Jack of all trades
Thinking of running a game with this little dudebro. I like the idea of starting fights on my terms, so Sniper Rifles are very tempting. Some battlefield control would be nice as well, but I'm a little too lazy to set up a million traps before every dicey encounter, only to recover half of them in preparation the next fight. Magic is nice too: everyone likes wizards, and mana is a renewable resource.
This build tries to incorporate all those thoughts into something halfway coherent, though I'm not sure whether it's really viable in the long run. Damage resistant enemies and ambushes worry me.
Level: 25
BASE ABILITIES
___________________________
Strength: 7 (+2 by lvl 24)
Dexterity: 7
Agility: 7
Constitution: 3
Perception: 13 (+4 by lvl 16)
Will: 3
Intelligence: 6
SKILLS
___________________________
OFFENSIVE
Guns: 135(238)
Throwing: 0
Crossbows: 0
Melee: 0
DEFENSIVE
Dodge: 0 (13)
Evasion: 135(169)
SUBTERFUGE
Stealth: 135(169)
Hacking: 115(135)
Lockpicking: 87(120)
Pickpocketing: 0
Traps: 0 (19)
TECHNOLOGY
Mechanics: 113(132)
Electronics: 113(132)
Chemistry: 0
Biology: 0
Tailoring: 112(131)
PSI
Thought Control: 0 (13)
Metathermics: 0 (13)
Psychokinesis: 135(121)
SOCIAL
Persuasion: 0
Intimidation: 0
Mercantile: 0
FEATS
___________________________
1 Sprint
1 Aimed Shot
2 Interloper
4 Tranquility
6 Snipe
8 Spec Ops
10 Premeditation
12 Psychostatic Electricity
14 Commando
16 Expertise
18 Nimble
20 Critical Power
22 Recklessness (Ambush? Sharpshooter? Opportunist?)
24 Full-Auto
Psychokinesis is there for crowd control and buffing, both via the two Electrokinetic abilities. If I have distance on the enemy, I drop an Electrokinetic Imprint, back up a little and open up with a Snipe. If there's somewhere for me to duck behind, or if a nice bottleneck has formed due to the Imprint, then on turn 2 I take an Aimed Shot with the Sniper Rifle and get behind cover. On turn 3, I do a premeditated Electrokinesis on whoever's following me. If there are more than one, I follow up with two more Electrokineses. That gives me anywhere from 1 to 4 guys stunned on this round. They've also taken a little bit of damage, and they're up to 25% more likely to be critically hit, thanks to Psychostatic Electricity. On turn 4, I switch to an SMG, do two bursts, and probably trigger Commando for a free third burst. Hopefully that solves most of my problems, and the following turns are just cleanup.
If I don't have the drop on the enemy, or if someone's super close to me, then I could just start straight with the turn 3 Electrofest and see where that gets me.
7 Str for Full-Auto.
7 Dex strictly for the SMG portion of the fight. With Spec Ops, I can get two 7-round bursts out of a 7.62mm Smart Steel Cat XM before relying on Commando or consumables.
3 Wis because damage alone isn't my goal with Psychokinesis, and the Electro stuns seem pretty reliable even with the handicap.
6 Int for Premeditation and skills.
Speaking of, I'm a little unclear on how to distribute those. Hacking could probably be a little lower, since I could rely on the huxkey for the really tough prompts (they cap out at 135, yeah?). Likewise, I'm unsure on how to best distribute the crafting skill points. Should tailoring be a little lower if I'm just doing the rathound stuff and some nice spring boots? If so, I might dump the surplus into Chemistry so that I can pad out my fancy bullet stock. Or maybe throwing so that I can lob some grenades or flashbangs if things get hairy. Is it worthwhile to splash into that skill? Also, is Electrokinetic Imprint hidden like bear traps, or visible like caltrops? If it's hidden, does the camo value depend on Psychokinesis?
I'll probably round this off by wearing Infused Rathound Leather Armor. Unsure about goggles. Does Burst count as a special move for the purposes of the Smart enhancements? If so, then Smart is a steady damage increase, but Seeker might be nice for the spikes.
Any thoughts on all of this?