Mechanic Build (Final Draft Switch Hitter)


Advice


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Switch Hitter Mechanic:

Dwarf or Human (used human for ability point spread)

STR 16>>> level increases and mk3 augment
DEX 14>>> level increases and mk1 augment
CON 10>>> level increases and mk2 augment
Int 13>>> level increases
WIS 10
CHA 10

Feats:
1 Advanced Melee Weapons (Skip if Dwarf)
1 Quick Draw
3 Versatile Specialization (Weapon Focus if Dwarf)
5 Technomantic Dabbler
7 Improved Initiative
9 Toughness
11 Deflect Projectiles
13 Iron Will
15 Lunge
17 ??
19 ??

Mechanic Tricks
2 Overcharge
4 Overclocking
6 Visual Data Processor
8 Improved Overcharge
10 Hyperclocking
12 Invisibility Bypass Processor
14 Superior Overcharge
16 Superior Overcharge (+5d6)
18 Superior Overcharge (+6d6)
20 Superior Overcharge (+7d6)

Exocortex Mods
7 Armor Slot
11 Echolocation
14 Resistance: Fire
17 Armor Slot

Equipment:
Jump Jet armor mod ASAP. (at the very least, it allows you to move as fast as if you weren't wearing Heavy Armor, and to jump over obstacles and avoid rough terrain. Might actually add extra movement to your move action.)

Powered Advanced Melee Weapon.

Any energy rifle you want.

A backup energy pistol

Dwarf is by far the best racial choice: Free Advanced Melee Proficiency and Specialization.

Human is next best, since they have an extra feat to burn. You COULD also dip a level of Blitz Soldier, if you don't mind delaying your Mechanic abilities by a level.

Why melee at all with a mechanic?

1.) My experience playing an Exocortex Mechanic that was purely ranged was that i didn't actually have enough strength for heavy armor, a rifle, lots of batteries, and any back up weapons. Which is kind of the point of the Exocrtex Mechanic.

2.) Also, lets look at a couple L20 weapons:

Zenith Laser Rifle deals 11d6 damage, an average of 38.5. A Mach III Swoop Hammer deals 14d10, and average of 77. Add in a high Strength bonus, maxed out at +9, we have 86. this is before we add in Specialization bonuses, or the 7d6 from Overcharge, or the 4d6 from Supercharge Weapon, and an extra +2 from Miracle Worker... at level 20, this together leads to 99 damage average with the laser rifle, but 146.5 with the Swoop Hammer. (weapon damage, specialization bonus, strength bonus, Overcharge damage, Miracle Worker damage, and Supercharge weapon damage.) This is about 46% increase in damage. This is important when you are making a single attack in a round.

3.) With Combat Tracking and Miracle Worker, you are the most accurate character in the game. (Albeit against 1-4 opponents, depending on level.)

4.) You are also wearing Heavy Armor, and with Hyperclocking and maybe Miracle Worker, you likely have the highest AC in the party besides one or two Soldier builds.

Since Overcharge is a standard action, and your primary damage dealing ability, you have no real reason to ever full attack. You don't get extra attacks like the Soldier, Solarian, or Operative.

Combat Strategy:
Start at range. Move action, Overcharge an allies weapon for extra damage. As a standard action, fire your own Overcharge attack. Use of weapons with the Reach property will likely be useful against other melee characters.

If an enemy is closing into melee range, fire, drop your weapon, and draw your melee weapon. Move closer so you are within range of their charge. They take a -2 to AC and attack, and typically only get a single attack. ON your turn, you will attack with Overcharge, and use a guarded five foot step back. They will typically be forced to use a move action to follow, thus being unable to full attack.

For ranged opponents, either use standard firing actions (Move action stand from prone, standard Overcharge attack, Swift action drop to prone, preferably behind cover), or move closer and engage in melee. Since they have to take a guarded 5ft step back to attack without taking an AoO, you are denying them a full attack. Step forward, and hit them with Overcharge.

Use your Jump Jet mod to move faster than you would be while wearing heavy armor. Use it to jump over obstacles, move over rough terrain,
and in general outmaneuver you melee opponents. Use them to get behind ranged enemies, destroying their use of cover.

IF you end up in melee with a tougher than expected opponent, use a swift action to switch your melee weapon to a one handed grip (if you are using a two handed melee weapon), Jump Jet out of there and draw a pistol during your move. This is just a backup weapon, but with Overcharge it should do enough damage to deter a melee follower, especially if you can jump Jet onto higher ground, such as a building, balcony, roof, etc.


What does the damage output look like if you account for targeting EAC vs KAC?

Blue star plasma rifle has better average damage by about 10 and still benefits from the overcharge abilities.

But yes, Melee is more damage but less versatile since you have to get close.

Cathulhu wrote:

** spoiler omitted **


EC Gamer Guy wrote:

What does the damage output look like if you account for targeting EAC vs KAC?

Blue star plasma rifle has better average damage by about 10 and still benefits from the overcharge abilities.

But yes, Melee is more damage but less versatile since you have to get close.

Cathulhu wrote:

** spoiler omitted **

Plasma rifle does NOT benefit from Overcharge. Line and Blast weapons specifically cannot benefit from any ability that increases the damage of a single attack... Like Overcharge.

Obviously, EAC will generally be hit more often, as it tends to be the lower of the two AC. thus, damage goes up.

You can also very easily switch back to ranged via Called fusions, or quick drawn pistols. It appears that the Called fusion causes the weapon to teleport t you as a swift action. Point is that you are definitely more versatile than a typical melee dedicated character.

Did I miss anything useful, as far as the build goes?


I remember the developer commenting on the soldier ability heavy fire and implying that it does work with blast. I think the intent of that line denying extra damage was specifically for operative trick attack, but RAW it affects a lot of feats and abilities it wasn't meant to.


So no Weapon Specialization either.

nicholas storm wrote:

I remember the developer commenting on the soldier ability heavy fire and implying that it does work with blast. I think the intent of that line denying extra damage was specifically for operative trick attack, but RAW it affects a lot of feats and abilities it wasn't meant to.


EC Gamer Guy wrote:

So no Weapon Specialization either.

nicholas storm wrote:

I remember the developer commenting on the soldier ability heavy fire and implying that it does work with blast. I think the intent of that line denying extra damage was specifically for operative trick attack, but RAW it affects a lot of feats and abilities it wasn't meant to.

Since Weapon Specialization affects all attacks, and is not an ability you can turn on or off, it affects lines, blasts, etc. I.e. since its not a full round or standard action to use specialization.

IN any case, thats beside the point of this thread. How does the build look?

Grand Lodge

What would you think for the Dwarf stat line? 14/12/12/13/12/8?

Liberty's Edge

Peat wrote:
What would you think for the Dwarf stat line? 14/12/12/13/12/8?

That stat-line is two points low. Str 16 seems the way to go to upgrade it.


Any other thoughts? Feat choices, whether or not its actually optimized, etc? Sorry, I let it sit for a few days.


Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Feat selection doesn't work correctly as Quick Draw requires a BAB of +1.

Grand Lodge

It's a solid build - my only tweak (which entirely comes up to personal preference) would be how much you invest in improving initiative. A feat and 3 Mechanic Tricks (although most of them offer other desirable side-benefits like Saves, AC, Perception check) is a lot when it's not a build that really *needs* to go first other than the Supercharge Weapon cast a few times per day.

The Energy Shield line in particular could provide a lot of value if we're strictly looking at combat potential, and Scout Bot and Neural Shunt are both very solid utility options.

EDIT: Noting the poster above, the build could probably do without the Quick Draw feat as well. In addition to the fact that it's not a legal build :) I'm not sure I understand the part where you say in combat tactics 'Swift action draw, and move to put yourself in range of their charge.' Understand the wanting to draw out the -2 atk/-2 AC (although they may not always charge anyway), but you're then giving up a turn of doing damage to them while they can't do damage to you, and you're also likely stepping out of cover. Save a feat, draw the Hammer with a move action, and let them come to you. Worst case scenario, if they back off when you draw the hammer, you switch grips and draw your laser pistol.


The reason I didn't take energy shield was that it was a standard action to activate. Figured Overcharge would be a better use of that action.

Quick draw is indeed something I need to fix.

Improved initiative was mostly because I couldn't think of many feats you'd really want. Improved side step is pretty feat intensive, and step up doesn't help since you never want to fill attack really.


the save feats are good


As MagicA said the save feats are very good. I'd consider improved fortitude especially since you can't take spellbane and since you are going to be engaged in melee you are likely to be saving against poison/disease frequently. This makes the most sense in the case where you are going to wear a ring of resistance to shore up your will save.

Grand Lodge

Shield remains active for one minute per mechanic level. You can safely activate this in anticipation of a fight (before you kick down the door or jump down the pit) pretty early on so it doesn't cost any action in combat in most cases.


Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Curious about the personal augment choices. Anyone else feel like CON is less than amazingly important? Feels like DEX/INT are better for mk2/mk1...


that's mainly because con isnt as important to HP as your stamina points refill to full after a short rest


Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

My point is that the BUILD IN QUESTION uses the mk2 to augment CON. I am saying that perhaps there is a better augment priority?


Well the build plans on being in melee range frequently and melee does a lot of damage. The extra stamina is something that is going to be more important for this play style than for the typical mechanic. And a typical soldier or solarian has more stamina to start with. I don't think this is a bad idea.


An augment to int does almost nothing for a mechanic. There are no abilities that are really dependent on it, besides should and boost shield which provides a point or two difference in either case. You're losing a point or two of resolve, but gaining your level in stamina points, and a point or two to fortitude.


Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Well, if you don't care about doing things out of combat it does nothing, anyway. :)


Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Nothing in the overcharge text or explode property indicates that a heavy weapon would be eliminated from the benefits of an Engineer's various boosts. Supercharge Weapon will work with half value as well.

Benefit being the use of an AOE attack which is pretty much impossible to miss (targets AC5) that does a fairly massive amount of damage.

Shock casters and plasma cannons are viable for this build if you sub in heavy weapons proficiency and heavy weapons specialization at 7. You lose out on a single armor slot and improved initiative and gain a 4 to 40+ square AOE attack option.

Level 20 Plasma Cannon is 8d10 and affects 12 squares. That's 44 base average damage. Pretty much as soon as you drop a shot on 2+ targets without evasion you're ahead of the game.

Shock caster is 7d12. That 45.5 base average damage. It's going to be pretty easy to find two targets within 42 squares...

I'm not saying this is what it's best to go with. I'm just saying that it's an amusing alternative.

(Oh, as a bonus, take deadly aim. You're not missing anyway. Even at extreme ranges 5ac is incredibly easy to hit.)


NEVER use Deadly Aim for Explosive weapons. The -2 also applies to the DC.

WEAPON SPECIAL PROPERTY AND CRITICAL HIT DCS p181 wrote:
Any penalty you would normally take to your weapon attack roll also applies to this DC, including penalties from the weapon’s range increment

StarfinderSRD.com screwed up their OCR conversion and added most of the sidebar to the Powered weapon description (2nd paragraph.)

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