if bonus feats bypass stat requirements) in strength but use Power Armour to replace your strength score. That way you can go full dex and still be strong. You'll also have the extra weapon slots (From the armour) to mount both a 2 handed ranged weapon and a good melee weapon.

It seems silly to go 'Switch hitter' and ignore the equipment designed to allow you to keep your strength high without massive investment.

I'm currently debating the merits of this because while the power armor replaces your strength score it also replaces your speed.


1. The issues of using fears to acquire advanced melee and specialization can be remedied by being dwarf. Merely used human as a baseline.

2.) Reach attacking enemies can be fight using reach weapons, mitigating their reach advantage.

3.) The damage increase is not just 2.5 damage. It's increased by how much you invest in strength. It's entirely reasonable to have a 22 in strength at level 8 due to augments. This increases the base melee damage by 2. You could also use a more damaging two handed weapon, I just used a one handed weapon as a baseline. A plasma doshko deals 2d10 damage, and is still a powered energy weapon. Average damage goes up another two points, for a total of gain of 6.5 damage over ranged attacks, including the aforementioned augments.


Cathulhu wrote:

Ability Scores:

Lvl 5
STR 14(+2 racial) 16> 18
DEX 11 +1 theme) 12 > 14
CON 12. > 14
INT 13. > 15
WIS 10
CHA 10

Aren't those low for a Human? Str 14 (+2 Racial) costs 2 points, Dex 11 (+1 theme) costs 1, Con 12 costs 2 points, Int 13 costs 3 points. Thats only 8 points. I'd suggest bumping Int to 14 (to get a total of 3 resolve points at 1st) and put the odd point somewhere else.

Also, you're not including your personal upgrades in your calculations it looks like. By 9th you should have +4 to one stat and +2 to another.

For a switch hitter, you may want to consider a Kasatha. I was in a SFS game with a player who had a Kasatha Soldier/Solarian using a Solar Weapon in one hand, and a heavy weapon in another 2 hands. It you drop someone in melee with a full attack, you can still take a ranged shot, for example. You also get the benefit of threatening AoOs while shooting others.

For a mechanic, using a similar stat line you have listed for the human, a Kasatha could have:

Str 14/Dex 13/Con 10/ Int 14/ Wis 12/Cha 10
or
Str 16/Dex 12/Con 10/Int 13/Wis 12/ Cha 10

I'd drop the quick draw feat in that case. And instead of a Tactical Plasma Sword grab a Cryopike (reach) or Flame Doshko (which use fewer charges when overcharged).


Hiruma Kai wrote:
Cathulhu wrote:

Ability Scores:

Lvl 5
STR 14(+2 racial) 16> 18
DEX 11 +1 theme) 12 > 14
CON 12. > 14
INT 13. > 15
WIS 10
CHA 10
Aren't those low for a Human? Str 14 (+2 Racial) costs 2 points, Dex 11 (+1 theme) costs 1, Con 12 costs 2 points, Int 13 costs 3 points. Thats only 8 points. I'd suggest bumping Int to 14 (to get a total of 3 resolve points at 1st) and put the odd point somewhere else.

You're misreading it. It's 14 without the racial, for 16 total at 1. Thus it comes out to 4 points in Str, 1 in Dex, 2 in Con, and 3 in Int for a total of 10.

Scarab Sages Starfinder Design Lead

Another factor I have seen players consider when trying to decide if they want to be switch hitters is that guarded step is a move action. So if you are adjacent to a foe and need to rely on ranged attacks, a guarded step away means you can't make a full attack. Having a melee weapon (especially if, for example, you have four arms and can wield a 2-handed melee weapon and a longarm at the same time) means if something steps into melee range, you can full attack in melee without provoking.


Unless you are a soldier with the hit and run level 5 ability... I'm gonna take a step back now and drop 3 shots on you thank you very much.

Scarab Sages Starfinder Design Lead

Yep, nimble fusillade is one of the things that allows hit-and-run soldiers to be extra-mobile.


The thing about this build, is that it doesn't matter if they take a guarded step back. You move, and get your standard action overcharge, plus any of your other buffs that are in play already. You don't want to fill attack. You lose accuracy and overcharge damage.


Hiruma Kai wrote:
Cathulhu wrote:

Ability Scores:

Lvl 5
STR 14(+2 racial) 16> 18
DEX 11 +1 theme) 12 > 14
CON 12. > 14
INT 13. > 15
WIS 10
CHA 10

Aren't those low for a Human? Str 14 (+2 Racial) costs 2 points, Dex 11 (+1 theme) costs 1, Con 12 costs 2 points, Int 13 costs 3 points. Thats only 8 points. I'd suggest bumping Int to 14 (to get a total of 3 resolve points at 1st) and put the odd point somewhere else.

Also, you're not including your personal upgrades in your calculations it looks like. By 9th you should have +4 to one stat and +2 to another.

For a switch hitter, you may want to consider a Kasatha. I was in a SFS game with a player who had a Kasatha Soldier/Solarian using a Solar Weapon in one hand, and a heavy weapon in another 2 hands. It you drop someone in melee with a full attack, you can still take a ranged shot, for example. You also get the benefit of threatening AoOs while shooting others.

For a mechanic, using a similar stat line you have listed for the human, a Kasatha could have:

Str 14/Dex 13/Con 10/ Int 14/ Wis 12/Cha 10
or
Str 16/Dex 12/Con 10/Int 13/Wis 12/ Cha 10

I'd drop the quick draw feat in that case. And instead of a Tactical Plasma Sword grab a Cryopike (reach) or Flame Doshko (which use fewer charges when overcharged).

The problem with Kasatha is that you don't have advanced melee weapons. Humans can spend a feat on it, and the best option, dwarf, gets that and specialization for free. As for the augments, yes, in a post further up I explained that the damage and accuracy in melee goes up... Augments for dexterity builds only increase accuracy. Since you are using standard action attacks, you're generally quite accurate anyway.


Ikiry0 wrote:

I'd say that the Exocortex Engineers is not the switch hitter build of choice. It's the Guard/Armour Storm Soldier.

That lets you have a very minimal investment (Or even none, if bonus feats bypass stat requirements) in strength but use Power Armour to replace your strength score. That way you can go full dex and still be strong. You'll also have the extra weapon slots (From the armour) to mount both a 2 handed ranged weapon and a good melee weapon.

It seems silly to go 'Switch hitter' and ignore the equipment designed to allow you to keep your strength high without massive investment.

The problem with power armor is that it scales poorly, and the later models can only be used for tens of minutes a day. Hardly a good thing while your character is walking around, prepared for combat... Only to have the armor shut down when you need it.

The Exchange

Starfinder Charter Superscriber
Cathulhu wrote:


The problem with power armor is that it scales poorly, and the later models can only be used for tens of minutes a day. Hardly a good thing while your character is walking around, prepared for combat... Only to have the armor shut down when you need it.

That's a problem that is easily solved with a whole bunch of batteries which you can easily afford when you're of a high enough level to afford the higher level power armor.


Cathulhu wrote:
Ikiry0 wrote:

I'd say that the Exocortex Engineers is not the switch hitter build of choice. It's the Guard/Armour Storm Soldier.

That lets you have a very minimal investment (Or even none, if bonus feats bypass stat requirements) in strength but use Power Armour to replace your strength score. That way you can go full dex and still be strong. You'll also have the extra weapon slots (From the armour) to mount both a 2 handed ranged weapon and a good melee weapon.

It seems silly to go 'Switch hitter' and ignore the equipment designed to allow you to keep your strength high without massive investment.

The problem with power armor is that it scales poorly, and the later models can only be used for tens of minutes a day. Hardly a good thing while your character is walking around, prepared for combat... Only to have the armor shut down when you need it.

Which can't match your strength if you include augments, credit for credit. As an exocortex Mechanic you can get jump Jets, flight mods, extra weaponn proficiency, etc.

You can use a reach advanced melee weapon, hit a guy with Overcharge, take a five foot guarded step back, make an AoO when they move through your threatened area, and then still get your standard overcharge attack at +6 strength all day, every day. At level 8.


Another thing about this build (and Exocortex Mechanics in general), is that you could effectively use Deadly Aim. -2 attack, half your level in damage. Probably not useful until mid to high levels. But since you are pretty much always standard attacking with overcharge you aren't taking any other penalties to attack, and with Miracle Worker running you have the highest attack bonus in the game....

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