Kineticists and Out of Combat Healing


Occult Adventures Playtest General Discussion

Scarab Sages

So being interested in the Kineticist, I noticed something recently that might prove to be somewhat overpowered in the bookkeeping department.

Telekineticists and Hydrokineticists gain the ability to select Kinetic Healing as a Wild Talent at first level. If I'm reading this correctly, Kinetic Healing requires the either the Kineticist or their target to receive 1 point of Burn in order to receive a sizeable chunk of healing.

Kineticists also receive the ability to channel elemental energy with a move action, "allowing her to reduce the total cost of a wild talent used in the sameround by one point," presumably down to a minimum of zero.

Assuming Kinetic Healing is a standard action to use (since it is not listed in the ability's entry) then the Kineticist would be able to channel elemental energy as a move action to reduce the cost of this ability to 0 Burn, giving them an at-will heal with no out-of-combat drawbacks.

This seems more than a tad overpowered, as it provides a Level 1 Character to easily and completely top off the entire party's HP after every encounter with no drawbacks.

Ways to fix this to ensure the CLW Wand economy does not dry up:
-List the Kinetic Healing ability as a Full-Round Action, as it would then be impossible to channel elemental energy as a move action during the same round in which the ability is used.
-Simply state that one cannot channel elemental energy to reduce the burn cost of this ability.
-Treat it like the Witch's Healing Hex and put some sort of limitation to the ability's amount of uses per day per target.

If anyone has any thoughts on the matter or would like to point out something I missed, feel free to, as I could have very easily missed or misread something in this ability combo that makes it appear much more powerful than it currently is.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber

First post in the Kineticist thread "clarifies" that only blast talents my be reduced by spending the move action.

Scarab Sages

Arutema wrote:
First post in the Kineticist thread "clarifies" that only blast talents my be reduced by spending the move action.

Cool to hear. As I didn't actively participate in the ACG playtest, I wasn't aware that each class had a feedback thread. I'll be sure to cross-reference those in the future as I dig.

Dark Archive

You can full round heal at will as written.

"...reduce the total burn cost of a wild talent used in the same round by 1 point (to a minimum of 0 points)."

The statement ends with a period the next sentence references "If you take damage..." so if you do not take damage during the full round action that statement does not apply.

":kinetic healer" is a "wild talent"


Pathfinder Rulebook Subscriber
Lixxy wrote:

You can full round heal at will as written.

"...reduce the total burn cost of a wild talent used in the same round by 1 point (to a minimum of 0 points)."

The statement ends with a period the next sentence references "If you take damage..." so if you do not take damage during the full round action that statement does not apply.

":kinetic healer" is a "wild talent"

As stated above, that was clarified by the devs in the first post of the Kineticist playtest thread. It is only intended to apply to blasts.


yup. No matter what yo currently do you take aburn

I wonder though..

Does that feat...fast healer? (the feat that lets you heal an aditional Con modifier amount when healed via magic) work with this? it should given the type of k-heal.. (su or sp if I remember right? im sure its not ex)

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