Evolutionist thoughts


Evolutionist Class


So I'll start by saying I really do like the class - awesome concept and mostly great mechanics. I hope this post doesn't come off as too negative, most of the points are small in the big picture. But I did want to get my take on the forums, there doesn't seem to be enough discussion for me!

The main feel I got after reading the playtest is I loved the concept, but the mechanics don't seem to mesh very well. I'm not super sure what the class is supposed to be good at. I would think it would be about adapting, being ready for anything, but it doesn't do the best job of that I think. Dpr seems pretty low, and that's okay, if the adaptiveness is increased a little (imo).

As others have said, too little out of combat options. And I can see why the class is designed the way it is, it's kind of a weird spot. A lot of the stuff the evolutionist can do can be covered by (sometimes dirt cheap) augmentations. It would feel kind of crappy to spend class features on things that anyone can purchase. I'm not sure how to fix this, to be honest - maybe something as simple as a budget that can only be spent on augmentations (picked from the niche picked) that can be changed on level up (don't have to be installed, just mutated/grown/whatever).

In combat options are pretty cool. It is a little weird there is no damage boost type feature. Spending an EP every turn just to get full BAB feels kind of crappy, and may be my main gripe with the class. Spending your classes main resource just to get something other classes just have passively, and it seems to be really the only way to bump up dpr, feels wrong. I would rather a more unique damage booster, or something to give cool properties to attacks. The latter would, to me, fulfill what the class seems to be about, adapting to situations.


Its innate damage isn't as impressive as the Solarian or the Vanguard. Solarian has its crystals while the Vanguard actually gets some funky abilities.
They made what feels like a combat wannabe class which has to spend its 'unique' resource to maintain its combat usefulness without any pretty abilities.
The fact there is no out of combat use to them makes it very lack luster.


Combat Focus evolutionists seem to have pretty solid damage output when they spend EP on full BAB. I did some quick calcs and they fall short of solarians + soldiers but well ahead of vanguards. Its weird that from level 1-10 they have to give up their main resource mini-game in order to play on even footing with other martials.


Gaulin wrote:


As others have said, too little out of combat options. And I can see why the class is designed the way it is, it's kind of a weird spot. A lot of the stuff the evolutionist can do can be covered by (sometimes dirt cheap) augmentations. It would feel kind of crappy to spend class features on things that anyone can purchase. I'm not sure how to fix this, to be honest - maybe something as simple as a budget that can only be spent on augmentations (picked from the niche picked) that can be changed on level up (don't have to be installed, just mutated/grown/whatever).

Like, the Nanocyte is already going to do this. They just choose some gear of various levels, doesn't care about cost. Including some augmentations!

If augmentations are to be the Evolutionist's primary non-combat contribution, they should just get a couple for free. One of the character's level, and one at character level-2, which they can swap out at level-up without penalty. Augmentation Focus gets a third freebie on top of their bonus slots.

Also let Evolutionists upgrade to the higher marks on augments they actually buy for the cost minus their current grade's cost (like Personal Upgrades).


With the Vanguard its not just the damage output, bear in mind they can get a 25ft reach without a natural reach. Can mod it to be a blast or everyone within 20ft.


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Since the fulcrum level is the same as the class level, wouldn't you be crafting and slotting a new fusion every level, or buying a few levels ahead I guess...or does the class get a small bonus in wealth by not having to pay to upgrade the fusions to match.

I'd think that the fusions would be inert when the fusion is upgraded until you reinstalled it or something. A short explanation in the fulcrum would be nice.


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After reading through the playtest pdf I feel like the evolutionist is a wannabe DPS/tank without having anything to manage this role. I find the concept interesting but it isn't what I was expecting when I first heard of an Evolutionist. I thought it would be something like Pathfinder's Shifter but adapted to Starfinder.

Let's talk about what I don't like.

1- When I think of the concept evolution I see something that can adapt to every situation and this class seem to do very poorly. Only Eldritch and Mechanized niches can resist certain types of damage and you have to spend EP to get other types of movement that last a very sort time (3 rounds). If you want a class that can do this I recommend a Mystic (xenodruid) it has the same BAB and hp/sp increase per lvl and you have spells to heal yourself.

2- The EP pool is quite complex, I played a vanguard and half the time I forget to increase the entropic pool and myself and other players forget to spend it in combat.

3- Combat wise it does a lot of damage but having 3/4 BAB, light armor proficiency and 6 hp/sp means you are cursed to spend EP every round to increase your atack and if you choose a melee weapon you are going to need a mystic nearby to heal you specially with Eldritch and Mechanized niches if you recieve damage you are vulnerable to. If you want to tank make a vanguard or a soldier and if you want dps solarian is a better choice.

4- I don't get to do anything out of combat, sure flexible skill gives you more skill points and more trained skills but, what else?

5- Evolutionary focus: Augmentations only give you discounts on augmentations and the choice to have more than one in up to 2 systems. I personally don't buy many augmentations, mostly speed increase, darkvision and DR. Combat makes you a soldier (or close). And packmaster allows you to pass your adaptations to adyacent party members, I don't like half of them why would they want them?

6- Niches: I like the concept of becoming something else and I am very fond of dragons but Eldritch niche seem very niche ;)

There are very few spellcasting monsters in the game so SR won't matter 80% of the time. The drawback is insane just for something that would trigger once every sesion (being generous) unless you plan to be hindering your spellcaster all the time. Spell twisting only comes in handy if your party's spellcaster is lower level than you otherwise you will be wasting EP to reduce your pool. Sure it seems fun teleporting around the battlefield with arcane leap but does this make up for the drawbacks, I don't think so and besides it's a lvl 10 feature.

Mechanized is somewhat boring you only get DR and energy resistance but if you happen to choose it wrong you get an insane amount of damage at the end of your turn, not worth it I think. Avenging burst seems pretty lame. Rapid reboot I don't know how it will work in combat since there is no sneak attack but makes you the target of every intelligent monster that sees you flat-footed.

Sepulchral is the only one I would consider taking. Great damage output but you get penalized twice for this, first you recieve less healing from others and second you have to loose a move or a standard action if you killed someone, which is what I am suppossed to do. I wonder if this also works if you knock some unconscious with non-lethal damage. You can heal your wounds (great) but only once every 10 minutes (ow). And you can be a ghost, nice.

I have some serious problems with vital, it feels like this niche was intended to be the tank one, but the healing it provides is almost uneventful due to the damage output of the monsters in Starfinder (my group have argued several times that the attack rate and the damage output of monsters in Starfinder aren't balanced) and you are weaker to control magic just for this. I don't see the logic behind this, I can protect my party but if a spellcaster manages to control or confuse me and I end up attacking them I will do more harm than good, but as I said before there are very few spellcasting monsters in Starfinder so maybe it won't affect much. I don't know.

For all this I don't think I will be making an Evolutionist until it comes out and I see the changes they make, but it feels like this iteration is half made without considering what it can do out of combat and in combat the drawbacks are insane for the little benefit they provide.


1- It feels like a very combat-oriented class, so... why not giving it Full BAB and/or make the Combat Evolutionary Focus part of the class?

2- There is no specialization for shapeshifting into other aliens, or shaping yourself to gain specific skill bonuses.

3- There should be an option to pick one more type for the Adaptative Strike as you level up. I get that you have an Adaptation for that, but getting one more type would be a good thing.


Plus isn't the teleport and ghost ability a 1 a day thing with combat option to boost your ghost to 3 turns?


Wesrolter wrote:
Plus isn't the teleport and ghost ability a 1 a day thing with combat option to boost your ghost to 3 turns?

The ghost ability requires EP, so it is always a combat-only ability.


10th Level: Your transformation has reached an important milestone,
giving you an ability you can use once per day.
In the Niche section, it specifically states its a once a day ability.
The ghost ability costs cost 2 to start, 2 for round 2 and 3 for round 3.
I suppose with the increase in EP generation at 11th, you might be able to afford a 4th round.

Edit: If you was saying it also costs EP, I apologise, read it as you was saying its and EP spend ability, not a once a day with an EP cost.


Wesrolter wrote:

10th Level: Your transformation has reached an important milestone,

giving you an ability you can use once per day.
In the Niche section, it specifically states its a once a day ability.
The ghost ability costs cost 2 to start, 2 for round 2 and 3 for round 3.
I suppose with the increase in EP generation at 11th, you might be able to afford a 4th round.

Edit: If you was saying it also costs EP, I apologise, read it as you was saying its and EP spend ability, not a once a day with an EP cost.

That's what I'm saying, yeah- it is both 1/day and combat-only because of EP. I think I just misunderstood your initial post.


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Just wanted to chime in because I think one cool, niche thing that only an evolutionist could do - be the games first unarmored class. Basically everyone needs armor because of environmental protections and whatnot, but those are things that an evolutionist should be able to simply adapt to. Technically I suppose you would have to 'grow' armor or some such just to keep in line with the mechanics of the game, but flavour wise I think it makes sense and would be really cool.

Something like - you gain a carapace, thick hide, robotic armor, or some similar armor coating. This functions as light armor, giving a bonus to EAC equal to your level, and KAC equal to your level +2, and max dex bonus equal to 1 + an third of your level. You also gain environmental protections that armor would normally grant, for a number of days equal to your level. These recharge in an hour when in an area the environmental protections do not need to be active.

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Gaulin, I agree. It would be cool and fitting.

It generally feels weird the "evolutionist" does not get any abilities that helps them survive in alien worlds aside from the occasional weak energy resistance.


The mechanics would need to be tweaked but I think it should be closer to the Solarian, as in you pick a weapon or armour. Having both would be a little overkill.
I do like the concept of the adaption to the environment, would be good to have a choice to permanently unlock say water breathing, a swim speed, climb or darkvision... Actually evolve to adapt to the environment rather then just a combat adaption


I do like the idea of having someone like Darwin from the X-Men or Sandman Slim who, when they take hits gain resistance to that kind of attack. It appears in adaptive armor-type features already.

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Wesrolter wrote:
The mechanics would need to be tweaked but I think it should be closer to the Solarian, as in you pick a weapon or armour. Having both would be a little overkill.

That would be cool, but honestly, I'd prefer the evolutionist to be as different as possible from other classes.

But admittedly, I'm bias because I've already seen a really well designed 3pp option for the solarian that gives a natural attack as a solar manifestation and transformative attunements and revelations.


To be fair, so far it looks like a modified Solarian already. Your free weapon, your abilities raising as the fight goes on, abilities that focus on either maintaining a 'level' in combat or spending it for big effect.


Out of combat options are certainly lacking, especially due to 0 EP out of combat. Seems like the classes main out of combat niche should be scouting/sneaking. They've got stealth, disguise, perception as class skills, and some abilities for traversing environments others can't (swim/climb speed), resistances/immunities. If adaptations like extraordinary sense could be used to find enemies before combat starts, there might be something there. I'd like to see some improvements to augmentation and packmaster focus too. Packmaster maybe just needs good buffs to share with allies. Augmentation needs to do more than give discounts. Maybe ways to re-use augmentations without spending resolve?

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