This question is not about the AP per se. Let me give some info first. I and my Starfinder group just finished and 2nd session, (our group did the roll for ability score so some of my stats my be higher then the norm) In the group we have a Human envoy thats me with a 13 STR, 16 DEX, 13 CON, 14 INT,15 WIS,18 CHA
my theme is Ace Pilot my 1st Envoy Improvisations is Inspiring Boost, there's a Strix Exocortex Mechanic Theme Roboticist from the pactworlds book he's awesome at computers and engineering I'm not sure his ability score (or the other in my group I dont go and spy on there character sheets), a Vesk Soldier Theme Mercenary went the Armor Storm fighting style hes melee focused with hammer fist and will porbably go some of the fist advanced weapons as we level, no clue if hes going power armor or not. And a Kasatha (I think) Mindbreaker Mystic who is doing a build that he fights with 2 handed advanced melee weapons
So Far we have done two sessions at the end of the 2nd session we just got into the drift asteroid, they only hard fights we've had so far was the night club Fusion Queen fighting against the Downside King's, In the fight the Vesk was hurt bad and may have been knocked down (maybe killed) if not for my Inspiring Boost, the 2nd hard fight was on the Acreon fighting the AKATA's that are thru out the ship I dont know if anyone was going to die but I had to Inspiring Boost my 3 teammates we did a 10min rest and paid the 1 resolve to get our stamina back sense at this point were level 2 and my boost wont fully heal stamina yet, before going to the bridge again had to Boost the 3 again during that fight(was able to do Inspiring Boost because of the 10min rest) after the bridge fight we did another reslove point 10 min rest for stamina. On the Drift Rock we had no problem with Clara-247, in area's D3, and D5 the void zombies, D3 i was dumb and went into melee with my tactical sword cane and got my STR damaged by 2, D5 is were we had the problem we were stupid and got are selves bottle neck at the entrance to d5 by the 2 void zombies, again i Inspiring Boosted the 3 and had to mk1 healing serum the mystic or he would have died.
Ok now for my question I was wondering at higher levels if the Envoy with Inspiring Boost I a must for groups? so far for my low level group on are second time playing Starfinder I dont think there would have been a TPK but I do believe I my have saved the mystic from being killed, kind of seems like if we don't have my Envoy there is probably a high chance of a teammate dying or even a TPK in future session's. Does higher levels of play even this out because of the level of available and the credits to buy equipment and also the increased HP and Stamina? And a second smaller question is the envoy's Inspiring Boost the only way to heal stamina in others?,( I think some classes have abilities that they can spend a resolve point to heal there own stamina in combat I think?)
Oh and sorry for the long post if your reading this and also Thank You if you reply your an AWESOME!! peep :-)
Inspiring boost is, as far as I know, the only way to heal someone else's stamina.
It's also one of those things that's really kind of nice to have at early levels. For other players it's like a toughness feat that someone else took for you.
It shouldn't be necessary to get through an adventuring day though.
(SPOILERS) So update my Envoy Torian Cadera Died on book 5 killed by the Malice in the Control, it kept poping in and out of the floors and walls and My Envoy shot it 1st so he had his hate out on me and whittled me down. Now i get to make a new high level character at 10th level, I've set my sight on two classes doing a mystic star shaman(maybe a Kish for the 4th book we were thinking he could have stored away on either the cultist ship that got there before we did then jumped ship to ours when we fought the Jangly Man(which are ship got disabled they boarded us and we defeated them then we ransacked there ship, well we were doing that my star shaman could have hid some were on the ship our escape pods?, or I would assume that even a small ship like the sunrise maiden has access hatches and tunnel like the Jefferies tube of star trek. or the 2 thought was an operative hot shot pilot got curious why all these ships were heading to some uncharted region of space and ran afoul of the Eoxian fleet thats following the maiden and i crash my crappy little cockpit strapped to a pair of drift engines there to join the group. The 1st seems straight forward to build dont know if i'll go Kish was thinking of worshiping Ibra so i could be any race and just knew i needed to be there and found ways to get there (my bro says i hitch hicked thru space jumping on ships and off as need sense they can survive in space and all and), the operative im not sure on the build i dont know if i should just try and find a way to do as much damage with there trick attack be it melee or ranged or a combo as the fight warrants it or go for the multi attack build sense i'll have triple attack and if i went that route do i go smallarms, melee, or get my hands on a coil sniper rifle because it dosent have the unwieldy as other snipers and if i take the operative exploit Debilitating Sniper so I can use debilitating tricks, I looked at some and most only effect the enemy once per 24 period but some are cool like bleeding shot I was leaning more towards the operative but dont know which route to go I also have in the back of my mind I'm only gonna play this guy fro a short time sense were almost done the dead suns ap so maybe I shouldnt go to involved in his build? Any thoughts? Oh the group has a vesh soldier running around in his newly aquired power armor, a strix Exocortex Mechanic, and a formerly Korasha Lushunta who died with a necro graft so the dm instead of letting the player make a new guy let him become a Borai and have his graft be consumed thru all this he's a Solarian(went solar armor and melees with advanced weapons) right now he has 2nd highest eac and kac and hits like a ton of bricks in melee.
So again any thoughts on the 2 classes or any thought on maybe a different class choice would be very helpful i have tell saturday which is when we play next to have my character resolved :-)
My main problem is that is so far into the adventure path i really dont want to make a new class for just that short amount of time if I'm playing a new class I'd like to experience the class as it levels. So I'm thinking more just making another envoy but try a different set of Improvisations and Expertise Talents then i took on my other guy.