
Axol |

I'm about to run my first Technomancer, and I'm somewhat stuck on what I want to do. I'm hoping to become somewhat of a Battlemage for the party, and looking through the options of the alternate class features that Technomancer has I was pleasantly surprised at what Cache Augmentation brought to the table: free augmentations that scale with your level, and a potential bonus to attack at 6th level. However, it's not without its drawbacks: I'd have to give up Spell cache and Cache capacitor for it.
I'm new to this class, so I'd like some opinions: are these drawbacks worth it to make a class that could shoot better and have naturally better augments, or should I stick to the vanilla abilities instead?
(I should probably also mention I'm going Cyberborn theme, so scaling augments might help, but it's not a huge influence on the build.)

Cellion |
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Personally, for a battlemage I consider Cache Augmentation to be by far the superior choice. Spell Cache is only a single free spell of your highest level. Significant, but you can live without it. And Cache Capacitor by default stores some very marginal spells that already have lengthy durations. I think Cache Capacitor is a very low-value feature.
In exchange, a free scaling augmentation is excellent. The way you get to switch it out or upgrade it each level means that you have excellent flexibility to match the general kinds of challenges the adventure is throwing at you.
The enhancement bonus at 6th, 12th and 18th is incredible. There's basically no other way to get enhancement bonuses to some of these statistics, and it lets you close the gap with full BAB characters such that you're only 1 or 2 points behind their accuracy with attacks.

Axol |

Personally, for a battlemage I consider Cache Augmentation to be by far the superior choice. Spell Cache is only a single free spell of your highest level. Significant, but you can live without it. And Cache Capacitor by default stores some very marginal spells that already have lengthy durations. I think Cache Capacitor is a very low-value feature.
In exchange, a free scaling augmentation is excellent. The way you get to switch it out or upgrade it each level means that you have excellent flexibility to match the general kinds of challenges the adventure is throwing at you.
The enhancement bonus at 6th, 12th and 18th is incredible. There's basically no other way to get enhancement bonuses to some of these statistics, and it lets you close the gap with full BAB characters such that you're only 1 or 2 points behind their accuracy with attacks.
Thanks! What Magic Hacks should I get, then: Energize Spell, to serve as a makeshift Cache, Harmful Spell to get the most bang for my buck, or something else? My group is going to start the Threefold Conspiracy adventure path, and I might be tempted to take a hack that came with it: All-Access Enchantment, which uses a spell slot to lower the DC, and if you fail the check on it, you can use Resolve to silence one countermeasure on it. Choices, choices...

Axol |

If you're shooting I'd go with Empower Weapon to boost you big hits. It works well with a blast or explode weapon to get the bonus to hit (blast only) and damage (both) against multiple targets.
I was actually thinking about that; I was hoping to perhaps get the Double Tap feat at 5th level or so. There's some pros and cons to each: Double Tap only uses ammunition, but it can't affect blast or boast weapons. I unfortunately can't use both, since Double Tap won't work with move actions that boost weapons. Still, if I do trade out Empower for Double Tap, that would leave me with another feat to choose, right?

Garretmander |

Xenocrat wrote:If you're shooting I'd go with Empower Weapon to boost you big hits. It works well with a blast or explode weapon to get the bonus to hit (blast only) and damage (both) against multiple targets.I was actually thinking about that; I was hoping to perhaps get the Double Tap feat at 5th level or so. There's some pros and cons to each: Double Tap only uses ammunition, but it can't affect blast or boast weapons. I unfortunately can't use both, since Double Tap won't work with move actions that boost weapons. Still, if I do trade out Empower for Double Tap, that would leave me with another feat to choose, right?
Sadly a shoot technomancer really wants longarm proficiency and versatile specialization. You're way better off grabbing those than double tap to try and make small arms work.

Axol |

Axol wrote:Sadly a shoot technomancer really wants longarm proficiency and versatile specialization. You're way better off grabbing those than double tap to try and make small arms work.Xenocrat wrote:If you're shooting I'd go with Empower Weapon to boost you big hits. It works well with a blast or explode weapon to get the bonus to hit (blast only) and damage (both) against multiple targets.I was actually thinking about that; I was hoping to perhaps get the Double Tap feat at 5th level or so. There's some pros and cons to each: Double Tap only uses ammunition, but it can't affect blast or boast weapons. I unfortunately can't use both, since Double Tap won't work with move actions that boost weapons. Still, if I do trade out Empower for Double Tap, that would leave me with another feat to choose, right?
Yeah, I could see why that would be. A lot of good abilities are kinda locked behind feats. I'll try that out and see where that takes me; thanks!