High Tech Medic needs Int to Medicine


Mechanic Class Discussion


This is an interesting feat with some situational utility, but I feel like it is missing the key problem with mechanic medics: when you're investing heavily into Int and Dex to make your main abilities and combat work, you probably don't have a lot of room left over to invest in Wisdom.

This is a problem because 1e Starfinder had Medicine as an Int ability, but the Pathfinder 2 paradigm of wanting Clerics to be good nonmagical healers as well now infests SF2.

I think this would be easily fixed by giving the level 1 feat High Tech Medic the ability to use Intelligence for Medicine. This would let mechanics (especially multidisciplinary biotech mechanics) actually be good doctors while keeping Medicine as a Wisdom skill for Mystics.

It also gives a sort of Biohacker feel as Biohackers could basically choose if their main ability score for any science-based check was Int or Wis.

Anyway, that's my two cents after making my first Mechanic using the playtest rules.


Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Society Subscriber

The Pathfinder 2e chirurgeon alchemist takes this even further: it straight-up substitutes Crafting for Medicine completely, meaning it can forego both WIS investment and skill training.

It's been a while since I looked at the playtest, but I believe the mechanic got some extra skill boosts, so maybe they don't need it, but still I think SF2 could use another healer besides mystics and certain envoys.

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