Mystics and Magical Healing


Advice

Shadow Lodge

So, I've built a Star Shaman Mystic for our second Starfinder campaign (Against the Aeon Throne) and since this is our first Mystic I just want to know if I understand magical healing correctly:
1) A Mystic's Magical Heals (spells and abilities) only heal Hit Points, not Stamina.
2) As such, 'in combat' heals generally won't come into play until a character has lost around 75% of their health (all their stamina and enough HP to make the spell/ability worth using), right?
3) At 1st level at least, Megavitamin seems decent for 'out of combat' healing since you can create them at the end of the prior (often non-adventuring) day? I'm considering taking both Megavitamin and Mystic Cure at 1st level since any healing that doesn't cost a spell slot today means more slots for Magic Missiles or emergency Mythic Cures...

Second Seekers (Luwazi Elsebo)

Pathfinder Starfinder Society Subscriber

Yep, you've got it! Mystic healing is usually only for HP, not SP. Restoring Stamina in combat is more the purview of your Envoys and your Precogs. Don't forget that all Mystics get the Healing Touch class feature, which provides excellent HP healing - just, it takes 10 min, so not really feasible in-combat, of course. If you wanted to explore that route more, there's the Empowered Healing Touch Epiphany at level 1 to make it a Standard Action and useable more than once/day by spending RP, though, and at higher levels you can grab a Staff of Mystic Healing for an extra use per day, as well!

That said, if you wanted to go all in on healing, there is the Medic archetype. At level 2 it grants, among other things, the ability for any excess HP healing you do to spill over to heal SP, as well.

Shadow Lodge

Kishmo wrote:

Yep, you've got it! Mystic healing is usually only for HP, not SP. Restoring Stamina in combat is more the purview of your Envoys and your Precogs. Don't forget that all Mystics get the Healing Touch class feature, which provides excellent HP healing - just, it takes 10 min, so not really feasible in-combat, of course. If you wanted to explore that route more, there's the Empowered Healing Touch Epiphany at level 1 to make it a Standard Action and useable more than once/day by spending RP, though, and at higher levels you can grab a Staff of Mystic Healing for an extra use per day, as well!

That said, if you wanted to go all in on healing, there is the Medic archetype. At level 2 it grants, among other things, the ability for any excess HP healing you do to spill over to heal SP, as well.

Thank you.

I hadn't really looked at the Medic Archetype, but it actually looks like a decent option for slightly more aggressive healing: It's a bit unfortunate that I'd need to commit to it before I probably have a 'good feel' for how much healing we'll actually need, but the actual 'costs' seem fairly minimal (one less spell known will certainly suck).


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

In my experience, the Healing becomes really useful about the time many people are thinking it will never be useful. Around about 7th-9th level, the opponents are doing enough damage that people will often get into HP damage and they have enough HPs to make it really worthwhile.

At low levels, you frequently either don’t get hurt badly enough to take HP damage or the damage blows right through both Stamina and Hit Points so fast that you aren’t sure healing would have made any difference.

At moderate levels (3-5) a careful group can often manage to avoid HP damage in most battles. This is especially true with an Envoy in the group that can do Inspiring Boost on people.

At slightly higher levels, your going to take HP damage and most classes will have enough HP where healing makes tactical sense since it will prevent you from going down. The damage becomes much higher than an Inspiring Boost can keep up with. Your Mystic at 7th level is getting access to the 3rd level Mystic Cure to heal 5d8 + Wisdom while the Inspiring Boost is only generally doing twice their level plus Charisma. The difference gets greater the higher level you go.

The gap in healing capabilities gets wider as the mystic gets higher level Mystic Cure spells.

Shadow Lodge

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Just thought I'd update everyone on how my character ended up:

  • I took the Medic Archetype at level 2 for the 'HP overhealing heals stamina points' ability.
  • I took the Secondary Connection Epiphany at level 3 to get the 'Healing Channel (Su)' ability from the Healer Connection to handle combat healing.
It turned out that our party Solarian tends to take a lot of damage that needs to be healed, so I'm probably going to pick up the Healer's Lifelink ability next...

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