Inspired medic and miracle worker


Rules Questions


Can I use inspired medic to get a reroll on miracle worker if I chose to forgoe my miracle worker expertise die? I don’t think so, but I want another opinion.

Inspired Medic (Ex; Medicine)
When you attempt a Medicine check, you can choose not to roll your expertise die until later. After you determine what the check’s result would be, you can choose to either roll your expertise die and add it to the total or forgo the expertise die and reroll the check (see page 243). At 9th level, you can spend 1 Resolve Point to both reroll the check and add the result of your expertise die.

Miracle Worker (Ex; Medicine)
D Your high spirits and unrelenting resolve to save lives allows you to pull your patients from the brink of death, even in dire circumstances. If you succeed at a Medicine check to treat deadly wounds and exceed the DC by 5 or more, you add your Charisma modifier in addition to your Intelligence modifier to the amount of Hit Points restored. If you forgo your expertise die on a Medicine check to treat deadly wounds and exceed the DC by 5 or more, your target regains an additional 1d8 Hit Points. This increases to 3d8 at 4th level, 5d8 at 7th level, 12d8 at 10th level, 16d8 at 13th level, or 20d8 at 16th level.


I don't think you can forgo the expertise dice once and get the benefits of doing so twice.

But if you spend the resolve point you get the reroll and the expertise dice, and then forgo the expertise die I think that would activate miracle worker. Since you still have your expertise dice to give up


BigNorseWolf wrote:

I don't think you can forgo the expertise dice once and get the benefits of doing so twice.

But if you spend the resolve point you get the reroll and the expertise dice, and then forgo the expertise die I think that would activate miracle worker. Since you still have your expertise dice to give up

Thanks, that makes sense.

I’m trying to make an Envoy healer, and I’ve realized that a envoy medic would do great healing the party in between encounters, but not as good as a mystic healer medic in encounters.


The non magical healing options are VERY resource intensive and very low return. And they get worse as you level because

1) A six pack of healing serums consumes less and less of your income between levels and

2) The amount heal doesn't scale well compared to damage.

I've had a semi front line character with a 12 dex stay in second skin till 7th level and she still used less than a grand in healing serums. I don't know how many class features or feats the credits are worth, but that feels like way too much cost of character options to save a few credits.

Out of combat the mystic can heal 5x level with healing touch and 10 minutes once per day. Twice per day with the 3k credit staff of healing or once per resolve point with a level one epiphany.


This is where the advanced medkit and medic theme, and a few envoy abilities are is pretty good on the Envoy.
This is partly out of combat.

The envoy will be able to take 20 on medicine checks to treat deadly wounds twice on each character daily, for the one time investment of an advanced medkit.

A third time with the surgeon envoy ability.

A fourth time if you pay for it using spray flesh (440 cr).

Potentially a fifth time. Battlefield medic Envoy ability will let you treat deadly wounds an additional time, provided the conditions of bleeding or dying are met.

Potentially a sixth use if you have the surgeon ability, letting you use the battlefield medic ability again.

The miracle worker and medic archetype make the Envoy excel at healing.

This does not cost serums, resolve, healing magic resources. I think it can pay off, when your group runs into several encounters and are being drained for resources. The mystic will run out of resources, whilst the Envoy will be able to keep going.


The system is set up so that the vast majority of your healing is a 10 minute rest to recover stamina. If you can stop for treat deadly wounds you can stop to recover stamina.

While having that amount of theoretical healing is nice, having that much hit point healing required is beyond rare while needing a boatload of HP all at once in combat comes up every once in a while. In you're you're specializing heavily in the kind of healing that's rare, not as important, and has relatively cheap alternatives. Yes. Healing serum chugging contests use resources. So? Thats why you have resources.

It looks like you don't like magical healing, but one overlooked trick you should keep in mind is to have a spell storing weapon of level 4 or higher with mystic cure I spell gem stuck in it. A very often looked line in mystic cure is

if this isn’t enough to restore all the target’s Hit Points, you can transfer any number of your own Hit Points to the target, healing the target that amount.

You need to be next to the downed person, but you can give them [[1d8+1]] Hit points back, and then give them all but say 5 of your own HP. If you've been hiding in the back aka staying alive, you'll have all your staminia still and they'll have most of their HP. 45 hit points off of a first level spell gem isn't too bad.


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I dont have anything against magic, but I am looking to find the benefits of the Envoy with a focus on the medicine expertise and abilities. A mystic with healing focus seems to be just better at healing in combat, and as the Envoy can heal well, I think its strengths are more versatile, meaning that the Envoy will help more (depemding on abilities chosen) on other medicine checks. It feels a littl lackluster on the envoys side, but I think I'm missing something, or I should just try it out and get the feel of it.
thanks for pointing out the part about the spell storing weapon and mystic self hp drain to give hp.

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