Mechanic and Technomancer Overlap

Build

Howdy, y'all. I've been playing a level 3 Ysoki drone mechanic in Against the Aeon Throne. We just began the second book and I had the opportunity to buy a mnemonic editor (that the GM has allowed to retrain all the way to level 1 instead of the past 2 levels).

I'm heavily considering buying that mnemonic editor so I can further differentiate myself from the technomancer in the party, the reason being that our skills overlap so much. In combat, everything feels OK, but we both agree that we have such similar, high bonuses in computers, engineering, and physical science that we are largely redundant to one another in too many situations outside of combat. Some overlap was expected, but it feels like the two of us are stepping on each other's toes all the time.

My plan is to move some of my points in Computers elsewhere, exchange my "Hack Directory" trick for something else, probably Overcharge, and exchange my Skill Synergy Feat (sleight of hand and life science) for longarm proficiency. He'll take point on computers checks, I'll take point on engineering, and we'll still be able to assist each other pretty reliably.

Is this a good plan? Does anyone have any insight into situations like this? Where should I move my computer points to? Thanks.

Posted Jun 18, 2019, 7:34 PM UTC

78
DarthLlama1547•

We had a bit of issue where skills overlapped in our Dead Suns campaign. Our Operative and Technomancer sometimes competed a bit over Computers and Engineering. Neither felt the need to retrain their skills though, since Technomancers had other abilities that the Operative didn't when it came to computers.

For other skills to consider if you change them around:

  • Piloting: Sometimes, ship combat goes well and you don't need repairs. Other times, it is so bad that you just need more people on the guns to end the fight. Piloting ranks will let you shoot like a full-BAB class.
  • Acrobatics: Whether it is navigating zero G or escaping grapples, it is a handy skill to have ranks in.
  • Social skills: Even if you aren't good, being able to assist or even having a skill that no one invested in is helpful. For example, Intimidate isn't popular with my group, so I'll have characters that have it just in case.

And you'll probably be wanting to take ranks in Culture later.

3
Wingblaze21•

I hear you. We have a technomancer, an operative, and an ecocortex mechanic - so yeah some overlap. As a general matter, it's great when players each have an area where they are strong and distinct in. Some overlap however is inevitable and even desirable.

One way to deal with it is to "stay in your lane". Sure the technomancer *can* engineer, but generally he leaves it to you, the mechanic.

Personally if I were GM I'd like you jigger/retrain some choices without forcing you to buy the thing, but that's me.

My point, if I have one, is to simply say that there are solutions besides moving points. Computers and Engineering are arguably core skills for the mechanic, and I'd be wary of moving points from them. (Moving operative tricks, that I'd do in a heartbeat. Hack directory is a terrible trick compared to overcharge and shield. Also, definitely longarms - very helpful.

3
coldermossOP•

Yeah, if I weren't wanting to change my trick and my feats, I'd just stick to altering my approach. Thanks for the advice!

2
Jcheung9941•

having two people good at a skill isn't a bad thing, makes it easier to assist each other. your plan seems pretty sound though.

trust me when i say an operative is way worse for stepping on toes...

1
coldermossOP•

having two people good at a skill isn't a bad thing, makes it easier to assist each other.

Yeah, that's true. I think my personal issue arose from the fact that I chose Computers as one of the character's main focuses. It feels bad whenever I don't get to show that off, and I'm sure the tech feels the same way when I do it.

trust me when i say an operative is way worse for stepping on toes...

That's what I hear. Luckily for us, ours mostly chose physical skills. Very good at backflips, rubbish on a keyboard.

2
Original_Dankster•

Probably need more information to make a good judgment.

  • Are you a drone mechanic or an exocortex mechanic? I assume drone mechanic since you don't have longarms... Am I correct?

  • What's the rest of the party's composition? Any skillsets lacking you could cover?

  • How combat focused is your character? Or is it more of a support oriented build?

For me, I would suggest that if your party doesn't have a mystic, that the technomancer go heavier on the "mancer" and lighter on the "techno" and leave the computers stuff to you.

Another option would be to invest in piloting. Having multiple good pilots is handy in starship combat.

Another good option for a combat build (if you are a Drone Mechanic) is in one of the sourcebooks (Pact Worlds I think? not sure...) where you take replacement levels in Skyfire Centurion Archetype. It synergizes well with your drone, which you can designate as a bonded companion.

Edit: here's a post on that very subject

1
coldermossOP•

Are you a drone mechanic or an exocortex mechanic? I assume drone mechanic since you don't have longarms... Am I correct?

I've been playing a level 3 Ysoki drone mechanic in Against the Aeon Throne.

What's the rest of the party's composition? Any skillsets lacking you could cover?

Not really, no. We have a 5-person party so we have plenty of coverage. The operative and my drone have a handle on stealthy things and piloting, I'm already investing in medicine, we've got all our knowledge skills covered by multiple sources between myself, the tech, and the witchwarper, and we have a solarion to do anything that needs muscle.

How combat focused is your character? Or is it more of a support oriented build?

It was more of a support and skill monkey type build with decent bonuses across a number of skills including piloting, but in play I've found that the tech more than adequately takes care of computers by himself. I don't think I can comfortably tell the tech to edge out of "my territory" any more than I already have because the issue isn't just computers, it's also engineering and physical science. Not to mention they're the ship's science officer and they have a naturally higher bonus in computers. To me, it just makes more sense to refocus my character rather than tell them to refocus theirs.

I hadn't given the archetypes much thought, though. I'll give that a look.

1
GSM_Heathen•

Ran into this playing a Homebrew. Our Operator was pretty much the best at every skill check. It really sucked the fun out of the game for me

1