Fellow Kineticists, how do you wake up?


Rules Questions


So I'm playing a kineticist that's just reached 3rd level. I know the day where I pass out is coming and as I'm the only healer in the party I'm wondering what happens when I do get knocked out.

So, lets say I have 30hp total, I've taken 15 nonlethal damage from burn throughout the day and I get hit for 16 damage by a stinky troll. I'm unconscious with 14 hp remaining. Nonlethal damage from burn doesn't heal unless I get 8 hours sleep. So either I;

Try a constitution check in an hour to try and wake up.

or..?

I'm playing the Kinetic Knight archetype that grants me the Samurai Resolve ability, which allows to do this:

"Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source."

But I don't know if I can use that if I've merely passed out because I haven't been reduced to fewer than 0hp? Which unfortunately makes it a little less useful than it already is, since I can't gain more points of resolve without the Samurai's challenge ability.

I've looked at Smelling Salts, but they only seem to work on creatures that have been rendered unconscious by spells or that are 'dying'.

The other players in the party have no way of healing and even if they could, I don't know if healing would wake me up?

So, Kineticists, what do you do when you pass out?


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If you're the only healer in the party, then you make sure you carry a potion or two that your party can wake you up with. Otherwise your involuntary siesta is the only way to regain consciousness I can think of.

Oh, and sadly the Unstoppable part of the Resolve ability doesn't interact well with nonlethal. If this is for a home game I'd make a pitch to your GM to have it work (try pointing out the similar silliness of Orc Ferocity vs. nonlethal), but it's definitely a 'pretty please' kind of pitch rather than any sort of actually present in the rules interpretation.


Five points of burn is a lot for third level.


Knight who says Meh wrote:
Five points of burn is a lot for third level.

It is? I figured Kineticists were mostly Con reliant so I went for 18 Con. Kineticists can accept burn of 3 + Con mod, so that would be 7 total for me.

Being a Kinetic Knight I have to spend one burn every morning to attune my shield so I'm still able to gather power. That leaves me with 6 burn points throughout the day. So I can do maybe one pushing infusion and one Bladed dash and only 4 heals in 24 hours. That doesn't seem so much.


Kiniticyst wrote:
Knight who says Meh wrote:
Five points of burn is a lot for third level.

It is? I figured Kineticists were mostly Con reliant so I went for 18 Con. Kineticists can accept burn of 3 + Con mod, so that would be 7 total for me.

Being a Kinetic Knight I have to spend one burn every morning to attune my shield so I'm still able to gather power. That leaves me with 6 burn points throughout the day. So I can do maybe one pushing infusion and one Bladed dash and only 4 heals in 24 hours. That doesn't seem so much.

I don't know the Kinetic Knight archetype but I wouldn't want more than one point of burn on a third level Kineticist unless it was a boss battle or similar situation.


Quote:


Smelling Salts

Source PRG:APG

These sharply scented gray crystals cause people inhaling them to regain consciousness. Smelling salts grant you a new saving throw to resist any spell or effect that has already rendered you unconscious or staggered. If exposed to smelling salts while dying, you immediately become conscious and staggered, but must still make stabilization checks each round; if you perform any standard action (or any other strenuous action) you take 1 point of damage after completing the act and fall unconscious again. A container of smelling salts has dozens of uses if stoppered after each use, but depletes in a matter of hours if left opened.

is the first thing that springs to mind


Kiniticyst wrote:
Knight who says Meh wrote:
Five points of burn is a lot for third level.
It is? I figured Kineticists were mostly Con reliant so I went for 18 Con. Kineticists can accept burn of 3 + Con mod, so that would be 7 total for me.

I have not played a kineticist who was supposed to perform some important function for the party like "healing", but generally I will take as much burn as I need to top out my elemental overflow bonus, and leave it at that until some situation comes up where I need to push myself.

So I don't regularly walk around with 5 burn until level 11 or so.

To do the whole "kinetic healing" thing better, keep in mind that the target can also take the burn, and there are some wild talents to help you do this better (including a channel energy analogue) in Psychic Anthology.

But just to keep yourself from having too much burn, I would hope someone in the party will soon be able to manage the UMD score to work a wand of CLW, since taking burn for out of combat healing is a bad deal for you (and everybody else.)


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The problem with smelling salts is that they do nothing about the fact that falling unconscious due to having nonlethal damage is an automatic thing; getting an extra saving throw does you no good when it doesn't use a save.

The second function, when you're dying, doesn't work when unconscious because, as a kineticist, you almost are never "dying", which specifically requires negative hit points.

Really, the only way to recover in this given situation is either be fed a potion (or some other form of healing)... or have your party haul your comatose body back to town for emergency healing or rest.

In any event, there should always be a way for the party to heal the healer. Especially if the healer is a Kinetic Knight and therefore regularly in harm's way.


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Unstoppable is not useful for Kinetic Knight. They only get it because it would take extra wording to remove it, and there wasn't room. You wake up after eight hours of resting, or when you receive enough healing to bring your hp above your nonlethal damage.


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What QuidEst said. It would have cost me more words than it was worth to remove it, and there's the blue-moon circumstance where it might be useful. (In addition, I suspect that kineticists that somehow trade out burn via another archetype will find it far more useful.)

For houserule purposes, I strongly support smelling salts working in this circumstance. I haven't found a good houserule for kinetic knight and unstoppable yet, but I'm open to discussion - it comes up often enough.

Really, I'm just glad so many people are using and enjoying the archetype. ^_^


Smelling salts don't work like that, and even if they did something like "they wake you up even if you have more nonlethal damage than hP" they probably would not work for kineticists because of "A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage"

I'm bad with links

Silver Crusade Contributor

Alderic wrote:
Smelling salts don't work like that, and even if they did something like "they wake you up even if you have more nonlethal damage than hP" they probably would not work for kineticists because of "A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage"
Isabelle Lee wrote:
For houserule purposes, I strongly support smelling salts working in this circumstance.


I know, just pointing out that it's not just the smelling salts that would need an houserule, but also the burn feature. Same thing for something that would allow resolve to work.


Personally, I wake up in the morning feelin' like P. Diddy.


Elemental Overflow caps out at 1 until 6th level. I'd be using that one burn in the morning to attune my shield.

Do most kineticists go the whole 24 hours with only using one or two abilities?

I had a flick through psychic anthology to look for wild talents to help Kinetic Healer and couldn't find anything, nor anything relating to a Channel Energy type thing. Do you remember the names of any of them?


Kiniticyst wrote:

Elemental Overflow caps out at 1 until 6th level. I'd be using that one burn in the morning to attune my shield.

Do most kineticists go the whole 24 hours with only using one or two abilities?

I had a flick through psychic anthology to look for wild talents to help Kinetic Healer and couldn't find anything, nor anything relating to a Channel Energy type thing. Do you remember the names of any of them?

"Healing Burst" is the channel energy analogue, but it's a level 4 wild talent so it's a ways off.

As for "only use one or two abilities" for the most part at low levels, barring kinetic healer, there's simply not a lot to spend burn at. Your level 1 infusions are mostly all 1 burn (so you can gather power and use them) and most of the wild talents are innocuous enough that you can spam them. I think Kinetic Healer should be viewed like other in-combat healing solutions as a "break glass in case of emergency" option.

Silver Crusade Contributor

Alderic wrote:
I know, just pointing out that it's not just the smelling salts that would need an houserule, but also the burn feature.

Hmm... fair enough, I suppose. Most of the houserulings I've been exposed to have been less specific about the technical details, and more along the lines of "sure, smelling salts wake the character up". Different experiences. ^_^

Alderic wrote:
Same thing for something that would allow resolve to work.

This one would have to be a more technical fix, of course.


What healing ability are you spending burn on? Kinetic Healer causes the target of your healing to take burn, not you.

Silver Crusade Contributor

Ridiculon wrote:
What healing ability are you spending burn on? Kinetic Healer causes the target of your healing to take burn, not you.

Either the user or the target can take the burn, if I recall correctly.


Ridiculon wrote:
What healing ability are you spending burn on? Kinetic Healer causes the target of your healing to take burn, not you.

It's one or the other.

Quote:


KINETIC HEALER
Element aether or water; Type utility (Sp); Level 1; Burn 1; see text
Saving Throw none; Spell Resistance yes
With a touch, you can heal a willing living creature of an amount of damage equal to your kinetic blast's damage. Instead of paying the burn cost yourself, you can cause the recipient to take 1 point of burn. If you do so, the recipient takes 1 point of nonlethal damage per Hit Die he possesses, as usual for burn; this damage can't be healed by any means until the recipient takes a full night's rest.


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Well it seems like the obvious answer here is to have your party members take the burn instead of you. As the healer you need to be awake or risk people dying. If the level of nonlethal the party has taken gets to the point where it is risky to engage in another fight then its time to stop for the day anyway.


Yeah spread the Burn around and you will be able to heal much more often/effectively. Kinetic Healer is like having 5+([Other Party Members]x3) uses of Fervor/Lay On Hands per day.

Silver Crusade Contributor

Cantriped wrote:
Yeah spread the Burn around and you will be able to heal much more often/effectively. Kinetic Healer is like having 5+([Other Party Members]x3) uses of Fervor/Lay On Hands per day.

Depending on how you build (such as using physical blasts as your baseline), it can be even more vigorous than those abilities. My Iron Gods party has a hydrokineticist as its healer, and her healing is impressive at first level (to say nothing of higher-level projections).


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Thanks for the responses all, I'll maybe try and convince one of the other party members to start investing in use magic device so we can get some cure light wounds for out of combat healing and use Kinetic Healer strictly for emergencies.

As some people have said, yes you can cause the target to accept the burn and that's great for stabilizing unconscious enemies or healing NPC's you don't really care about but I don't want to have to say to the tanky meatwall fighter "Hey man I know you took a hefty hit this morning so I'll heal you, it'll make you worse for the rest of the day, cool?"

Or if the Wizard got smashed in a nasty aoe "Hey bud, I know you're squishy as a turd and get almost one-shot most of the time, but here have less health!".

Until we get enough gold to have the healer role filled by crates of cure light wounds pots I'm going to take the Combat Vigor feat and toe the line as a 1/4 health guy most of the time.


Quote:
but I don't want to have to say to the tanky meatwall fighter "Hey man I know you took a hefty hit this morning so I'll heal you, it'll make you worse for the rest of the day, cool?"

That's not really accurate though. At level 1 your kinetic healer blast heals for 1d6+1+con. Forcing them to take the burn functionally just removes the +1. It's still a net gain, just slightly less of net gain than you otherwise would have provided if you took the burn yourself.


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swoosh wrote:
Quote:
but I don't want to have to say to the tanky meatwall fighter "Hey man I know you took a hefty hit this morning so I'll heal you, it'll make you worse for the rest of the day, cool?"
That's not really accurate though. At level 1 your kinetic healer blast heals for 1d6+1+con. Forcing them to take the burn functionally just removes the +1. It's still a net gain, just slightly less of net gain than you otherwise would have provided if you took the burn yourself.

It IS accurate though. You heal the fighter up to max, that max is essentially 1 less than his normal max would be vs being healed to max from a cleric's heal.


graystone wrote:
swoosh wrote:
Quote:
but I don't want to have to say to the tanky meatwall fighter "Hey man I know you took a hefty hit this morning so I'll heal you, it'll make you worse for the rest of the day, cool?"
That's not really accurate though. At level 1 your kinetic healer blast heals for 1d6+1+con. Forcing them to take the burn functionally just removes the +1. It's still a net gain, just slightly less of net gain than you otherwise would have provided if you took the burn yourself.
It IS accurate though. You heal the fighter up to max, that max is essentially 1 less than his normal max would be vs being healed to max from a cleric's heal.

If I'm the big tanky meatwall fighter, I'd rather take the nonleathal damage than lose my healer.

Having said that, I wouldn't like the idea of the Kineticist being the only healer.


graystone wrote:
It IS accurate though.

One less than max is objectively more HP than six less than max. Or ten less than max. Or even two less than max though. That's just basic math. Like, really basic math.

So no it's not true to say "It'll make you worse for the rest of the day" or " here have less health".

You can argue about whether or not it's a good ability, but that's another issue entirely.


Knight who says Meh wrote:


If I'm the big tanky meatwall fighter, I'd rather take the nonleathal damage than lose my healer.

Having said that, I wouldn't like the idea of the Kineticist being the only healer.

Oh, neither side of the equation is optimal as either one side or the other is taking burn. So I agree that I wouldn't be excited with a Kineticist as the only healing option. I was just agreeing with Kiniticyst that having the target of healing taking burn lowers their effective max hp.


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"Look, I have the best heal available from level 1 for endurance runs but it slowly decreases your Max HP. If you want that healing to last until everyone else's resources run out, you shut up and take that HP loss or we rest for 8 hours every time I get hit and fall irrevocably unconscious.

Your call."


With a good cup of coffee and a nice blo- That's not what you were talking about was it?

Smelling salts. Always those damned stinky salts.


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I still think the answer to the original question is:
Well rested in the morning.
Should someone want to wake you up sooner... healing is the only answer.

Scarab Sages

PossibleCabbage wrote:
As for "only use one or two abilities" for the most part at low levels, barring kinetic healer, there's simply not a lot to spend burn at. Your level 1 infusions are mostly all 1 burn (so you can gather power and use them) and most of the wild talents are innocuous enough that you can spam them. I think Kinetic Healer should be viewed like other in-combat healing solutions as a "break glass in case of emergency" option.

This. I admit I haven't thought Kinetic Healer through number-wise, but conceptually it feels like a last-resort option only to me.

Pushing a character to 5 burn at 1st level just strikes me as abusive... have every party member invest a point into UMD, that should get you quite a few shots from a CLW wand every day before everybody's rolled their 1 for the day. Buying potions is expensive but still preferable to crippling one of the party's characters every day.

BTW, I assume you know, but just in case you don't: Paladins and Rangers can safely use CLW wands even before they learn to cast spells.


ShroudedInLight wrote:

"Look, I have the best heal available from level 1 for endurance runs but it slowly decreases your Max HP. If you want that healing to last until everyone else's resources run out, you shut up and take that HP loss or we rest for 8 hours every time I get hit and fall irrevocably unconscious.

Your call."

"look, I got the best heal for endurance runs from first level, rich parents and a wand of cure light wounds." And no ones max HP drops to do it. Save Kinetic Healer for emergency in combat healing.

EDIT: A druid that takes Druid Herbalism isn't far behind the wand either. Wisdom modifier free cure wounds potions per day every day. A 1st level druid with an 18 wisdom given a week before an 'endurance run' can bank 28 cure light wound potions to pass put to the party.


Catharsis wrote:
PossibleCabbage wrote:
As for "only use one or two abilities" for the most part at low levels, barring kinetic healer, there's simply not a lot to spend burn at. Your level 1 infusions are mostly all 1 burn (so you can gather power and use them) and most of the wild talents are innocuous enough that you can spam them. I think Kinetic Healer should be viewed like other in-combat healing solutions as a "break glass in case of emergency" option.

This. I admit I haven't thought Kinetic Healer through number-wise, but conceptually it feels like a last-resort option only to me.

Pushing a character to 5 burn at 1st level just strikes me as abusive... have every party member invest a point into UMD, that should get you quite a few shots from a CLW wand every day before everybody's rolled their 1 for the day. Buying potions is expensive but still preferable to crippling one of the party's characters every day.

BTW, I assume you know, but just in case you don't: Paladins and Rangers can safely use CLW wands even before they learn to cast spells.

Do you mean it strikes you as abusive because 5 heals per day is OP? Or abusive as in 'no poor lad should take that much burn'?

I think something definitely needs to change in the party, when we were doing character creation I said I'd be able to do tanky frontliner and offhealer. Then the rest went fighter, slayer, rogue and mesmerist so our composition is pure balls to say the least, arcane isn't covered and neither is healing really. I thought I'd be able to get away with keeping the party alive all by myself but with so many frontliners, damage is being taken every turn and it's too much for my burn to keep up with. Simplest solution is UMD, I didn't actually realise failing the attempt didn't use a charge so it seems way easier than I initially thought it was but if that's not enough I'll probably have to reroll. Which is unfortunate because I've been really enjoying my kinetic knight, even though their options during turns are basically as limited as a fighter ("I go hit him"), the flavor and mechanics are super interesting.

Has anyone tried the Chirurgeon Kineticist? I had a quick look and it seems they've tried to make a healing archetype, but it still has all the same problems of weakining the party throughout the day =/

Scarab Sages

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Definitely abusive in the "poor lad" sense. Why should you bear the burden the consequences of everybody's character choices? Maybe have the fighter or rogue take a ranger level so they can use a wand. Or instate a mandatory rank of UMD for everyone. Or spend a fortune on potions.

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