What classes


Playtest General Discussion

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Second Seekers (Jadnura)

Pathfinder Starfinder Society Subscriber
Corrik wrote:
but I don't know about having a single "good at technology" class.

Oh I didn't mean to say that it should be the only "good at technology" class! Technomancers are still good at tech (coming at it from a magical angle), Operatives are still good a gadgets and gizmos, etc. I mean who knows what final designs are like, but in SF1, Soldiers have Engineering as a class skill, for like, spec ops / explosions and stuff, which I always thought was cool.


So thinking on operative, I think it will actually occupy the same niche as Investigator and Rogue. Both of them get 1 skill boost and 1 skill feat every level as a big thing of theirs. The investigator is hyper-specialized in, well, investigating. Their feats and features focus in on being a super detective or relate to science-based activities. The rogue does the whole "dip into everyones pies" kinda deal, able to get basic spellcasting, a knowledge check, intimidation and strength focus, dex to damage, but can't do all of them. It picks 1 and goes from there, but it's able to be built to cover other niches.

I think operative has a chance to be the premier infiltrator, saboteur, and stealth/spy-focused class. That playing an operative is like playing a super agent in a spy thriller loaded up to the gills with skills and tools needed to get in and out of any situation.


Kishmo wrote:
Corrik wrote:
but I don't know about having a single "good at technology" class.
Oh I didn't mean to say that it should be the only "good at technology" class! Technomancers are still good at tech (coming at it from a magical angle), Operatives are still good a gadgets and gizmos, etc. I mean who knows what final designs are like, but in SF1, Soldiers have Engineering as a class skill, for like, spec ops / explosions and stuff, which I always thought was cool.

One thing we will hopefully be seeing more in the playtest is more of those kinds of things being spread out to more classes. PF2E hasn't got class skills. Any class can pick up any skill, and if there is one that is very strongly associated with your class then it will be a skill you're given when you pick that class.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Corrik wrote:
Mixing the Mechanic and the Nanocyte does sound fun, but I don't know about having a single "good at technology" class. In the same vein of having a single "good at magic" class, it something that can cause design space issues. It's a lot to pack into a single chassis.

Agreed. The class would have to be big enough for both, and also have some kind of way to split between the two because there wouldn't be multiclassing. That's not quite Kineticist sized, but it would be huge.

Envoy's Alliance

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Pathfinder Rulebook Subscriber

Also, the Nanocyte isn't necessarily "Good at technology". Their key state was constitution. They had the nanocytes, the didn't necessarily understand how they worked.

While I don't want the Mechanic combined, I'd understand if it were a starfinder exclusive Inventor Innovation: The Exocortex (they already have the automaton innovation)

And if Solarion was "Like Kineteicist but X". Instead of an Overflow, they could have an unstable aura. Their aura changes between photonic and Graviton each time they use an impulse with the corresponding trait. If they use two impulses with the same trait as the last impulse they used, their aura ends and they have to restart it. HOWEVER if the impulse does have the same photon/graviton trait as the last impulse you used, it has additional effects.

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