Kineticists: the best healers?


Pathfinder First Edition General Discussion


while obviously not the case for adventurers, for your average commoner or really anyone that doesn't immediately need to get back into battle a level 1 kineticist can pretty much put an entire citys doctors out of business, since burn is the only limit on how much they can heal which can be shifted on to the person being healed, and since its nonlethal the worst case scenario is someone gets knocked out and wakes up in the morning at 100%

sure you cant regrow limbs or cure diseases with the snap of there finger, but being realistic neither can modern medicine, imagine if you could go to the doctor for horrible burns or because your bleeding out and they just slap you a couple times and you go from life threatening injury to good as new in less then a minute, since its so fast and simple even one person would be more fast and efficient then an entire hospital of doctors

and this is not getting into the fact most dedicated doctor kineticists would be Kinetic Chirurgeon and thus could pick up mercys so they could infact regrow limbs and cure diseases with a pat on the back

and with the exception of the mercys this is at level one, if kineticist was a class you could learn rather then just being inherent every single medic in the world would be one, awakening hydrokinetic or telekinetic ability's is like winning the lottery , you got a prestigious and incredibly easy job and are set for life


I wouldn't think too much about it. There are a ton of things in that break down in the pathfinder system (or any high magic system) if you think about it too much.


Sure, as a first responder or ER doctor an NPC Kineticist is great. In setting they could easily pass off as a mystic or witch wihtout anyone really knowing how they do what they do. In certain... under-developed areas where they are perhaps untrusting of divine magic a kineticist could really live large as one of the few compotent healers available. The lack of expensive material componenets for anything they do liekwise makes them very competitive with other options.

For adventuring parties i really like them as well, it saves party resources from having to invest in multiple wands and by spreading some burn around the party you can get more adventuring in a day but still have a soft cap to how far the party can push on, a great compromise between players and story.


If you think like this, it will eventually lead you somewhere close to the tippyverse.

It's best to suspend a bit of your disbelief for the setting. Otherwise you get stuff like your average level 5 adventurer with 9k of magic items constantly getting people trying to kill them in their sleep for the lifetime of wages they casually carry around.


Maybe the kineticist is a superior healer - but there are not enough of them around who a) can heal and b) are willing to do that all the time. From the fluff text it's way easier to become an adept or cleric than a kineticist.


its more like its completely impossible for those who aren't and effortless for those who are.


1 person marked this as a favorite.

They are a good emergency healer, but taking burn is probably not a pleasant experience, particularly for someone knew to it. Witch/shaman probably fills the role better with healing hex to provide once per day per person healing without the pain, and an archetype for spontaneous cure spells. The kineticist is more like a really good horse doctor, able to patch up just about anything and great help in a disaster scenario, but not your first choice for medical care.


Personally, it's my interpretation that the Occult classes are particularly rare. Since the things that Occult classes deal with are out of the ordinary, the people who specifically deal with those things should be similarly uncommon. So I'm guessing there are relatively few villages that have kineticists available.

Of all the occult classes, the Kineticist should probably be the rarest in the general population, honestly, since most of the rest of them are roughly "things you can learn" as opposed to "I woke up one day and I can lift rocks with my mind."


I think spiritualists seem like they'd be pretty rare

I don't see why Kineticists would be particularly rarer than Sorcerers.


Chromantic Durgon <3 wrote:

I think spiritualists seem like they'd be pretty rare

I don't see why Kineticists would be particularly rarer than Sorcerers.

Personally, I think sorcerers should be pretty rare too, but a good point about the spiritualists (only a select few have made friends with a friendly ghost-that-is-not-actually-a-ghost).

I'm inclined to think that anything you can go to a school, coven, secret society, etc. to learn is going to be more common than something you're just born with some amount of natural ability to do that you have developed. Like how doctors are more common than NBA Centers. The former is limited by questions about access (affording the school, having one near you, convincing the secret society to let you join, etc.) the latter is limited by accidents of birth or something else you can't change by changing your own circumstances.

I guess it's canonical that you can create Psychics through severe trauma, but that's probably not something people are going to sign up for.


I'd like to think sorcerers were rare but I always assumed they weren't that rare probably because so may people play them xD.

Wizards and Arcanists seem like they'd be fairly common due to how colleges and schools work, whereas witches would be rarer because I get the sense covens are more secretive.

Sorry for derailing xD

Dark Archive

2 people marked this as a favorite.

I've been toying with the idea of a kinetic healer who worships and acts as a priestess of Pharasma, mostly as a healer. The idea of taking burn with heals gives me the funny idea of a healer with an "oh, just grit your teeth and deal with it" attitude.

Alex Agunas even threw together a pretty good build that convinced me to give it a shot as a viable healer.

Back to flavor, I like the idea of some world renowned healer with a functionally inexhaustable supply of life. But the implications are even stronger. Maybe entire clans our cities or nations battle over someone who can heal armies. Maybe corrupted churches of Abadar and Asmodeus make these people "dissapear" to save their profits. Maybe they're hunted down by ambitious cultists and used as batteries to power horrible magical rituals.

Healing Kineticists aren't rare by the implications of class descriptions or game mechanics, they're rare because their personal freedoms are incompatible with the desires of the world at large.


Flamephoenix182 wrote:
I wouldn't think too much about it. There are a ton of things in that break down in the pathfinder system (or any high magic system) if you think about it too much.

well yes but most of those are just that, high magic, what makes kinetic healers so much more powerful(again in the context of the average person or society not adventurers) is this is first level, wizards might be able to break s!+& worse but a first level wizard? nah

but a first level kineticist can be better then even modern medicine
really im 99% sure if it was genetic like sorcery nations would have kineticist breeding programs
another thought i had: since magical healing would require new flesh to be spontaneous generated, one could also repeatedly heal a cow as they cut off bits of it for food to

Dark Archive

Seelcudoom wrote:

but a first level kineticist can be better then even modern medicine

really im 99% sure if it was genetic like sorcery nations would have kineticist breeding programs
another thought i had: since magical healing would require new flesh to be spontaneous generated, one could also repeatedly heal a cow as they cut off bits of it for food to

I love the idea of a world where eugenics and magic collide, where nobility and popularity are determined by natural magical prowess. It could get pretty dark, too. I'm imagining a creature like the Drakainia being worshipped as a goddess in this setting.

And really, I have no doubt that every Alchemist with wide renown and flexible morals has a regenerating creature or two that's either a well paid donor or just chained up in their basement.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Hit point healing is only so useful. It won't usually help with your typical maladies like diseases, poisons and the odd curse. There's not a lot of hit point damage, day to day in a commoner's life.


DM_aka_Dudemeister wrote:
Hit point healing is only so useful. It won't usually help with your typical maladies like diseases, poisons and the odd curse. There's not a lot of hit point damage, day to day in a commoner's life.

Kineticists can deal with ability damage too with kinetic restoration, & the heal skill can be sufficient for diseases and poison though curses/drain would be an issue.


avr wrote:
DM_aka_Dudemeister wrote:
Hit point healing is only so useful. It won't usually help with your typical maladies like diseases, poisons and the odd curse. There's not a lot of hit point damage, day to day in a commoner's life.
Kineticists can deal with ability damage too with kinetic restoration, & the heal skill can be sufficient for diseases and poison though curses/drain would be an issue.

There's Herbal Antivenom for phytokineticists too, but it's a level 4 talent so we're talking about an 8th level character, and by this point a cleric can cast restoration.

Where I do think the kineticist healer would be extremely useful is on a battlefield in the tent where you're treating wounded soldiers. You can heal all the HP damage they've taken by having them accept the burn and then they can sleep it off and get back on the field tomorrow.

Dark Archive

Seelcudoom wrote:

while obviously not the case for adventurers, for your average commoner or really anyone that doesn't immediately need to get back into battle a level 1 kineticist can pretty much put an entire citys doctors out of business, since burn is the only limit on how much they can heal which can be shifted on to the person being healed, and since its nonlethal the worst case scenario is someone gets knocked out and wakes up in the morning at 100%

sure you cant regrow limbs or cure diseases with the snap of there finger,

And this is where the problem comes in. Most of the people who could use magical/supernatural healing in a fantasy world aren't showing up with hit point damage, they are showing up with an illness, or long-term condition, not something that would fix itself with a couple days of bed rest.

The Kineticist healer is great, when there's a ten-horsecart-pile-up out at market square, but I'm here because little Miri's been coughing for three days, and is now coughing up blood and what do you mean that 'you're not that kind of healer?'

Curing hit point damage is not that big a deal, in a game world where the average 1 HD commoner will heal from zero hit points overnight in three to five days, or faster if she takes a day off to rest. Doesn't matter if someone shoved a fencepost through your mid-section, or you got trampled by a stampede, hit points heal themselves, and unless you have d20's for HD and a Con modifier of +10, you'll be good as new in a week or so.


An unchained rogue with Psychic Sensitivity (For Psychic Healing), Psychic Healing, the skill unlock for Heal, a (Superior) Healer's Satchel, Bandages of Rapid Recovery and some means of accessing the Healing (Medicine) subdomain 1st level ability can grant an unbelievable amount of hit point and then temporary hit points of healing in under a minute (the domain isn't really necessary though). Once per day for each creature. But still, very, VERY powerful when used before a significant fight, and only gets better as you level. The fighter will love you.

Silver Crusade

Witches are pretty similar to kineticists when it comes to this. Take the healing hex at level 1, and you can cure HP on everyone you meet, once per day per person.

But as pointed out above, they can't cure conditions or ability damage/drain until much higher levels. With the Healer's Handbook, there's major hexes for that, but that's level 10+, so the cleric's got you beat by a mile.


Actually, with Faith Healing you can actually remove afflictions as well with a high enough check. So this 5th level URogue can do a fairly good job for a non-spell caster.

Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / Kineticists: the best healers? All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion