Healers-What's the plan?


General Discussion


Pathfinder Rulebook Subscriber

Since I'd like to think they'd avoid just making a cleric with a technical weapon, I'm curious how they're going to create the first space-faring class that is capable of filling the role of a healer.

My ideas so far:

1) Technical Doctor. One who has access to all sorts of things to be able to heal you with through technology, be it injections like McCoy, or a device to make your cells replicate.

2) Cosmic Radiation User. Someone who has been filled with cosmic energy who can do different things like, for example, heal or do damage of various energy types.

3) Alien Inhabitant: you're possessed by an alien. This gives you powers. Healing is one of them!

As someone who has played a cleric A LOT, I'm curious to see how they handle healing going forward. Especially with Androids in the mix.

Liberty's Edge

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Better medkits, of course. =p

Or a class outright called the medic. They can fight meh-tacularly, but they shine in using their medical kits to Cure Light/Moderate/Serious/Critical Wounds, or to Lay on Hands, or to Neutralize Poison, or to Cure Disease, or to Regenerate, or to Breath of Life, or to even pull off a medical miracle and Raise Dead... (And they'd have medical knacks to make stuff like this easier/better/faster/easier to treat outside your species. Not everyone keeps their genitals renal organs in the same place, you know!)

Or empathic psychic healing. Think of it like Lay on Hands, except you take the wounds you healed your patient of.


we know magic still exists and there are many gods who do stuff, like disappear planets, so i would assume divine magic healing is still a thing. As Androids are now a core race i would also assume Starfinder features at least old Androffan level of tech so fast healing syringes and cybernetic limb replacements are just as much in fashion.

I still have this fascination with Kineticists so a positive energy Kineticist would be awesome. Possibly hunted down as a power source by some nefarious organizations would be a great story hook.


Likely, it'll be the same as what we have now. Straight up healing via spells or abilities, in probably the same form that we're used to. As the setting DOES have magic and deities and whatnot, there's no reason this would have phased out.

Alternatively, a healing-based class might look something similar to a Chirugeon Alchemist. Class abilities for skills and fighting, with the ability to pass 'class-based' healing potions to buddies. If they don't keep the old Vancian magic system in the game (and I see no reason for them to get rid of it, as this is more Dragonstar than Star Wars), this is the most likely approach. Personally, I'd like to see a dedicated 'support' class that does stuff like this without having to be equal to the others in combat.

Other possibilities include changing the HP system around. The old Star Wars D20 had 'vitality points' (aka Hit Points) that would refresh at an hourly basis instead of a daily one. Using their version of Heal (Treat Injury, I think) allowed them to do a 1/day nonmagical heal, as well as double the health gained from normal rest. Characters could refresh easily between fights in a day unless the combats were back-to-back. They might do something like this, but I doubt they want to overhaul the core mechanics. Instead, we might see something similar, perhaps a "life cocoon" or a "healing chamber" or the like that functionally causes this effect (you restore HP at much closer interval). In the 3.5 days, there were ways of stacking 'daily natural health recovery' (a magic bedroll, a certain spell that creates a resting space, summoning an Elysian Thrush, and a Bard spell, if I remember right... that's 5x normal healing in a day, 6x for full rest... at a HP per level, that means everyone but the party tanks are easily able to recover without expending monetary resources beyond the bedrolls). Starfinder might just do something similar.

The Exchange

Healer role? So medieval.


I think Dragonstar pretty much shows the way that Starfinder will roll.

The classes stay pretty much the same with the addition of new skills such as Pilot, Navigation, and Computer Operation, and maybe some minor changes in their toys... such as laser guided bows.Druids however are going to be more of an outlier class. Perhaps involved in the management of giant arcologies.

Scarab Sages

Well, the CRB has 11 classes, and PF as a whole has 36 (40 if you count the unchained versions). Starfinder will have 7. There is going to be a lot more changes than simply updating the CRB classes to work in space.


Imbicatus wrote:

Well, the CRB has 11 classes, and PF as a whole has 36 (40 if you count the unchained versions). Starfinder will have 7. There is going to be a lot more changes than simply updating the CRB classes to work in space.

Starfinder will have 7 because they only have so much space to start with. I'm very sure it's not going to stop there. What you very well might see are seven new classes and rules to integrate all of the core ones.


Arcologies. I had forgotten about those. One of my favorite things in SciFi settings too.


Claxon wrote:
Arcologies. I had forgotten about those. One of my favorite things in SciFi settings too.

I remember a moment in Warcraft where you have Night Elf Druids who are normally not so big on arcane magic, express interest in the energy domes that preserve the remnants of ecology that existed in the area now known as the Netherstorm.


Dammit Jim, I'm a doctor, not a magician!!


Drahliana Moonrunner wrote:

I think Dragonstar pretty much shows the way that Starfinder will roll.

The classes stay pretty much the same with the addition of new skills such as Pilot, Navigation, and Computer Operation, and maybe some minor changes in their toys... such as laser guided bows.Druids however are going to be more of an outlier class. Perhaps involved in the management of giant arcologies.

Except we've been told over and over again that the game has entirely new classes and does not use the Pathfinder classes.


All hail the space gods! May their healing power flood the cosmos!


I can see this being handled in a couple different ways to be honest. This Solarian I heard being mentioned could cast healing spells based on some sort of sun-themed magic (perhaps with a theme similar to the Sunsinger Warlock from Destiny) but I like to think there might be a cleric version of the teased Technomancer floating around. Someone equally comfortable with both divine and technological forms of healing and is a bit of a "brute force" sort of spell caster.
The last way is to go pure tech but add a fantastical element to the technology like a nanotech cloud that heals people and detoxifies them. Any of these is likely.


d20 Modern only had 6 core heroes, with you PrC'ing out to an advanced class as soon as you could. So 7 base classes isn't a stretch of the imagination at all.

Now that they have the arcanist, they can probably do away with the wizard and the sorc. And they don't really need cleric, oracle AND druid, they can just be resized. Reflavor the bard to a noble/performer class, alchemist as technos, fighters as melee types, rogue/investigators as the skill monkeys, and maybe add a telepath/psionic class, and you're basically good to go. You can do specific builds with either class archetypes or feat trees.

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