Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

Biohacker | Envoy | Evolutionist | Mechanic | Mystic | Nanocyte | Operative | Precog | Solarian | Soldier | Technomancer | Vanguard | Witchwarper
Drone


Main Details | Alternate Class Features | Archetypes | Class Builds | Expertise Talents | Improvisations

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.

Ambassador

Theme: Xenoseeker

Source Starfinder Core Rulebook pg. 66
You represent a particular government in diplomatic matters, even occasionally making contact with new forms of life.

Ability Scores

Charisma gives you more Resolve Points and strengthens your social skills, and Strength makes you hit harder with your melee weapon.

Envoy Improvisations

Dispiriting Taunt (1st), Universal Expression (1st), Quick Dispiriting Taunt (4th), Draw Fire (6th)

Expertise Talents

Cultural Savant, Rattling Presence

Feats

Weapon Focus (advanced melee weapons), Weapon Proficiency (advanced melee weapons), Weapon Specialization (advanced melee weapons)

Skills

Bluff, Culture, Diplomacy, Intimidate, Sense Motive

Military Officer

Theme: Ace Pilot

Source Starfinder Core Rulebook pg. 66
You’re an expert at commanding troops and getting the most out of your forces on the bridge of a ship and on the battlefield.

Ability Scores

Dexterity is your most important ability score because you need it to hit with ranged attacks, while Charisma gives you more Resolve Points.

Envoy Improvisations

Get 'Em (1st), Look Alive (1st), Quick Dispiriting Taunt (4th), Improved Get 'Em (6th)

Expertise Talents

Keen Observer, Rattling Presence

Feats

Longarm Proficiency, Weapon Focus (longarms), Weapon Specialization (longarms)

Skills

Acrobatics, Athletics, Intimidate, Piloting, Sense Motive

Negotiator

Theme: Icon

Source Starfinder Core Rulebook pg. 67
You have a head for business and know how to get the best deal in any situation.

Ability Scores

Charisma gives you more Resolve Points and strengthens your social skills, and Intelligence lets you know more about those with whom you are dealing.

Envoy Improvisations

Not in the Face (1st), Hurry (4th), Clever Improvisations (6th), Improved Hurry (8th)

Expertise Talents

Cultural Savant, Slick Customer

Feats

Improved Initiative, Skill Focus (Culture), Skill Focus (Diplomacy)

Skills

Bluff, Culture, Diplomacy, Profession (Arbiter), Sense Motive

Scoundrel

Theme: Outlaw

Source Starfinder Core Rulebook pg. 67
Though you are a criminal who usually looks out only for yourself, you can be counted on to help your friends in a pinch.

Ability Scores

Charisma gives you more Resolve Points and strengthens your social skills, and Dexterity helps you stay alive.

Envoy Improvisations

Clever Faint (1st), Watch Your Step (1st), Clever Attack (4th), Watch Out (4th)

Expertise Talents

Convincing Liar, Cunning Disguise

Feats

Improved Feint, Greater Feint, Skill Focus (Bluff)

Skills

Bluff, Culture, Disguise, Sleight of Hand, Stealth