| golfdeltafoxtrot |
O wise ones, please tell me if my mystic is rubbish.
He's an elven researcher/scholar, with a bent for snooping into databases he doesn't have access to, and a disregard for social niceties. He's found that, since the Gap, he's been able to learn things more easily than he really should, and that he can impose his thoughts on the physical world.
I see his role as the knowledge guy, a back-up hacker, utility spells and low-grade ranged attacks in combat, and possibly as the science officer in space combat. He just feels a bit lacklustre, though the other characters I've built recently are a blitz soldier and an exocortex mechanic which might explain it.
Any tips/advice/ridicule are welcome.
Calaeron, N elf scholar mystic
Theme: Scholar (Life Science - xenobiology)
Connection: Akashic
Str 10
Dex 14
Con 8
Int 15
Wis 16
Cha 10
SP 5, HP 10
Resolve 4
BAB +0
Fort -1
Ref +2
Will +5
EAC 13
KAC 14
Feat:
Skill Synergy (Computers, Physical Science)
Skills:
Culture 1 rank - +7
Life Science 1 rank - +7
Medicine 1 rank - +6
Mysticism 1 rank - +10
Perception 1 rank - +9
Physical Science 1 rank - +6
Computers 1 rank - +6
Profession (researcher) 1 rank - +7
Spells:
0 - detect magic, psychokinectic hand, stabilize, telepathic message
1 (3/day) - fear, mind thrust, identify (connection spell)
Languages:
Common, Elven, Triaxian, Vercite, Lashunta
Gear:
Second skin
Survival knife
Pulsecaster pistol
Spare battery
Professional clothing
Hygiene kit
Basic medkit
Hacking kit
Tier I computer (hardened, miniaturized I, range III, self-charging I)
32 credits
| Castilliano |
I second what DMW says.
The Mystic has a great skill set, yet you're veering your PC toward another spellcasting class's Int skills, a class which relies on Int & gets bonuses to two of those skills. So yea, you'd be better off both in & out of combat as a Technomancer, which you can then flavor as a pseudo-Mystic.
Speaking of which, with Wis 13 & a bump at 5th to 15, you could take Connection Inkling to add more of a Mystic flavor to your PC.
That, or go all out and bump the Int & put feats into skill bumping.
Str 10 Dex 13 Con 8 Int 16 Wis 16 Cha 10
You'll be mediocre in combat, but help tons with non-combat roles, which then leads to...who are you teaming up with? If somebody else is covering Physical Science & Computers, then you shouldn't go against the grain of your class to do so too. If they're all combat beasts, then never mind.
| golfdeltafoxtrot |
Thanks DMW and Castilliano.
I think was trying to make a mystic too much like a technomancer, mainly because I'm kind of underwhelmed by the technomancer, but I've had a go at a quick rebuild.
Does he look better as a technomancer?
With regards my adventuring colleagues, the likelihood is a combat drone mechanic and some flavour of solarion, but it's not fixed for any of us yet.
Calaeron, N elf scholar technomancer
Theme: Scholar (Physical Science - astronomy)
Str 10
Dex 14
Con 9
Int 16
Wis 14
Cha 10
SP 4, HP 9
Resolve 4
BAB +0
Fort -1
Ref +2
Will +4
EAC 13
KAC 14
Feat:
Skill Synergy (Medicine, Perception)
Skills:
Computers 1 rank - +7
Engineering 1 rank - +7
Life Science 1 rank - +7
Medicine 1 rank - +7
Mysticism 1 rank - +8
Perception 1 rank - +8
Physical Science 1 rank - +7
Spells:
0 - detect magic, mending, psychokinectic hand, telepathic message
1 (3/day) - magic missile, grease
Languages:
Common, Elven, Triaxian, Vercite, Lashunta
Gear:
Second skin
Survival knife
Pulsecaster pistol
Spare battery
Professional clothing
Hygiene kit
Basic medkit
Hacking kit
Tier I computer (hardened, miniaturized I, range III, self-charging I)
32 credits
As an aside, if I choose for my spell cache to be a computer, do I get a tier I computer for free (like a PF wizard gets a free spellbook)?
| Castilliano |
You're welcome. :)
Your character has good synergy with the others, with you able to repair the drone with magic and a Solarian covering face skills/frontline.
Think about starship roles too. You can do two well, so that's cool, but you'll need a gunner and pilot, though maybe not captain.
I'd go with 18 Int, pushing to 20 by level 10. That is, if you plan on casting spells with saves. Also, you may need the resolve for resting, given that there's no healer/Envoy to help top off h.p./stamina. And you're low.
You'll be okay in combat away from the front (with Solarian to block), and having Magic Missile is good for going nova when the party is struggling.
Longarms will be a priority, even though you're built for utility more, because the damage difference escalates quickly. With your monster ID skills, making your own weapon in combat (via Technomancer ability) can take advantage of any weaknesses.
Try to buy a Healing Serum Mk I. You can probably ditch the extra battery. Maybe get the cantrip to transfer charges from enemy batteries.
Not sure of answer to your cache question.
Deadmanwalking
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Mechanically, you'd be better served lowering Wisdom for more Dex, Int, or both. Whether you want to do that is up to you. I probably would.
Beyond that, looks pretty solid to me. Skill Synergy probably isn't optimal, but fits the character concept and isn't bad either. As noted, you'll want Longarm Proficiency and Specialization eventually...but 5th level is soon enough to have both.
| Bloodrealm |
Deadmanwalking is right that you'll want more Dex and/or Int (just don't put something at 17; it's a waste of a point since you can go from 16 to 18 with the ability score increases, but not 17 to 19, only 17 to 18).
Castilliano also has the right idea with Transfer Charge, though you'll want to keep the extra battery since you can only transfer charges between identical items (you'll eventually want at least one battery of each size because of that). Probably swap out Telepathic Message for it.
Longarms Proficiency is a solid plan along with Versatile Specialization.
You might also want a backpack to increase your Bulk limit.
I'm not sure why everyone loves Magic Missile. Sure, it does Force damage and can't miss, but the damage is so miniscule that I can't imagine it helping much. Supercharge Weapon seems like a more efficient use of a 1st-level spell slot, although if you use it on yourself it takes 2 rounds to pay off. If Overheat were Burning Hands I'd point to that, but it's not.
Deadmanwalking
|
Uh...Magic Missile does 3d4+3 damage. That's 10.5 average and very much on par with the 14 average (but with a chance to miss) of Supercharge Weapon. Indeed, assuming that the Supercharged attack hits on a 6, the DPR is identical. If it needs a higher number to hit, the DPR is better. Only if they hit on less than a 6 is Supercharge Weapon superior in damage.
It's not a good spell to keep forever, but it's a solid 1st level pick.
| Space McMan |
magic missile has to have a different target per bolt though does it not?
No. This has been discussed at length, and while the spell doesn't have the best wording, a careful reading proves you can hit the same target with multiple bolts. You just can't use a single bolt to hit multiple targets.
| golfdeltafoxtrot |
Thanks for all the advice everyone.
I think I'm going to keep Wisdom where it is for now, as it boosts some of my important skills and it fits my character concept. I'm not going to put a lot of investment in it for the future, as that'll obviously be for Int and Dex.
Transfer Charge seems like a good choice for a cantrip, as does buying a backpack to shore up my none-too-impressive bulk limit.
I get the feeling that I'll never have enough spells to make spells+pistol a viable combat strategy - it seems like Longarm Proficiency and Versatile Specialisation are practically mandatory to keep up with damage output, which is somewhat depressing.
| Ventnor |
Thanks for all the advice everyone.
I think I'm going to keep Wisdom where it is for now, as it boosts some of my important skills and it fits my character concept. I'm not going to put a lot of investment in it for the future, as that'll obviously be for Int and Dex.
Transfer Charge seems like a good choice for a cantrip, as does buying a backpack to shore up my none-too-impressive bulk limit.
I get the feeling that I'll never have enough spells to make spells+pistol a viable combat strategy - it seems like Longarm Proficiency and Versatile Specialisation are practically mandatory to keep up with damage output, which is somewhat depressing.
You can invest in Dex, Int, and Wis as you level up. Starfinder's ability score increases are neat that way.