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Healing consumables.


Starfinder General Discussion


I know they exist, I've seen them on the character sheets. I'm just curious about the form they take. Are they drinkables only or can they be administered in a hypospray sort of device?

I can't find the names of the things... what were they actually called?

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber

Mk (I to ?) Serum of Healing.

According to the pregen text it's an imbibed liquid, but I think it's easily enough fluffed as a hypospray.


I think it's not unlikely that those kinds of items are availible in different forms. You could even gibe them all own advantages and disadvantages (Potion harder to apply of target unconcious, hypo spray might be less effective if the patient has a high natural armor...)
So it could have all kinds of forms: Potion, Hypo, Pill...maybe even a patch and a suppository! :P


3 people marked this as a favorite.
Pathfinder Starfinder Adventure Path Subscriber
Seisho wrote:


...So it could have all kinds of forms: Potion, Hypo, Pill...maybe even... a suppository! :P

(Middle of a pitched gun battle, plasma bolts flying overhead)

Vesk: Keskodai! I need healing! NOW!
Keskodai: This one has one healing item left... but...
(Pause)
Vesk: WELL...?!?!
Keskodai: THAT one will not like it...


I sure hope they're nicely scaling.. I would love to be able to have more item involvement in general in a game.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I would like the description to be nice and vauge, "marketed in a variety of formats, this broad class can be solid, liquid or even directed spray, applied topically or imbiebed. Once consumed the serum restores HP as listed on table X." So long as its the same kind of action to apply and we are clear on if that action provokes or not than its all a matter of flavor if it is a pill, injector, silly putty etc.

... I want mine to be grape chewables please.


Honestly that would be the best way to pull it.
plus that would mean.. when you're creating it, you can make it a variety!

I want one of those listerine breath strip style healing slips.


1 person marked this as a favorite.

To be fair a suppository should be more effective because...well...you know


2 people marked this as a favorite.
Torbyne wrote:
and we are clear on if that action provokes or not

Well, good news on this part at least, it has been stated that only 3 things provoke in Starfinder (moving, casting, and ranged attacks) and was said that they have no plans to change that.


I'm hoping for creatures that, over time, will produce certain positive effects Ala phlox's pets from enterprise. Maybe something that's less common (lesser restoration, or cure blindness/deafness, but there's side effects. Like a fort save or have to wear it for a week. Only thing is, they can't be milked for their stuff, as it loses potency quickly.

Could be fun :D


Huh. I wonder if anything let's you restore RP that can be used in a pinch.

Paizo Employee Developer, Starfinder Team

TheGoofyGE3K wrote:
Huh. I wonder if anything let's you restore RP that can be used in a pinch.

To the best of my ability to recall, not in core. And that's quite intentional, and unlikely to change (though never say never).


Which is perfectly fine. I was actually daydreaming about cool effects "healing" creatures could have and it popped into my head


Yeah, I think resolve points shouldnt get refilled ever. Outside of story specific plot devices.

I wonder if there are enhancment drugs and the like too.

Ah I have a lot of hopes for the items


TheGoofyGE3K wrote:

I'm hoping for creatures that, over time, will produce certain positive effects Ala phlox's pets from enterprise. Maybe something that's less common (lesser restoration, or cure blindness/deafness, but there's side effects. Like a fort save or have to wear it for a week. Only thing is, they can't be milked for their stuff, as it loses potency quickly.

Could be fun :D

As far as I can tell, resolve exists primarily as an attempt to introduce hitpoint attrition back into the game's economy. Roughly half of your health pool (the part that gets damaged first) can only be refreshed either on-the-spot right after taking damage, or by spending a daily resource. Whether or not you think that's a good thing is a matter of taste (I don't like it personally, but it's defensible, especially for certain kinds of grittier stories), but that's pretty much what it does- walk things back to when you ran low on hitpoints for the day and needed to rest or go into fights extra fragile, instead of the d20 era where hitpoint attrition doesn't exist at all and PCs with a reasonable amount of health restoring supplies (read: wands) play more like action heroes.

Options that restore Resolve would ratchet that back, so it's unlikely Paizo will intentionally do that. It's plausible that resolve recovery could pop up in a Player Companion or some other product with generally less oversight and just gets banned from Starfinder Society, but you'll probably never see it in a core book or AP.

Liberty's Edge

If Resolve isn't easily refilled, then the fact that one of the previewed cybernetics gives you a whopping +1 bonus to one Reflex save for 1 Resolve point is starting to worry me. With a resource that's so important, such a minuscule bonus seems more like a trap for new players than anything else.


Starfinder Charter Superscriber
JRutterbush wrote:
If Resolve isn't easily refilled, then the fact that one of the previewed cybernetics gives you a whopping +1 bonus to one Reflex save for 1 Resolve point is starting to worry me. With a resource that's so important, such a minuscule bonus seems more like a trap for new players than anything else.

If you can do it post roll that wouldn't be terrible. Of course any game with tons of options is going to have some traps.


Out of curiousity.. has anyone seen the "heal" skill (or whatever it would be in this ) at all?

i'm curious.. the heal skill was basically useless most of the time in pathfinder. Unless you picked up the skill unlocks, but even then it took an hour unless you had one of 3 specific class abilities...

but with the idea of quick medic in this. I'm wondering if the heal skill healing will actually be useful or not.

Like.. modern day "trauma packs" come pretty close to rapid care, not full heal of course.. but by the time there are space ships and such. I gotta imagine the traumapacks will be amazing by then. Closer to Star Trek style med kits.

I would love if a crew could get by with heal skills, over night or in an hour, with magic or items for in combat quick heals

Liberty's Edge

Zwordsman wrote:
Out of curiousity.. has anyone seen the "heal" skill (or whatever it would be in this ) at all?

It's called Medicine now.


I like the implication of that word with regards to what it can do..

I sure hope there is "emergency stablization" "first aid" rapid (standard or full action, or preferably both~) with some sorta skill level formula for healing stamina. Long term care healing a ton.

Closer to Skill Unlock version.


Hmmm... considering all I could imagine that the restoration of Resolve could be (on long ingame days) a little reward system

reaching the milestone of an important mission is sure something that works good for the parties resolve I would guess


2 people marked this as a favorite.
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I like the fact that you can't build a resolve-spammy character, so it's a resource everyone needs to watch.

I may represent my players' resolve points with physical tokens that they need to spend. That way, they feel the resolve economy more keenly, and I can reward creative or ambitious actions with refunded resolve points.


1 person marked this as a favorite.
Jimbles the Mediocre wrote:

I like the fact that you can't build a resolve-spammy character, so it's a resource everyone needs to watch.

I may represent my players' resolve points with physical tokens that they need to spend. That way, they feel the resolve economy more keenly, and I can reward creative or ambitious actions with refunded resolve points.

Make sure to hand out non-edible tokens

Dark Archive

3 people marked this as a favorite.

But surely refraining from eating edible tokens would be the true test of resolve


Pathfinder Companion, Maps, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber
JRutterbush wrote:
Zwordsman wrote:
Out of curiousity.. has anyone seen the "heal" skill (or whatever it would be in this ) at all?
It's called Medicine now.

And it appears to be Int-based rather than Wis-based (per the excerpts shown by EN World). That would suggest that healing has a more scientific basis in Starfinder than in Pathfinder.


1 person marked this as a favorite.

I say edible tokens..
each week, one of the players or gm makes small snacks to bring. Mini cookies or something.

It would be amusing


Back to the point a little I always invisioned the healing items or any form of potion to be injection their are clear rules for injection weapons and making a needle that you can stab into your vesk tank when he goes down would make most since and is close to modern day fast acting medical items.
Especially since some races may not have a mouth, a spray works for most wounds but would require a long time to get to the wound and apply and there are already defined items like this that are longer term care such as sprayflesh. On top of that how would you spray a potion of fire breathing (random example)
Injection would work for both defensive and offensive potions as well instead of throwing one you would shoot it with a needle, or use a drug as in the core book. And having a needle is a lot easier to carry then a flask or can.

That being said there are arguments that could be made against this but I think that they leave it up to us how to flavor these items our own way.


Well, Serums definitely can not be used with injection. The rules state pretty clearly that it's something you drink. Also, it's a full action to administer it to someone unconscious. And you can't use it on a willing ally at all since they're not just standing still.
Spell Ampoules are stated to work as injections. So, you can use them on yourself or a willing ally as a standard action. It's still a full action to use on an unconscious creature. That doesn't really make sense, but it's to keep it consistent, I imagine.
You can use Serums with darts, making it a standard action, but Spell Amps in darts seems a bit much. They are stated to be liquid, so I can see it making sense.


Nixitur wrote:

Well, Serums definitely can not be used with injection. The rules state pretty clearly that it's something you drink. Also, it's a full action to administer it to someone unconscious. And you can't use it on a willing ally at all since they're not just standing still.

Spell Ampoules are stated to work as injections. So, you can use them on yourself or a willing ally as a standard action. It's still a full action to use on an unconscious creature. That doesn't really make sense, but it's to keep it consistent, I imagine.
You can use Serums with darts, making it a standard action, but Spell Amps in darts seems a bit much. They are stated to be liquid, so I can see it making sense.

"Serums are vials of magic liquid that you can imbibe as a standard action or carefully trickle down the throat of a helpless or unconscious creature as a full action."

That's the only thing I can find on what Serums physically are. Is there somewhere else I'm missing? Because I'm happy to interpret 'imbibe' as any form of absorption as opposed to drinking (admittedly the more common definition, but not the only one), especially since its magic.


Hijiggy wrote:
Nixitur wrote:

Well, Serums definitely can not be used with injection. The rules state pretty clearly that it's something you drink. Also, it's a full action to administer it to someone unconscious. And you can't use it on a willing ally at all since they're not just standing still.

Spell Ampoules are stated to work as injections. So, you can use them on yourself or a willing ally as a standard action. It's still a full action to use on an unconscious creature. That doesn't really make sense, but it's to keep it consistent, I imagine.
You can use Serums with darts, making it a standard action, but Spell Amps in darts seems a bit much. They are stated to be liquid, so I can see it making sense.

"Serums are vials of magic liquid that you can imbibe as a standard action or carefully trickle down the throat of a helpless or unconscious creature as a full action."

That's the only thing I can find on what Serums physically are. Is there somewhere else I'm missing? Because I'm happy to interpret 'imbibe' as any form of absorption as opposed to drinking (admittedly the more common definition, but not the only one), especially since its magic.

I figure its okay to change the form to whatever seems appropriate, provided the action requirements remain the same. So, if you've got a hypospray of healing, it still requires a full action to use on someone else.


Nixitur wrote:

"Serums are vials of magic liquid that you can imbibe as a standard action or carefully trickle down the throat of a helpless or unconscious creature as a full action."

That's the only thing I can find on what Serums physically are. Is there somewhere else I'm missing? Because I'm happy to interpret 'imbibe' as any form of absorption as opposed to drinking (admittedly the more common definition, but not the only one), especially since its magic.

I do really hate the idea that I would have to move to an ally and wait an entire round before being able to heal them with a serum it really limits the use of serum during battle. Luckily the stabilize and mystic heal spells do not provoke attack of op.


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Pawns, Roleplaying Game Subscriber; Starfinder Charter Superscriber
Kilusa wrote:
I do really hate the idea that I would have to move to an ally and wait an entire round before being able to heal them with a serum it really limits the use of serum during battle.

Can you start it as a standard action, then finish it with another standard action in the next round like in past editions?


Ravingdork wrote:
Kilusa wrote:
I do really hate the idea that I would have to move to an ally and wait an entire round before being able to heal them with a serum it really limits the use of serum during battle.
Can you start it as a standard action, then finish it with another standard action in the next round like in past editions?

The start & complete a full round actions don't exist in Starfinder. Probably removed to simplify things.


Isn't the point of making the serum of healing only a drinkable to prevent it from being used while in a vacuum, when your armor has environmental protections turned on?

Liberty's Edge

Kilusa wrote:
I do really hate the idea that I would have to move to an ally and wait an entire round before being able to heal them with a serum it really limits the use of serum during battle. Luckily the stabilize and mystic heal spells do not provoke attack of op.

I didn't realize that the mystic heal spell does not provoke. But yep, right there in the spell description.

However, I don't see the same language in the spell description for stabilize.

Where is that language?


ENHenry wrote:
Seisho wrote:


...So it could have all kinds of forms: Potion, Hypo, Pill...maybe even... a suppository! :P

(Middle of a pitched gun battle, plasma bolts flying overhead)

Vesk: Keskodai! I need healing! NOW!
Keskodai: This one has one healing item left... but...
(Pause)
Vesk: WELL...?!?!
Keskodai: THAT one will not like it...

GOOD NEWS EVERYONE!!!


Gary Bush wrote:
Kilusa wrote:
I do really hate the idea that I would have to move to an ally and wait an entire round before being able to heal them with a serum it really limits the use of serum during battle. Luckily the stabilize and mystic heal spells do not provoke attack of op.

I didn't realize that the mystic heal spell does not provoke. But yep, right there in the spell description.

However, I don't see the same language in the spell description for stabilize.

Where is that language?

I could be wrong, but I think he's referring to the fact that Stabilize can be cast at Close ange. No need to get into the melee to heal your friend :)


Kudaku wrote:
Gary Bush wrote:
Kilusa wrote:
I do really hate the idea that I would have to move to an ally and wait an entire round before being able to heal them with a serum it really limits the use of serum during battle. Luckily the stabilize and mystic heal spells do not provoke attack of op.

I didn't realize that the mystic heal spell does not provoke. But yep, right there in the spell description.

However, I don't see the same language in the spell description for stabilize.

Where is that language?

I could be wrong, but I think he's referring to the fact that Stabilize can be cast at Close ange. No need to get into the melee to heal your friend :)

Yes sorry I meant that you could use at a range or take a guarded step back out of range and use stabiliz as a standard and not get a Attack of op against you and the healer class abilities being su do not provoke even if you heal all allies neither dose mystic cure.


The Ragi wrote:
Isn't the point of making the serum of healing only a drinkable to prevent it from being used while in a vacuum, when your armor has environmental protections turned on?

I can't imagine that being a reason. Don't see why they wouldn't want you to be able to do it in a vacuum though dms might be able to use that. It might be to give it the same feel as the old Pathfinder but I think the primary reason would be to force it as a full action to make it less of an option during combat situations just as the mechanic needing 24 hours to rebuild a drone so they have to wait tell between adventures or situations.

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