More classes than the original


Playtest General Discussion


I’ve been contemplating creating a character inspired by Ash from *Alien*. Initially, I thought an Envoy would be a good fit since I wanted a character who didn't focus on magic or combat. However, I later realized that androids have significant penalties to Charisma and skills, which led me to reconsider.

After exploring other options, I found that in *Starfinder* 1st Edition, both the Technomancer and Mechanic are core classes, similar to the Advanced Player’s Guide (APG) in Pathfinder. For *Starfinder*’s equivalent to the APG, there’s the Biohacker. In Pathfinder, there are 17 core classes spread between the Core Rulebook and the APG.

Although it might be ambitious, I observed that the playtest features one class per attribute. Historically, there were three Intelligence-based classes, suggesting it could be useful to aim for 18 classes between the Core Rulebook and the new Character Operations Manual (COM), with three classes for each attribute. This may seem like a stretch, but having one magical and one non-magical option for each primary attribute—totaling 14 classes—seems reasonable. This would mean keeping the original 10 classes and adding 4 more. Perhaps the original 10 could even be included in the core book.

I haven’t suggested specific classes for the additional 4 yet, as I'm not deeply familiar with the existing options at the time of this post. I might update this post once I identify other concept gaps.


I don't expect SF2e to get more than 2 classes a year after the edition drops ...and that's at the fastest clip I'd expect. I could be wrong but SF2e pushing 20 classes would be late in life cycle if at all


xenoterracide wrote:
This may seem like a stretch, but having one magical and one non-magical option for each primary attribute—totaling 14 classes—seems reasonable.

One, I think the math is wrong. There are 6 attributes last I checked. Two classes each would be 12 classes, not 14.

Two, this feels like more the stretch side of things than the reasonable side.

Starfinder (1st edition) only currently has 13 classes. Having the initial release of SF2 have 12 classes seems a bit much.

Unless you want to count the Pathfinder2e classes as well. You could come pretty close to filling your desired roster with that already. I am not aware of any STR or DEX magic classes, other than maybe Monk or Champion - not sure those count since they aren't casting with those key attributes. CON has Kineticist. You have plenty to choose from for INT, WIS, CHA. Similarly, I don't think there is a WIS martial class. INT has Investigator and CHA has Thaumaturge.


The math isn't incorrect since there are already three intelligence-based classes. I figured out how I arrived at 14 instead of 13, but I’ve now forgotten the exact process. I think it was due to a misunderstanding about the non-intelligence class and how it related to the definition of magic or similar concepts.

Regarding the second point, this seems more of a stretch than a reasonable fit.

If Pathfinder can accommodate so many classes, it doesn’t seem unreasonable to have a slightly smaller number for Starfinder, especially since you could likely adapt many of the mechanics from those Pathfinder classes.

I was considering suggesting something akin to the Pathfinder monk for a sci-fi magic class. It wouldn't be purely magical, but monks have some magical-like abilities that could be emphasized further—think along the lines of Iron Fist with glowing hands.


Well, one thing to remember is that the Starfinder team does not want to just do "X PF2E class in space" so that will impact future design goals. Like, if you wanted to play a Monk for Starfinder, you'd just play the Pathfinder Monk.


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The alternate ability score rule exists for a reason - play Android Envoys to your heart's content.

It's also been said that Mechanic and Technomancer playtests should coincide with SF2's release.


You did ask for an example of a dexterity-based magic class. I think you could make a strong case that Jedi from Star Wars are essentially magic monks.

I’m not suggesting we should duplicate Pathfinder classes, but it doesn’t seem unreasonable to aim for parity with Pathfinder. A lot of inspiration, including mechanics, could be drawn from it—just rewording a mechanic can make it feel fresh.

In any case, I didn't find a class that truly matched the concept I was aiming for. It seems there was a class in the first edition that did fit. Given the number of Pathfinder classes, that amount doesn’t seem unattainable. Whether or not each attribute needs to be represented as magic or science, having a balanced approach feels appropriate.


xenoterracide wrote:
You did ask for an example of a dexterity-based magic class. I think you could make a strong case that Jedi from Star Wars are essentially magic monks.

I think the solarian is the closest we're ever going to get to a Jedi-like class.


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WWHsmackdown wrote:
I don't expect SF2e to get more than 2 classes a year after the edition drops ...and that's at the fastest clip I'd expect. I could be wrong but SF2e pushing 20 classes would be late in life cycle if at all

Starfinder 2e looks like it is going to be starting with like 29 classes day one? With two more the exemplar and the animist coming in a few months and then the commander and guardian for sure next year and technomancer and mechanic?

This is the big plus of being fully compatible it gives you an enormous amount of day one content to use.


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Very true, but with some requests to make Starfinder more distinct as a system, all of this is assuming that Starfinder and Pathfinder remain compatible enough the average GM will allow it.


kaid wrote:


Starfinder 2e looks like it is going to be starting with like 29 classes day one? With two more the exemplar and the animist coming in a few months and then the commander and guardian for sure next year and technomancer and mechanic?

29? where did you get that number?

The real point I'm wanting to hit home is this. If I look at the big medieval(ish) fantasy movies out there, of which there are unfortunately few, Lord of the Rings, Game of Thrones, Pirates of the Caribbean, Dungeons and Dragons and wanted to play a story or character from one of those, Pathfinder wood accommodate easily. If I'm looking at Star Wars, Star Trek, Dune, Aliens, or Starship Troopers I think I'd find that you wouldn't even get close. Whilst having a unique narrative is important, letting people play the popular thing that they like within the unique narrative is the thing that might allow this to become a popular narrative.


> I think the solarian is the closest we're ever going to get to a Jedi-like class.

Fair enough. Although I still think a monk, with say specializations in something like last airbender ... and then with air specialization and a monks natural reflex's plus "laser" sword equals Jedi. Not saying I need a Jedi class, but that feels like the general way to do it without having a Jedi class.


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Pathfinder Rulebook Subscriber
moosher12 wrote:
Very true, but with some requests to make Starfinder more distinct as a system, all of this is assuming that Starfinder and Pathfinder remain compatible enough the average GM will allow it.

I mean, that was part of the core pitch of the game and I haven't seen any indication from Paizo themselves that they want to sabotage it.


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xenoterracide wrote:
kaid wrote:


Starfinder 2e looks like it is going to be starting with like 29 classes day one? With two more the exemplar and the animist coming in a few months and then the commander and guardian for sure next year and technomancer and mechanic?

29? where did you get that number?

The real point I'm wanting to hit home is this. If I look at the big medieval(ish) fantasy movies out there, of which there are unfortunately few, Lord of the Rings, Game of Thrones, Pirates of the Caribbean, Dungeons and Dragons and wanted to play a story or character from one of those, Pathfinder wood accommodate easily. If I'm looking at Star Wars, Star Trek, Dune, Aliens, or Starship Troopers I think I'd find that you wouldn't even get close. Whilst having a unique narrative is important, letting people play the popular thing that they like within the unique narrative is the thing that might allow this to become a popular narrative.

Alright, I'll bite - what sci-fi character archetypes can't be represented right now? Starship Troopers feels like an odd inclusion here, as almost every character in that film is "person with a gun."

Pathfinder 2e currently has 23 classes, and there's nothing stopping you from bringing them into SF2. Monks and Rogues and Sorcerers all work just fine up in space.


keftiu wrote:
xenoterracide wrote:
kaid wrote:


Starfinder 2e looks like it is going to be starting with like 29 classes day one? With two more the exemplar and the animist coming in a few months and then the commander and guardian for sure next year and technomancer and mechanic?

29? where did you get that number?

The real point I'm wanting to hit home is this. If I look at the big medieval(ish) fantasy movies out there, of which there are unfortunately few, Lord of the Rings, Game of Thrones, Pirates of the Caribbean, Dungeons and Dragons and wanted to play a story or character from one of those, Pathfinder wood accommodate easily. If I'm looking at Star Wars, Star Trek, Dune, Aliens, or Starship Troopers I think I'd find that you wouldn't even get close. Whilst having a unique narrative is important, letting people play the popular thing that they like within the unique narrative is the thing that might allow this to become a popular narrative.

Alright, I'll bite - what sci-fi character archetypes can't be represented right now? Starship Troopers feels like an odd inclusion here, as almost every character in that film is "person with a gun."

Pathfinder 2e currently has 23 classes, and there's nothing stopping you from bringing them into SF2. Monks and Rogues and Sorcerers all work just fine up in space.

The only thing I can think of that'd stop a Starship Troopers-style character is the current lack of power armor, and that's both not a massive issue, heavy armors will work fine, and is something I expect will get rectified in a future book.


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Squiggit wrote:
moosher12 wrote:
Very true, but with some requests to make Starfinder more distinct as a system, all of this is assuming that Starfinder and Pathfinder remain compatible enough the average GM will allow it.
I mean, that was part of the core pitch of the game and I haven't seen any indication from Paizo themselves that they want to sabotage it.

Agreed. One thing I learned from the PF2 Remaster is that the goals and roadmap that Paizo announces on their blogs and other official channels are pretty accurate.

PF2 Remaster was announced to be removing some things that are not able to be licensed under the ORC license, a tune-up of several classes with Witch being the one called out specifically, and some changes on the level of errata that are convenient to put into a republishing of the core books. It was also announced that Legacy content would be almost completely compatible with the Remaster rules and that it is not necessarily required to purchase the new books if you have the older CRB/APG/GMG, nor is it required, or even likely possible, to re-purchase APs and adventures that were written before the Remaster changes.

And there were a rather vocal group of people on the internet saying that this was misinformation. Anything from a cash grab making everyone buy new books, to a new and incompatible edition of the game that was going to arrive.

And that vocal group of people were pretty clearly wrong. What we got was what was described initially.

I'm expecting the same from Starfinder2e - that the roadmap and expectations announced officially are going to be pretty accurate to what gets delivered. I'm not expecting 12 or 14 distinct Starfinder classes to be available on release day. Maybe between the first player Core book and the equivalent of Starfinder Player Core 2.

I'm also not expecting to see WIS-based martial classes or STR-based primary caster classes. Probably something like Monk/Champion/Ranger where they are STR/DEX KAS martial classes with focus spells.

Grand Lodge

Perpdepog wrote:
The only thing I can think of that'd stop a Starship Troopers-style character is the current lack of power armor, and that's both not a massive issue, heavy armors will work fine, and is something I expect will get rectified in a future book.

I heard that Technomancer and Mechanic will debut in a future book, which will also feature more tech items (supposedly, because Paizo doesn't want to overwhelm newcomers with the crazy range of non-magical tech). Wouldn't be surprised, if Power Armor doesn't show up in the finished release, that it would show up there.


Mangaholic13 wrote:
Perpdepog wrote:
The only thing I can think of that'd stop a Starship Troopers-style character is the current lack of power armor, and that's both not a massive issue, heavy armors will work fine, and is something I expect will get rectified in a future book.
I heard that Technomancer and Mechanic will debut in a future book, which will also feature more tech items (supposedly, because Paizo doesn't want to overwhelm newcomers with the crazy range of non-magical tech). Wouldn't be surprised, if Power Armor doesn't show up in the finished release, that it would show up there.

I think it was Driftborn in another thread who floated the idea of power armor and mechs being folded into a similar kind of system. That also feels possible to me, given that power armor shares a lot of the same kind of thematic space as mechs, just being smaller.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Perpdepog wrote:
Mangaholic13 wrote:
Perpdepog wrote:
The only thing I can think of that'd stop a Starship Troopers-style character is the current lack of power armor, and that's both not a massive issue, heavy armors will work fine, and is something I expect will get rectified in a future book.
I heard that Technomancer and Mechanic will debut in a future book, which will also feature more tech items (supposedly, because Paizo doesn't want to overwhelm newcomers with the crazy range of non-magical tech). Wouldn't be surprised, if Power Armor doesn't show up in the finished release, that it would show up there.
I think it was Driftborn in another thread who floated the idea of power armor and mechs being folded into a similar kind of system. That also feels possible to me, given that power armor shares a lot of the same kind of thematic space as mechs, just being smaller.

Another consideration is that power armor will need some heavy re-writing from the SF1 versions. Other than the experimental armor prototype mechanic, SF1 powered armor never really worked very well outside of 5th to 12th level or so.


Dragonchess Player wrote:
Perpdepog wrote:
Mangaholic13 wrote:
Perpdepog wrote:
The only thing I can think of that'd stop a Starship Troopers-style character is the current lack of power armor, and that's both not a massive issue, heavy armors will work fine, and is something I expect will get rectified in a future book.
I heard that Technomancer and Mechanic will debut in a future book, which will also feature more tech items (supposedly, because Paizo doesn't want to overwhelm newcomers with the crazy range of non-magical tech). Wouldn't be surprised, if Power Armor doesn't show up in the finished release, that it would show up there.
I think it was Driftborn in another thread who floated the idea of power armor and mechs being folded into a similar kind of system. That also feels possible to me, given that power armor shares a lot of the same kind of thematic space as mechs, just being smaller.
Another consideration is that power armor will need some heavy re-writing from the SF1 versions. Other than the experimental armor prototype mechanic, SF1 powered armor never really worked very well outside of 5th to 12th level or so.

It also clashes with some of the 2E system's assumptions. Stat increases being limited to 17th level butts up against power armor's in-built strength, for example.


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I easily see power armor increaseingyour Strength to a certain modifier while wearing it but not actually increase your Strength modifier itself. That's how it actually worked in SF1e too and I wouldn't really see it as too strong if power armor became something like the equivalent of advanced weapons but for armor instead.


Mangaholic13 wrote:
I heard that Technomancer and Mechanic will debut in a future book, which will also feature more tech items (supposedly, because Paizo doesn't want to overwhelm newcomers with the crazy range of non-magical tech). Wouldn't be surprised, if Power Armor doesn't show up in the finished release, that it would show up there.

If memory serves, we'l be seeing the playtest for Mechanic and Technomancer early next year with their book being the Gencon release for 2025.


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More classes, well we got all of Pathfinder 2E in conjunction with Starfinder 2E classes to choose from. If that is not more classes then original Starfinder 1st Edition then I have no idea what is. Sure some of the classes might not help much in Starfinder such as Sorcerer, Witch or Wizard but that does not mean they aren't playable it just they might be a liability with only 6 hit points per level if they are ever focused fire but that was their liability in the first place.

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