Favorite Multi-class Combo?


General Discussion


Welp, seems to be that Starfinder has revitalized Multi-classing. There are lots of cross-class synergies, and losing most capstones doesn't seem like it's going to hurt as much as in PF. I've got a dozen multi-class builds roiling through my head, and I can't even figure out where to start!

So what's yours? Either mechanically or narratively, what is your favorite multi-class combination in SF and why? Tell me about it! Feel free to share a list!


I am playing a lvl one technomancer. But i am thinking about taking two levels of Blitz Soldier. so i can get the improved initiative and plus 10 to movement and the bonus feat at 3rd (2nd lvl BS). Then going back to technomancer for the rest.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I'm interested to see what people have to say in this thread - I haven't really seen a multiclass build that fills a unique niche or stands up to a relevant single-class build, but I certainly haven't explored every potentiality.


Niche: Paladin/Warpriest

Kasatha Blitz Soldier 1 / Healer Mystic
STR 16, DEX 14, WIS 12

I wanted a character tough enough to thrive in melee, able to fully use all 4 arms, and (last but not least) useful out of combat. Also, I don't want to wait until level 7 to take a feat that isn't weapon/armor proficiency/spec.


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Pathfinder Starfinder Society Roleplaying Guild Subscriber

My impression has been almost the opposite, that multiclassing is basically as bad here as it is in Pathfinder. While most classes don't have relevant capstones, there are plenty of other abilities that you don't want to delay a level or two (or more).

- Solarion and Soldier want to hit 11th ASAP to get their extra attacks on a full attack.
- Mystic and Technomancer want to hit new spell levels at 4th, 7th etc ASAP to maximize DCs and to not miss damage sweet-spots (since spells don't scale their damage with level anymore, most damaging spells have a small level range where they're great, followed by some levels where they're mediocre).
- Operative wants to keep up on Trick Attack progression, as their attack routine has no other way to make up the missing damage from operative weapons and small arms.

The only good dip in my mind is Envoy, as they cap out at 6th if they're not interested in going down the 'hurry'/'improved hurry' line.


I have to agree with Cellion if you are focused on staying at the top of the damage curve.

On the other hand, there is something to be had with Solarian/soldier and exocortex mechanic/soldier blends.

Technomancer seems like a nice addition to any PC who wants to focus on ranged combat, especially mechanics and operatives, since you likely have the Int already.


Soldier/envoy in various level mixtures seems to be good. Get em and clever feint being the best improvisations for that kind of build.

A level dip in soldier send viable for melee solarian, and to a lesser extent, human melee mechanic.

Technomantic Dabbler and connection Inkling can provide what you need, if you want a single level dip in a spell casting class, without delaying any class abilities.

I can see a dip in soldier for a gun focused technomancer, but I'd rather have the spells and class abilities personally. But heavy armor, longarms, and sniper weapons might be worth it, depending on build.

Other than these... I don't see much point. You lose too much, delay core class abilities for too little gain.


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It is a lot less incentivized than in Pathfinder.

Although I did plot out an envoy mechanic. Not sure how good it is but it seemed fun.

Soldier dips are too mainstream for me. :p


Multiclassing is suboptimal over the long term.

Exo Mechanic/Soldier seems viable given how you aren't giving up much to-hit to splatter some abilities.

10 Envoy +10 anything else could work since you can get most of the great Envoy stuff by level 10. Still not optimal.


I've thinking about making a Soldier 1/Envoy X to pair an unwieldy heavy weapon with move action Improvisations - that way I can still buff/help people, but also get the most boom for my standard action. I've played pure support characters in the past and found them a little dull in the long run. Unfortunately there really aren't that many weapon options to choose from, and I have some concerns about the accuracy of the attack rolls. Hm...


At mid levels with plasma heavy weapons, you won't miss the hex grid intersection (AC5).


nicholas storm wrote:
At mid levels with plasma heavy weapons, you won't miss the hex grid intersection (AC5).

That... That is a very good point, I'd completely missed the blast option! Thanks! :D


Can't say I've got much experience, but Operative (Hacker) & Technomancer seems like they would be a good multi-class.


You can always just pick up the feats for extra weapons you might want. True it is Weapon Proficiency and Versatile specialization. But you need to pick up the Specialization anyways, even with the 1 lvl dip.

Kudaku wrote:
I've thinking about making a Soldier 1/Envoy X to pair an unwieldy heavy weapon with move action Improvisations - that way I can still buff/help people, but also get the most boom for my standard action. I've played pure support characters in the past and found them a little dull in the long run. Unfortunately there really aren't that many weapon options to choose from, and I have some concerns about the accuracy of the attack rolls. Hm...


Okay multi-classing sucks if your going all the way to level 20. But if your never going to make it to level 10, then would you still go straight mainstream class or would you multi-class then? Would it be incentive then to multi-class?


EC Gamer Guy wrote:
You can always just pick up the feats for extra weapons you might want. True it is Weapon Proficiency and Versatile specialization. But you need to pick up the Specialization anyways, even with the 1 lvl dip.

True, but for this particular character concept I'd need to get Longarm Proficiency --> Heavy Weapons Proficiency --> Versatile Specialization as well as Heavy Armor Proficiency. I'd really like to have Powered Armor proficiency as well. Since Envoys get 0 bonus feats, that means I can get my first "open" feat slot around level 9. Delaying all my primary class features as well as Weapon Specialization hurts, but the soldier dip means the character concept (NCO ex-military) hits the ground running at level 1 rather than when he's about halfway through his life span.

I'm torn between grizzled Veskarium Space Marine Corps veteran and washout Skittermander (Vesk-trained) spec ops candidate. The Vesk I feel confident I can roleplay, the skittermander is more High-Risk High-Reward. ;)

Liberty's Edge

If aiming for Heavy Weapons, a level of Soldier is indeed a perfectly reasonable Envoy dip. Drops your needed Feats from 3 (5 with Power Armor) to 1 (2 with Power Armor).

Dipping on spellcasters remains a bad idea, as is more than a two level dip or so for almost any Class, but one level dips are pretty valid for non spellcasters.


ghostunderasheet wrote:

Okay multi-classing sucks if your going all the way to level 20. But if your never going to make it to level 10, then would you still go straight mainstream class or would you multi-class then? Would it be incentive then to multi-class?

If you never expect to get past level 10 it seems like it would even more heavily encourage focusing on one class so you can get the best abilities you are able to get. For most classes what they get at 10th probably outweighs what is gained by a level or two dip in something else

Some solarians I can see dipping blitz solider but overall I think most would do better just focusing on their main class.


Since envoys really benefit from having a high initiative, heavy armor, and longarms, a dip into blitz soldier is great for them.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

We had and idea for an operative dipping 1 level in to soldier. Going blitz and getting high movement speed. For a thief concept. Get in an have speed to get out and have some nice cloaking device an so on. Again it was more fun Concept then Power.


Something tells me Blitz soldier could use a dink given how prevalent the idea to take one level of it is.


Blitz soldier is definitely one of the most front loaded soldier fighting styles which is whey it shows up so much as a dip, but there are others that could be good choices too if the blitz was nerfed. There are still a lot of reason to dip solder even if you can't do blitz for some reason. Sharpshooter's bonus against cover is awesome, so it getting a bonus to AC from guard. It's just that the blitz is amazing, so it out shined.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

After monkeying around with it a bit, it looks like Envoy and Mechanic (Drone; hover or stealth) are the "flattest" classes (gaining more utility abilities instead of improving existing abilities), and are the best options for more-than-dips multiclassing. Personally, I've been toying with Mechanic (hover drone) 1 / Envoy 6 / Mechanic 6.

Liberty's Edge

Lately I've been theorycrafting Cha/Int-dumped Envoys, Mechanics, and even Technomancers in combination with a single level of a class that has Dex or Str as its key ability score. The idea is to get all one's resolve points from Dex or Str. Envoys are ostensibly the most promising for this, since one can generally concentrate on buffs and never need to worry about save DCs.


Star Dragon Caith wrote:
Welp, seems to be that Starfinder has revitalized Multi-classing. ...

My wife is wanting to play a skittermander exo-cortex mechanic (leaning toward piloting) who thinks they are a mystic, and possibly picking up a level in mystic here or there.... any ideas on how this might play out? Good combos to prepare for? etc?


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
BearDrummer wrote:
Star Dragon Caith wrote:
Welp, seems to be that Starfinder has revitalized Multi-classing. ...
My wife is wanting to play a skittermander exo-cortex mechanic (leaning toward piloting) who thinks they are a mystic, and possibly picking up a level in mystic here or there.... any ideas on how this might play out? Good combos to prepare for? etc?

She could go with pure mechanic but take the divine champion archetype, connection inkling and divine favor feat for a rather mystical engineer.


level 1 blitz soldier
level 2 operative

level 2 character

20 dex, +1 operatives edge, and improved initiative feat

total of: +14 initiative

go first more often than not


Cellion wrote:

My impression has been almost the opposite, that multiclassing is basically as bad here as it is in Pathfinder. While most classes don't have relevant capstones, there are plenty of other abilities that you don't want to delay a level or two (or more).

- Solarion and Soldier want to hit 11th ASAP to get their extra attacks on a full attack.
- Mystic and Technomancer want to hit new spell levels at 4th, 7th etc ASAP to maximize DCs and to not miss damage sweet-spots (since spells don't scale their damage with level anymore, most damaging spells have a small level range where they're great, followed by some levels where they're mediocre).
- Operative wants to keep up on Trick Attack progression, as their attack routine has no other way to make up the missing damage from operative weapons and small arms.

The only good dip in my mind is Envoy, as they cap out at 6th if they're not interested in going down the 'hurry'/'improved hurry' line.

I'm with Cellion on multi-classing; the best class interactions occur by continuing a single class. The only exceptions I have found are:

Envoy at 6, 8, and 12 where your bonus to attack with get em makes up for your lower base attack (and weapon focus giving an additional +1 at level 9).
Technomancer/Mystic multi-classing each other (optimally at 16) to get the ability to use spell gems to for the entire spell list of the other class and not reduce caster level.
Mechanic multi-classing (probably grabbing those envoy levels) after they give their combat drone the ability to utilize heavy weapons and reliably target AC15.
MAYBE Operative at level 14 (or 15) after getting Multiattack Mastery to grab the soldier gear boost for +1 to attack with laser weapons or +.5 STR to melee weapons and a soldier fighting style to go with it; keeping Quad attack relevant.


I have been really liking the Sharpshooter Soldier 3/Exo-Cortex Mechanic X with the Diaspora Sniper Rifle. With Combat Tracking, Weapon Focus (Sniper), and the Laser Accuracy gear boost, you are basically still ahead of the game in terms of hit ability. Losing Soldier's Onslaught or the Sharphooter multi-attack bonus are not issues if you're using an unwieldy weapon. And the bonus vs. cover and sniper weapon specialization are both loaded by Sharpshooter Soldier level 3.

The Mechanic levels add Miracle Worker and the Overcharge line of mechanic's tricks add a considerable set of bonuses to your shot... +6d6+2 by level 20. You also get a huge range of other fun stuff like Overclocking, Flight Mod, Speed Mod, and maybe even an energy shield.

I also stack in Technomantic Dabbler feat at 5th level for the Supercharge Weapon spell and Transfer Charge (since you'll be dealing with a lot of 1 or 2-charge batteries from using all those Overcharge attacks).

Actually Exo-Mechanic/Soldier is my favorite multiclass. You get a very well-rounded character with a lot of bonuses, and their saves are pretty good to boot. Dipping 3-5 levels of Soldier gets all the weapon specialization and one or two fighting style buffs; dipping 2-7 levels of Mechanic gets a range of bonuses and some cool tricks. A Overclocked Blitz Soldier gets +6 Initiative!

I have also been tinkering around with build that starts with 3 levels of Solarian and then alternates with Envoy until you get a Solarian 9/Envoy 7 who actually gets useful stuff from Charisma. Of course you'd go with Solar Armor instead of Weapon, and you'd want to focus on buffs and skill-based Improvisations/Revelations because your DCs aren't going to be great, but I love the nice range of skills you can get Expertise and Siderial Influence in.


Starfinder Superscriber

I think a 3 level starting dip in Soldier (for bonus feats, heavy armor prof, and full weapon specialization) and Operative (for skill focuses, bonus feat, evasion, and +2 to all skills) are both worth considering, especially if you're starting later or don't mind switching up your play style mid-campaign.


Pathfinder Starfinder Roleplaying Game Subscriber

I also find Multiclassing in Starfinder doesn’t generally work as well as Pathfinder.

There are two big factors that make it so: insight bonus and improved full attacks. The insight bonus that most classes give build slowly, so if you multiclass your skills will be behind those who didn’t. On the classes that get reduced penalties or increased number of attacks on a full attack, those are based strictly on the class you are taking. It hits hardest at level 3, when classes are getting their weapon specialization. Delaying that can be a big deal.

I do have one multiclass character that looks like it will work out alright. It is a Dex based solar armor Solarian / Operative (Dare Devil). The Solarian doesn’t get much in the way of insight bonuses to skills, so the Operative makes up for that. The Operative also helps with the damage on small arms and Operative weapons. The Solarian allows slightly higher AC and has The Gravity Boost talent that boosts Athletics.

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