| MishyMish |
So, I've had the idea to make a kitsune mechanic, cuz I thought it would be a fun idea. But I also thought, given how magically themed the race is, that a mechanic focused on/specialized in magitech would be very fitting and kinda fun. However, aside from just flavor text-ing his machinery as such, I'm not sure what I could do mechanically to emphasize this. And with both Tech Revolution and Galactic Magic, I figured there might be some good material out there for such an idea. So, I ask: Anyone know what I might do to accomplish this? Is there any actual mechanical things I could do to emphasize this character idea? Preferably I'd want to be a base mechanic in terms of using a drone over exocortex or the alternate options, but I'm open to hear other ideas if nothing else!
Kishmo
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I know you said you preferred to be a Mechanic, but just to make sure you're aware of all options - as of Tech Rev, you can be a Technomancer that swaps out spell cache, spell capacitor, and some spell slots in order to have your own drone, using your technomancer level in place of your mechanic level! Definitely lets you play around with 'magic drone' options.
(For maximum weirdness, at higher levels, you can take the early stage adaptation graft, and the bud drone feat, to literally have your kitsune magic-user extrude out their own drone! Granted the flavouring here is more bio-mechanical, but if you're a magical space-fox, it wouldn't be hard to lean more into the magical side and flavour it more like bringing forth a conjured physical manifestation of your own innate magic!)
Mazaq
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Mazaq here is a mechanic with the Spell Chip Understanding mechanic trick from Galactic Magic. As soon as I saw that trick, I knew I wanted to build a character around it.
Using spell chips is the same as using spell gems, and all spells are considered to be on his class list, so he can pick any spell! Chips can be slotted into any computer, so he has a Tier 1 Computer with miniaturization attached to a Standard Datajack routed into his exocortex. He doesn't need to draw the chips as a spellcaster would a spell gem because they're already inserted into the computer that's connected to his brain.
Yes, they cost credits, and he's essentially a prepared caster rather than spontaneous since he's only got so many of each chip. He can't craft them himself, yet. But he can cherry pick from all the class lists, can cast as a standard action without having to manipulate anything, and is still a viable mechanic. He's been fun so far, and it's an unusual build that's neither over- nor under-powered.
| Zwordsman |
I was eyeballing that and the later thing for creating spell chips.
I'd rogiainlly read the level 8 trick as making free chips per day like the biohacker but realized that was incorrect.
I really should look up requirements for crafting spell gem/chips. Its such acool idea but might be pretty limited in lower income or distance from the normal world games.I wonder if spell ampules can be used to make spell chips or not.
its not pure mechanic. But a dip into biohacker 2. You can get the alt class feature that allows automatic biohack injections; and then you can get some spell ampules. ampule expertise gives you a few free per day. They are of limited selection and uses but its not bad means. Get a lot for a 2 dip.