Any plans for new classes?


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I am curious if Paizo has hinted at any new/upcoming publications that will include new classes for the Starfinder game system.

I really like the system and would like more character options!


Any suggestions?


I'm hoping we'll see a more dedicated (non-engineer) scientist -- sure, we have a biotechnician theme, which is nice, and you can always reflavor envoy healing/buffs/debuffs as medical tricks, but I think there's room there for a lot more cool stuff that warrants a class of its own.

As much as I want to see a Starfinder take on a necromancer, I think that'll probably end up being a new mystic connection (most likely option) or alternate class features for technomancer (less likely, but possible) rather than a class of its own, and I'm fine with that.

Overall, we just don't really need the same variety of classes that Pathfinder has simply because the theme/class/archetype combo covers most of the same ground.


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Tyrnis wrote:
Overall, we just don't really need the same variety of classes that Pathfinder has simply because the theme/class/archetype combo covers most of the same ground.

I think what we really need is more Archtypes. I would be fine with less classes and more archtypes in SF


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Tyrnis wrote:

I'm hoping we'll see a more dedicated (non-engineer) scientist -- sure, we have a biotechnician theme, which is nice, and you can always reflavor envoy healing/buffs/debuffs as medical tricks, but I think there's room there for a lot more cool stuff that warrants a class of its own.

As much as I want to see a Starfinder take on a necromancer, I think that'll probably end up being a new mystic connection (most likely option) or alternate class features for technomancer (less likely, but possible) rather than a class of its own, and I'm fine with that.

Overall, we just don't really need the same variety of classes that Pathfinder has simply because the theme/class/archetype combo covers most of the same ground.

I like the idea of the Scientist. Perhaps some of the class' mechanics could involve research that allows item upgrades for themselves and their party.

I'd also like to see Psionic classes introduced to the universe. Maybe they could include classes like the Adept from Shadowrun, a Telepath, or a class with a Telekinetic abilities.


Oedii wrote:

I like the idea of the Scientist.

I'd also like to see Psionic classes introduced to the universe. Maybe they could include classes like the Adept from Shadowrun, a Telepath, or a class with a Telekinetic abilities.

Scientist sounds like an archetype to me - too many similarities with the mechanic for a whole new class. Just like how the Starfinder Data Jockey archetype substitutes a Hacker class.

Psychic powers are already a part of the Mystic flavor, with the phrenic adept archetype available for whoever wants to play a mutant.


I’d like to see some kind of sci-fi skinned mutagen stuff. Something in between a PF alchemist (without bombs) and a Barathu, but class based so it can scale.

Also, something based on biologic weapons and armor. Sort of like a less terrifying Tyrannid or Zerg, I guess, so as to be less dependent on manufactured arms and armor. There’d have to be a cost or a downside built in, I would think, but I dig the idea of something growing a leveled projectile weapon in a d4 of days.


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I hope that few or no new classes get added. Archetypes, sure, but the proliferation of classes did Pathfinder few favors.


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If you divide the classes in focuses:

Damage: Soldier
Technology: Mechanic
Magic: Mystic
Skills: Envoy

Damage + magic: Solarian
Damage + skills: Operative
Technology + magic: Technomancer

You have left:

Damage + technology; Technology + skills; and Magic + skills.

For these three, the exocortex mechanic is pretty much damage + technology; the operative is also very close to technology, besides skills and damage.

There’s room for another magic class then. An envoy with spells, it seems.

Anybody interested in a space bard?


A companion class that isn't drone based (or a solid archetype that allows for using something like an eidolon or animal companion).

There are way too many cool creatures and outsiders to note see use in a class like this.

That's about the only thing I don't currently see covered that isn't already possible under the base classes.

I'd be down for seeing some sort of monk make the crossover as well, but it can be handled via solarion for now.

The Exchange

Of existing pathfinder classes I would love a medium and kineticist.

I kick-started the dreamscarred press psionic expansion which should cover a lot of options.

A class focused on being an experement or self modification using tech, genetic, psychic, or radiation. This can cover so many fun scifi concepts or even pf1 monks or barbarians.


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Alchemist, inquisitor, and kineticist are my top picks for having fairly direct updates.


I think a scientist class could be distinguished from a mechanic by focussing on buffing and debuffing.


I shall repeat one of my previous posts.

A Starfinder version of the Alchemist. I see it as the cousin of the Technomancer, transforming materials and living beings rather than manipulating energy and fields. I loved the bomb throwing and potions in Pathfinder but thought it needed demolitions. I envisage an artillery/healer/utility class.


I like all of your ideas for new classes guys!

I don't know what a Medium or Kineticist is, but they sound kinda cool!
A Beast Master type of class would be neat, as mentioned by Dread Moores, too!

I also agree that a Scientist class could be different from the Mechanic by giving them a different focus like buffing/debuffing (Thanks Steve Geddes!), upgrading arms/armor/items/spaceships in new ways, or...I don't know.


Oedii wrote:

I am curious if Paizo has hinted at any new/upcoming publications that will include new classes for the Starfinder game system.

I really like the system and would like more character options!

I think a scientist would be best, it is a core archetype of science fiction.

It's a bit more in-depth than an archetype, it might be similar to the Envoy, but work off intelligence rather than Charisma.

Class talents could work off Life Sciences, Physical Sciences, Medicine, or Computers.


I like the concept of the Solarion and how sci-fantasy it feels. I'm hoping for more really out there concepts like that. Where the Solarion takes inspiration and derives power from things that are immense (stars), perhaps there could be a class that draws power from things that are tiny, at the quantum level? Their powers can even vary depending on who is observing them. String Theorist! Stringer! Quantarion! You get the idea.

Absalom Station has the Eyes Wide Agency, a private investigation firm of psychics. I'd like to see some sort of psychic class, without going all the way to psionics, that draws power from probability a la Marvel's Domino, uses telekinesis, can communication telepathically, wears fedoras and trench coats, and can buff itself with inner monologues. Neo Noirist.


The Goat Lord wrote:

I like the concept of the Solarion and how sci-fantasy it feels. I'm hoping for more really out there concepts like that. Where the Solarion takes inspiration and derives power from things that are immense (stars), perhaps there could be a class that draws power from things that are tiny, at the quantum level? Their powers can even vary depending on who is observing them. String Theorist! Stringer! Quantarion! You get the idea.

Absalom Station has the Eyes Wide Agency, a private investigation firm of psychics. I'd like to see some sort of psychic class, without going all the way to psionics, that draws power from probability a la Marvel's Domino, uses telekinesis, can communication telepathically, wears fedoras and trench coats, and can buff itself with inner monologues. Neo Noirist.

Interesting ideas!


I just want an alien tamer class.


Wow, look at all these ideas!

I also want a scientist class, as the scientist is a trope of hard sci-fi. The scientist works as a problem solver mostly. mechanics would be skillsy by intelligence (not wisdom, having a ph.d. does not mean that you are automatically more wise).


EltonJ wrote:

Wow, look at all these ideas!

I also want a scientist class, as the scientist is a trope of hard sci-fi. The scientist works as a problem solver mostly. mechanics would be skillsy by intelligence (not wisdom, having a ph.d. does not mean that you are automatically more wise).

My issue with this is, what exactly would a Scientist *do*, that is distinctive? After all, you can already build a character who "uses intelligence and knowledge to solve problems", its called an Operative or a Technomancer. What is the Scientist going to do that isn't basically just a reskinning of one or the other of those classes?


Metaphysician wrote:
My issue with this is, what exactly would a Scientist *do*, that is distinctive? After all, you can already build a character who "uses intelligence and knowledge to solve problems", its called an Operative or a Technomancer. What is the Scientist going to do that isn't basically just a reskinning of one or the other of those classes?

As a science researcher, it should be an archetype or just a theme.

By what is being mentioned here, I imagine people want him throwing test tubes at enemies, cloning and splicing alien DNA to make pets, a sort of biological version of the mechanic.

Or a space alchemist.

GeneticDrift wrote:
I kick-started the dreamscarred press psionic expansion which should cover a lot of options.

Ah, me too. They have 4 classes, of which 2 are "magic" focused, one is damage focused (well, more defense focused than anything), and oddly enough, a skills + magic class, exactly what is missing from Starfinder.


The Ragi wrote:
Metaphysician wrote:
My issue with this is, what exactly would a Scientist *do*, that is distinctive? After all, you can already build a character who "uses intelligence and knowledge to solve problems", its called an Operative or a Technomancer. What is the Scientist going to do that isn't basically just a reskinning of one or the other of those classes?

As a science researcher, it should be an archetype or just a theme.

By what is being mentioned here, I imagine people want him throwing test tubes at enemies, cloning and splicing alien DNA to make pets, a sort of biological version of the mechanic.

Or a space alchemist.

The way I see it, a "mundane" scientist is covered by the Scholar theme (expert in a field of Life or Physical Science), whereas a more gadgeteering type would be best suited as a Technomancer.


Staffan Johansson wrote:
The Ragi wrote:
Metaphysician wrote:
My issue with this is, what exactly would a Scientist *do*, that is distinctive? After all, you can already build a character who "uses intelligence and knowledge to solve problems", its called an Operative or a Technomancer. What is the Scientist going to do that isn't basically just a reskinning of one or the other of those classes?

As a science researcher, it should be an archetype or just a theme.

By what is being mentioned here, I imagine people want him throwing test tubes at enemies, cloning and splicing alien DNA to make pets, a sort of biological version of the mechanic.

Or a space alchemist.

The way I see it, a "mundane" scientist is covered by the Scholar theme (expert in a field of Life or Physical Science), whereas a more gadgeteering type would be best suited as a Technomancer.

Ah, no. Basically, there are great themes for "I used to be a scientist". There's nothing for "I adventure with science!" You need a Daniel Jackson class.

I guess since I ported in a System Lord you can raid D20 Stargate for the crappy classes too.


"I adventure with science" is more than adequately covered by the Operative class. Its the exact thing for genius polymaths. At most, it needs a couple more specializations to cover slightly less "traditional rogue" uses.


Yeah, you'd pretty much need to invent new things for a Scientist to do, that aren't already covered by the various skills we already have.

Like, I'd love for Dr. Jackson to show up and decode these glyphs for us, but the Mechanic, Operative, maybe even the Technomancer are already doing that.

Or, you could probably fit enough into an archetype to make a new kind of scientist.


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Given how often Daniel Jackson did weird stuff, honestly, he'd probably be a Mystic. . . ;-)


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Carter is clearly an Exocortex Mechanic... just her exocortex is just her awesome brain. An... Endo...cortex...

Daniel Jackson is a Culture-Expertise Envoy with the Xenoarchaeologist theme.


So here is my 2 cents. I personally see a scientist as a space based alchemist. Someone who is good at mixing different space ingredients to make different concoctions. So someone who isn't magic focused or technology focused. Maybe Scientist is not the right name. But I don't want it to be call alchemist.


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Space Chef?

Extra-orbital Nutrition Officer?

Interstellar Deliciousness Analyst?

Gourmand of the Inky Void?

Sorry, I saw 'space ingredients' and just started playing Paizo's Iron Chef in my head.


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"You've found a scroll of apply garnish and a large, +1 white plate with funky ridges around the edge."


Micheal Smith wrote:
So here is my 2 cents. I personally see a scientist as a space based alchemist. Someone who is good at mixing different space ingredients to make different concoctions. So someone who isn't magic focused or technology focused. Maybe Scientist is not the right name. But I don't want it to be call alchemist.

Yeah, for me the mechanical niche that a scientist would fit with is the non-magical buff character. Whether via organic compounds, tinkering with equipment or patching in subroutines to your companion's power armor in real time to boost their combat effectiveness for a few rounds. (I could imagine a third "strain" of mechanic fitting this niche easily enough, where they maintained an ever growing pool of enhanced technological items in lieu of a drone or an exocortex.

Acquisitives

Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber

i dunno. i think the existing classes kinda cover everything. people kinda want "alchemist" stuff, but that could be covered by more spells or an archetype.

and i kinda like that spells are either cast, or cost a ton of money.

Grand Lodge

I personally would like to see a full caster mage type class. While the mystic and Technomancer are nice, i feel they lack the flavor of a full magic using class.


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Personally, I would like to see a version of the Mesmerist, Occultist and Kineticist find their way into Starfinder.


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Kochean wrote:
I personally would like to see a full caster mage type class. While the mystic and Technomancer are nice, i feel they lack the flavor of a full magic using class.

I think that Mystics and Technomancers basically ARE full caster classes, or at least as close as Starfinder is going to get to one. Starfinder developers have made every possible decision to end the tyranny of "full casters."

Acquisitives

Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber
Kochean wrote:
I personally would like to see a full caster mage type class. While the mystic and Technomancer are nice, i feel they lack the flavor of a full magic using class.

aside from shooting my gun (and missing) every so often, my ysoki technomancer is just casting and skill checks.


Dracomicron wrote:
Kochean wrote:
I personally would like to see a full caster mage type class. While the mystic and Technomancer are nice, i feel they lack the flavor of a full magic using class.
I think that Mystics and Technomancers basically ARE full caster classes, or at least as close as Starfinder is going to get to one. Starfinder developers have made every possible decision to end the tyranny of "full casters."

My question would, as always, be "So, would players actually be willing to tolerate the amount of weaknesses and drawbacks a 'full caster' would require?" After all, if you have stronger spellcasting than a Mystic or Technomancer, you need to give something up for that. So, how does a +10 BAB progression, 4 hit points and stamina points per level, and essentially no extra abilities sound?

And before anyone says "totally worth it for the spells", remember that those spells won't be nearly as broken as in Pathfinder. You won't have nearly as many or as potent buff spells, or save-or-suck attacks, because those don't exist as such anymore. You won't have as many qualitative "I do the impossible" spells, because the available tech options mean that lots of people can pull out stuff like weird 'divination' effects.


Metaphysician wrote:
And before anyone says "totally worth it for the spells", remember that those spells won't be nearly as broken as in Pathfinder. You won't have nearly as many or as potent buff spells, or save-or-suck attacks, because those don't exist as such anymore. You won't have as many qualitative "I do the impossible" spells, because the available tech options mean that lots of people can pull out stuff like weird 'divination' effects.

Every time the full caster issue gets brought up, I immediately wonder exactly how familiar the person is with actual Starfinder spells (rather than homebrewed Pathfinder conversions). This quote above shows just how big the differences are in magic between the two systems. Pathfinder style full casters are not only not needed, they'll be a MASSIVE disappointment if they're ever officially added. Full casters already exist in Starfinder with the existing caster classes.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I can't really see a need for new classes. Seems like what we have now would be just fine. New archetypes and class options (such as operative exploits of soldier styles) should cover near anything without needing to tack on whole new classes.


With some concepts I'd prefer a class dedicated to a concept rather than a broad range archetype that has to be shaped to be fitted on the other classes.


I believe more class themes (the builds found at the end of each class description on the CRB) can also help fill gaps more easily than archetypes, which doesn't seem to be that popular with players.

An archetype guide, analyzing how each class fares with each published archetype would be a welcome addition to starfinder resources.


If "hybrid" classes are intended, I'd like to see a mix of soldier and mecanic, so we can get a driver class, with a scalable vehicle, spaceship or powered armor, similar to a drone.


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Pantshandshake wrote:

Space Chef?

Gourmand of the Inky Void?

Sorry, I saw 'space ingredients' and just started playing Paizo's Iron Chef in my head.

Because NO ONE hungers like a Devourer Cultist!


It's right there in the name!


All I want is an updated kineticist.


All I want is my own class... also an updated alchemist wouldn't hurt..

Acquisitives

Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber
Steven "Troll" O'Neal wrote:
All I want is an updated kineticist.

it's called a mindbreaker mystic.


Yakman wrote:
Steven "Troll" O'Neal wrote:
All I want is an updated kineticist.
it's called a mindbreaker mystic.

I think an kineticist for Starfinder would be more like a ranged Solarian.

Mindbreaker is much closer to a Mesmerist than a Kineticist.


I'm boggling at the attempts to shut down requests for new classes here. The existing seven are all fairly flexible, yes, but let's not pretend you can make anything like a kineticist yet. There are just seven classes now. Even Baby's First D&D, 5th Edition, has twelve classes. Starfinder needs more classes.

I would love to port in a void kineticist, very space.

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