New class speculation / wishlist


General Discussion


One thing that I'm hoping for is that Starfinder won't just feature re-skins of the PF classes. Given that backwards compatibility will be a thing, I'm hoping for some brand new classes with their own mechanics.

Classes that I'd like to see:

- A power armor class that focuses on using and modifying a suit of power armor and allows piloting of constructs, similar to the mechanics of the synthesist archetype for summoners.

- A scientist class that creates non-magical "magic effects" and has a lot of crafting options. Would like to see a scientific discipline choice between physics, chemistry and biology.

- An ace pilot class that functions like a mix between rogue and cavalier, instead of a mount you get a "vehicle companion" that functions as ether an air/space or ground vehicle.

Anyone have any other ideas for new classes they'd like to see in Starfinder?

Liberty's Edge

Pathfinder Starfinder Adventure Path Subscriber

A magic/technology hybrid mechanic or somenting like that.

Silver Crusade

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Technomage... any sufficiently advanced technology is indistinguishable from magic.


Michael Monn wrote:
A magic/technology hybrid mechanic or somenting like that.

It would be nice to see a full progression (IE. levels 1-20) version of the technomancer prestige class.

I've always loved the idea of a magic/technology hybrid ever since I played a technowizard in the old RIFTS rpg.


I'm hoping to keep a straight-up mage of some sort.

Unlikely, but fun:
Bio-hacker class of some sort. Maybe get some sort of alien animal companion and the ability to give it mutagen-like stuff, or use pheromones and brain mold spores in place of enchantments.

Robot pet class like Hunter or Summoner. Probably would get hacking/kludging abilities in place of casting.

A digital Bard, able to do things like becoming invisible to machines, manipulating information about themselves, and causing low-level interference in enemy weaponry.


The more I hear, the more I think that the developers are leaning towards a separation of technology and class features. Which I can understand and vastly prefer. I often have trouble with the idea that someone can make powered armor but has zero ability to make some for friends and teach them how to use them. Meanwhile class features that interact with technology in new ways, whether it's magical, psionic or whatever, pulls things together more and consolidates a few things.

That said, I really hope that at least three of the classes are mundane in the sense that they aren't super-powered or magical in some way.

For the sake of classes, consolidating information, and general opinions about how magic works, I sure hope magic works like some form of Words of Power. Mainly because breaking down magic in terms of effect production rather than individual spells saves a lot of room, offers natural expansion, and can be applied to effects produced by machines and magic without having to change anything but limiting the means of output based on the source.

If we didn't get some things confirmed I would have seriously hoped for classes to be handled like d20 modern classes. I'd hate for Owen to have to retread himself but sharing a pool of archetypes opens up a lot of doors to customization in a little amount of space. Even if they aren't pillaging d20 modern I do hope for shared archetype pools or at least some kind of common resource pool so that multiclassing doesn't hurt and some things can get consolidated.

Liberty's Edge

Pilot, mechanic, scout, things like that. Standard sci-fi material.


Malwing wrote:

The more I hear, the more I think that the developers are leaning towards a separation of technology and class features. Which I can understand and vastly prefer. I often have trouble with the idea that someone can make powered armor but has zero ability to make some for friends and teach them how to use them. Meanwhile class features that interact with technology in new ways, whether it's magical, psionic or whatever, pulls things together more and consolidates a few things.

That said, I really hope that at least three of the classes are mundane in the sense that they aren't super-powered or magical in some way.

For the sake of classes, consolidating information, and general opinions about how magic works, I sure hope magic works like some form of Words of Power. Mainly because breaking down magic in terms of effect production rather than individual spells saves a lot of room, offers natural expansion, and can be applied to effects produced by machines and magic without having to change anything but limiting the means of output based on the source.

If we didn't get some things confirmed I would have seriously hoped for classes to be handled like d20 modern classes. I'd hate for Owen to have to retread himself but sharing a pool of archetypes opens up a lot of doors to customization in a little amount of space. Even if they aren't pillaging d20 modern I do hope for shared archetype pools or at least some kind of common resource pool so that multiclassing doesn't hurt and some things can get consolidated.

I've been thinking a lot about technology and "mundanes" recently too. What i come up with is that there are maybe two roles for non magic users, a full BAB class with mundane skills and a big combat booster and a 3/4 BAB class with big skill boosters and a smaller combat booster. The exact specialty of their skills can be by picking a theme or archetype and saves five other class slots in the core book.

I know we need to know more but what i am guessing right now is every class sits somewhere on the Magic <---> Technology scale and i would only bet on two classes on the full technology side.


Qstor wrote:
Pilot, mechanic, scout, things like that. Standard sci-fi material.

I'd put all three of those as specialties or archetypes of the same 3/4 BAB class myself. So many tropes to explore and so few base classes...


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Kryssa Lightbinder wrote:
Technomage... any sufficiently advanced technology is indistinguishable from magic.

I think Shadow or Vorlon tech is a bit more advanced than where they want to go. :)


Torbyne wrote:
Qstor wrote:
Pilot, mechanic, scout, things like that. Standard sci-fi material.
I'd put all three of those as specialties or archetypes of the same 3/4 BAB class myself. So many tropes to explore and so few base classes...

This is one reason why my speculation in another thread places the 'pure mundane' classes at Soldier/Technician/Agent. I think those three consolidate concepts while still focusing roles. A Soldier would be Full BAB and interacts with weaponry and technological weapons and would be most closely related to a Fighter. A Technician would be a package based class choosing specialties and could encompass a mechanic, pilot, medic, chemist and so one. Basically a 3/4 BAB class that is the support/utility ability/skill monkey that would be most closely related to a Bard. Agent would be more of an aggressive problem solver/skill monkey with more of an emphasis on aggressive utility rather than support. Also at 3/4 BAB and most closely related to a Rogue. The last part can potentially be distributed among Soldier and Technician but I think that does fail to emphasize roles which I think is important.

Lately I've been running a space campaign in Pathfinder and one of the biggest contributers in terms of classes was Anachronistic Adventures. This is primarily because it allows mundane character tropes survive into a future setting and it works pretty well for it. I have two players playing with it, a Tough Inventor (square-jawed mechanic) and a Cogitator Device User (powered armor inventor).


Drahliana Moonrunner wrote:
Kryssa Lightbinder wrote:
Technomage... any sufficiently advanced technology is indistinguishable from magic.
I think Shadow or Vorlon tech is a bit more advanced than where they want to go. :)

Maybe too much for a starting PC but i would fully expect some plot devices on par with precursor species. Maybe one of the big questions is if the gods created the same/similar species on all these different worlds or if a progenitor race seeded them all. After all there are indications that humans developed on what, at least four separate planets now and under at least three different pantheons of gods.

Liberty's Edge

In the magical fantasy world of unicorns and cyberkitties where I get to design the Starfinder game, I’d be looking for the core classes to be chassis on which several archetypes can be stacked. Archetypes are extremely wordcount-friendly relative to full class write-ups, and putting the concept into the base rules makes future class expansions much easier to arrange.

For example, let’s say the soldier is, by default, based around innate combat augmentations, heavily modified genetics and seamless cybernetic enhancement. In addition to bonus combat feats in some quantity, the soldier can choose augmentation talents from a level-sorted menu to gain things like perceptual enhancements, innate stat bumps, natural armor, fast healing, superior tactical awareness, etc. These enhancements push the limits of what the humanoid body is capable of, requiring rigorous physical training, mental discipline, and so on.

That’s the base class, but then we can add in things like the holy warrior archetype, which gives up some of its augmentation talents for the sake of some divine spellcasting, perhaps a smite-like ability or a celestial companion; holy warriors cannot maintain the strict training regimen required for regular soldiers because of their holy vows and liturgical training, but the gods reward their piety with unique gifts. Another archetype might be the cyberpsycho, whose body and mind have a strong reaction to the augmentations, meaning that at certain times of stress the soldier enters a kind of frenzy, channeling strength even beyond what most soldiers can sustain, but at the cost of placing huge amounts of stress on their bodies and implants. Etc., etc., etc. One class skeleton can support several character types with much less pagecount than traditional class write-ups for each would require.


I think almost everyone wants archetypes to be a built in concept. I think it was one of the best things to happen to Pathfinder and would consolidate things like package options like bloodlines or orders.

I noticed that a lot of my suggestions speculations and so on use the word 'consolidate' or have some reference to preserving page count for content. I'm going to say that that sentiment is one of my major concerns and hopes. Streamlining things so that they take up less space leaves room for modularity so you can have diverse content and also leave room for the extra information you need like the technology, vehicle rules and setting information.

And its part of my speculation that this will occur in many of the aspects of Starfinder because its going to contain more than the core races, setting info, classes, technology, whatever passes for magic and general rules. I think on the crunch side Starfinder is looking ot be a much leaner system.


Pathfinder Rulebook Subscriber

I'm hoping for a class with a mechanical companion. Starts off as a small robot you've been tinkering with forever, and it is powered by your own life energy. It gets bigger/stronger as you level up and upgrade him.

This let's you have someone like R2D2 or BB8 but more combat functional, plus could be a scout

They're customizable, perhaps able to wield once kind of weapon. Cool archetypes could include staying with a large (but broken) robot, and one that you can wear, starting as, say, a gauntlet,which upgrades all the way to power armor. Dunno what you'd call the class though.


A class with a robot companion would be cool. This would be good option for a engineer class along with modern version of alchemist bombs.

I hope there will be at least one class that is focused on spell powers and supernatural abilities only like the kineticist. Maybe even a arcane or divine version but with different focus for example the divine version might focus on domain powers or channeling/lay on hands based abilities and the arcane one would focus on a single school of magic.

A class that focuses on cybernetics.

A class that focuses on bio tech, bio armor, and bio weapons.

A psychic warrior based class would be awesome. Maybe with psychic construct/energy weapons, kinetic punches, etc.

A telepath based class would be cool.

A class that combines magic and tech.

Silver Crusade

Other than what you listed:

A space scoundrel class with a healthy mix of barbarian and rogue mechanics.

A space marine class focused on powerful combat with modern (ie ranged) weapons.

A techie class, perhaps with a computer serving as their spellbook.

A lightly psionic class of melee users with some monkishness thrown in.

A diplomatic class fit for negotiations and intrigue, and with some buff mechanics.

A class based around becoming more and more of a cyborg as they level up. (This might be a pristige class.)

I think piloting should be rolled into something else. It is as TheSpoonyOne once said. Never be the guy who drives, because if you are, you'll never do anything but drive. Driving should be a skill which anyone of any class is liable to put ranks into.


My big hope is at least one class that can mix it up in melee well. I'd like one with a focus on tech and one more magic, but that's second to just having one good melee class. I know ranged combat is big in sci-fantasy, but I just love in your face melee. Plus I tend to really enjoy the bring a sword to a gunfight type characters in these types of stories.


jedi8187 wrote:
My big hope is at least one class that can mix it up in melee well. I'd like one with a focus on tech and one more magic, but that's second to just having one good melee class. I know ranged combat is big in sci-fantasy, but I just love in your face melee. Plus I tend to really enjoy the bring a sword to a gunfight type characters in these types of stories.

I like that, i picture something like an Elocator mixed with Slayer. lots of maneuverability with possible short dimensional hops and melee skills, makes for an excellent opposed boarding character. Give them a religious bent and maybe they hop through hyperspace in short jumps to close to melee.

Scarab Sages

I'd love to see a Gunslinger/Monk type.


Kineticist/Monk type would be cool.


IonutRO wrote:
Kineticist/Monk type would be cool.

Just so long as it isnt the Monkish archetype already in print.


Not only a robot companion but a class with a alien creature companion would be interesting.

Liberty's Edge

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I'm gonna type this up, and I'm gonna do something I never do: I'm gonna favorite my own post so I can come back to it after Starfinder comes out and see where I went right/wrong.

Anyway. Snorb's completely baseless class speculation/wishlist is go~!!

Soldier: Even in the far future, war is won and lost by boots on the ground. Soldiers have one job on a team of adventurers, and that is to be the best at killing new lifeforms and civilizations. I'm guessing that they'll have some kind of weapon training like the fighter, possibly some kind of favored enemy like the ranger. Possible options here include shock troops (lightly-armored glass cannon soldiers), ship gunner (good at ground combat, better at space combat!) and genetically-engineered freaks of nature designed for combat (think like the Terrines from Buck Rogers XXVc: barbarians and/or the Helix Warrior from d20 Future.)

Pilot: When you wanna go where you wanna go. Pilots are great at flying anything, from the Tarrasque-class heavy carrier to that pathetic little airspeeder you got second-hand from your uncle in a game of seven card Napoleon[1]. My speculation here is that pilots would be able to grant bonuses to the ships/wrecks they fly, whether in speed, accuracy, or firepower. Guesses as to class options/archetypes include ace fighter pilots (better at flying fighter craft, like the A-Wing), or battleship line crew (better with larger ships, like the Odyssey class starship. If you prefer Star Trek Online to not be canon, pretend I said "Sovereign class" instead.)

Medic: Look, I work in a pharmacy, it's 2016, people still get hurt and sick. You're always gonna need someone to help you get better. I posted my speculation about this earlier in my post history, but the gist of it: You have a great first aid kit. You can use it to CureTreat Light/Moderate/Serious/Critical Wounds. Expansions for it would allow you to perform the equivalents of Channel Energy, Lay on Hands, Neutralize Poison, Cure Disease, Regeneration (the spell, not the thing that turned Paul McGann into John Hurt[2]), Breath of Life, perhaps even Raise Dead. Possible variants/options for medics would be the xenobiologist (specifically trained in treating injuries on creatures outside their species) or empathic healer (their healing is a psychic version of the paladin's Lay on Hands ability, complete with mercies, but they suffer the injuries they heal. Or perhaps half of the injuries if that's too cruel.)

Engineer: While a pilot flies a ship, the soldier kills things that try to hurt the ship, and the medic fixes the people on the ship, the engineer tries to fix the ship. I'm guessing that they would be able to Repair Light/Moderate/Serious/Critical damage for a ship (and maybe androids!), jury-rig damaged ship components, and possibly engage in electronic warfare (like unbuffing enemy ships in combat.) As for their non-ship abilities, I think they'd be able to build some insta-turrets for ground control. (I was looking at the STO wiki.) No real thoughts on class options/archetypes here, guys. Sorry. I am disappoint ;_;

Hack: There's always gonna be rogues, even in the year Four Hundred Billion. Their lockpicks are more the futuretech equivalent of a smartphone, though. Hacks would be able to break electronic security, whether they are biological scanners, coded entry locks, magnetic locks, or simple modern deadbolts. I think they'd have an ability to generate a personal cloaking field for stealth purposes (but God, nothing like the ninja's Greater Invisibility ninjutsu. Having one of those made running Jade Regent a nightmare.) and, that tried and true rogue favorite, sneak attack. Possibilities here? Fixers (guys who know a guy who's friends with someone whose brother is married to a fellow who traded business cards with someone the next urinal over who can get you what you need) and smugglers (who can hide all the illegal stuff you're gonna sell for space bucks. Of course, one world's perfectly legal battle rifles are highly illegal the next system over...)

Scientist: Every game about science fiction/science fantasy needs at least one class who's there for SCIENCE~!! and this guy's it. You know the type. Can create effects similar to alchemist formulae, can create technological devices, is really REALLY smart.

Esper: Look, "psychic" is already taken, it's 2 am, and I was never creative to begin with. Espers get a small suite of psychic abilities, and I don't mean "wizard spells but psychic" like the actual psychic class. I mean stuff like telepathy, telekinesis, pyrokinesis, psychic blades like the soulknife (which I forgot was OGL because of the Expanded Psionics Handbook) pre/postcognition, remote viewing, and astral projection. Smaller scale stuff than making a dragon up and vanish like a fart in the wind because it failed a saving throw. Possible variants could include a technomancer (trading the telepathy for machine empathy; I bet you never saw "I'm going to read your hard drive's mind" in the English language until now!)

[1]This is a real card game.
[2]Or Matt Smith into Peter Capaldi. Or Jon Pertwee into Tom Baker. Or Colin Baker into Sylvester McCoy. Or...


Pathfinder Rulebook Subscriber
2ndGenerationCleric wrote:

I'm hoping for a class with a mechanical companion. Starts off as a small robot you've been tinkering with forever, and it is powered by your own life energy. It gets bigger/stronger as you level up and upgrade him.

This let's you have someone like R2D2 or BB8 but more combat functional, plus could be a scout

They're customizable, perhaps able to wield once kind of weapon. Cool archetypes could include staying with a large (but broken) robot, and one that you can wear, starting as, say, a gauntlet,which upgrades all the way to power armor. Dunno what you'd call the class though.

Sounds Very Ratchet & Clank-ish when you look at it. Maybe it could upgrade it's supplementary stuff that you need instead of combat? Shields, Jetpack, information, the scouting ect.

Liberty's Edge

I hope for a wizard prestige class related to technology. Something like a warp mage or a technomancer.


My guess is that they're going to use class-based Talents to give each class a tonne of breadth and customization ability.

1) Space-monk. This is a Jedi//Ki-Using class with some Ki powers that are psychic abilities. Could cover a lot of concepts with this.

2) Warrior. This is the high BAB person. I'm guessing they will also use Talents to specialize. Could be a melee fighter, sniper, special forces, ship gunner, mercenary, shirtless barbarian, paladin etc.

3) Healer: Again, I'm guessing archetypes and talents will let this range from Nature-based Druid, Medic, Shrink/Empath, Biology-based Scientist / Doctor, Paladin. ( Note - paladin in two classes is no mistake - why not have more than way to access a certain trope?)

4) Technomancer (we already know this one). Archetypes and talents make this a wizard, construct-builder, mechanic, technology-based scientist, etc

5) Rogue: from con artist to vigilante to ranger to hacker to smuggler to sewer-dweller.

6) The "feeler" - Empath (again) Performer (Bard), diplomat, con artist

7) Cyborg - Warrior-type who is integrated with magitech. Talents / archetypes allow you to customize how those powers look and work. Want a bionic arm? Dip a level in Cyborg pay the money and take "Power Limb" as your level 1 Cyborg talent. Could be a power armour user, cyborg, hacker, droid


I suggested in another thread that perhaps each class could have a tech limit. this is the number of technologies they can master.

anyone can use user friendly tech but if you don't have the knowledge of a specific tech you can't build it.


Gun-toting spell-slinger. Like from Wildstar.

In fact, once Starfinder actually comes out, I'll probably come up with some homebrew classes and races to fit in with the game rules.


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Spell effects bound into ammunition payloads? Spell storing ammo. Specifically non lethal or completely harmless rounds loaded with buffing effects, load up the left hand with team buffs and the right with armor piercing, incendiary enervating rounds. I guess you dont need a class to pull this off but a techno-magus who can do it innately would be a lot of fun. Get your Dredd on too, "Shocking Grasp rounds!".


Pathfinder Rulebook Subscriber

Since I'm sure there's going to be a space vagabond, Han Solo-esque class (space rogue) I started asking myself what they would call it and it hit me-Renegade. Call me crazy, but I'd be shocked if they didn't do it.

Technomancer.
Soldier.
Renegade.

They all sound just right to me. Also speculating that there'll be some sort of super nerd class, like Daniel Jackson from Stargate. God I can't wait for this game!


1) Techno Savant. Someone who masters tech (including figuring out how to work unfamiliar devices) by instinct as opposed to training. Give them a mechanic like Inspiration that applies to Use Tech Device, Repair Device, etc. And maybe a pool similar to Grit/Panache that applies to wresting an extra charge or getting an unfamiliar gizmo to do something useful.

2) ESPion. Psionic spies who use telepathy and remote viewing. The craft of psychic spying and subterfuge would be known collectively as ESPionage.

3) Something akin the the Bene Gesserit with the serial numbers filed off. The Vox from Ultimate Intrigue is close (has the compelling voice thing down) but it lacks the body control and the access to an Akashic memory of their order. The mechanic for "Other Memory" could be like Inspiration only for Knowledge skills. They would also need those myths and legends seeded across multiple worlds, and the organization would need to pursue inscrutable agendas that span centuries. Cause what kind of star-spanning futuristic adventure would be complete without mysterious and sinister bald women?


Pathfinder Rulebook Subscriber

Anyone else losing it not knowing anything about the new classes?


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The true best class.

The Space Dandy.


Just thought of one i'd love to see, a class centered on self augmentation, open to Androids or any race capable of handling cybernetic augmentation. Class levels grant static bonuses similar to the dragon disciple and every other level you can choose from a list of integrated technology devices such as advanced scanners or forearm lasers. You go on to gain a new subtype and eventually fully convert yourself to a new and unique kind of synthetic creature.

I think there is a fairly popular trope in many kinds of sci-fi about this and many similar Paizo products that follow this trend, such as the aforementioned Dragon Disciple, the Nanite Bloodline, the Impossible Bloodline... even the old Eberron setting had a prestige class for warforged to make them into more advanced construct weapons.


Garbage-Tier Waifu wrote:

The true best class.

The Space Dandy.

How much money do we need to scrape together to pay Paizo for that class to be in Starfinder? I never knew I wanted this but now that I know about it I totally need it.

Sovereign Court

Would be interesting to see the equivalent of a "Space Ranger" who instead of having the option of an animal companion could take drone companions.

Also, I like the idea of a tank like fighter modeled after 40K Space Marines. Massive armor, room for augments, takes tons of damage.

President, Jon Brazer Enterprises

2ndGenerationCleric wrote:
Anyone else losing it not knowing anything about the new classes?

Yea, the wait is always the hardest part.

"I hate wait. I can give you my word as a Spaniard."
"No good. I have known to many Spaniards."


Just wanted to say I pretty much nailed it with my seven guesses :)


Simeon wrote:
Garbage-Tier Waifu wrote:

The true best class.

The Space Dandy.

How much money do we need to scrape together to pay Paizo for that class to be in Starfinder? I never knew I wanted this but now that I know about it I totally need it.

Would that Just be an alien hunter Class?


Necromancy! *gasp*


I purely want an "item" class.
ALl its abilites are fluffed by random items its made or compound in the moment. Controls nanites or something...

gets X creation thingies per day or some sorta formula they can use to produce an item as needed that lasts for a short time.

They can do various things with them. Smoke screens, grenade like objects, poisons, meds. Proprietary items rather than straight up "from the book" stuff.or just straight up items from the book also work actually.. If you do it along htl ines of Pathfinder chronicler.
and properly have some form of usage in battle adjustments.

As an example look up FFd20's Chemist. Very much along those lines is what I mean.


Hmmm... I feel like a "pilot" should be an archetype; we do have the Ace Pilot theme for everyone, so... why not have an archetype that specializes in vehicles? A Mystic could be a hospitalier/para-medic; a Soldier could be a regular pilot or even law enforcer; a Mecanic could be a mech pilot.

So yeah... I don't see the need of a pilot class versus getting a pilot archetype instead.

I'd like to get a theurge class, which would be a mix of Mystic and Technomancer.

Also, I'd like a booklet that goes into details about converting every single Pathfinder class into Starfinder. I don't want a "could do" or "should do"; I want a "do this".


I would really like to see a version of the Mechanic that focuses on working with/on spaceships. Instead of a drone or exocortex, the ability to interface (or even meld) with the ship's AI, the Bypass feature giving bonuses to piloting instead of (or in addition to) engineering/computers, maybe a way to key the captain's abilities off of INT instead of CHA (shouldn't there be allowance for a CO who knows his ship and space combat tactics really well instead of, like, giving motivational speeches?). Granted such a character would tend to be pretty useless outside the ship, but there should be room for niche characters too, not just generalists.


QuidEst wrote:

I'm hoping to keep a straight-up mage of some sort.

Unlikely, but fun:
Bio-hacker class of some sort. Maybe get some sort of alien animal companion and the ability to give it mutagen-like stuff, or use pheromones and brain mold spores in place of enchantments.

Robot pet class like Hunter or Summoner. Probably would get hacking/kludging abilities in place of casting.

A digital Bard, able to do things like becoming invisible to machines, manipulating information about themselves, and causing low-level interference in enemy weaponry.

Well, looking back on this, Technomancer does a pretty good job on being very mage-focused, and Mechanic can easily be built as a robot pet class. After seeing the mechanics, digital Bard doesn't seem like a good fit for the game. That leaves some sort of bio-hacker class to unrealistically hope for!

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