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I think to optimize magic usage you should multi class 1 or 2 levels in a spell caster. I think that is the better option than picking the psychic power feats since they only grant you spells a number of times per day, when the spell casters can use 0 level spells at will. I also think you should choose the eldritch knight fighting style as it is basically made for what you are trying to do.

breithauptclan |

There are also the Technomancer and Mystic dabbler feats. I don't remember exactly what they are called. The problem I have with them is that they have a fairly high level requirement.
After seeing the Pathfinder Playtest multiclass archetypes, I think a few spellcasting archetypes in Starfinder would be fantastic. They would have to be toned down quite a bit to not be too overpowered though...

Hiruma Kai |

You're going to need to talk to your GM about the stats of a large low-level bike, as I think the current low level ones are only medium in size?
Dragonkin are large and thus are twice the size of a flying car (i.e. police cruiser) in this setting (10x10x10 versus 10x10x5), so they don't fit in the standard medium sized transportation.
As for "magic soldier" type using a Dragonglaive your options include:
1) Arcane Assailant fighting style Soldier (this is more magic weapon than spell slinging). Gets a bit of magic flavor from level 1. No real spells though. Can be mixed with options below.
2) Soldier with Phrenic Adept archetype, although you don't start picking up spell like abilities until about 6th. Alternatively, Soldier with Divine Champion archetype, which gets you some spells at similar levels. Get a little flavor at 2, and starts getting actual spell-likes at 6th (arcane sight).
3) Soldier with Technomantic Dabbler or Connection Inkling feats (5th level and either 15 Int or 15 Wis requirements). This basically gets you a 1st level spell X/day and unlimited use of 2 0th level spells. These are going to be superior than dipping 1 or 2 levels of Technomancer or Mystic. No flavor level 1-4, and very minor magic at 5th and after.
4) You could make a strength focused Technomancer or Star Shaman Mystic (i.e. 14 Str/14 Dex/14 Int or Wis).
In that case, a 1 level dip of Blitz Soldier is really good. Grab weapon focus: Advanced melee and specialization. In this case, you get magic starting at level 2, and it stays strong throughout your adventuring career, at the cost of melee combat power. Technomancer's Engineering skill lets them build their own bike, and computers plus a control module might let you control it remotely to pick you up. Star Shaman have excellent piloting (i.e. biking) skills.
5) Play a Solarian, which instead of spells gets supernatural abilities that are a lot like spells. Solar Armor Solarian plus Dragonglaive. The nice thing about Solar Armor is it doesn't slow you down when using your flight speed. Get a mystical flavor starting at 1st and stays relevant your entire career.
6) Play an Exocortex Mechanic, grab advanced melee proficiency (1st) then specialization feat (3rd). Either grab Phrenic Adept,Divine Champion, or Technomantic dabbler for magic flavor. Build your bike with engineering skill and UPBs, get some computer control modules, and remote control your bike with wireless hacking or custom rig.
Stats for the pure soldier type is probably 18/14 or 16/16 split. For a Solarian, Strength based caster, or Engineer its likely to be 14 Str/14 Dex/14 Key stat.

Pantshandshake |
Hmmm. Hiruma, have you given any thought to how to steer a bike while also swinging a 2 hand weapon?
Is there a way to set up like a steering subroutine through computer use?
Or could a mechanic's drone steer the thing?
*edit*
Or drive it one handed, swift action to 2 hand the weapon, standard to swing?

Hiruma Kai |

Hmmm. Hiruma, have you given any thought to how to steer a bike while also swinging a 2 hand weapon?
Is there a way to set up like a steering subroutine through computer use?
Or could a mechanic's drone steer the thing?
*edit*
Or drive it one handed, swift action to 2 hand the weapon, standard to swing?
Computer with AI personality responds to voice commands. Computer skill rolls 2.5 x tier for applicable tier. So a tier 1 computer has a piloting check of +2. Tier 2 would be +5, etc. You just tell it where to go.
Alternatively, look at the autopilot rules under vehicles (page 280/281 of CRB). A number of vehicles have it built in.
Alternatively, depending on GM, an Exocortex mechanic at higher levels with wireless hacking should in principle be able to use their free standard hacking action to change the piloting program on the fly in the middle of combat (hence, how it reacts).
I highly recommend taking computers and engineering on the character. I imagine a biker being able to maintain their own bike on strange new worlds.
Problem with using a drone as a bike for a large Dragonkin is size issue.

BigNorseWolf |

Problem with using a drone as a bike for a large Dragonkin is size issue.
Drat. That's a hard limit on the size isn't it?
Riding Saddle (Ex)
Your drone is equipped with a seat and programming to carry a rider as a combat-trained mount. If you ride your drone, it must be at least your size or larger. To carry another rider, the drone must be at least one size larger than the rider. You can direct your drone mount in battle without attempting Survival checks
Medium is as big as the drone gets and I don't see a way to increase it.

Hiruma Kai |

They could always talk with the GM. For SFS he's out of luck though.
Actually, for SFS he might be out of luck with a Dragonkin biker period, as the bikes aren't designed for large creatures, with them mostly being 5ft wide, 10 ft long, 3 ft tall. It comes up to a dragon kin's shins.
Given he's going to need a custom bike (which there really are not rules for), he might convince the GM to allow him to have a custom large drone (which there really are not rules for).

Hiruma Kai |
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Motorcycles are large size.
That is true, although they are a non-standard large. A basic enercycle is 5 feet wide, 10 feet long, and 3 feet high (and thus has a facing) as opposed to the dragonkin's standard 10x10x10 cube. Its literally less than 1/6th the volume of a Dragon kin. Its allowed 1 pilot and 1 passenger.
Its totally a GM's call though, as to what that 1 pilot and 1 passenger means in terms of creatures size, as the CRB doesn't actually describe how vehicles and the size of creatures interact.
I personally assume a large sized creature takes up 4 medium sized creature spaces (so 1 pilot/3 passenger or 4 passenger spaces) without squeezing, since those pilot/passenger listings usually assume medium sized creatures, and a large creature takes up 4 squares on the ground (ignoring height). However, that is completely unsupported by the CRB. One might argue my interpretation is generous since large creatures take up 8 times the volume of a medium sized creature.
On the other end of the spectrum, since it doesn't say anything on the subject, someone saying that a Kyokor (colossus sized) can be the pilot of a goblin junkcycle, since it just says 1 pilot, is an interpretation that is just as valid. The Pilot/passengers section does not list any limitations on the pilot or passenger's size, or even assume medium sized as a baseline.
In any case, I still highly recommend discussing it with the GM ahead of time if possible, before showing up to the first session with the build. If its SFS, I wouldn't make the assumption they'd rule just because the enercycle is "large" that a Dragonkin can ride it. I'll bet you would get some significant table variation.

Sauce987654321 |

Vehicles are actually supposed to have the same rules for size and space as creatures do (large is a 10' square, huge is 15' etc.) regardless of the stated dimensions.
Though it is not clarified in the book, it is stated by the game's design lead in this post.