Nanocyte as Medic


Nanocyte Class

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I really tried to create a medical nanocyte, as they have some abilities pointing to that, but I just couldn't do it except as a minor secondary. Even my "doctor" Envoy has so many talents that pump up his HP from medicine check.

The nanocyte Fast Heal is just too small to be effective in combat. There are several chances to bonus the Medicine skill check, but they are insight bonuses, so won't stack with any feats.

I think if there were a few more medical knacks and the FH was upped some, it could be a cool healer.


I'm looking at this, too. The Regeneration faculty and medical knacks are interesting, but Starfinder has so little use for healers in general that I'm not sure I want to bother.


Torgrin Deepsmith wrote:
There are several chances to bonus the Medicine skill check, but they are insight bonuses, so won't stack with any feats.

That part, at least, is intentional design. All of the classes grant insight bonuses; something else would be a pretty big deal. (That way, other classes can take feats to catch up.)


How frequently can the tenth level thousand stitches be used? It doesn't mention anything about a nanite surge, so you would heal at least 20hp that round, them potentially do it again?

Out of combat, reactive repair would recover 120 stamina for the cost of a nanite surge. In combat, this is a 4 hp buffer, added with thousand stitches and you would be mitigating about 30 points of damage (a round?). In top of that, if you are protecting a specific ally, and second facility is infestation, you are warding off attackers because of concealment and potential bleeding from hungry nanites if they stay in your area. I feel like this could save a teammates life.


Broccolihead wrote:

How frequently can the tenth level thousand stitches be used? It doesn't mention anything about a nanite surge, so you would heal at least 20hp that round, them potentially do it again?

Out of combat, reactive repair would recover 120 stamina for the cost of a nanite surge. In combat, this is a 4 hp buffer, added with thousand stitches and you would be mitigating about 30 points of damage (a round?). In top of that, if you are protecting a specific ally, and second facility is infestation, you are warding off attackers because of concealment and potential bleeding from hungry nanites if they stay in your area. I feel like this could save a teammates life.

The way it is worded as many times as you can perform treat deadly wounds on a character. You are using your surgical host knack to perform medicine for treat deadly wounds. surgical host allows you to use your nanites as a medkit, advanced medkit, medical lab. So with an a med lab you can perform treat deadly wounds one additional time in additional to the once per patient. Then if you can pair this with a Envoy with the Surgeon talent you could do it 3 times per day.

I really feel like treat deadly wounds was a missed opportunity in starfinder. I would love to nanocyte beable to break this rule with other draw backs. Maybe spending a surge to do so or ext. Similar thing with the biohacker. They gave it to the envoy, To me makes more sense for these 2 classes to have it also and more likely.


I'm sitting here looking at Reactive Repair and Nanosurgeon paired with Surgical Host and Thousand Stitches - which you guys have touched on. I think the potential for resilience here is pretty high.

In combat you can place yourself wherever you want. As a full BAB class and access to heavy weapons or even swarm strike you can make yourself a threat through reasonable damage output.

By the mid/late game of an adventure when all this comes online (8-10?) you are looking at DR equal to your level plus rapid repair which will blunt (through DR and THP) the incoming damage and heal back considerable amount. After combat, IF they got to your HP, you can treat deadly wounds twice per day and you still haven't spent any RP yet so you can refill the stamina bar easily.

Heaven forbid they ignore you, placing rapid repair on a friendly gives them tons more staying power and again you can heal them after the fight with treat deadly wounds.

It's a moderate investment. At least one feat, your primary faculty, and two to three knacks but you have enough staying power for yourself and others that it would make Wolverine blush.

That's not even getting into the fact that high CON classes will have a substantially better time fending off the terrifying conditions that plague starfinder, 6 skills/lvl with ways to enhance them via insight bonuses, and gear arrays which make sure you always have the right tool kit for the job.

Solid class, I'm about to use it in a 2 PC run through of Attack of the Swarm which no changes. We're calling it hardmode but with this setup I think it's going to be a breeze.


I like the concept of the nanocyte being a healer. When I think of nanites i think of life and death. The power to destroy and the power of life.

I personally would like to see this class be more utility. More supportive options. More focus on healing. Maybe breaking the rules or extending rules for healing options.

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