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Anyone who plays Starfinder will need a character, but what kind of character do you want? A grizzled Space Marine 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 here.

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Core Classes

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.
  • Ambadassador: The general concept of this class (though it can be adapted to any social-using character type).
  • An Adventurer Is You: "The Status Effect" type, as they focus on boosting their allies and debuffing their foes by acting as something of a Frontline General.
  • Jack-of-All-Trades: Envoys have a large number of class skills and get a large number of skill ranks every time they level up.
  • The Social Expert: Navigating social interactions is the class's specialty. Even in combat, the Envoy contributes mainly with words and tactics rather than guns and explosives.
  • Utility Party Member: 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.

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. Many of their later abilities have them implant drone modifications onto themselves instead.
  • Energy Shield: 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.
  • Gadgeteer Genius: They're the best choice to specialize in engineering, which in turn makes them the best at building tech items.
  • Robot Buddy: Their drones, which essentially function as Starfinder's equivalent to the eidolons and animal companions of Pathfinder. Though heavily customize-able, the base chassis for all of them come in three versions:
    • 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.
    • 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.
    • Hover: Tiny sized drones with only one weapon mount, but are equipped with perfect flying capabilities, making them excellent scouts.

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 Akashic Records, these Mystics are focused on the collection and usage of knowledge above all else.
  • Devastator: The Mystic is a Straw Nihilist, hoping to destroy everything and everyone, up to reality itself.
  • Empath: Helps the Mystic 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 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.

  • Akashic Records: One of the specialization options is Akashic, which revolves around knowledge and memories.
  • Combat Medic: Far and away the best class in the game for providing healing, but they can also boast considerable firepower if properly built for it.
  • Healing Hands: 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.
  • Psychic Powers: 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.
  • Religion Is Magic: 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.

Skilled infiltrators, thieves, and assassins.
  • Back Stab: Their trick attack, which deals bonus damage and can impose some serious debuffs.
  • Jack-of-All-Trades: They get a bonus to all skills, one that increases with level.
  • Knife Nut: Knives are one of the only weapons they can use to deliver trick attacks, so expect to see these a lot.
    • The Armory and Pact Worlds sourcebooks expanded their options on this front, allowing them to use different weapons for the purpose, including Sword Canes.
  • The Sneaky Guy: Being good at stealth lets them make the most of their trick attacks.
  • Sniper Rifle: Besides the Solider, Operatives are the only core class to be proficient in sniper weapons.

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.
  • Expy: They're essentially Starfinder's version of Jedi or Soulknife.
  • Laser Blade: 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.
  • Mundane Utility: 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.
  • You Will Not Evade Me: The black hole revelation, which is granted automatically to all level 1 solarians, drags enemies closer.

Warriors who excel at combat.
  • Magitek: The Arcane Assailant fighting style lets Soldiers add magical properties to their weapons.
  • Multi-Melee Master: They're proficient in all weapon types right from the start.
  • Multi-Ranged Master: They're proficient in all ranged weapon types too.
  • One-Hit Kill: The "kill shot" ability at level 20 forces enemies hit by an attack to succeed on a saving throw or die.

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.
  • Spell Book: They have a technological device they store their spells on called a spell cache that serves the same purpose.
  • Squishy Wizard: They have the least health of all the base classes.


Playtest Classes

Released for testing on Dec. 3, 2018, these classes are subject to change depending on how broken they might be determined to be during said testing. Tentative release date is late 2019.

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

Front-line fighters who channel the energies of entropy with their touch.
  • Attack Reflector: Their signature entropic strike only works after they've suffered damage.
  • Barrier Warrior: Part of their gameplay style is taking hits to their shields in order to unleash an Entropy attack.
  • Mighty Glacier: They have even more health than Soldiers or Solarions, but lack the mobility powers that those classes can take.

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

  • Reality Warper: Their spells and powers flow from their ability to swap in things from alternate realities.
  • Squishy Wizard: Tied with the Technomancer for the system's lowest health.


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