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!!Playtest Classes
[[https://paizo.com/starfinderplaytest Released for testing]] on Dec. 3, 2018, these classes are subject to change depending on [[TierInducedScrappy how broken they might be determined to be during said testing]]. Tentative release date is October 28th, 2019 for hard copies, and November 7th, 2019 for PDF format.
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!!Playtest Classes
[[https://paizo.com/starfinderplaytest Released for testing]] on Dec. 3, 2018, these classes are subject to change depending on [[TierInducedScrappy how broken they might be determined to be during said testing]]. Tentative release date is October 28th, 2019 for hard copies, and November 7th, 2019 for PDF format.
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!!Character Operation Manual



Scientists who draw on the various fields of biology to buff allies and weaken enemies.

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Scientists who draw on the various fields of biology to buff allies and weaken enemies. Their ''Fields of Study'' include:
** ''Genetics'': The study of living creatures’ inherited characteristics; boosts allies hearing capabilities and strip away enemies immunities and resistances.
** ''Immunology'': The study of how living creatures’ bodies fight off diseases and other maladies; boosts allies' Fortitude saves while debuffing enemies'.
** ''Neurochemistry'': The study of the chemicals that affect creatures’ brains and nerves (or related cognitive systems; allows allies to ignore some mental status effects while making enemies more susceptible to them.
** ''Pharmacology'': The study of drugs and their effects on living creatures; able to staunch allies' bleeding while making their enemies encumbered and sluggish.
** ''Toxicology'': The study of the adverse effects certain chemicals have on living creatures; can have allies harder to hit with natural weapons, while making enemies sickened at the same time.



* CombatMedic: They're as comfortable in a battlefield as they are in a lab, even doing bonus damage with injection weapons. With the right Theorems, their small arms can actually reach a higher damage potential than most other classes.



Front-line fighters who channel the energies of entropy with their touch.

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Front-line fighters who channel the energies of entropy with their touch. The ways they use their entropic powers, called ''Aspects'', are:
** ''Boundary'': Embodies the forces that keep a system separated from its surroundings; these Vanguards are experts at avoiding damage, gaining entropy by ''not'' getting hit and spreading their mitigating feature to their allies.
** ''Cascade'': Embodies a single change in the balance of a system’s entropy that cascades into additional, progressively greater changes. These Vanguard work best when attacking or effecting multiple foes, or applying maluses to a single hostile.
** ''Exergy'': Embodies the total amount of potential work the energy in a system can perform when accessed by entropy. These Vanguards are all about damage, gaining entropy points by attacking multiple times and increasing their (or anyone else's) damage on a single opponent.
** ''Inversion'': Embodies the role chaos plays within entropy; the Vanguards can heal allies of their stamina or health while rerolling failed saving throws, making them even harder to take down.
** ''Momentum'': Embodies energy states that are preserved in ongoing motion, isolated from entropy. The Vanguards are at their peak when either they or their enemies are moving.
** ''Reaction'': Embodies the change entropy brings about through biological, chemical, and molecular reactions, such as rust and rot. These Vanguards excel when applying status conditions onto their enemies, even able to poison them with entropic energy.
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* {{Omniglot}}: An Envoy with the “skilled linguist” talent knows a number of bonus languages equal to their ranks in Culture. If combined with the Xeno-seeker theme’s “quick pidgin” ability they should be able to speak to someone in any port.
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* AnAdventurerIsYou: The Status Effect Guy type, their biohacking abilities allowing them to buff their allies and debilitate their enemies.
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* GravityMaster: Their ''graviton'' powers, which channel the dancing pull of the cosmos.


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* LightEmUp: Their ''photonic'' powers, which channel the radiance of suns into their powers.
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* YinYangBomb: {{Enforced|Trope}} by Solarians, who's powers are based on the idea of ''balance'' between oppositional cosmic forces, with darkness on the one hand and light on the other. Solarians can use only one at a time, and a Solarian who finds themselves developing one to the exclusion of the other will find ''all'' of their powers more difficult to realize effectively.
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* {{Expy}}: They're essentially Starfinder's version of [[StarWars Jedi]] or [[Classes/DungeonsAndDragons Soulknife]].

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* {{Expy}}: They're essentially Starfinder's version of [[StarWars Jedi]] or [[Classes/DungeonsAndDragons [[Characters/DungeonsAndDragonsClasses Soulknife]].
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[[https://paizo.com/starfinderplaytest Released for testing]] on Dec. 3, 2018, these classes are subject to change depending on [[TierInducedScrappy how broken they might be determined to be during said testing]]. Tentative release date is late 2019.

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[[https://paizo.com/starfinderplaytest Released for testing]] on Dec. 3, 2018, these classes are subject to change depending on [[TierInducedScrappy how broken they might be determined to be during said testing]]. Tentative release date is late 2019.October 28th, 2019 for hard copies, and November 7th, 2019 for PDF format.
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* {{Ambadassador}}: The general concept of this class (though it can be adapted to any social-using character type).
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* AnAdventurerIsYou: "The Status Effect" type, as they focus on boosting their allies and debuffing their foes by acting as something of a FrontlineGeneral.
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* AttackReflector: Their signature entropic strike only works after they've suffered damage.
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* BarrierWarrior: Part of their gameplay style is taking hits to their shields in order to unleash an Entropy attack.

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Linking directly instead of through redirect.


* EnergyBlade: Their solar manifestation can take the form of any one handed melee weapon they choose but always appears to be made of either blinding light or absolute darkness.


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* LaserBlade: Their solar manifestation can take the form of any one handed melee weapon they choose but always appears to be made of either blinding light or absolute darkness.

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%%* MultiRangedMaster

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%%* MultiRangedMaster* MultiRangedMaster: They're proficient in all ranged weapon types too.




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Scientists who draw on the various fields of biology to buff allies and weaken enemies.
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* PlayingWithSyringes: They must inject their subjects either by a melee touch or a dart gun to administer their various serums.




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Front-line fighters who channel the energies of entropy with their touch.
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* MightyGlacier: They have even more health than Soldiers or Solarions, but lack the mobility powers that those classes can take.





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Spellcasters who draw potential realities out of alternate universes that could have been and into their own.

* RealityWarper: Their spells and powers flow from their ability to swap in things from alternate realities.
* SquishyWizard: Tied with the Technomancer for the system's lowest health.

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Spellcasters who draw power from sources greater than themselves. Mystics are good support spellcasters in a party as the only class with access to healing spells as well as a number of useful buffs and debuffs.

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Spellcasters who draw power from sources greater than themselves. Mystics are good support spellcasters in a party as the only class with access to healing spells as well as a number of useful buffs and debuffs. Their subclasses are called "Mystic Connection", representing how they see the universe and how their magic influences it. The Connections are:
** ''Akashic'': Representing the AkashicRecords, these Mystics are focused on the collection and usage of knowledge above all else.
** ''Devastator'': The Mystic is a StrawNihilist, hoping to destroy [[OmnicidalManiac everything and everyone, up to reality itself]].
** ''Empath'': Helps the Mystic [[TheEmpath get in tune with the feelings of those around them]], making good diplomats or investigators.
** ''Geneturge'': This Mystic sees hows they can adapt their or their allies very genes to help overcome obstacles.
** ''Healer'': Helps the Mystic embue themselves or allies with life, keeping them on their feet for a little while longer.
** ''Mindbreaker'': This Mystic [[MindRape warps the brain of their enemies]], breaking their spirits and their minds.
** ''Overlord'': This Mystic, wheather for good intentions or ill, realizes that there must been a dominant force in any situation, and if there is, hey, why can't it be them?
** ''Star Shaman'': A connection to the very stars and planets of the universe grants the Mystic increased knowledge and mobility throughout the cosmos.
** ''Xenodruid'': Connected to the very ecosystem, this Mystic uses this connection to utilize the great circle that is life itself.
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Released for testing on Dec. 3, 2018, these classes are subject to change depending on [[TierInducedScrappy how broken they might be determined to be during said testing]]. Tentative release date is late 2019.

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[[https://paizo.com/starfinderplaytest Released for testing testing]] on Dec. 3, 2018, these classes are subject to change depending on [[TierInducedScrappy how broken they might be determined to be during said testing]]. Tentative release date is late 2019.
Is there an issue? Send a MessageReason:
None


Released for testing on Dec. 3, 2018, these classes are subject to change depending on [[TierInducedScrappy how broken they might be determined to be during said testing]].

to:

Released for testing on Dec. 3, 2018, these classes are subject to change depending on [[TierInducedScrappy how broken they might be determined to be during said testing]]. Tentative release date is late 2019.
Is there an issue? Send a MessageReason:
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!!Playtest Classes
Released for testing on Dec. 3, 2018, these classes are subject to change depending on [[TierInducedScrappy how broken they might be determined to be during said testing]].
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[[folder: Biohacker]]

[[/folder]]

[[folder:Vanguard]]

[[/folder]]

[[folder: Witchwarper]]

[[/folder]]

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* {{Cyborg}}: Mechanics with an exocortex have it implanted in their bodies to directly interface with their minds.

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* {{Cyborg}}: Mechanics with an exocortex have it implanted in their bodies to directly interface with their minds. Many of their later abilities have them implant drone modifications onto ''themselves'' instead.
* EnergyShield: Achievable via the Energy Shield trick, which gives the Mechaniac temporary hit points equal to their level and intellgence modifier. Later tricks build on the shield, giving it more hit points and resistances to various damages.



* RobotBuddy: Their drones, which essentially function as Starfinder's equivalent to the eidolons and animal companions of [[TabletopGame Pathfinder]].

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* RobotBuddy: Their drones, which essentially function as Starfinder's equivalent to the eidolons and animal companions of [[TabletopGame Pathfinder]]. Though heavily customize-able, the base chassis for all of them come in three versions:
** [[AttackDrone Combat]]: Medium sized drones equipped with two weapon mounts (of either melee, ranged, or a combination of both), proficiency in one weapon category, and damage reduction, these drones are most useful on the front line.
** [[StealthExpert Stealth]]: Small sized drones that have one weapon installed on them, they're used for more stealthy incursion and activities, helped by the fact that they are automatically equipped with climbing claws to hang on the ceilings and walls, and the ability to blend into the environment when standing still.
** [[SurveillanceDrone Hover]]: Tiny sized drones with only one weapon mount, but are equipped with perfect flying capabilities, making them excellent scouts.
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* ConfusionFu: One ability allows an Envoy to try fast-talking an enemy as a distraction tactic at the start of each combat encounter - succeeding means the enemy targeted can't act during the first round.
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* ConfusionFu: One ability allows an Envoy to try fast-talking an enemy as a distraction tactic at the start of each combat encounter - succeeding means the enemy targeted can't act during the first round.
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* ScienceIsMagic: [[{{Whatevermancy}} The name]] says it all.
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* ScienceIsMagic: [[{{Whatevermancy}} The name]] says it all.
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* {{Expy}}: They're essentially Starfinder's version of [[StarWars Jedi]].

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* {{Expy}}: They're essentially Starfinder's version of [[StarWars Jedi]].Jedi]] or [[Classes/DungeonsAndDragons Soulknife]].
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** The Armory and Pact Worlds sourcebooks expanded their options on this front, allowing them to use different weapons for the purpose, including SwordCane|s.

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** The Armory and Pact Worlds sourcebooks expanded their options on this front, allowing them to use different weapons for the purpose, including SwordCane|s.{{Sword Cane}}s.
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** The Armory and Pact Worlds sourcebooks expanded their options on this front, allowing them to use different weapons for the purpose, including SwordCane|s.
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* {{Expy}}: They're essentially Starfinder's version of [[StarWars Jedi]].
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* TheSocialExpert: Navigating social interactions is the class's specialty. Even in combat, the Envoy contributes mainly with words and tactics rather than guns and explosives.


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* RobotBuddy: Their drones, which essentially function as Starfinder's equivalent to the eidolons and animal companions of [[TabletopGame Pathfinder]].


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* CombatMedic: Far and away the best class in the game for providing healing, but they can also boast considerable firepower if properly built for it.
* HealingHands: Gets exclusive access to the ''Mystic Cure'' line of spells. There's also their class ability ''healing touch'', which can significantly heal a single ally once per day.
* PsychicPowers: Tends to carry elements of this regardless of how their magic is interpreted, thanks to the class's access to various telepathic and mind-controlling spells. The Mindbreaker and Overlord vocations in particular pay homage to this trope.

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* MultiMeleeMaster / MultiRangedMaster: They're proficient in all weapon types right from the start.

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* MultiMeleeMaster / MultiRangedMaster: MultiMeleeMaster: They're proficient in all weapon types right from the start.start.
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Anyone who plays ''TabletopGame/{{Starfinder}}'' will need a character, but what kind of character do you want? A grizzled SpaceMarine specializing in explosive weapons? A fast talking schemer with a plan for every scenario? An engineer who's augmented their own body with cybernetics?

This is a list of the playable classes in ''Starfinder''. For the iconic characters based on these classes, see [[Characters/StarfinderIconics here]].
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[[foldercontrol]]

!!Core Classes
[[folder:Envoy]]
Ambassadors, con artists, and enforcers who have a knack for getting people to do what they want. In combat Envoys have access to improvisations that provide bonuses to allies and hamper enemies, while outside of combat they have a number of bonuses to boost their skills.
* JackOfAllTrades: Envoys have a large number of class skills and get a large number of skill ranks every time they level up.
* UtilityPartyMember: Their large number of class skills and skill ranks in addition to their class ability "Expertise," which gives significant bonuses to a few select skills, make them excellent skill monkeys. This is reinforced by the fact that their core ability score is charisma, which makes them the best suited for social situations.
[[/folder]]

[[folder:Mechanic]]
Mechanics come in two flavors: those who built a robotic drone and those who augment themselves with technology in the form of an exocortex. The former has a potent sidekick capable of providing additional fire support, scouting ahead, and a number of other uses depending on how they're specialized. The latter gets increased combat and hacking capabilities as their exocortex becomes more sophisticated. In the party, they're the one to turn to if you need something hacked, hotwired, or cobbled together.
* {{Cyborg}}: Mechanics with an exocortex have it implanted in their bodies to directly interface with their minds.
* GadgeteerGenius: They're the best choice to specialize in engineering, which in turn makes them the best at building tech items.
[[/folder]]

[[folder:Mystic]]
Spellcasters who draw power from sources greater than themselves. Mystics are good support spellcasters in a party as the only class with access to healing spells as well as a number of useful buffs and debuffs.
* AkashicRecords: One of the specialization options is Akashic, which revolves around knowledge and memories.
* ReligionIsMagic: Not necessarily. While the source of their power can be a god, it can just as easily be something like nature itself, bypassing nature gods entirely. It's very convenient for avoid the issue of having your power source take your magic back if they don't like how you're acting.
[[/folder]]

[[folder:Operative]]
Skilled infiltrators, thieves, and assassins.
* BackStab: Their trick attack, which deals bonus damage and can impose some serious debuffs.
* JackOfAllTrades: They get a bonus to all skills, one that increases with level.
* KnifeNut: Knives are one of the only weapons they can use to deliver trick attacks, so expect to see these a lot.
* TheSneakyGuy: Being good at stealth lets them make the most of their trick attacks.
* SniperRifle: Besides the Solider, Operatives are the only core class to be proficient in sniper weapons.
[[/folder]]

[[folder:Solarian]]
Warriors who draw power from the balance of the cosmos, manifesting it as either a weapon or armor made of energy as well as a variety of gravity or light based powers. Solarians are good at crowd controlling enemies while staying mobile, with additional focus on frontline combat if they chose to manifest a weapon.
* EnergyBlade: Their solar manifestation can take the form of any one handed melee weapon they choose but always appears to be made of either blinding light or absolute darkness.
* MundaneUtility: When not forming a weapon or armor, the Solarian's power condenses into a glowing mote that orbits them. The light is bright enough to see by, saving players the few credits a flashlight might cost.
* YouWillNotEvadeMe: The black hole revelation, which is granted automatically to all level 1 solarians, drags enemies closer.
[[/folder]]

[[folder:Soldier]]
Warriors who excel at combat.
* {{Magitek}}: The Arcane Assailant fighting style lets Soldiers add magical properties to their weapons.
* MultiMeleeMaster / MultiRangedMaster: They're proficient in all weapon types right from the start.
* OneHitKill: The "kill shot" ability at level 20 forces enemies hit by an attack to succeed on a saving throw or die.
[[/folder]]

[[folder:Technomancer]]
Spellcasters who combine knowledge of magic and technology into a single field, allowing them to manipulate both in ways neither could achieve on their own.
* SpellBook: They have a technological device they store their spells on called a spell cache that serves the same purpose.
* SquishyWizard: They have the least health of all the base classes.
[[/folder]]

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