Stealthy Hacker Sniper Mechanic, drone or exocortex?


Advice


Hey guys, so I use to play Pathfinder pretty regularly, I am still very new to Starfinder. Im pretty excited to play this and so far have a concept in mind that I want to make a reality. So, im playing an android mechanic. The concept was a long range sniper that sends her stealth drone in with her friends (most or all of which are big solarian or soldiers with lots of bruising power)so that she can use her drone wirelessly to hack things for her friends and make their missions go easier while she sits in the back or as far away as physically possible to attempt to pump damage into targets she can see with a sniper rifle or if it will heed more damage in the long run, a longarms rifle. Im afraid however, that this book is overwelming me a bit and im afraid that I wont be very affective at anything im trying to do. Id like advice for what i can do to get this build going and what drone mods or mechanic tricks and feats I should be taking to make myself more effective.

My stats are int 18, dex 17, cha 8 and everything else is 10. We will be starting at 4th level.


If you're sniping through your teammates to support them, you need a way to overcome cover bonuses that your teammates are providing the enemy. The Plasma Guide series of sniper weapons ignore cover if you take a move action to aim, but they use a lot of charges per shot and may not be optimal from a level/damage perspective at various points.

A better option is a sight/scope to take -2 from cover bonuses (at level 5/6 the laser sight/scope provides a -4), but those work just as well with longarms, and also provide a x4 range increment bonus to longarms. That's all the range you'll need if you're supporting teammates in close combat, and longarms do the same or slightly better damage than snipers plus provide a full attack option.

I'd probably go exocortex and longarms to save on feats, improve accuracy, and just hack things after the enemies are dead. If you stay in the back and use allies for cover you'll be pretty survivable, and you can always pick up those force field mechanic tricks for extra HP.


Xenocrat wrote:

If you're sniping through your teammates to support them, you need a way to overcome cover bonuses that your teammates are providing the enemy. The Plasma Guide series of sniper weapons ignore cover if you take a move action to aim, but they use a lot of charges per shot and may not be optimal from a level/damage perspective at various points.

A better option is a sight/scope to take -2 from cover bonuses (at level 5/6 the laser sight/scope provides a -4), but those work just as well with longarms, and also provide a x4 range increment bonus to longarms. That's all the range you'll need if you're supporting teammates in close combat, and longarms do the same or slightly better damage than snipers plus provide a full attack option.

I'd probably go exocortex and longarms to save on feats, improve accuracy, and just hack things after the enemies are dead. If you stay in the back and use allies for cover you'll be pretty survivable, and you can always pick up those force field mechanic tricks for extra HP.

These are good notes and I appreciate it. Why the drop of the drone though? I understand the boost to bab that the exocortex gives me, but i feel without a drone, my utility to my party drops to practically zero. Hacking everything after everything is already dead is also.....absolutely counter productive as the point of having the drone was to make it the stealthy defuser. It would go ahead of my party, be able to scout, hack defenses, computer systems, etc before my team even went in so that the clean up process is substantially easier.


Your campaign may vary, but most things worth hacking are behind security. R2D2 doesn't just stroll up to the stormtroopers guarding a door and casually hack it open without interference - he does it while they're shooting at his friends or after they're dead. I also don't like the long-term odds of skill checks without insight bonuses that I don't think drones can get.

Your utility to your party is fine, mechanics have plenty of combat options from class abilities and tricks, and good skills for bypassing security features, including while under fire if you use your exocortex remote hack.


Xenocrat wrote:

Your campaign may vary, but most things worth hacking are behind security. R2D2 doesn't just stroll up to the stormtroopers guarding a door and casually hack it open without interference - he does it while they're shooting at his friends or after they're dead. I also don't like the long-term odds of skill checks without insight bonuses that I don't think drones can get.

Your utility to your party is fine, mechanics have plenty of combat options from class abilities and tricks, and good skills for bypassing security features, including while under fire if you use your exocortex remote hack.

I vaguely get what you mean but i still cant say i really agree. R2D2 is fairly different from the drone, as the drone and my character would both be doing something different, im giving cover fire if my drone is hacking, so none one has to be dead yet to use that, sure it doesnt hack as well as i do, however, it can do its own thing on top of me being part of combat.


In my opinion an exocortex would be more stealthy given you only need to worry about rolling stealth for one body.


There is a feat that can give your allies a +1 to hit enemies within melee threat of you (or your drone). Prerec is bab+4.

I tend to agree about the longarms vs snipers. Price, damage and unweildy are all small reasons to do longarms.


Garrett Larghi wrote:

There is a feat that can give your allies a +1 to hit enemies within melee threat of you (or your drone). Prerec is bab+4.

I tend to agree about the longarms vs snipers. Price, damage and unweildy are all small reasons to do longarms.

Is there any way to make myself optimized with long arms while having a stealth drone? If it isn't obvious, I really don't care for the exocortex and want to keep the drone.


By definition optimized means making the best or most powerful choice, so no. I guess you can optimize given the constraint that you don't have an exocortex, but that just means max dex, weapon focus, specialization, and proficiency feats so you're minimally competent. You'll still be behind every other class that takes these typical "I want to be competent in combat" decisions and also has higher BAB and/or class abilities that enhance accuracy.

You'll won't be any more lame than a mystic, except you won't have Mind Thrust to fall back on.


Xenocrat wrote:

By definition optimized means making the best or most powerful choice, so no. I guess you can optimize given the constraint that you don't have an exocortex, but that just means max dex, weapon focus, specialization, and proficiency feats so you're minimally competent. You'll still be behind every other class that takes these typical "I want to be competent in combat" decisions and also has higher BAB and/or class abilities that enhance accuracy.

You'll won't be any more lame than a mystic, except you won't have Mind Thrust to fall back on.

So what because I didn't opt unto having full bab I just can't be helpful in combat? Overcharged for example can't help?


You can be helpful, but arguably the least helpful it’s possible to be as a PC given your choices.

Overcharge will increase your damage, it would just be even more useful if you were more accurate.


Drone mechanics are generally not optimized combatants, full stop. You won't have full BAB (Exocortex gets this through their Combat Tracking), but you could take Weapon Focus to offset that somewhat.

You might not have a high ability bonus to attack rolls with Intelligence as your primary stat, but since you are an android, you can get both pretty high.

Thematically, a drone mechanic is good for a sniper as having a sort of "spotter," but mechanically the exocortex makes more sense because of Combat Tracking... you are literally acquiring a target with a move action and can shoot that target better afterwards.

I had planned a ysoki (similar stat bonuses to your android) that I intended to eventually make into a Sharpshooter Soldier 3/Exo-Cortex Mechanic X in Starfinder Society. The soldier levels were about getting free Sniper Proficiency and Specialization, as well as the Laser Accuracy Gear Boost (not to mention keying Resolve off of Dexterity), and the Mechanic levels were about getting Overcharge to use with the Diasporan Sniper Rifle from Alien Archive 1. Now this was a fairly optimized sniper build, though it still wouldn't have all the tricks of an Operative sniper or the raw power of a full Sharpshooter Soldier.


Well, the whole damage stick of the drone mechanic is while singularly, you do less damage than a typical combatant, you have two sources of damage: Yourself and your drone. Also, overcharging yourself and your drone can get silly (always overcharge the Soldier when possible though).

Consider a drone mechanic who picks up Longarm proficiency at level 1 and versatile weapon specialization at level 3. Combine with a combat drone (taking weapon proficiency as its feat to get small arms, longarms proficiency) who is also wielding a hunting rifle.

Now you've got +2, 1d8 hunting rifle drone and a +3, 1d8 rifle Mechanic.

Compare against the +5, 1d8 rifle Exo-cortex mechanic at 1st (who because of feats, can take weapon focus: Longarms). Against a CR 4 (epic boss fight at level 1) with KAC 18, thats 40% odds to hit for the exo-cortex, 30% and 25% for the drone mechanic and drone respectively.

1.8 expected for the Exo-cortex, 2.475 expected for the drone mechanic and drone. Switching it up to laser rifles increases odds of hitting, and allows for a double over charge, one on the mechanic (standard + move) and one for the drone (standard).

Of course, you're paying for that with having to buy two up to date weapons. Also keep in mind, your proposed scenario (snipe from long distance) is only going to be viable in a sub-set of situations. Many times, there's no line of sight to a room from significantly outside, especially on a starship.

Drone Mechanics do also bring the most hit points to every encounter, as well as potentially a huge chunk of restored hit points for only a single resolve point. A drone can provide mobile soft cover for +4 AC to help convince enemies to shoot it instead of an ally, or take the total defense action and hide behind cover or an ally for +8 to AC when its own hit points get low.

While there are tradeoffs, and sometimes that drone is going to get scrapped reducing the mechanic's damage output, at top performance a drone mechanic can bring similar or better levels of damage than an exo-cortex mechanic, assuming appropriate feat choices.


ViConstantine wrote:
Garrett Larghi wrote:

There is a feat that can give your allies a +1 to hit enemies within melee threat of you (or your drone). Prerec is bab+4.

I tend to agree about the longarms vs snipers. Price, damage and unweildy are all small reasons to do longarms.

Is there any way to make myself optimized with long arms while having a stealth drone? If it isn't obvious, I really don't care for the exocortex and want to keep the drone.

Here is my idea. Weapon focus longarms, weapon prof long arms, stealth drone with a melee weapon and proficiency, and last the drone feat I mentioned before. You will have to be level 4 but this gives you a +2 to hit if your drone is in melee with the target. It is something and works with your concept.


Garrett Larghi wrote:
Here is my idea. Weapon focus longarms, weapon prof long arms, stealth drone with a melee weapon and proficiency, and last the drone feat I mentioned before. You will have to be level 4 but this gives you a +2 to hit if your drone is in melee with the target. It is something and works with your concept.

I'd consider versatile weapon specialization at 3rd to be higher priority than weapon focus.

Also, keep in mind, any drone chassis can be a stealth drone as long as you pick Stealth as a skill unit and grab reactive camouflage. At mid to high levels, a Hover drone with the right mods will probably serve you better. You can also use any skill ranks you have through the drone as well when actively controlling it, so even it doesn't have computers or engineering, at 1st level, you do. On the other hand, you're going to need manipulator arms to be able to do engineering checks remotely (as well as carry a computer hacking kit plus commlink - a gear clamp might be your friend in this case on your drone to free up a manipulator arm).

The issue with a melee stealth drone is the lack of strength. 12 strength from levels 1-20 is going to mean a very poor to-hit bonus, and no bonus damage. Melee drones really need to be built off the combat drone chassis.

For an Android "sniper" build and a ranged stealth/hacker drone, I'd probably do something like:
Str 11/Dex 16/Con 10/Int 18/Wis 10/Cha 8

1) Weapon Prof: Longarm
2) Repair Drone
3) Versatile Weapon specialization
4) Overload weapon
5) Weapon focus: Longarms
6) Visual Data Processor
7) Far Shot

1st level Drone: Stealth Drone
Skill Unit: Engineering
Mod: Weapon Proficiency Small Arms
Feat: Weapon Focus: Small Arms

3rd level Drone: Stealth Drone
Skill Unit: Engineering
Mod: Weapon Proficiency Small Arms, Manipulator Arms
Feat: Weapon Focus: Small Arms, Weapon Specialization: Small arms

7th level Drone: Stealth Drone
Skill Unit: Engineering
Mods: Weapon Prof: Small Arms, Weapon Prof: Longarms, Weapon Mount, Manipulator Arms
Feats: Weapon Focus: Longarms, Weapon Specialization Longarms, Skill Focus: Stealth, Skill Focus: Engineering


Hiruma Kai wrote:
Garrett Larghi wrote:
Here is my idea. Weapon focus longarms, weapon prof long arms, stealth drone with a melee weapon and proficiency, and last the drone feat I mentioned before. You will have to be level 4 but this gives you a +2 to hit if your drone is in melee with the target. It is something and works with your concept.

I'd consider versatile weapon specialization at 3rd to be higher priority than weapon focus.

Also, keep in mind, any drone chassis can be a stealth drone as long as you pick Stealth as a skill unit and grab reactive camouflage. At mid to high levels, a Hover drone with the right mods will probably serve you better. You can also use any skill ranks you have through the drone as well when actively controlling it, so even it doesn't have computers or engineering, at 1st level, you do. On the other hand, you're going to need manipulator arms to be able to do engineering checks remotely (as well as carry a computer hacking kit plus commlink - a gear clamp might be your friend in this case on your drone to free up a manipulator arm).

The issue with a melee stealth drone is the lack of strength. 12 strength from levels 1-20 is going to mean a very poor to-hit bonus, and no bonus damage. Melee drones really need to be built off the combat drone chassis.

For an Android "sniper" build and a ranged stealth/hacker drone, I'd probably do something like:
Str 11/Dex 16/Con 10/Int 18/Wis 10/Cha 8

1) Weapon Prof: Longarm
2) Repair Drone
3) Versatile Weapon specialization
4) Overload weapon
5) Weapon focus: Longarms
6) Visual Data Processor
7) Far Shot

1st level Drone: Stealth Drone
Skill Unit: Engineering
Mod: Weapon Proficiency Small Arms
Feat: Weapon Focus: Small Arms

3rd level Drone: Stealth Drone
Skill Unit: Engineering
Mod: Weapon Proficiency Small Arms, Manipulator Arms
Feat: Weapon Focus: Small Arms, Weapon Specialization: Small arms

7th level Drone: Stealth Drone
Skill Unit: Engineering
Mods: Weapon Prof: Small Arms, Weapon Prof:...

This has probably been the most useful reply thus far. I appreciate the suggestions from everyone as I really have no interest in exocortex and just trying to convince me to go that route isn't helping anyone. However since I can hack and use skill checks through my drone, I was under the impression (so was my group and gm) that I only needed manipulator arms and a tool arm for my drone to allow me to hack through it.


ViConstantine wrote:
This has probably been the most useful reply thus far. I appreciate the suggestions from everyone as I really have no interest in exocortex and just trying to convince me to go that route isn't helping anyone. However since I can hack and use skill checks through my drone, I was under the impression (so was my group and gm) that I only needed manipulator arms and a tool arm for my drone to allow me to hack through it.

Remember when you are using your skills through the drone, you are only sharing your ranks, not your total bonus. So it uses the insight bonuses, int bonuses, and class skills the drone has. Which tends to be not anywhere near as good as your own. The Skill unit rule on page 76 says:

"Additionally, whenever you are directly controlling your drone, it can use any of your skill ranks if you wish, assuming it has the appropriate tools to do so". It still only has an Int of 6 and may not have the computers skill as a class skill without skill synergy or Skill Unit mod.

A commlink on the other hand is a dedicated wireless communication device that presumably when hooked up to the hacking kit via engineering should let you "remotely" hack using your full skill bonus. As you are merely using the commlink as a gateway for your commands. It might not pass the GM smell test however.

But as written, drones by themselves don't provide full skill bonuses. Unless I've missed a FAQ clarification somewhere.

Edit: Re-reading the drone section reminded me that drones get basic melee or small arms for free at 1st, and specialization for free at 3rd. Which means there's an extra mod available in all the drones I suggested, and an extra feat available in the 3rd and 7th level builds.

I.e.
1st level Drone: Stealth Drone
Skill Unit: Engineering
Mod: Manipulator arms
Feat: Weapon Focus: Small Arms


Hiruma Kai wrote:
Garrett Larghi wrote:
Here is my idea. Weapon focus longarms, weapon prof long arms, stealth drone with a melee weapon and proficiency, and last the drone feat I mentioned before. You will have to be level 4 but this gives you a +2 to hit if your drone is in melee with the target. It is something and works with your concept.

I'd consider versatile weapon specialization at 3rd to be higher priority than weapon focus.

Also, keep in mind, any drone chassis can be a stealth drone as long as you pick Stealth as a skill unit and grab reactive camouflage. At mid to high levels, a Hover drone with the right mods will probably serve you better. You can also use any skill ranks you have through the drone as well when actively controlling it, so even it doesn't have computers or engineering, at 1st level, you do. On the other hand, you're going to need manipulator arms to be able to do engineering checks remotely (as well as carry a computer hacking kit plus commlink - a gear clamp might be your friend in this case on your drone to free up a manipulator arm).

The issue with a melee stealth drone is the lack of strength. 12 strength from levels 1-20 is going to mean a very poor to-hit bonus, and no bonus damage. Melee drones really need to be built off the combat drone chassis.

For an Android "sniper" build and a ranged stealth/hacker drone, I'd probably do something like:
Str 11/Dex 16/Con 10/Int 18/Wis 10/Cha 8

1) Weapon Prof: Longarm
2) Repair Drone
3) Versatile Weapon specialization
4) Overload weapon
5) Weapon focus: Longarms
6) Visual Data Processor
7) Far Shot

1st level Drone: Stealth Drone
Skill Unit: Engineering
Mod: Weapon Proficiency Small Arms
Feat: Weapon Focus: Small Arms

3rd level Drone: Stealth Drone
Skill Unit: Engineering
Mod: Weapon Proficiency Small Arms, Manipulator Arms
Feat: Weapon Focus: Small Arms, Weapon Specialization: Small arms

7th level Drone: Stealth Drone
Skill Unit: Engineering
Mods: Weapon Prof: Small Arms, Weapon Prof:...

Ok i have to ask....why overload weapon and not "overcharge"? Why would i use my gun as a grenade?


Because I can't keep their names straight. I meant Overcharge (i.e. add 1d6 damage).

Although Overload isn't bad. Collect all the mook laser pistols for grenades. Depends on how your GM handles wealth accounting. Its possibly better in SFS games. But yeah, I'd pick up Overcharge on a sniper first.


Hiruma Kai wrote:

Because I can't keep their names straight. I meant Overcharge (i.e. add 1d6 damage).

Although Overload isn't bad. Collect all the mook laser pistols for grenades. Depends on how your GM handles wealth accounting. Its possibly better in SFS games. But yeah, I'd pick up Overcharge on a sniper first.

Id also like to ask, why the skill unit engineering for the drone? it has 6 int.


ViConstantine wrote:
Hiruma Kai wrote:

Because I can't keep their names straight. I meant Overcharge (i.e. add 1d6 damage).

Although Overload isn't bad. Collect all the mook laser pistols for grenades. Depends on how your GM handles wealth accounting. Its possibly better in SFS games. But yeah, I'd pick up Overcharge on a sniper first.

Id also like to ask, why the skill unit engineering for the drone? it has 6 int.

To make picking locks easier or disabling detection systems. Being a stealth drone doesn't mean much if it can't actually get in through a locked door quietly. While you can use your ranks through the drone, you get the drone bonuses, not your own. So taking Skill Unit: Engineering gets you +3 for it being a class skill right off to bat. -2+3+Mechanic level isn't great, but -2+Mechanic level is worse.

You can also in principle use the drone to aid another to Engineering check with its standard action each round. You obviously can't get the aid another bonus if you have to be using your standard action to control it. Skill Subroutines: Computers might also make sense, increasing the Int to 8 and providing aid another to computer rolls as well.

I also figure if the drone wires you up a direct connection via a commlink or the like, then you can directly use your computers skill, but I can't think of a way to do the same for engineering.

Probably worth discussing with your GM though.


Another trick worth looking at is https://www.aonsrd.com/MechanicTricks.aspx?ItemName=Tech%20Tinkerer

It looks like it adds a lot of versatility especially when you have the upgraded version
https://www.aonsrd.com/MechanicTricks.aspx?ItemName=Mobile%20Armory

The other thing worth thinking about is taking sniper rifles instead of longarms. If you are using overcharge you don't have to worry about unwieldy and if you are using the Diasporan Rifle it seems to just have better base damage. Am I missing something about that rifle it seems to just be good.

Acquisitives

Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber
Jinjifra wrote:

Another trick worth looking at is https://www.aonsrd.com/MechanicTricks.aspx?ItemName=Tech%20Tinkerer

It looks like it adds a lot of versatility especially when you have the upgraded version
https://www.aonsrd.com/MechanicTricks.aspx?ItemName=Mobile%20Armory

The other thing worth thinking about is taking sniper rifles instead of longarms. If you are using overcharge you don't have to worry about unwieldy and if you are using the Diasporan Rifle it seems to just have better base damage. Am I missing something about that rifle it seems to just be good.

you can't control the drone at lower levels if you want to reload.


Jinjifra wrote:

The other thing worth thinking about is taking sniper rifles instead of longarms. If you are using overcharge you don't have to worry about unwieldy and if you are using the Diasporan Rifle it seems to just have better base damage. Am I missing something about that rifle it seems to just be good.

Sniper rifles tend to do slightly higher damage than longarms because they are unwieldy and can't be used in a full attack.


Jinjifra wrote:

Another trick worth looking at is https://www.aonsrd.com/MechanicTricks.aspx?ItemName=Tech%20Tinkerer

It looks like it adds a lot of versatility especially when you have the upgraded version
https://www.aonsrd.com/MechanicTricks.aspx?ItemName=Mobile%20Armory

The other thing worth thinking about is taking sniper rifles instead of longarms. If you are using overcharge you don't have to worry about unwieldy and if you are using the Diasporan Rifle it seems to just have better base damage. Am I missing something about that rifle it seems to just be good.

The problem with this weapon is its illegal charge capacity, most models don’t match any existing battery. I guess by the rules you’re allowed to put a 20 charge battery in when it has a nonexistent 30 charge max.

Acquisitives

Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber
Dracomicron wrote:
Jinjifra wrote:

The other thing worth thinking about is taking sniper rifles instead of longarms. If you are using overcharge you don't have to worry about unwieldy and if you are using the Diasporan Rifle it seems to just have better base damage. Am I missing something about that rifle it seems to just be good.

Sniper rifles tend to do slightly higher damage than longarms because they are unwieldy and can't be used in a full attack.

if you want to coordinate with a drone, it's a terrible choice though.

you need to use a move action to reload a weapon. full stop.

sniper rifles have 1 shot. then they need to be reloaded.

if you are trying to coordinate with a drone, that requires a move action as well. so you can get a shot off a round with your sniper rifle, and reload, while your drone sits there OR you can fire with your longarm, and use your drone.

i think the choice is clear.


Yakman wrote:


sniper rifles have 1 shot. then they need to be reloaded.

That's only true of a very limited subset of sniper rifles. There are many sniper rifles with a capacity greater than their ammo usage. But snipers are still bad unless you need to shoot something more than 1800' feet away (the range of a laser rifle with a basic scope/sight before it starts taking range penalties).


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I would see an edge case for operating a long distance from a drone, when it is possible to do so. A drone in the middle of combat may need to move and attack, leaving no move action for the mechanic to use a scope or sight.

A sniper rifle attached to a tactical scaffold would still have full range with only a standard action to fire.

Of course, a bipod is probably going to do more good than the scope for this theoretical mechanic, since it doesn't need a move action every round, so the scaffold sniper rifle remains pretty niche.


Xenocrat wrote:
Jinjifra wrote:

Another trick worth looking at is https://www.aonsrd.com/MechanicTricks.aspx?ItemName=Tech%20Tinkerer

It looks like it adds a lot of versatility especially when you have the upgraded version
https://www.aonsrd.com/MechanicTricks.aspx?ItemName=Mobile%20Armory

The other thing worth thinking about is taking sniper rifles instead of longarms. If you are using overcharge you don't have to worry about unwieldy and if you are using the Diasporan Rifle it seems to just have better base damage. Am I missing something about that rifle it seems to just be good.

The problem with this weapon is its illegal charge capacity, most models don’t match any existing battery. I guess by the rules you’re allowed to put a 20 charge battery in when it has a nonexistent 30 charge max.

That makes sense about the diaspora rifle always seemed like something that needs to errated. Especially 4d8 at level 10 is better than any other level 10 weapon.

Acquisitives

Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber
Xenocrat wrote:
Yakman wrote:


sniper rifles have 1 shot. then they need to be reloaded.
That's only true of a very limited subset of sniper rifles. There are many sniper rifles with a capacity greater than their ammo usage. But snipers are still bad unless you need to shoot something more than 1800' feet away (the range of a laser rifle with a basic scope/sight before it starts taking range penalties).

admittedly, i haven't looked at sniper rifles in armory. good to know.

but the point - as you made it - still stands. you can't use them as sniper weapons AND control the drone in the same turn.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

You can. With supporting equipment.


HammerJack wrote:
You can. With supporting equipment.

The only way to make this build even more gimmicky and less effective is to divert attribute points into strength and yet another feat into heavy armor proficiency so that he can use a tactical scaffold.

Dataphiles

I would make a few changes as I have had success with a sniper of my own (admittedly not a drone mechanic). And I encourage you to ignore the nay-sayer. Though they are correct that it is far from optimum, you should play what you want.

1) Weapon Prof: Sniper
2) Overcharge
3) Versatile Weapon specialization
4) Repair Drone
5) Technomatic Dabbler (Supercharge Weapon)
6) Visual Data Processor
7) Weapon Focus: Sniper

1st level Drone: Hover Drone
Skill Unit: Stealth
Mod: Manipulator Arms
Feat: Skill Synergy: Engineering and Computers

3rd level
Skill Unit: Stealth
Mod: Camera
Feat: Skill Focus: Engineering or Computers

7th level Drone
Skill Unit: Stealth
Mods: Cybernetic Bridge (to install an accelerated Datajack)

I chose the Hover Drone because it can easily be better at Stealth than the stealth drone. The reactive camouflage the stealth drone gets will be meaningless if your done is taking literally any actions. Also, you should utilize the Diasporan rifles and additions like the called, and seeking fusions. As well as a night scope, and silencer.

NOTE: Due to the mechanics of the game, sniping is not as doable as it should be. So just a warning. But, this will get you what you want.

Acquisitives

Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber
"Dr." Cupi wrote:

I would make a few changes as I have had success with a sniper of my own (admittedly not a drone mechanic). And I encourage you to ignore the nay-sayer. Though they are correct that it is far from optimum, you should play what you want.

1) Weapon Prof: Sniper
2) Overcharge
3) Versatile Weapon specialization
4) Repair Drone
5) Technomatic Dabbler (Supercharge Weapon)
6) Visual Data Processor
7) Weapon Focus: Sniper

1st level Drone: Hover Drone
Skill Unit: Stealth
Mod: Manipulator Arms
Feat: Skill Synergy: Engineering and Computers

3rd level
Skill Unit: Stealth
Mod: Camera
Feat: Skill Focus: Engineering or Computers

7th level Drone
Skill Unit: Stealth
Mods: Cybernetic Bridge (to install an accelerated Datajack)

I chose the Hover Drone because it can easily be better at Stealth than the stealth drone. The reactive camouflage the stealth drone gets will be meaningless if your done is taking literally any actions. Also, you should utilize the Diasporan rifles and additions like the called, and seeking fusions. As well as a night scope, and silencer.

NOTE: Due to the mechanics of the game, sniping is not as doable as it should be. So just a warning. But, this will get you what you want.

moreover, due to most map layouts, the fun idea of being "GOD" from NAVY SEALS (the one with Charlie Sheen) is just not possible. You have a corner, well... your sniper is useless. You have a narrow corridor, sniper is not nearly as helpful, etc. Get in a spaceship fight and that range bonus is useless.

on the other hand, there's a combat in book 2 of dead suns where the battlefield is ENORMOUS, and having a sharpshoot sniper came in invaluable there... but the guy whose character it was couldn't make the game, and we got to have the fun playing her/him.

he was like... THE ONE TIME!

Community / Forums / Starfinder / Advice / Stealthy Hacker Sniper Mechanic, drone or exocortex? All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice