stasis_sword: It's my first time playing Arcanum and I'm trying to plan out my character. The two aspects I'm most interested in exploring are dialog options and tech. I'm not sure if I want a social character that has a way with explosives, a Moriarty like scientist with robots and tesla coils, or a charismatic mecha knight. To clarify I'm interested in using tech, I don't necessarily feel the need to make it myself. Any build suggestions or ideas would be appreciated.
To use tech effectively, you have to have a decent technological aptitude (TA). That means spending skill points on tech skills (Repair, Firearms, Pick Locks and Disarm Traps), on tech skill trees, and/or by being a Dwarf. It also means forsaking magic, both learning it and using it once your TA is sufficiently high.
You can learn and use purchased and found schematics without spending skill points, though you'll have to find or buy the necessary components. You'll probably also have to invest in tech manuals: heavy, expensive books which boost your skill in a tech college while in your possession.
stasis_sword: 1). I know you need 20 charisma and master persuade to have all dialog/social possibilities. Is there a middle ground number that gives most of the dialog options?
1) Yes and no. Intelligence is another important factor in unlocking dialogue options; and different encounters require different minimum combinations of Charisma, Persuasion and Intelligence to get the best possible result. Fortunately, there are potions of Intelligence you can buy and drink to give you a (one real-time minute) boost of smarts as needed.
However, many (though not all) dialogue options and their related quests can be unlocked with no more than two ranks of Persuasion (which generally requires at least 9 Charisma) and anywhere from 8-11 points in Intelligence.
stasis_sword: 2). Intelligence is just to unlock technology tiers right? So if the items I want only require level 5 in a discipline I could stop at Int 15 right?
2) I partly answered this above. Here's a fun trick: quaff a potion of IN (which will give you a +10 boost for one full minute, up to your PC's maximum [usually 20]). Buy skill points in whatever tech colleges you'd like. When the potion wears off, the extra ranks in those colleges will appear to vanish, only to reappear the next time you drink a potion — or if you decide to naturally raise your IN by investing skill points after the fact.
You can use a similar trick to cut down on the number of tech manuals you need to buy: their effectiveness is multiplied by your intelligence at the time of use (or at time of purchase, if you're using the unpatched version... which in all honestly, you shouldn't be. Patch the game ASAP with the Unofficial Arcanum Patch, before even starting).
For the record, IN is also required for the Heal and Gambling skills, and an IN of 20 adds +10 to your chance of success at anything, from lock picking to sword swinging.
stasis_sword: 3). How much throw skill do you need to throw explosives effectively? I'm sure more is better but if you had high tech, high dexterity could you get by with expert throw? apprentice?
3) Two ranks of Throwing are generally enough, although three is better. One huge advantage of grenades such as Molotov cocktails is that your party is immune to friendly fire, so you can throw from melee distance if necessary. Apprenticeship adds speed to your throws, and expertise/mastery affects your range and range penalties. Apprenticeship/expertise/mastery are separate from ranks: they add value to a skill, but don't by themselves affect the base chance of success.
stasis_sword: 4). Can I count on companions/stores/theft to give me any of the items above and save points/limit tech disciplines?
4) Four companions will eventually learn up to level 4 of two different tech skill trees. For example, Magnus knows Smithy and Mechanical, while Jayna Stiles studies Herbology and Therapeutics. Only you can learn level 5 or above.
Higher-level tech items can often be found, if you know where to look. Almost always in limited quantities; sometimes there's only one. There are wikis and cheat sites out there, if you're looking for a particular item. Or you could always ask here.
stasis_sword: 5). Does any of the tech melee gear look interesting (in game)? Or does it just look like normal equipment?
5) YMMV. I think the mechanical arachnids look really cool. But armors and weapons are by and large limited to the already existing game sprites.
stasis_sword: 6). If you made a mad scientist what would be the most fun loadout for him/her?
6) I don't understand the question. If you mean backgrounds, Escaped Lunatic is a fun one. There's also one that's actually called Mad Doctor. Beyond that, where you spend your skill points is your call; you can even save them up. However, a minimum of two ranks of an attack skill early on (Throwing would count; just equip a boomerang) is a very very good idea.