![]() ![]() You don't need that much mercantile, even on DOMINATING, and you can go without traps and even pickpocketing if you aren't using oddity XP. As such, I would take the stat points from dex to agility, swap out Trigger happy for Sprint, and Paranoia for nimble for movement or pack rathound for convenience. ![]() You have several feats that increase initiative, but it's unnecessary since you can always get the first turn if attacking from stealth, except against stealthier stuff like crawlers. Conversely, mental subversion is pretty weak. If you're going full psychokinesis, you need Force User. You always want TK Punch, TK proxy, Force field, Electrokinesis, Neural Overload and at least one some Crowd Control spell innervated, which will max out your slots. Take 1 Con and one of the level ups to increase Int to 10. I tried to plan my skills so that I should get most of my highest skill checks done with Under Pie + Hypercerebrix + equipment is that a good idea? I could also lower some stats like Throwing, Stealth, Pickpocketing and a bit of mercantile to get Temporal Manipulation to 70 if it's useful. Even though I have somewhat high throwing It's only there for support I don't plan on relying on grenades or traps, but I want them to work if needed. Also Psychokinesis is there for when TC doesn't work. I went with Thought Control over Metathermics, because it's conceptually more appealing, but I'm worried that it might be a more monotonous way to play. Would be much appreciated if some more experienced players could take a look and see if there's any glaring issues, like bad feat selections or just ineffective aspects to the build. So after agonizing for couple days over what I would want to play and looking into the game mechanics from various sources and boards I've come up with some kind of idea of what I want:
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