Multi-Classing with new Classes


Character Operations Manual Playtest General Discussion


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.

Scarab Sages

I could see Vanguard / Soldier too.

I'd say the Witchwarper is probably the least mutli-class friendly, like most casting classes. Giving up spells and spell level is still punishing.


Well, the Blitz Dip is still strong for Vanguard, as with any martial. I'm curious about how a Vanguard dip would be; heavy armor and shields and a strong insight bonus on skills...there are plenty of benefits there.

Dataphiles

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.


Has anyone much smarter than me figured what the best ratio of Envoy to Biohacker would work in a multiclass?


ArtieStroke wrote:
Has anyone much smarter than me figured what the best ratio of Envoy to Biohacker would work in a multiclass?

No, but I(someone not particularly intelligent) am intending to work out many of the better multiclass ratios later this month when I have free time.


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.


Pathfinder Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild Subscriber

I don't see any reason to believe that the half levels wouldn't round down.

Paizo Employee Starfinder Design Lead

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Dracomicron wrote:

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.


The Mechanic player in my group is looking hard at multi-classing into Biohacker, he was a bit surprised I would be ok with it.

Paizo Employee Starfinder Design Lead

coldbringer wrote:
The Mechanic player in my group is looking hard at multi-classing into Biohacker, he was a bit surprised I would be ok with it.

That's absolutely one of the combos that needs testing.


coldbringer wrote:
The Mechanic player in my group is looking hard at multi-classing into Biohacker, he was a bit surprised I would be ok with it.

Overcharge those Ice Needle injections!


coldbringer wrote:
The Mechanic player in my group is looking hard at multi-classing into Biohacker, he was a bit surprised I would be ok with it.

Fix that will save!


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Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

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.


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Vexies wrote:
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.


"Dr." Cupi wrote:

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).

Scarab Sages

I also think 2 levels of Armor Solarion can pair very well with Vanguard. You take a small hit on damage, but gain better defenses and either Plasma Sheath or Stellar Rush.


So when are these new classes coming out?


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Sharpshooter soldier for aa biohacker seems almost a given


ghostunderasheet wrote:
So when are these new classes coming out?

End of next year, probably.


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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.


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The Ragi wrote:

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.


New to SF, was wondering what makes Biohacker so good for Mechanic?
Big fan of Alchemist in PF, so hoped Biohacker would fit that vibe, but I want 8 levels of Mechanic because of the newer talents that allow changing one weapon into another.


Pathfinder Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild Subscriber

Well, as a dip, having intelligence as your stat for perception and will saves would be pretty big for a mechanic.


HammerJack wrote:
Well, as a dip, having intelligence as your stat for perception and will saves would be pretty big for a mechanic.

Good to know. Just getting into SF and I'm not quite there with what each class offers. The int to will and perception is nice though.


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.


River of Sticks wrote:
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.


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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.


WingMaster91 wrote:
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:

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.

Paizo Employee Starfinder Design Lead

Hiruma Kai wrote:
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.

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