Magic for a Melee-Mancer?


Advice

Silver Crusade

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

After being recruited into a Dawn of Flame game, I've been given a chance to remake the character I entered, and what I want to do is remake them into a Technomancer who isn't afraid to get into melee, similar to old-school Pathfinder's Magus class.

Here's the basics of what I have so far.

Species: Drow
Theme: Solar Disciple
Archetype: Star Knight (Knights of Golarion)

I know this isn't a PERFECT set-up for such a character by any stretch, but I can't change these without basically making a new character, and I'm prepared to own the consequences of that.

What spells and magic hacks would best suit a melee-oriented playstyle? I know the various junkspells can get things like swords and armor, but I feel like if I used those I'd basically have to build the entire character around those spells, which I'm hesitant to do. The alternative would most likely be taking Advanced Weapon Prof, then Weapon Focus and Versatile Specialization as my initial few feats.

What options should I look at? Thank you in advance!


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Junksword is actually worth building a character around, for that sweet, sweet Level X1.5 damage bonus it gets instead of specialization. My Nuar Steward Officer Technomancer is an absolute beast with it. He casts Displacement and Mirror Image, then just wades into combat, using the Junksword's Reach and Empowered Weapon to rip them apart as they try to flank him.

Empowered Weapon is fun, because it applies to Attacks of Opportunity taken before the start of your next turn, as well as your regular attack. If you find yourself unable to attack on a round, consider Supercharge Weapon to make that next strike all the sweeter.

Silver Crusade

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Can't a spellcaster whose reasonably my character's equal or better basically LOLNOPE such a weapon via dispel magic, though?

Granted, a plasma sword can just as easily be LOLNOPE'd by an EMP grenade...


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Archpaladin Zousha wrote:

Can't a spellcaster whose reasonably my character's equal or better basically LOLNOPE such a weapon via dispel magic, though?

Granted, a plasma sword can just as easily be LOLNOPE'd by an EMP grenade...

...sure, but how many enemy casters have "casts Dispel Magic on the Junksword guy" listed in their tactics section?

And even if that works, my particular character is a Nuar with Improved Unarmed Strike (a bonus feat from Steward Officer); you almost prefer him to use his Junksword, because the horns actually do more damage at some levels.

Starfinder characters have enough juice to not be one-trick-ponies, is what I'm saying.

Silver Crusade

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

True, the same GMs who'd do that are probably the same GMs who'd have enemies try to sunder the soldier's weapons in each fight...

If I do that then, I presume I'd no longer need Advanced Weapon Proficiency, Weapon Focus and Versatile Specialization, since I wouldn't be swinging a plasma sword or wailing blade around. What would be good feats to take instead, and just in general for the melee playstyle?


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Archpaladin Zousha wrote:

True, the same GMs who'd do that are probably the same GMs who'd have enemies try to sunder the soldier's weapons in each fight...

If I do that then, I presume I'd no longer need Advanced Weapon Proficiency, Weapon Focus and Versatile Specialization, since I wouldn't be swinging a plasma sword or wailing blade around. What would be good feats to take instead, and just in general for the melee playstyle?

You would still want Versatile Focus eventually. The Junksword isn't any sort of basic or advanced melee weapon, but Versatile gives you +1 to any weapon you have proficiency in, which the spell does give you.

Enhanced Resistance, definitely (Technomancers have the worst HP and Stamina), along with Toughness or other defensive feats, like Close Combat, from Pact Worlds. I always like Coordinated Shot to help my ranged allies drop anyone I'm threatening with my Reach.

Look at the possible bonuses you can get from the Junksword and consider getting Improved Combat Maneuver to support that. My Steward Officer uses Disarm on his Junksword and has Improved Combat Maneuver (Disarm) so that any disarm attempts are just at a net -2 (and since the Junksword is a 1-handed weapon, if I disarm, the snatched weapon ends up in my free hand).

Silver Crusade

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I am tempted by Improved Trip, especially since I can give the junksword more flavor by having it look like a drow hook sword...

What other spells should I look into IN ADDITION to junksword so, as you say, I have enough juice to not be a one-trick pony? ;)


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Archpaladin Zousha wrote:

I am tempted by Improved Trip, especially since I can give the junksword more flavor by having it look like a drow hook sword...

What other spells should I look into IN ADDITION to junksword so, as you say, I have enough juice to not be a one-trick pony? ;)

Well, here's a kicker: since you have an archetype with an effect at level 4, you lose one spell known of your highest level. From 4th level on, you start each new spell level with just Junksword...which makes it feel less bad to use those high-end spell slots on Empower Weapon.

So remember that you have a little less to work with. Depending on your Intelligence vs Dexterity, you may want to focus on side hustles that rely on saves vs ranged attack rolls, respectively (if you aren't top tier in either, go with buffs or auto-hit stuff like magic missile).

My nuar's side hustle is stabbing people with his horns, so I still mostly stack melee buffs like mirror image.

Silver Crusade

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Given I'm playing a Drow, whose bonuses don't align as well with Technomancer as other species (and have a CON penalty to compensate for on top of that), and Solar Disciple boosts WIS, which isn't a prominent stat for them, I imagine I'll have to do what you do and focus on auto-hits and buffs. the best stat array I can think of for 1st level is:

STR 14 DEX 12 CON 10 INT 14 WIS 11 CHA 12


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Archpaladin Zousha wrote:

Given I'm playing a Drow, whose bonuses don't align as well with Technomancer as other species (and have a CON penalty to compensate for on top of that), and Solar Disciple boosts WIS, which isn't a prominent stat for them, I imagine I'll have to do what you do and focus on auto-hits and buffs. the best stat array I can think of for 1st level is:

STR 14 DEX 12 CON 10 INT 14 WIS 11 CHA 12

That looks like a reasonable spread. Slap a +2 Str mod on at 2nd level and you're in respectable territory. This build will be really assisted by augmentations like the voice enhancer to boost Intimidate for Challenge. Also, the non-energy version of the Junksword is Analog, so you can also use the Photoenergetic Node from AA2 as a sort of poor drow's Empower Weapon.


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I have a Dragonkin Technomancer in a home game, and I've been using Jolting Surge and Inject Nanobots in melee to great effect. The +2 to hit on opponents wearing electrical devices (such as most armor and ranged weapons) is very nice. Neither provoke attacks of opportunity to cast. I also took Heavy Armor Proficiency and Mirror Image to improve my defense.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Okay! I think I have enough info to at least make my conversion at 1st level. I may necromance this thread after she's leveled up a bit! Thank you, both of you!


Archpaladin Zousha wrote:
Okay! I think I have enough info to at least make my conversion at 1st level. I may necromance this thread after she's leveled up a bit! Thank you, both of you!

I've had a ton of fun with my melee Technomancer. Good luck!

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