Critique my envoy healer build


Advice


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Goal: A mean, manipulative healer who will go out of his way to support his team so that they continue taking damage instead of him to further the mission objective. Want lots of support options, hp and sp recovery, and condition removal.

Name: Saelansidhe
Alignment: NE
Gender: Male

Race: Svartalfar
Race abilities:
[1] Bane 1/day
[1] Svartalfar Magic: Mystic Cure 1/day

Theme: Dream Prophet
[1] Mysticism bonus
[6] Augury 1/day
[12] Dreams of the Future: Reroll skill checks 2/day

Ability Scores:
[1] 9 str, 14 dex, 10 con, 12 int, 12 wis, 16 cha

Class: Envoy
[1] Improvisation: Inspiring Boost
[3] Expertise Talent: Additional Skill Expertise (Medicine)
[7] Expertise Talent: Additional Skill Expertise (Intimidate)
[8] Improvisation: Sudden Shift
[10] Improvisation: Hurry
[11] Expertise Talent: Extra 2nd Level Magical Expertise Spell

Archetype: Divine Champion (Pharasma, Healer Connection)
[2] Divine Awakening: +1 enh saving throw
[4] Divine Judgement
[6] Divine Awakening: +2 enh saving throw
[6] Lesser Divine Power: Lesser Remove Condition or Mystic Cure 1/day
[10] Divine Awakening: +3 enh saving throw
[10] Lesser Divine Power: Lesser Remove Condition or Mystic Cure 2/day
[12] Divine Power: Remove Affliction or Restoration 1/day

Alternate Class Features: Magical Expertise
[1] Magical Expertise Spell 0th: Stabilize 3/day
[5] Magical Expertise Spell 1st: Gloom Mote 1/day
[9] Magical Expertise Spell 2nd: Predict Foe 1/day
[11] Bonus Magical Expertise Spell 2nd: Lesser Restoration 1/day
[13] Magical Expertise Spell 3rd: Dispel Magic 1/day

Skills:

  • Bluff, Culture, Diplomacy, Intimidate, Medicine, Mysticism, Perception, Sense Motive, Slight of Hand, Stealth

    Feats:
    [1] Longarm Proficiency
    [3] Versatile Specialization
    [5] Weapon Focus (longarms)
    [7] Reality Glimmer (Charming Veneer, Token Spell, Lesser Remove Condition)
    [9] Enhanced Resistance (kinetic)
    [11] Great Fortitude
    [13] Extra Resolve


  • I feel like the archetype and the alternate class feature aren't necessary for a Healer envoy. There's plenty in your normal class abilities to get stamina boosting, big healing, and some in combat condition removal/suppression.

    Motivation Expertise alternative class feature gives you extra stamina restoration, including when healing HP, and still lets you keep some expertise insight bonus.

    Take Medicine as your 1st level expertise skill.

    Miracle Worker (biiiig HP at higher levels), Surgeon (2nd treat deadly wounds if you have time at the end of the day), Battlefield Medic (figure out a way to inflict bleed 1 on an ally...), and even Inspired Medic are all good to great to ok expertise talents for a healer.

    Bedside Manner (take the Medical Expert feat), Inspiring Boost, Inspiring Oration, and Don't Quit are all in combat healing/status removal effects from Envoy Improvisations.


    Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
    Xenocrat wrote:
    Battlefield Medic (figure out a way to inflict bleed 1 on an ally...)

    Oooh...

    The Puncture Veil level 1 Witchwarper spell can cause up to two creatures to take 1d4 piercing and 1 bleed for 3 rounds, with no save.


    A dedicated healer is always a marginal thing in starfinder but even then...

    I can't see why you're using an envoy to make a faux mystic instead of just being a mystic.

    The medic archetype alleviates a lot of the mystics problem: having to wait till the party is low into hp before healing.

    You have a moderate medicine skill but i don't see anything you can do with it. Even with the +1d6 any int based party member will have a higher roll.

    You are getting the remove afflictions way too late in your career, and you'll get higher level afflictions than you can handle.


    WatersLethe wrote:
    Xenocrat wrote:
    Battlefield Medic (figure out a way to inflict bleed 1 on an ally...)

    Oooh...

    The Puncture Veil level 1 Witchwarper spell can cause up to two creatures to take 1d4 piercing and 1 bleed for 3 rounds, with no save.

    Normally that would be cheesey but its also very very appropriate for your theme...


    Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

    So, I've definitely dropped the Divine Champion archetype, which opens up some of my roleplay well (I can deal with necromancy now). It also frees up my Improvisations.

    Altogether I can get quite a lot of the Medicine stuff Xenocrat mentioned, albeit on a bit of a delay.

    I think this will bring my character pretty well in line with my vision without being too underpowered.

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