Ace pilot technomancers build


Advice

Scarab Sages

Okay, let's start off with the ground rules. I want to make Vanellope Von Schweets from wreck it Ralph. I want to make a utility halfling technomancer who is an ace pilot. Not looking to be broken or super optimized, just looking to be viable, and utility based. I don't care that halflings are sub-optimal technomancers. What I want to know is how to make the most out of this concept. Here's what I've got so far:

Ace pilot technomancer
Str:9, Dex 16,Con 10, Int 16, wis 10, chr 10
Feats: skill synergy, culture, diplomacy

Skills: pilot +8, engineering +7, computers +7, mysticism +4, diplomacy +5, culture +8, profession-racer +5

0-detect magic, token spell, transfer charge
1-magic missile, identify

What I'm looking for are feats, spells, and hacks to pick up as I gain levels. Any ideas?


I've kind of been looking for the same sort of ideas, but so far the only things that really stand out to me are Weapon Proficiency Longarms and Weapon Specialization at level 3.


Note that your charisma will be 12.

I would take skill focus pilot as my 1st level feat, longarm proficiency at 3rd, specialization at 5th. At low levels, skill focus pilot will make you nearly the best pilot. An ace pilot operative with an 18 dexterity has a +10 to pilot at 1st level. You have a +11 to pilot with skill focus. If you want your halfling to be a real ace, that's the way to go.


Obviously you're going to want the Sky Jockey feat. A jetpack will be more useful than a flight spell with that.

There are plenty of glitching-type spells on the technomancer list, and you'll probably want Haste too.

Scarab Sages

avr wrote:

Obviously you're going to want the Sky Jockey feat. A jetpack will be more useful than a flight spell with that.

There are plenty of glitching-type spells on the technomancer list, and you'll probably want Haste too.

I'll 100% do that. Also a big fan of that feat that lets me move, cast, then move again.

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