As a result of a table conversation, the FAQ below was assembled to put all of the info on healing in SFRPG into one place.
Please, please, please, check my work and critique. When polished, an alternate thread would probably be worth sticking.
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STARFINDER - HEALING FAQ
I. STAMINA POINTS (SP)
A. Short Rest - all SP are restored by a ten minute rest and use of one (1) Resolve Point (RP).
B. Inspiring Boost [Envoy Improvisation] -
1. Target must have taken damage from an enemy (not a hazard) since Envoy's last turn;
2. Envoy spends std action, target recovers 2X Env lvl + CHA, not to exceed target's maximum SP
3. At Env 6, Envoy may increase this recovery to 3x Env lvl + CHA through expenditure of one (1) RP.
II. HIT POINTS (HP) - MAGICAL HEALING
A. Healing Touch [Mystic Class Feature]
1. Mystic spends ten minutes to heal Mys lvl x5 HP to up to 1/day.
B. Mystic Connection: Healer: Healing Channel
1. All uses of ability have a base cost of one (1) RP;
2. All uses of ability heal 2d8 + 2d8 / 3 Mys lvls;
3. Heal self as move action, heal touched target as std action, heal allies within 30' radius as full action.
C. HIT POINTS - MYSTIC SPELL: MYSTIC CURE
1. Std action to cast, delivered to close range targets, up to one creature per CL no two of which are more than 30' apart;
2. If target is healed to maximum, excess HP may be applied to caster's wounds. Similarly, in the delivery of this spell, the caster may take damage to heal the spell's target a corresponding amount.
3. Variable effects based on Spell Level:
1st - 1d8 + WIS
2nd - 3d8 + WIS
3rd - 5d8 + WIS
4th - 7d8 + WIS or 5d8 + WIS + revive effect
(Additional resuscitation effects are added to the spell at Spell Level 4 and higher).
4. This spell does *not* harm undead.
III. HIT POINTS - SERUM OF HEALING
A. Serums are imbibed as a std action or administered to a creature as a full action;
B. Mk I serum (lvl 1, 50 credits) heals 1d8 HP, Mk II (lvl 5, 425 cr) heals 3d8 HP, Mk III (lvl 9, 1,950 cr) heals 6d8 HP.
IV. HIT POINTS - TECHNOLOGICAL HEALING
A. NORMAL HEALING - full rest yields character lvl (CL) HP per day.
B. MODIFICATIONS TO NORMAL HEALING
1. Long Term Care (Medicine DC 30, req medical lab or medical bay) - doubles recovery rate to CL x2 per day.
a. if Medicine DC is exceeded by 10 (e.g. DC 40), recovery rate = CL x3 per day;
b. Medical Expert: Feat - allows the use of Long Term Care with just a MEDKIT
i. Feat has prereqs of one rank in Life Sci, Medicine, and Phys Sci.
C. TREAT DEADLY WOUNDS (Medicine, DC variable)
1. Equipment Dependent DC:
BASIC MEDKIT = DC 25 (L1, 100 cr)
ADV MEDKIT = DC 20 (L5, 2,700 cr)
2. Requires one (1) minute, restores 1 HP / target's CL, and adds INT if DC is exceeded by 5;
3. Typically may only be used once per day on creature, but med lab (or med bay?) allows this to occur twice per day on a creature;
4. Surgeon: Envoy Expertise Talent - allows one add'l use of treat deadly wounds per day on a creature at a Medicine DC of +5 over equipment target and a duration of one (1) hour;
5. Medical Expert: Feat - allows the use of Treat Deadly wounds with the consumables Medpatch or Sprayflesh as a full action.
6. SPRAYFLESH - Consumable equipment modification
a. allows the use of Treat Deadly Wounds on creature that has exceeded limits from other sources;
b. Medicine DC 25 to effectively Treat Deadly Wounds during a short rest (with expenditure of RP) in lieu of SP recovery;
c. acts as Medpatch in hands of untrained users;
d. Lvl 5 item, 440 cr
V. STABILIZING THE 'DYING' CONDITION
A. Self-Stabilization - Spending RP
1. On turn, spend 1/4 (round up) of maximum RP to self-stabilize;
a. On subsequent turns, you may spend one (1) RP to Stay In The Fight and become conscious with 1 HP.
B. MAGICAL STABILIZATION
1. Stabilize - 0-lvl Mystic spell, short range, std action;
2. Magical Healing
C. FIRST AID
1. Medicine DC 15, std action
2. MEDPATCH - consumable equipment modification
a. Allows First Aid attempt untrained, provides +10 circumstance bonus;
b. Lvl 1 item, 50 cr
Please, please, please, check my work and critique. When polished, an alternate thread would probably be worth sticking.
---
STARFINDER - HEALING FAQ
I. STAMINA POINTS (SP)
A. Short Rest - all SP are restored by a ten minute rest and use of one (1) Resolve Point (RP).
B. Inspiring Boost [Envoy Improvisation] -
1. Target must have taken damage from an enemy (not a hazard) since Envoy's last turn;
2. Envoy spends std action, target recovers 2X Env lvl + CHA, not to exceed target's maximum SP
3. At Env 6, Envoy may increase this recovery to 3x Env lvl + CHA through expenditure of one (1) RP.
II. HIT POINTS (HP) - MAGICAL HEALING
A. Healing Touch [Mystic Class Feature]
1. Mystic spends ten minutes to heal Mys lvl x5 HP to up to 1/day.
B. Mystic Connection: Healer: Healing Channel
1. All uses of ability have a base cost of one (1) RP;
2. All uses of ability heal 2d8 + 2d8 / 3 Mys lvls;
3. Heal self as move action, heal touched target as std action, heal allies within 30' radius as full action.
C. HIT POINTS - MYSTIC SPELL: MYSTIC CURE
1. Std action to cast, delivered to close range targets, up to one creature per CL no two of which are more than 30' apart;
2. If target is healed to maximum, excess HP may be applied to caster's wounds. Similarly, in the delivery of this spell, the caster may take damage to heal the spell's target a corresponding amount.
3. Variable effects based on Spell Level:
1st - 1d8 + WIS
2nd - 3d8 + WIS
3rd - 5d8 + WIS
4th - 7d8 + WIS or 5d8 + WIS + revive effect
(Additional resuscitation effects are added to the spell at Spell Level 4 and higher).
4. This spell does *not* harm undead.
III. HIT POINTS - SERUM OF HEALING
A. Serums are imbibed as a std action or administered to a creature as a full action;
B. Mk I serum (lvl 1, 50 credits) heals 1d8 HP, Mk II (lvl 5, 425 cr) heals 3d8 HP, Mk III (lvl 9, 1,950 cr) heals 6d8 HP.
IV. HIT POINTS - TECHNOLOGICAL HEALING
A. NORMAL HEALING - full rest yields character lvl (CL) HP per day.
B. MODIFICATIONS TO NORMAL HEALING
1. Long Term Care (Medicine DC 30, req medical lab or medical bay) - doubles recovery rate to CL x2 per day.
a. if Medicine DC is exceeded by 10 (e.g. DC 40), recovery rate = CL x3 per day;
b. Medical Expert: Feat - allows the use of Long Term Care with just a MEDKIT
i. Feat has prereqs of one rank in Life Sci, Medicine, and Phys Sci.
C. TREAT DEADLY WOUNDS (Medicine, DC variable)
1. Equipment Dependent DC:
BASIC MEDKIT = DC 25 (L1, 100 cr)
ADV MEDKIT = DC 20 (L5, 2,700 cr)
2. Requires one (1) minute, restores 1 HP / target's CL, and adds INT if DC is exceeded by 5;
3. Typically may only be used once per day on creature, but med lab (or med bay?) allows this to occur twice per day on a creature;
4. Surgeon: Envoy Expertise Talent - allows one add'l use of treat deadly wounds per day on a creature at a Medicine DC of +5 over equipment target and a duration of one (1) hour;
5. Medical Expert: Feat - allows the use of Treat Deadly wounds with the consumables Medpatch or Sprayflesh as a full action.
6. SPRAYFLESH - Consumable equipment modification
a. allows the use of Treat Deadly Wounds on creature that has exceeded limits from other sources;
b. Medicine DC 25 to effectively Treat Deadly Wounds during a short rest (with expenditure of RP) in lieu of SP recovery;
c. acts as Medpatch in hands of untrained users;
d. Lvl 5 item, 440 cr
V. STABILIZING THE 'DYING' CONDITION
A. Self-Stabilization - Spending RP
1. On turn, spend 1/4 (round up) of maximum RP to self-stabilize;
a. On subsequent turns, you may spend one (1) RP to Stay In The Fight and become conscious with 1 HP.
B. MAGICAL STABILIZATION
1. Stabilize - 0-lvl Mystic spell, short range, std action;
2. Magical Healing
C. FIRST AID
1. Medicine DC 15, std action
2. MEDPATCH - consumable equipment modification
a. Allows First Aid attempt untrained, provides +10 circumstance bonus;
b. Lvl 1 item, 50 cr
Wasteland Gaming Liaison
An updated list of what I've played and GM-ed is at: https://www.pfstracker.net/#/players/1964/report
#1964
An updated list of what I've played and GM-ed is at: https://www.pfstracker.net/#/players/1964/report
#1964