Archives of Nethys

Pathfinder | Starfinder

Envoy | Mechanic | Mystic | Operative | Solarian | Soldier | Technomancer
Drone


Main Details | Archetypes | Class Builds | Magic Hacks

Class Builds

Below are four examples of ways to build the class. These are examples of some of the choices you could make to create a specific kind of character, designed to help you think about different ways of playing the same class.

Theme: This is an appropriate theme for the class build.
Ability Scores: This entry notes which ability scores are most important for the build.
Class Choices: Many classes offer multiple choices within certain class features (such as envoy improvisations and mechanic tricks). These entries list some appropriate choices for the build, ordered by the earliest level at which you can take each option.
Spells: Choices of spells that are particularly suited to the build are listed by spell level.
Feats: Useful feats are listed alphabetically.
Skills: These are the skills that best complement the build.

Battlemage

Theme: Mercenary

Source Starfinder Core Rulebook pg. 124
Your sorcery is a tool of war, and you fuse it with high-tech weapons.

Ability Scores

Intelligence is your most important ability score because it enhances your spells and abilities, Constitution helps you stay alive, and Strength makes it easier for you to carry heavy weapons.

Magic Hacks

Empowered Weapon (2nd), Fabricate Arms (5th), Spellshot (8th), Seeking Shot (11th), Phase Shot (14th)

Feats

Heavy Armor Proficiency, Heavy Weapon Proficiency, Longarm Weapon Proficiency, Weapon Specialization (heavy weapons)

Skills

Computers, Engineering, Mysticism, Physical Science, Piloting

Corporate Techmage

Theme: Icon

Source Starfinder Core Rulebook pg. 124
You work for an important corporation, and when they need to get something done, they call on you.

Ability Scores

Intelligence is your most important ability score because it enhances your spells and abilities, and Dexterity increase your chances of not getting shot.

Magic Hacks

Fabricate Tech (2nd), Distant Spell (5th), Diviner's Tap (8th), Seeking Shot (11th), Spell Library (14th)

Feats

Combat Casting, Greater Spell Penetration, Skill Synergy (Culture and Sense Motive), Spell Penetration

Skills

Computers, Culture, Engineering, Mysticism, Sense Motive

Research Scientist

Theme: Scholar

Source Starfinder Core Rulebook pg. 125
You use your sorcery to study all the strange things in the universe, and you need to prepare yourself for any danger.

Ability Scores

Intelligence is your most important ability score because it enhances your spells, your abilities, and many of your skills, and Constitution will help you survive.

Magic Hacks

Countertech (2nd), Magic Negation (5th), Tech Countermeasures (8th), Countertech Sentinel (11th), Rain of Fire (14th)

Feats

Greater Iron Will, Iron Will, Skill Synergy (Computers and Engineering, Life Science and Physical Science)

Skills

Computers, Engineering, Life Science, Mysticism, Physical Science

Thaumaturge

Theme: Scholar

Source Starfinder Core Rulebook pg. 125
You have devoted your life to the study of magic in all its forms, but you don’t shy away from technology.

Ability Scores

Intelligence is your highest ability score because it enhances your spells and abilities, and Dexterity will allow you to hit more often with spells that require ranged attack rolls.

Magic Hacks

Harmful Spells (2nd), Debug Spell (5th), Mental Mark (8th), Eternal Spell (11th), Quickened Spell (14th)

Feats

Agile Cast, Greater Spell Penetration, Penetrating Spell, Spell Focus, Spell Penetration

Skills

Computers, Engineering, Life Science, Mysticism, Physical Science