Crafting a paladin in Starfinder Society


Rules Questions


My second character for SFS is basically being run as a paladin. He is a solder with the arcane assault fighting style, and is a worshiper of Iomedae. I went with the Star Knight archetype, but the Divine Champion gets the spells, and the character is still first level. The Archetype rules say you have to take an archetype when it replaces an ability, but can I take two archetypes that replace an ability at the same level? Or is there a better way to do a paladin, since I doubt the PFS legacy classes are ever going to be allowed in SFS.


Here's how I would build a 'Paladin'.

Guard Soldier 3/Star Knight Mystic X

That gets you all the armor profs, weapon profs, and weapon specs, and some early defensives and bonus feats. Then Star Knight Mystic grants you spells a long with archetype abilities that reflect your more martial methodology. I'm used to Pally's not getting spells until 4th level anyway, and always being behind, and I'd rather have the beefy melee stuff early. You won't really 'feel' any different than a soldier until level 5 or 6, but that's when it starts to be unique.

I tend to think of Arcane Assault as a trap option, especially for a dip. The low level ability doesn't give you anything an energy weapon doesn't already have for free, and I'd rather be targeting EAC than KAC anyway.


I went cleric divine champion on my first level. Then dipped right away into blitz soldier at lvl two. Then went back to the divine clerical champion at third level. And thats as far as we got so far. But i may take another lvl in the divine champion then dip into solarian for its glowing armor to emulate the divine grace thingy.

I'll tell you what, it really pissed off one of my fellow players when i lvled up into soldier. He is a real class Puritan and only thinks the only thing a cleric should do is sit back and heal him when he scrubs up. I like to think i am proving him wrong by surviving like a boss.


Personally, I'd recommend against multiclassing before level 3, as the monsters past CR three all kind of assume that you'll have weapon specialization. If you do multiclass before 3, be sure to take Weapon Spec at 3 and be prepared to use the rebuild item at 4 or 5 (or whenever you get weapon spec from class) to replace it.


I do not see the importance of having that one ability at third level. You will just get it as soon as you lvl your main class to third lvl. Really depends on what your main class is. If your main class focuses on weapons as its way with dealing with things then you might but if your using spells, abilities, or grenades then weapon specialization and focus are just caveats.

I built my character as a distraction. a look at me as i shoot you in the back. I suck at the dice rolling thing so if i do hit its going to do minimal damage just how the dice roll for me. And thats why i am fine getting the damage that i will be getting til 4th lvl.


1. No you cannot take two archetypes that replace the same abilities.
2. I agree that Arcane Assailant is a trap. I get the impression that it was written in an early stage when weapon fusions like flaming still added damage to attacks, and after that was removed it wasn't reworked.

A few things that can help with paladin-ness that you haven't mentioned:

1. Full soldier with Connection Inkling/Technomantic Dabbler. Either of these feats will gives you a smattering of spellpower at close to the same level a Paladin would, and you don't have to worry about having a lower effective caster level because of multiclassing.

2. The Priest theme. You probably planned on taking this, but you didn't mention it so I feel compelled to.

3. Full mystic with the Steward Officer archetype. This one gets you proficiency with long arms or advanced melee as well as specialization for the cost of one ability spot, although both would be slightly delayed. They're other abilities also fit a paladin (playing "good cop" and not shooting first). If you wanted to be a bit more spell-y, this could work out for you as well.


Thanks for the ideas. Character just hit second, so I still have the option to tweak him. I mostly went arcane assault for the "bonded weapon" paladin ability. I had thought about taking Connection Inkling when I get to 3rd. His theme is Mercenary, but that will probably change. I also have the Divine Blessing feat, for the ignoring DR/resistance for evil outsiders/dragons. I hope in the next few books they bring out an improved version of Connection Inkling. He's also primarily a swordsman (Long sword, and shield as soon as I can get one.) I will say he is more of an avenging paladin type. Fusions will probably be Holy, axiomatic. But first up is his armor, and maybe a small-arm when he can't carry the hunting rifle (All I could afford. :( )


PMSchulz wrote:
Thanks for the ideas. Character just hit second, so I still have the option to tweak him. I mostly went arcane assault for the "bonded weapon" paladin ability. I had thought about taking Connection Inkling when I get to 3rd. His theme is Mercenary, but that will probably change. I also have the Divine Blessing feat, for the ignoring DR/resistance for evil outsiders/dragons. I hope in the next few books they bring out an improved version of Connection Inkling. He's also primarily a swordsman (Long sword, and shield as soon as I can get one.) I will say he is more of an avenging paladin type. Fusions will probably be Holy, axiomatic. But first up is his armor, and maybe a small-arm when he can't carry the hunting rifle (All I could afford. :( )

1. Connection Inkling has a 5th level minimum.

2. The only shields right now are armor upgrades, the Phase Shield at 6th level (+1 EAC) and the Titan Shield at 14th (acts as mobile cover, powered armor only)
3. If you are a melee soldier, ditch the guns. Get a Called Starknife for 230 credits instead. You can use your strength modifier to attack with it, and you get strength to damage.
4. Maybe check out the Solar Disciple theme for a champion of Iomedae? At 12th level you can dish out extra damage when you get hit with fire, like a holy supercharge.
5. I'm really not that impressed with Arcane Assailant, because fusions aren't that expensive, and you're likely to have a good weapon anyway. Guard or Armor Storm are probably superior for a paladin-type.

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