Question on HP and Stamina


Nanocyte Class


So all other official Starfinder classes with Full BAB have 7 HP and 7+ Con mod Stamina per level. The Nanocyte has only 6 HP and 6+Con mod Stamina per level. Is this intended? Other initial questions/debates have been brought up already in other threads.


Jack Rift wrote:
So all other official Starfinder classes with Full BAB have 7 HP and 7+ Con mod Stamina per level. The Nanocyte has only 6 HP and 6+Con mod Stamina per level. Is this intended? Other initial questions/debates have been brought up already in other threads.

They also have two good saves, so I think this is intentional. Using sheath with a surge gets you pretty close to the statistics; you've got 6 HP and 7+Con stamina, effectively, and you've got close to two good saves saves.

The class has a lot of versatility and utility compared to the other full BAB classes, so I think it's got a slightly weaker base to balance that out.


Soldiers, vanguards, and solarian all also have two good saves most have various ways of increasing survivability, maybe not as good as the nanocyte is currently. So that line of reasoning doesn't really work. Soldier have butt loads of feats that can fill in weakness and permanent gear boost. Solarians have a ton of options, maybe not all of them great. And vanguards had more HP and Stamina in the original playtest, but lost that, and want to take damage. So I'm thinking it is a mistake, personally.

Edited Fixed Typo.


And nanocytes using sheath have two good saves +1 temp HP per level. They also can create a variety of tech gear at will when they need it out of combat, have a very robust skill base, and with knacks can expand it easily. On top of being better at damage mitigation than vanguards, and able to use CON for accuracy. Not to mention the cloud area effects and the gear weapon versatility/being able to sub out dragonglands for whatever damage type you want.

Sovereign Court

Garretmander wrote:
And nanocytes using sheath have two good saves +1 temp HP per level. They also can create a variety of tech gear at will when they need it out of combat, have a very robust skill base, and with knacks can expand it easily. On top of being better at damage mitigation than vanguards, and able to use CON for accuracy. Not to mention the cloud area effects and the gear weapon versatility/being able to sub out dragonglands for whatever damage type you want.

Dragon glands are biotech. You can only make cybernetic augmetations.


Oops, I think the fact that you can make biotech and necrograft versions of all cybernetics has screwed with my memory of which is which.


So again the only thing people keep saving is if you use a Sheath, and nothing else, they get Temp HP. I agree they have really good damage mitigation, so either that will get nerfed or maybe vanguards need theirs buffed. But let's be honest, more likely it will get nerfed.


Jack Rift wrote:
So again the only thing people keep saving is if you use a Sheath, and nothing else, they get Temp HP.

No, we're pointing that out as one of the options. You have the option of going in as something like a Vanguard, so you're not worse off than them (at least if you grab the Con-to-attack scaling unarmed strike options). If you decide to switch to one of the other options, it's because that option is better for you at the moment.


Given how much flexibility Nanocytes have, they need *some* downside relative to the other beatsticks. Otherwise you end up with "I am just as good a melee tank as the absolute best other melee tank class. . . except I also can be an area blaster or skill monkey whenever I want to be, too".


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Metaphysician wrote:
Given how much flexibility Nanocytes have, they need *some* downside relative to the other beatsticks. Otherwise you end up with "I am just as good a melee tank as the absolute best other melee tank class. . . except I also can be an area blaster or skill monkey whenever I want to be, too".

We just need to make sure they don't end up trading too much away for their slight amounts of versatility and utility.


I'm not sure I'd call what the Nanocyte has "slight". Their skill buffs are certainly much better than any of the other primary warriors, as I recall, and becoming a decent 'area blaster' is as simple as picking a decent heavy weapon as one of your Gear Array choices and carrying around ammo for it. Besides, their primary stat is CON, even with the slightly lower per-level ratings, they'll still be as tanky as pretty much everyone but an optimized Vanguard ( or possibly a *really* specialized Soldier ).


Metaphysician wrote:
...and becoming a decent 'area blaster' is as simple as picking a decent heavy weapon as one of your Gear Array choices and carrying around ammo for it.

While I agree with your points, I am salty that Heavy Weapons Edge is a 6th level knack, so it's harder to build a nanocyte around heavy weapons than longarms or advanced melee weapons.

Also, while we're at it, why is Heavy Armor Edge 6th level? The opportunity cost of waiting until 6th level to get Knacks that just give you a proficiency and a small benefit is very high. Most builds start kicking in around 3rd level in terms of proficiencies.

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