Math for Envoy's - Inspiring Boost


Rules Questions


Inspiring Boost (Ex) [Language-Dependent] [Mind-Affecting] [Sense-Dependent]
Source Starfinder Core Rulebook pg. 62

As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy (see page 242) at any point after your last turn ended. That ally regains a number of Stamina Points (up to his maximum) equal to twice your envoy level + your Charisma modifier; at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost, that ally can’t gain the benefits of your inspiring boost again until he takes a 10-minute rest to recover Stamina Points.

Is the math figured out as -

(Level x 2) + CHA modifier

or as

2 x (Level + CHA modifier)?

Asking as if it's figured out as (Level x 2) + CHA modifier, which is how I read it, Inspiring Boost does not scale at all as you level up.

Running some rough numbers -
1st level your average character has 6-8 stamina. Inspiring Boost can heal 5-6 stamina about once every 10 minutes.

7th level your average character has 49-56 stamina. Inspiring Boost can heal 18-20 stamina. Spending a resolve point bumps that healing up another +7 stamina points.

Even running the math as 2 x (Level + CHA modifier), while the healing is slightly better it's still very sad (would heal 22-24 stamina). As it can only be used once per person till that person spends a resolve point for healing during a short rest.
Inspiring Boost and Quick Inspiring Boost (4th level upgrade) do not stack. If they stacked it might make it worthwhile for the envoy to use these powers in combat.


equal to (twice your envoy level) + your Charisma modifier

Inspiring boost not keeping up with damage as you level, you charisma mod being irrelevant , and not making much difference when you rest/don't rest is a bit of an issue with the envoy


From the COM, Motivation Expertise Envoys can add their Expertise die to any action that restores Stamina or Hit Points,and the 6th level Inspiring Oration Improvisation lets you use the basic level (2 x Envoy Level) + Cha modifier to heal all allies within 60', which is powerful but really situational (basically handy if folks are taking environmental damage). The ability increases to (3 x Envoy Level) + Cha at 15th level.


Dracomicron wrote:
From the COM, Motivation Expertise Envoys can add their Expertise die to any action that restores Stamina or Hit Points,and the 6th level Inspiring Oration Improvisation lets you use the basic level (2 x Envoy Level) + Cha modifier to heal all allies within 60', which is powerful but really situational (basically handy if folks are taking environmental damage). The ability increases to (3 x Envoy Level) + Cha at 15th level.

Still sounds kind of lacking with the amount of stamina healed with the limitations/requirements for Inspiring Boost.

Inspiring Boosts math formula either needs adjusting -
(something like) (Level x 2) + (Half your level, minimum 1 x CHA modifier)
Spending a Resolve point should heal at least levelx3. Resolve is a valuable resource and the healing stamina by just a level is sad :( .

Allow Inspiring Boost and Quicken Inspiring Boost to stack.


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Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

The low scaling is a big part of why I've never considered Inspiring Boost to be a really important core feature for the envoy, instead of a sometimes handy trick.


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I have found the addition of an Envoy with Inspiring Boost to our group to be a game changer with our group, especially since the distribution of who takes damage tends to be very uneven. Having a way to restore stamina in combat has proven very important.


David knott 242 wrote:


I have found the addition of an Envoy with Inspiring Boost to our group to be a game changer with our group, especially since the distribution of who takes damage tends to be very uneven. Having a way to restore stamina in combat has proven very important.

Same. In the home game I GM, there were some knock-down, drag out fights that the players would have lost without Inspiring Boost, and I still find use for it with my 8th level AP Envoy to prevent frontliners from being two-shot by big bads.

It does reduce effectiveness at higher levels though.


How does Inspiring Boost actually work at mid to high levels (levels 5 through 12)?

The numbers on paper doesn't make it look good. What with the potential damage being taken, how much stamina people have, and how little the numbers show for healing stamina.

Just asking as sometimes those numbers don't reflect reality.


Typically an Inspiring Boost in mid levels is more insurance against getting two-shotted by a major baddie, or padding before you take hit point damage vs a trap or environmental effect. It as uses, but is more finesse than cancelling out attacks entirely.

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