How to build a good Shakalta?


Advice


Hey all I'm trying to theorycraft a good build for the Two-Souled Shakalta (https://aonsrd.com/Races.aspx?ItemName=Shakalta) that have to 10/10 split multi-class (A,B,A,B,A,B,etc.) for w/e Adventure Path my group plays next (Currently playing Horizon of the Vast, already finished Fly Free or Die+Devastation Ark) so I could use some help gathering things that scale with character level, allow stacking between classes and/or rely primarily/solely on your Key Ability Score.

Ideally the two classes would be Wis and/or Cha based but not Int based since the races ability score mods are +2 Wis/Cha, -2 Int although you could choose options that dont really use Int so that could work. Obviously the classes that are Str, Dex or Con based can work.

Also I just played a Naive Power Armor Jockey SRO Experimental Armor Mechanic "Bruiser" (who used to be another mechanics drone, switched cause the OG mech was kind of a prick but everyone loved the drone) and I'm currently playing a Medic MysticX/Biohacker1 with a Druid/Psychic vibe that mixes mundane and magical medicine so ideally nothing too similar to those. With an innate Wis and/or Cha focus I'm leaning towards a party face but I'm pretty open to suggestion.

Some examples

Char Level Based:

Improved Unarmed Strike (Combat Feat)

Source Starfinder Core Rulebook pg. 158

You have trained to make your unarmed strikes lethal and strike with kicks, head-butts, and similar attacks.

Benefit: Your unarmed strike damage increases to 1d6 at 4th level, 2d6 at 8th level, 3d6 at 12th level, 5d6 at 15th level, and 7d6 at 20th level. Your unarmed strikes don’t count as archaic and can deal lethal damage. You threaten squares within your natural reach with your unarmed strikes even when you do not have a hand free for an unarmed strike. If you are immobilized, entangled, or unable to use both legs (or whatever appendages you have in place of legs, where appropriate), you lose the ability to make unarmed strikes without your hands. When making an unarmed strike without your hands, you can’t use such attacks for combat maneuvers or similar abilities—only to deal damage.

Normal: You don’t threaten any squares with unarmed strikes, and you must have a hand free to make an unarmed strike.

Mixed Class Stacking:

Mystic Flare (Su) (If a Mystic/Solarion)

Source Starfinder #30: Puppets Without Strings pg. 50

In your studies, you have benefited from a solarian tutor, who taught you how to draw power from the foundational forces of the universe. For you, a star’s corona or a black hole’s event horizon is a source of infinite energy. You gain a solar flare, as the solar manifestation ability of a solarian with a class level equal to your mystic level. If you have levels in both classes, you add them together to determine the effectiveness of your solar flare. You do not gain any other solar-flare solarian abilities from mystic class levels.

Key Ability Score Reliant:

Biohacker Booster/Inhibitors duration are 1+ Key ability mod and most lack a DC (a single level of biohacker is crazy cause of this)


I just rediscovered that creature companions exist as well as several feats with even just ONE feat you can have a scaling pet thta you can share your actions with 1 to 1 so that can help offset so of the issues with playing a Shakalta (off the top of my head a mech can take something other than drone and act as a buffer/support for their buddy since its basically character level based with a smallish credit investment)

Feats: https://aonsrd.com/Feats.aspx?Category=Creature%20Companion
Companion Rules: https://aonsrd.com/Rules.aspx?ID=378


Oh I forgot to mention, anything that changes what a stat can do is also useful such as the biohacker scientific method changing a bunch or int skills to wisdom or wisdom skills to int

Studious
Additionally, you can add your Intelligence modifier instead of your Wisdom modifier to Perception and Sense Motive checks.

Instinctive
Additionally, you can add your
Wisdom modifier instead of your Intelligence modifier to Life Science, Medicine, and Physical Science checks.


The key to really multi-classing in starfinder isn't using what the book says is the important stat for the class, but putting together abilities that work well together despite being lower level. A solarion witchwarper for example both key off of charisma, but is going to have 2 pools of low level abilities with low dcs, little effect, an all bottle necking at your standard action.

Another hint is that many classes don't get a lot out of their alleged prime stat except resolve, which isn't an issue since you can get resolve from another class. A 14 in their "primary" stat works just fine for many classes: a biohackers int, a mystics wisdom as long as you don't cast offensive spells,

A soldier mystic using wracking fists: the soldier lets you hit more and faster and so does the wrecking fists. Avoid spells with DCs, mostly use them for wrecking fists and the occasional utility spell.

A biohacker soldier (melee i think is better than ranged) , hit harder more often and apply a biohack and more evil stuff.

Shield solarion soldier


For all those suggested options, make sure soldier is the first level you take. Then make sure DEX or STR (whichever you hit with) is a minimum 16 to start, then think about raising the secondary class' key ability score.

That way, you'll key your resolve points off your attack stat, and you know, actually be good at combat on top of that.


Garretmander wrote:

For all those suggested options, make sure soldier is the first level you take. Then make sure DEX or STR (whichever you hit with) is a minimum 16 to start, then think about raising the secondary class' key ability score.

That way, you'll key your resolve points off your attack stat, and you know, actually be good at combat on top of that.

Hmmm? Which level comes first doesn't matter. Your resolve keys off of whichever stat is higher no matter what order they came in (starfinder is very good about the order of things mattering very little.. i think your theme giving a class skill or a +1 is the only thing where the order matters)

A multiclassed character can have more than one key ability score. For each class, your key ability score remains the same as normal for that class (and for the class features that rely on that score). For any key ability score calculation not tied to class, such as determining your maximum Resolve Points, use whichever key ability score has the highest value (and therefore the highest modifier).

Unless you mean having the resolve to LIVE through first level?


BigNorseWolf wrote:


Unless you mean having the resolve to LIVE through first level?

That one, also more hit points and better attack bonuses at first level tends to be better than what your other class does


Oooo Wrecking Fist is definitely a good option for a Martial Mystic, basically spell sergeant+imp unarmed fist rolled into 1 :)

Biohacker in general is a very strong multi-class even w/ just a single level and alot of their hacks dont have a DC

Soldier is nice for the Full BAB and extra feats alone and ill nose through the gear boosts to see what might be class level agnostic :)


Experimental Weapon Mech + Various Soldier Gear Boosts (ie. Brutal Blast) "stack" in that they both boost your damage dealt so + to damage is similar to what a single class soldier or mechanic would get and despite being a Mech has little use for Int assuming you avoid mech tricks that specifically use Int and/or use an archetype since those replace your tricks


Have they Devs ever said why they made Shakalta the way they did?


Solarian/Mystic with either the Mystic Flare or Solar Connection epiphany

Both allows you to stack Solarian and Mystic levels to determine the Flare's or Weapon's damage. Also, in Galactic Magic, the Solarian received the Broken Cycle feature, ewhich allows it to pick only one mode and stick with it in exchange of more revelations. Since most revelations function with both the Weapon and the Flare, that can help a lot to compensate half the levels.


Failedlegend The Eternal Gish wrote:
Have they Devs ever said why they made Shakalta the way they did?

Probably so someone would try genuine multiclassing (as opposed to dips) in starfinder, which is usually pretty sub optimal.


BigNorseWolf wrote:
Failedlegend The Eternal Gish wrote:
Have they Devs ever said why they made Shakalta the way they did?
Probably so someone would try genuine multiclassing (as opposed to dips) in starfinder, which is usually pretty sub optimal.

Wonder if something similar to 2e DnD multi-classing would have fulfilled a similar role and made Shakalta unique


Failedlegend The Eternal Gish wrote:


Wonder if something similar to 2e DnD multi-classing would have fulfilled a similar role and made Shakalta unique

That is nearly gish classing, and was overpowered as heck so I'm not surprised its not available for a species in starfinder.


BigNorseWolf wrote:
Failedlegend The Eternal Gish wrote:


Wonder if something similar to 2e DnD multi-classing would have fulfilled a similar role and made Shakalta unique
That is nearly gish classing, and was overpowered as heck so I'm not surprised its not available for a species in starfinder.

Sorry I wasnt clear i didnt mean 1 to 1 just something similar


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Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
BigNorseWolf wrote:
The key to really multi-classing in starfinder isn't using what the book says is the important stat for the class, but putting together abilities that work well together despite being lower level.

QFT.

Classes like biohacker or envoy, where the "best" class features are mostly within the first 6-10 levels and usually static boosts, tend to work better than classes with more distinct scaling. Envoy in particular (Get 'Em, Dispiriting Taunt, Quick Dispiriting Taunt, Improved Get 'Em) works well in combination with a class based around standard actions (using a move action for the improvisation).

Another possibility is incorporating an archetype into one of the classes without affecting the class features of the other class.


Dragonchess Player wrote:
BigNorseWolf wrote:
The key to really multi-classing in starfinder isn't using what the book says is the important stat for the class, but putting together abilities that work well together despite being lower level.

QFT.

Classes like biohacker or envoy, where the "best" class features are mostly within the first 6-10 levels and usually static boosts, tend to work better than classes with more distinct scaling. Envoy in particular (Get 'Em, Dispiriting Taunt, Quick Dispiriting Taunt, Improved Get 'Em) works well in combination with a class based around standard actions (using a move action for the improvisation).

Another possibility is incorporating an archetype into one of the classes without affecting the class features of the other class.

Battle Leader seems like it would be a good one and/or Skyfire Centurion

Shadow Lodge

I played a shakalta through Dead Suns. I went Solarion and Mystic (Star Shaman & Healing) I focused on photon mode, took the Epiphany Solar Connection. Went Jet Charge that when combined with Stellar Rush can be quite nice, charging three times the speed of your jetpack as a standard, leaving you a move action to heal yourself with Healing Channel if you need to. They nick-named me death ballerina after I solo'd the boss in book 5 over a giant bottomless pit.

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