
WingMaster91 |
With these new classes coming out I am seeing quite a few opportunities for multi-classing previously available. I'm fairly new to the game (about 3 months of familiarity, I just started to DM) and I'm always looking for ways to make some tricksy NPCs.
It seems like from other discussions I've seen Vanguard works well with operative and solarian potentially.
I feel like 1-3 levels of biohacker with Mechanic and Technomancer would be pretty useful as well.

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Right now a Biohacker dip would do amazing things for mechanics, technomancers, and maybe even operatives.
It would definitely benefit mechanics the most with a couple skills changing to int based, but the will save changing to int based it practically everything. Also, the work around on a number of uses for Mysticism. On top of, everything that biohacker can do at 1st level.

Dracomicron |

Vanguards do suffer a bit from multiple levels of anything because their Entropic Strike gets all of their Vanguard levels for damage but only half of their other levels (because it's an Operative weapon).
It does beg the question on if a 1 level dip, halved, is minimum 1 like Resolve points or damage. If that's the case, then a 1 level dip wouldn't hurt damage at all.

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Vanguards do suffer a bit from multiple levels of anything because their Entropic Strike gets all of their Vanguard levels for damage but only half of their other levels (because it's an Operative weapon).
It does beg the question on if a 1 level dip, halved, is minimum 1 like Resolve points or damage. If that's the case, then a 1 level dip wouldn't hurt damage at all.
The Starfinder rule for rounding (Core Rulebook, 243) is that everything rounds down unless it states otherwise.

Vexies |
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The Mystic healer in the group I run for who always wanted to be a.. well a Biohacker before they existed will be at the very least dipping into that class for sure. She was already using a injection pistol as her primary weapon and rp'd herself as a geneticist / psychic surgeon. Just one level really fixes so many of her issues, plus the expansion of her options of things to use with her injection pistol is really making her pretty happy.

WingMaster91 |
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The Mystic healer in the group I run for who always wanted to be a.. well a Biohacker before they existed will be at the very least dipping into that class for sure. She was already using a injection pistol as her primary weapon and rp'd herself as a geneticist / psychic surgeon. Just one level really fixes so many of her issues, plus the expansion of her options of things to use with her injection pistol is really making her pretty happy.
I have a mechanic who was going for the injection pistol route, when biohacker was announced we both realized how much 2 levels would improve his needlin game, its perfect because in game he likes to take blood samples of everything possible and adds to his sorta mad gray scientist persona.

WingMaster91 |
Right now a Biohacker dip would do amazing things for mechanics, technomancers, and maybe even operatives.
It would definitely benefit mechanics the most with a couple skills changing to int based, but the will save changing to int based it practically everything. Also, the work around on a number of uses for Mysticism. On top of, everything that biohacker can do at 1st level.
I think that a single level (or three if you want to maximize your strength being added to damage) of soldier is a good choice for the most part, you take blitz if you're going more offense and dex oriented with the vanguard, or guard if you wanna take the tankier more strength oriented route (seems great for shields).

Dracomicron |
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My medicine-focused envoy was running out of options after level 7 (Battlefield Medic expertise talent was the only thing left in this area), so the biohacker is a very welcome addition.
He even has a not too crappy INT and DEX score.
My Society nuar paramedic Soldier was planning on multiclassing to Mechanic after level 3, but now I'm planning on shelving her at that point until the Biohacker becomes Society legal. Front-line rapid response moo moo medic.

River of Sticks |

Well, as a dip, having intelligence as your stat for perception and will saves would be pretty big for a mechanic.
That was the very first thing I thought of when I read the class. I also like the idea of being able to have some more utility "built-in"; there are not really any upgrades to the Biohacker's Custom scanner, but the base functionality still fits a Mechanic theme. I'd actually be willing to take a Mechanic Trick for something like that, if it isn't already covered by Expert Rig. Since the medkit and analyzer are not took kits I assume they would not be covered by Expert Rig.

Shinigami02 |

HammerJack wrote:Well, as a dip, having intelligence as your stat for perception and will saves would be pretty big for a mechanic.That was the very first thing I thought of when I read the class. I also like the idea of being able to have some more utility "built-in"; there are not really any upgrades to the Biohacker's Custom scanner, but the base functionality still fits a Mechanic theme. I'd actually be willing to take a Mechanic Trick for something like that, if it isn't already covered by Expert Rig. Since the medkit and analyzer are not took kits I assume they would not be covered by Expert Rig.
Even if they were tool kits, they have nothing to do with Engineering or Computers checks so no, Expert Rig shouldn't interact with them.

WingMaster91 |
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3 levels of solarian utilizing a soulfire fusion on a witchwarper seems super legit, take plasma sheath to boost your damage as it is worded to be based on your regular level and not solarian level. You can get a super versatile toolbox build if you do it right and can just focus on increasing your charisma for spells/save dcs/damage.

Hiruma Kai |

3 levels of solarian utilizing a soulfire fusion on a witchwarper seems super legit, take plasma sheath to boost your damage as it is worded to be based on your regular level and not solarian level. You can get a super versatile toolbox build if you do it right and can just focus on increasing your charisma for spells/save dcs/damage.
I'll point out plasma sheath only adds half your solarian level to damage when photon attuned.
If you read the intro section on classes and class features it says:
If you decide to take multiple classes, when a class feature has an effect or prerequisite based on your level, it always means your level in that class, not your total character level (which is the sum of all your different class levels).
So for reference, plasma sheath says:
When you are attuned or fully attuned, your attacks with plasma sheath deal additional fire damage equal to half your level.
So when Plasma sheath says your level, it means your solarian class level. If it had said total character level, then it would work as you describe, but it doesn't.

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CRB, page 59 wrote:If you decide to take multiple classes, when a class feature has an effect or prerequisite based on your level, it always means your level in that class, not your total character level (which is the sum of all your different class levels).So for reference, plasma sheath says:
CRB,Plasma sheath rules on page 104 wrote:When you are attuned or fully attuned, your attacks with plasma sheath deal additional fire damage equal to half your level.So when Plasma sheath says your level, it means your solarian class level. If it had said total character level, then it would work as you describe, but it doesn't.
Correct.