Falgaia
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So I have a Hydrokineticist that I used back during the playtest, and now that Occult has released, I've been looking to dust them off. As a good Hydrokineticist, I intend to grab Kinetic Healer at Level 2 for making the party happy, but the wording in Occult Adventures left me with a few questions.
"With a touch, you can heal a willing living creature an amount of damage equal to your kinetic blast's damage."
So that obviously implies the 1d6+1 per two levels +Con would be healed, but what this doesn't mention is whether or not Kinetic Healer heals based on you Kinetic Blast's current damage output or base damage output. For instance:
Elemental Overflow: Increases Kinetic Blast's damage by current burnx2 up to a cap equal to 1/3 Kineticist's level. In addition, starting at level 6, Elemental Overflow allows Kineticists with Burn to add a +2 Size Bonus to two physical ability scores, which can include Con, which would then increase the Kinetic Blast's damage by one point.
Would this bonus damage translate to bonus healing for the Kinetic Healer Talent? If not, then what about the temporary Con bonus?
Then there's stuff like Inspire Courage, which is a damage bonus that doesn't even come from the Kineticist. Would ally damage buffs also increase the net healing?
Finally, Occult Adventures added in a new magic item as well. The Kineticist's Diadem adds between 1 and 3d6 (depending on the variant) to simple and composite blasts that match the wearing Kineticist's type. Would these bonus damage dice also add to the Kinetic Healing?
Just wanted to check all of this before playing any games where it'll matter with the character. Thanks in advance.
| Ryzoken |
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I suspect the best rationale will be: calculate your blast damage before any attack rolls and use that value to heal.
So, one could get the benefit of things like Elemental Overflow's bonus damage and Con, but one couldn't claim Point Blank Shot or Deadly Aim, since you aren't actually making an attack roll.