We are starting a new game in about 3 weeks. I have the character concept and the majority of its mechanics done, I am looking for ways to make it better mechanically. NOTE: This is going to be an exceptionally long campaign (multiple months) so I have a lot of room to grow.
Concept: Droid creator / leader of droids. Our campaign has a player made droid society whose leader (an organic who made them all) is dying. He created me to "replace" him when he dies. In order to give me a broad experience of the galaxy he has sent me on a "pilgrimage"
Mechanics: I am going to be first and foremost a crafter (yay special modifications) and by default ships mechanic. I am thinking of starting off in Droid Tech (for crafting droids obviously). I would like to start with a 4 in intelligence and a decent presence (for leading).
Skill wise (starting): 2 in mechanics and computers, 1 in leadership, others are incidental...I get ranks in most of the class skills as a droid anyways.
That being the basics of my character... I am pretty set for non combat situations IMO, but I have no idea what I will do in combat. I considered going Melee relying on crafted gear and cybernetics to be good there...but ranged has a lot more options. I could maybe branch out into a "leadership" class, but I think they are kind of weak
Also of note...all the other players are playing force users and will likely be very strong in structured time. To compensate I am considering going into cyber tech for its pseudo "Enhance force power" ability "Improved Overcharge."
For structured time, should I go into maybe Modder and pick up gunnery, keeping in line with my mechanical aptitude? Should I just bite the bullet on xp and just go ranged light/heavy? Should I find something good to use leadership on in structured time and be a support character? I appreciate any thoughts or suggestions on this.