7 Classes-We've seen some. What will they be like?


General Discussion


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Pathfinder Rulebook Subscriber

So courtesy of multiple sources (MMCJawa/ Knowdirection/DaleMcCoyJr /Athos710) we know Gencon revealed the 7 classes:

Soldier: Weapon specialist, future of the fighter
Operative: Uses subterfuge, sniper, skill monkey
Envoy: Utility, leader-esque
Mechanic: fixes stuff and has a compainion
Technomancer: Magic meets Tech
Mystic: Cosmic Channeler
Solarion: Balance of the universe, mystical melee?

Unless they change a lot of stuff around, chances are characters will still have the same ability scores (Str, Dex, Etc) and it makes me wonder-how will they work? Which will rely on which stats?

In terms of the three "caster" classes, I'm guessing the Solarion will have wisdom for it's primary stat, that Technomancer will be intelligence, and that Mystic will be either Wisdom or Charisma based. I would guess Charisma, but I can't help but think both the Envoy and the Operative will have class skills based on Charisma, as the stats would be needed to be inspirational and to pull off deception. Mechanic I would say would be Intelligence as well, for obvious reasons.

Soldier and Operative definitely have some sort of physical base.
Operative I can see having some sort of precision damage, though maybe not sneak attack per say.
Mechanics definitely seem more dex-ish, but not locked in.

I also think there will be either a new stat, or an altered/additional form of BAB if soldiers are good at both ranged AND close combat. Envoy would probably do well there too? Maybe? Only way I can understand this being the Han Solo/Leia class. Also expecting some form of inspire from them, though again, not a carbon copy of the bard's.

That's all I've been able to gleam from it, but thats only just looking at them a little. Any other ideas for them?


Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Depending on what the Envoy ends up being, I may retrofit it for use as Aristocrat class suitable for PCs in PF...


i personally would like the Operative to have an ability to trade off their iterative attacks for a higher BAB to make a sort of Vital Strike, combining all the damage from a bunch of attacks into one single attack.

Perhaps a later ability to get multiple rerolls to hit the mark on that single powerful attack. Extra accuracy and a butt load of damage when they hit, without sneak attack's silly requirements.


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The classes:

Fightman
Techman
Skillman
Spellman
Fightspellman
Techfightman
Fightskillman
Techskillman
Techspellman
Skillspellman


Umbral Reaver wrote:

The classes:

Fightman
Techman
Skillman
Spellman
Fightspellman
Techfightman
Fightskillman
Techskillman
Techspellman
Skillspellman

While cute, we know the 7 classes now, so these 1 don't quite work. Although likely some of them will.


Pathfinder Rulebook Subscriber

I think umbral meant generally.

All I know is I want to make a character based on Michael Weston'Weston's backstory from burn notice. I'm thinking Operative will be just the class


Will there be more classes in the final game, or are these 7 it? The reason I ask is that Pathfinder had 11, so this is 4 less than the original game.


Pathfinder Rulebook Subscriber

Pretty sure they said 7 to start, but there's gonna be a bunch of archetypes


2ndGenerationCleric wrote:
Pretty sure they said 7 to start, but there's gonna be a bunch of archetypes

Yeah, the core PF book didn't have archetypes, so that really does expand the 7 out some - especially when they said that Mystic could sit in for a head-explody psychic type. I expect some "Archeologist" level archetypes that really change how the class is used out of this.


It was a joke.


Umbral Reaver wrote:
It was a joke.

I know. I mean, where's my Techfightspellman?

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Tek Spellman is a great Starfinder character name BEE TEE DUBS.

Grand Lodge

Lord Mhoram wrote:
2ndGenerationCleric wrote:
Pretty sure they said 7 to start, but there's gonna be a bunch of archetypes
Yeah, the core PF book didn't have archetypes, so that really does expand the 7 out some - especially when they said that Mystic could sit in for a head-explody psychic type. I expect some "Archeologist" level archetypes that really change how the class is used out of this.

The Mystic could be psychic? Awesome!

...Now that I think about it, isn't D&D playtesting a psionic class called Mystic?


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Distant Scholar wrote:
Umbral Reaver wrote:
It was a joke.
I know. I mean, where's my Techfightspellman?

Gotta save some for the Starfinder APG.


Mangaholic13 wrote:
Lord Mhoram wrote:
2ndGenerationCleric wrote:
Pretty sure they said 7 to start, but there's gonna be a bunch of archetypes
Yeah, the core PF book didn't have archetypes, so that really does expand the 7 out some - especially when they said that Mystic could sit in for a head-explody psychic type. I expect some "Archeologist" level archetypes that really change how the class is used out of this.

The Mystic could be psychic? Awesome!

...Now that I think about it, isn't D&D playtesting a psionic class called Mystic?

I think so. I may be misremembering but that is what I recall.

Dark Archive

I dont know but ı will deffinetley play oparetive with a sniper and some bombs.Plus darkvision as a racial ability is now worthless right?Since nightvision should be a standard at those years.

Liberty's Edge

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Umbral Reaver wrote:

The classes:

Fightman
Techman
Skillman
Spellman
Fightspellman
Techfightman
Fightskillman
Techskillman
Techspellman
Skillspellman

Makes me think of Mass Effect.

Which I am totally for btw.


I'd expect some heavy consideration is going into MAD / SAD class design, and I would expect more tendency towards MAD classes. Dumping stats seems like an artifact of a clunky design in point-buy 3.5/PF, rather than an intended feature. It draws more attention on mechanics than play.

I also wonder if they'll find ways to use Talents / Archetypes to change primary stats, more so than in PF. With seven total classes, I think they're looking for customization of base chassis rather than bloating out the base classes. More of a D&D 5e model.


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Umbral Reaver is probably spot on. It makes sense in order to cover your tropes by setting up your mechanical basis, attach concepts to them and then eliminate redundancies and keep from spreading things thin. Certainly how I would do it.

In this case:

Fightman = Soldier
Techman = Mechanic
Skillman = Operative
Spellman = Mystic
Fightspellman Solarion
Techfightman = Cyborg (Divided and allocated to other classes)
Fightskillman = Becomes redundant with Operative since all classes will have some kind of fighting ability.
Techskillman = Too many redundancies with Technomancer and Mechanic so divided between the two.
Techspellman = Technomancer
Skillspellman = Envoy


Which one is most closely going to resemble a sniper form of Adam Jensen? That's the only one I care about for the time being.


lordofthemax wrote:
Will there be more classes in the final game, or are these 7 it? The reason I ask is that Pathfinder had 11, so this is 4 less than the original game.

Let's see. Successful game companies make money by releasing a steady stream of books that their customers want to buy. Books that give players new options generally sell well. Pathfinder is getting pretty mature and there's not as much room for strictly mechanical supplements. Starfinder is new and there's a lot of character types that won't be supported by the first book.

I can say that the only way there won't be more books expanding Starfinder is if people really hate it when it comes out. As in nobody buys it or the AP. The kind of hate that makes the fighting over 4e look civilized.


Captain Battletoad wrote:
Which one is most closely going to resemble a sniper form of Adam Jensen? That's the only one I care about for the time being.

More than likely a Soldier but I haven't really played the games so I could be wrong. I think Soldier, Operative and Mechanic will likely handle a lot of mundane character types.

One thing to keep in mind is that even with the Core Rulebook and the lack of archetypes there are a lot of variants based on micropackages within each class whether it's talents, bloodlines, schools and so on. And archetypes are such a huge hit that its entirely possible that class-based packages will be integrated into the each class as if they were archetype selections effectively making archetypes a part of the class by default. (Which is also smart because it leaves design space for further material.) So between seven classes that can lead to a lot of things to do.


Philo Pharynx wrote:
lordofthemax wrote:
Will there be more classes in the final game, or are these 7 it? The reason I ask is that Pathfinder had 11, so this is 4 less than the original game.

Let's see. Successful game companies make money by releasing a steady stream of books that their customers want to buy. Books that give players new options generally sell well. Pathfinder is getting pretty mature and there's not as much room for strictly mechanical supplements. Starfinder is new and there's a lot of character types that won't be supported by the first book.

I can say that the only way there won't be more books expanding Starfinder is if people really hate it when it comes out. As in nobody buys it or the AP. The kind of hate that makes the fighting over 4e look civilized.

Absolutely, but more books don't necessarily mean more classes. Lots of ways to expand character possibilities without adding new classes, depending on the way they design the original 7 classes.


What I'm curious about is what some of these classes will actually do, archetypes aside. Some are pretty easy to work out: soldier will fight with BFGs, operative will handle physical skills and contribute to combat, mechanic will solve tech challenges (though there may be more to them that's spell-like). I'm hoping even the soldier will be able to contribute more outside of combat than Pathfinder's fighter.

But right now, magic is a pretty big mystery. We don't know how spells work, what flavour they use, their maximum levels, or even if they'll be presented in the same way. Even so, I'll hazard a guess that the technomancer can handle damage and utility, a mystic can heal and provide buffs while still contributing to combat, and solarian will be our classic gish, perhaps with weaker spells that can do a bit of everything but with a focus on combat.

That leaves the envoy, who I see as the greatest enigma. Certainly they will make the best diplomancers, but what will that mean in Starfinder? They seem to resemble a bard, but will they have spells or are they mundane? I'm quite interested to see how Paizo rounds out their class features.
As for setting, what does it mean to be an envoy? The name seems to imply that you need to be tied to an organization of some kind, so I wonder if we'll see rules for that, or perhaps you can merely be the envoy for your party.

What do you guys think we can expect from the default version of these classes?


Envoy = captain Kirk?

Dark Archive

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Here are my hopes/interpretations.

Soldiers are going to be based off of 40k Space Marines, with jacked-up physical abilities, absurd weaponry, and a lot of general utility skills that help them survive and assist in varying scenarios (for example, gear or exploration training)

Mystics will be wisdom-based psychic spellcasters, analogous to the psychic warrior but being flavored much more like a jedi. They will be a gish class similar to the magus or warpriest. This description could also apply to Solarions.

Technomancers will also be a 6-level casting class (arcane rather than psychic), with their abilities and spell list focusing more on utility and machinery (sort of like an alchemist). Some class abilities may be amped-up versions of the technomancer prestige class.

Mechanic will build upon what made the alchemist and 3.5 artificer great: lots of tools and some unique gimmicks that enable them to do things in a way that no other class can. No spells, but I wouldn't be surprised if an extract or infusion equivalent exists.

The Exchange

Envoy: Diplomat or Space Rogue?

Silver Crusade

I would imagine the Envoy would be something in the realm of characters like C-3PO and Uhura. Someone who can facilitate communications between your group and a different group that you may encounter and work as an intermediary, especially if there is a language barrier. Obviously, there would be a lot more than that in the class, but that's the sort of roll I imagine them filling

The Exchange

Phylotus wrote:
I would imagine the Envoy would be something in the realm of characters like C-3PO and Uhura. Someone who can facilitate communications between your group and a different group that you may encounter and work as an intermediary, especially if there is a language barrier. Obviously, there would be a lot more than that in the class, but that's the sort of roll I imagine them filling

I hope that languages are taken a lot more seriously in Starfinder.


Pathfinder Rulebook Subscriber

I'm hoping for inspiration kind of like a bard, but at maybe a slightly slower progression, but he's capable of doing a focused inspire for moments of greatness. Kinda like a mix of pathfinder bard and 5e bard.

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