Viable Multiclass Builds


General Discussion


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Before we begin, I know that Starfinder like Pathfinder is not really supportive of multiclassing, though it is allowed for those who, like me, feel a need to get our multiclassing fix. Please do not come in and blast multiclassing in general. I understand that it is suboptimal in general.

Now that that is out of the way, what are some of the most viable multicassing builds? I know most will be builds with dips, but what are the best ones? Are there any balanced multiclass builds ie 10/10 or 8/12 etc. that can reasonably work?


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I haven't looked at multiclassing much, but I'm interested to see what other people have to say. My initial guess is that Soldier is gonna be a favorite mixer, because combat feats and full BAB are useful to everyone.


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The biggest issue with multiclassing is the delay in getting weapon specialization if you don't take 3 levels of one class to start with. One way to get around this is to take a race with weapon specialization like dwarf. Otherwise, you could be looking at waiting until level 5 for versatile specialization.


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But is it so bad waiting till 5th level for specialization? it's a flat 4 damage at 4th level, but it's not that much for that many levels...


Weapon specialization is a big problem area if you are multiclassing. Every class grants that ability for all weapons that the class grants proficiency in at 3rd level, so multiclassing before you have reached 3rd level could put you behind in terms of weapon damage. I can think of two obvious ways to deal with this issue:

1) Don't multiclass until you have at least three levels in your 1st class, or

2) Choose as your 1st class a class that you don't plan to take more than 2 levels of -- then, at 3rd level, take the Weapon Specialization feat for a weapon group that your 2nd class doesn't grant proficiency with.


The easiest one I can think of is a Soldier dip for melee focused Solarions, change your resolve to STR and get a good bonus from something like Blitz.


I don't need to reiterate that multiclassing is suboptimal, but I'm pretty sure going 10/10 or 8/12 is less like shooting your foot and more like skydiving without a parachute.

I had an idea for an Envoy with a heavy weapon and heavy armor, and I just thought, I can save three feats AND pick up a nice bonus for a 1-level Soldier dip. I wasn't even looking to multiclass, but it looked pretty worthwhile.

The Operative will not do this: they like their own weapons. The exocortex Mechanic probably won't do this, but the drone Mechanic may. The casters might like proficiencies, but they probably like casting more. The Solarian has enough proficiencies to pick up anything they're missing with a feat. EDIT: but the Solarian might want a better core stat and one level of Blitz more than anyone else, so there's that.

So, the Envoy wants a proficiency dip in Soldier somewhat more than the average solarian/mechanic, and much more anyone else does.

Frankly, at this point, the Soldier looks like the only good dip and investing more than a dip in a secondary class looks abhorrent. If multiclassing is what rustles your jimmies, the system should be amenable to gestalt play...?


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baggageboy wrote:
But is it so bad waiting till 5th level for specialization? it's a flat 4 damage at 4th level, but it's not that much for that many levels...

That 4 points could be half (or more) of the damage you are doing at 4th level


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Character Level | Class Level

1 Any Class 1
2 Soldier 1

Soldier 1 grants Longarm, Heavy Weapon, Heavy Armor Prof and strong choices in its fighting styles (Blitz = Fleet + Improved Initiative, Sharpshoot = insanely useful in Firefly close quarters shooting games). It also gives some underwhelming class skills (it's baffling why Soldiers get Engineering instead of Perception). Make sure to pick up Versatile Specialization at character lvl 5.

You may feel a bit weak at lvl 3 and/or 4 due to having to wait for lvl 5 for versatile specialization

-------

1 Fluff Class 1
2 Soldier 1
3 Soldier 2
4 Soldier 3
5 (Soldier 2-3 becomes Fluff Class 2-4 via Mneumonic Enhancer)

or

1 Soldier 1
2 Soldier 2
3 Soldier 3
4 (Soldier 2-3 becomes Fluff Class 1-3 via Mneumonic Editor)

Everyone likes feats! Soldier 2 gives a lot of them. Soldier 3 gives Weapon Spec w/ everything.

Mneumonic Editor is the trick to not falling behind on weapon damage. Basically it lets you only feel 'weak' for 1 level rather than 2. Use it when you're about to become Character Lvl 4 or 5, basically right before you level up.

------

1 Technomancer 1
2 Mystic 1 (Star Shaman)

The newly buffed Magic Missle is a strong auto-hit spell that only really starts to fall behind starting at around level 5. For those wanting spell power right away, this combo harkens to the classic Wizard 1 / Sorcerer 1 of Pathfinder and D&D. You'll have access to 7 Magic Missles + 1/day Healing Touch and the utility spells of your choice. Perception as a class skill is always great, too. This shines in slow-paced exp-trickle campaigns or campaigns you think will run short. If the game runs longer than expected, use Mneumonic Editor when you're about to turn character lvl 4.

Scarab Sages

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My Operative is taking his first level in Soldier(Blitz) so he can pick up Improved Disarm & Pull the Pin at first level. 3rd level is fleet & mobility using Operative Exploit(Combat Trick).
4th level nets him Quick Movement +10' & he'll pick up Spring Attack at 5th. His speed should be 60' by 4th level.


Not optimal, but just something that I think might be interesting.

Mystic 9 / Technomancer 11. You are considered at lvl 20 for casting purposes. (Important for the Dispel Magic)

Use readied actions for the Eternal spell (magic missile) on other casters. Auto hit for force damage. Have not seen any force resistance, and it causes the loss of the spell.

Spellshot just says spell, not technomage spell like Eternal Spell does. Fear (maybe 3rd lvl), Deep Slumber, Force blast (get them back out of cover?), Synaptic Pulse. These are more end of campaign things as they are fairly high spells.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Envoy/operative can work fairly well. The operative levels add a bit of combat ability to the envoy, while the envoy levels add some additional tricks to the operative. Also, while the Operative's Edge bonus doesn't stack with Expertise/Skill Expertise, Expertise can still be more of a boost for some skills (depending on the level distribution)


Technomancer and a dip in exocortex Mechanic for combat targeting? Any reasons not to do this?


I think it would work, but you set yourself back a spell level and Bab, might work though. Plus you'd get the custom rig which is pretty nice even stuck a a single level.


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Tervola wrote:


Use readied actions for the Eternal spell (magic missile) on other casters. Auto hit for force damage. Have not seen any force resistance, and it causes the loss of the spell.

Does not work that way. Casters only lose their spell to damage if there is a successfull attack roll or a failed save involved. This means magic missile can never interrupt spellcasting.

Liberty's Edge

One level dips in Soldier for the Proficiencies/having your attacks stat as your Key stat, or Exocortex Mechanic for the Full BAB vis move action (and free proficiencies) are both solid. Three levels of Soldier can also potentially be worth it for melee characters to pick up Melee Striker.

Beyond those, even on martial classes too many of the things that used to be level based (such as extra attacks) are explicitly class based for multiclassing to be a good idea.

That said, I can think of one build. You eventually want Envoy 6 and Soldier 14. Probably Soldier 1/Envoy 6/Soldier 13, or Soldier 3/Envoy 6/Soldier 11 in terms of progression.

See, Envoy's actual combat buffing stuff can be maxed out by 6th. You grab Clever Feint at 1st, Get Em at 2nd, Clever Attack at 4th, and Improved Get Em at 6th...and you're done. You've also got +1d6+1 on as many as five skills, and have only given up 2 BAB and 3 Feats for these advantages. You grab an Unwieldy weapon and go to town while buffing. Your single attack hits harder than a straight Envoy's does, while you maintain all the direct offensive buffing an Envoy can do, and have some solid face skills as well.

Is it optimal? Probably not. IMO, a straight Envoy does close enough to as well in combat while doing vastly better out of combat, but it is certainly an option, and one that isn't actually mechanically crippled by the multiclassing.

You can probably do something similar involving an Exocortex Mechanic (the other Class that can max out some of it's benefits early-ish), but I honestly don't know what class you'd combine it with since Soldier is definitely not worth it.


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Tervola wrote:

Not optimal, but just something that I think might be interesting.

Mystic 9 / Technomancer 11. You are considered at lvl 20 for casting purposes. (Important for the Dispel Magic)

Use readied actions for the Eternal spell (magic missile) on other casters. Auto hit for force damage. Have not seen any force resistance, and it causes the loss of the spell.

Spellshot just says spell, not technomage spell like Eternal Spell does. Fear (maybe 3rd lvl), Deep Slumber, Force blast (get them back out of cover?), Synaptic Pulse. These are more end of campaign things as they are fairly high spells.

"If the readied action is not a purely defensive action, such as shooting a foe if he shoots at you, it takes place immediately after the triggering event." Page 249 CRB

Readying magic missile no longer denies casters


Just read that on another thread. So we delete the line. A little less fun then I imagined.


GreyYeti wrote:
Tervola wrote:


Use readied actions for the Eternal spell (magic missile) on other casters. Auto hit for force damage. Have not seen any force resistance, and it causes the loss of the spell.

Does not work that way. Casters only lose their spell to damage if there is a successfull attack roll or a failed save involved. This means magic missile can never interrupt spellcasting.

GrayYetti,

Thanks for pointing this out I missed this in my reading of the rules.
MDC

Grand Lodge

ghostunderasheet wrote:
Technomancer and a dip in exocortex Mechanic for combat targeting? Any reasons not to do this?

Your bab would be equal to your mechanic lvl not your player lvl

Liberty's Edge

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OtrovaGomas wrote:
ghostunderasheet wrote:
Technomancer and a dip in exocortex Mechanic for combat targeting? Any reasons not to do this?
Your bab would be equal to your mechanic lvl not your player lvl

It's actually your BAB from Mechanic Levels that equals your Mechanic Level, looking at it. But that is a mere +1 BAB. You'd be better off with a Soldier dip.


After reading this topic I did some basic analysis and came up with the following.

It can really depend on how you and your group play. I know this is a bit of a cop out but see below.
1) If your game is very skill oriented then it might/would be benefit to dip into a class that would aid your main class.
2) The same goes if your group is very combat oriented and you need/want the ability to use almost any weapon (w/o a penalty;dice and feat) and a bump in BAB.
3) I know of a few tables right now that are doing some strange things, ie limit stats to max 16, limit points spent on stats to 14 but race mods can bump to 16 and limit stats to 14 including race mods. Why? Well it ups the difficulty and provides a different play experience then the core. (The various tables often do this even with new games)
And in this environment it might make more sense to multi-class then in others.
4) Among those groups there has also been some talk of home brew adventures requiring some sort of min multi-classing based on story/adventure. So an adventure rule you must have 2 levels of s spell casting class in your first 10 levels. There also have been some talk of more radical requirements.
Again it is house rule that can dramatically affect how the game is played according to Core and is defined by the adventure being run.

I have not delved deep into the classes to where I could say I think Class A is really good to 5th level but then you should switch.

I can say that my 1st PC I decided to go Sold (Blitz)-1/Opp (Stealth) do to how I tend to play the game. I also do not plan on playing to higher levels so that did not go into my final calculus.

Hope that helps but probably does not.
MDC


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If multiclassing, look for synergy or where the cost lessens due to build, i.e. if you plan to use an unwieldy weapon, losing extra attacks becomes less painful. Builds to improve combat just aren't common (other than the Soldier 1 dip), but other roles can benefit.

Skill Synergy (to get skills option), Skill Focus (to boost them), & weapon feats do much of the labor without needing to multiclass so measure feat cost vs. what you get/give. Slowing down Weapon Specialization, spellcasting, or getting extra attacks are likely the most painful side effects. As before, multiclass PCs can gain high saving throw bonuses, and with SF having few routes to boost those, that's pretty nice.
Also, since enemies are much easier to hit than in PF, losing BAB is less painful if not full attacking. It's easier to be good at weapon combat when multiclassing, but harder to be great.

Envoy: Dipping in is poor except maybe to tie Get 'Em to a standard action attack. Getting to 4th opens up some combat options for standard attacks, i.e. Clever Feint + Clever Attack while boosting skills for non-Operatives. If focused on a specific skill role (i.e. hacker), that also opens up a key expertise. Dipping out (generally into Soldier) can boost combat abilities fast, though it hurts/slows if focused on support.

Mechanic: Not great to dip into for combat or skills in general, but some tricks might aid in a skill-centered role. Dipping out hurts some of the best abilities based on level (i.e. energy shield) and any drone, so even Soldier 1 may not be worth it.

Mystic: Dipping in can open up the world of magic (& spell gems) though think utility rather than combat. Mystic does give 6+ skill points and some rarer skills. Going to 4th in Star Shaman gives some cool abilities. Dipping out weakens your magic, but can give you some basics like better armor/weapons.

Operative: Dipping in is a huge boost to skills and 2nd gets you Evasion so why not 3rd for +2 to skills & quick movement. Getting Dex to Resolve is nice if ranged combat focused. Dipping out weakens your trick attack quite a bit IMO, but if using a non-trick weapon, no loss.

Solarian: Dipping in can get you +1 AC if lightly armored & a bunch of skill choices (& neat special effects!). 2nd can get you Stellar Rush.
Dipping out can get you Str/Dex as a Resolve stat and/or skill points to boost those good skills.

Soldier: Dipping in is "the thing" in the forums for the proficiencies and Str/Dex Resolve and...that's quite a bit. Dipping out can open up non-combat options with little combat lag, but the sheer amount of feats means that might not be necessary.

Technomancer: As with Mystic, you open up magic options and some of the hacks at 2nd have general utility as well as combat use. Dipping out hurts a lot if a focused technomancer, but not if playing a shooter who has magic as utility.

Final: So hopefully that aided some people out there. Multiclassing can shore up weaknesses pretty well, add utility, or gain some tricks for specific roles, but it doesn't do as much in SF to elevate a PC's strengths.
Cheers.


Currently working on the concept of an Envoy 14/Solarian 6 sprinter. Based with human to get two starting feats, Jet Dash and Mobility. Eventually taking Fleet and Unarmed.

Envoy gives a wide spread of skills and skill points, Solarian makes it so we have all the class skills.

Shield Solarian 6 gives a boost to AC and resistance, and grants access to some movement-based abilities such as Stellar Rush, Gravity Boost, and Blazing Orbit. Sidereal Influence can buff the envoy Bluff and Diplomacy/Intimidate.

This build has only been tested so far as a Envoy/Solar 1/1. The character can rush in and deal damage faster than other melee party members, and can often dispatch most enemies via AoO as they try to avoid ranged characters attacks.


Castilliano wrote:
Soldier: Dipping in is "the thing" in the forums for the proficiencies and Str/Dex Resolve and...that's quite a bit.

Don't forget the 1st level Style Technique. Blitz is good for anyone, Sharpshoot reduces enemy cover, Guard gives Armour Training, and Arcane Assailant lets your weapon count as magic.


Mr.Pibb wrote:

Currently working on the concept of an Envoy 14/Solarian 6 sprinter. Based with human to get two starting feats, Jet Dash and Mobility. Eventually taking Fleet and Unarmed.

Envoy gives a wide spread of skills and skill points, Solarian makes it so we have all the class skills.

Shield Solarian 6 gives a boost to AC and resistance, and grants access to some movement-based abilities such as Stellar Rush, Gravity Boost, and Blazing Orbit. Sidereal Influence can buff the envoy Bluff and Diplomacy/Intimidate.

This build has only been tested so far as a Envoy/Solar 1/1. The character can rush in and deal damage faster than other melee party members, and can often dispatch most enemies via AoO as they try to avoid ranged characters attacks.

Can you tell us more about Envoy1 contributes? Or, in fact, what Envoy14 plans to contribute to the sprinting concept?


Pathfinder Rulebook Subscriber

Weapon Specialization is such a heavy, heavy penalty for multiclassing. And it seems like it was done on purpose: they could have just had characters add their level to damage.


RJGrady wrote:
Weapon Specialization is such a heavy, heavy penalty for multiclassing. And it seems like it was done on purpose: they could have just had characters add their level to damage.

Eoxian poster confirmed! It's not that heavy of a penalty to take a one level dip into soldier and one feat for versatile specialization to get access to pretty much all weapons and armor (sans Powered) as well as a front loaded fighting style like blitz or wrathful warrior IMO but that obviously depends on your build. I considered doing that for my melee warpriest mystic but the options in subsequent books after the core one have mainly scratched that itch for me without having to sacrifice levels of spellcasting that I use as a backup to hacking at things with my greataxe. YMMV.


I'll jump on this zombified thread as well and say that with all the new options released, particularly the alternate class features, multiclassing is pretty reasonable these days.

Also, in response to the original thread necromancer, Weapon Specialization is available as a feat as well as a class feature. It is restricted to only one weapon type but serves just as well. At this point, I could have a Biohacker 2/Envoy 2/Mechanic 2/Mystic2/Operative 2/Solarian 2/Soldier 2/Technomancer 2/Vanguard 2/Witchwarper 2 but still get my full level to damage with Longarms.


Or just make sure you hit level 3 in whatever class has proficiency in the weapon(s) you want to have specialization in before the character goes 'live.'

Unless you're starting a new character at level 1, in which case, you get to pick which class features you want more, weapon spec or abilities from a different class.


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My Nuar Blitz Soldier in Society just hit level 4 and started her career in Biohacking.

As a front line melee biohacker, she'll have bonus damage from both the Melee Striker gear boost (half Str) and Painful Injections theorem (half Int). Further, she'll be getting full specialization damage with Advanced Melee Weapons such as the Capture Pole, as opposed to half specialization as per the Biohacker's Injection Expert ability. It's actually crazy how much taking a couple levels in Biohacker will help this build (the skill bonuses alone are worth my attention).

Multiclasses work when the thing you want to do isn't limited by class level. For example, Dragonbot is now a level 5 Shock & Awe soldier and he has everything he needs from being an Augmented archetype Soldier (i.e. extra cheap augmentations to improve Intimidate and Blazing Strike to further debuff enemies hit with Awesome Cacophony), so he can now switch to another class, secure in the fact that his main schtick (demoralizing foes) will not be harmed by no longer taking Soldier levels.

Another example, I have a Geneturge Mystic 1/Exocortex Mechanic 2. Her schtick is being able to Take 10 on any Computers check; with Distracting Hack and Improved Feint, that means she can generally automatically feint any opponent as a move action. I'll probably continue on with Mechanic from there, but I don't really have to; the big upgrade she'll get is with the Greater Feint feat at level 9 or so, and that doesn't depend on any particular class.

My most (currently) multiclassed character is a Dwarf Xenoarcheologist Explorer Operative 4/Star Shaman Mystic 3; while she doesn't have the raw combat power of a full level 7 Operative, she is a swiss army knife of skills and utility powers... healing, perception, and various tricks. Her schtick is getting up to three extra rolls for detecting traps within 10', and that's all just from her theme, 2 levels of Operative, and being a Dwarf.

Basically, if your schtick is based on feats, skills, BAB or some non-class-based stat or ability, then multiclassing isn't a problem as long as you are able to keep up in your schtick. If your thing relies on saving throw DCs, it may not be worth it, but if it relies on skills, you should be able to keep up just fine.

Silver Crusade

Unarmed builds can dip one level into solarion for solar shield.

This allows you to add a solarian crystal, increasing your max unarmed dice from 7d6 to 13d6, is it worth it?

Midgame maybe, lategame not sure.

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