|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
That's the one that allows one to use Profession (barrister) for several social skills?Darn. Avenger vigilante in PFS will never get that :( Warlock/zealot in a home game might though.
You know it! He's earrned renown throughout Cheliax with his social identity (I've even done a few PFS scenarios in wholly social identity).
I've been hoping to get a bokken for a potential samurai character for PFS and for home games. Home games I suppose I can use rules from Jade Regent book 5 for its bokken stats (basically a masterwork club but any feats or effects applying to a katana can apply to a bokken, I think, I don't have book in front of me). But for PFS the concept has been sort of boned unless I simply go masterwork club with no class or feat support for katana
However the Melee Tactics Toolbox has rules for wasters.
Archives of Nethys wrote:
I'm wondering if the "All wasters are designed to emulate a specific melee weapon (such as a kukri waster or a greatsword waster), and weigh twice as much as the weapons they emulate" part of the text means that a greatsword waster can be used as a 2d6 wooden weapon? Or a katana waster can be a 1d8 wooden weapon?
Or is it just a cosmetic look and wasters aren't used as weapons at all but simply for the CMD bonus on specific weapons?
I suspect the latter, but I hope for something along the former.
I'd go with physical blasts since that's what deadly aim applies to. Deadly aim ain't used for the maneuvers but it's a prerequisite feat so I'd say the same limitation applies.
In play experience with level 7 pyrokineticist that expanded into air with air blast. 20 Dex, 23 Con, I prefer using fire blast on things with high AC. Even against hardness where energy or physical blasts get reduced equally. I've yet to hit with a physical blast after couple tries and will stick with shooting energy blasts and hitting on a rolled '2'. Rest of the party prefers I hit, even with lower damage, rather than whiffing with the big blasts when we're all getting missiles in the face by a giant robot. Plus, the energy damage has been considered respectable by the rest of my PFS party members who are themselves well-optimized.
If I fight low AC targets I'll switch up.
Until then, high accuracy energy blasts are my best friend.
Skip kinetic ascetic or fist.Use half orc pyrokineticist (regular version) and kinetic blade and have access to ranged blasts. Get your favored class benefit for ranged and/or melee. Kinetic blade still benefits from the favored class bonus and fire's fury bonus to damage, and still have overflow's bonus to attack rolls. Kinetic fist doesn't have any of that.
For the blade, describe it as a gauntlet or something so it still looks like you're punching monsters. Things that are huge and literally unsafe to be next to, blast safely at range unless you're RPing your kineticist to be a reckless idiot.
Ah in that case, then definitely no more immediate 1d6 extra fire damage since they're already on fire and not "catching fire" again.
I've asked this during the playtest and didn't get an answer, but with book out maybe there'd be more of a chance.
What I've been doing:
1) Yes, there ought to be a reflex save to avoid it (thus the infusion having Ref negates stated). Much like how thundering infusion targets still gets a Fort save to avoid getting deafened despite it not stated except for "Fort negates". Though that's me being conservative. As a counter example, Alchemist's explosive bomb automatically sets target on fire if the bomb hits, so I might be wrong about getting to avoid catching on fire from burning infusion.
What I'm curious about is: Does the target take the initial burning damage the first time he failed to avoid catching on fire during the kineticist's turn after burning infusion blast? And on subsequent rounds/turns, is the ongoing burning damage rolled on the kineticist's turn or on the target's turn after a failed saving throw to extinguish the fire?. If the ongoing burning damage is done on initial blast and on target's turn, wouldn't the target potentially be taking burning damage twice in the same round? Round 1: kineticist burning infusion blasts target. Target fails reflex save to avoid catching on fire, takes 1d6 burning damage after the blast damage. On target's turn in same round, fails saving throw to put out fire (is extinguishing a fire saving throw a specific action, like with alchemist's fire or explosive bomb needing a full round action?) and takes another 1d6 burning damage?
Bonus) Nope. Metakinesis needs gather power/supercharge or metakinetic master class feature to reduce metakinesis burn cost. If gonna be applying metamaguc effects on blasts, gonna have to pay for it with burn or action economy.
Chess Pwn wrote:
what I'm not quite sure of is if you get anything from 2 handing your 1-handed blade other than increased power attack.
Unless one's playing an Elemental Annihilator (who'd get an 1.5xCon bonus) with devastating infusion, there's no benefit for two-handing a kinetic blade/whip except for two-handed Power Attack bonus.
It depends on the size the kineticist chooses upon forming the blade/whip (shape doesn't matter but it'll have the light/one-handed/no reach for Blade or reach for Whip properties).
First things first, Power Attack doesn't work with energy blade/whips because they're touch attacks (After writing the gunslinger guide I know you're aware of that, it's is just a reminder for that often forgotten ruling for Power Attack and Deadly Aim and for those that aren't actually aware of it).
For telekinetic blades/whips, I don't know if the held object needs to be considered light weapon size or one-handed size prior to activating the Blade/Whip talents, though.
I don't know about anything specific on telekineticists, but page 12 specifically states that a readied blast can be used to counter spell any spell of equal or lower level that shares its descriptor. Telekinetic spells don't have any descriptors though except for the occasional [force]. Force blast ought to be able to counter force spells no issues (but expensive). Will need Mark or another developers input.
The FAQ implies that one would add +50% to the sum (example of 2d8 + level based bonus).
Plus increasing the number of damage dice by half isn't really going with what the Empower feat's benefit says:
The FAQ for gather power doesn't mention composite blasts but those are still covered by it, yeah?
The FAQ didn't mention composite blasts because those are already specifically "blast talents" and gather power works for any blasts.
The FAQ was to clear up the confusion from the wording of metakinesis, infusion, omnikinesis where they modify blasts (simple or composite) and gather power is applied to the total modified blast.
Metakinesis doesn't count as infusions. The copyfitting messed up the writing that metakinesis modifies blasts, not that it's an infusion of any sort. Only thing that reduces metakinesis is Gather Power or Metakinetic Master
A fully updated Wang Fire made his debut in PFS this week. It seems appropriate that his first adventure post-playtest would be Returned to Sky where he's in Numeria and likely to face robots while his first actual adventure was Trial By Machines.
SIR KNIGHT CAPTAIN WANG FIRE LEVEL 7 - POST PLAYTEST:
I was mighty tempted to just focus on fire with expanded element and get Eruption at level 7, but another PFS player gave me a good point that if I branch out I'd always be contributing in a worthwhile manner so I'll have to way a bit before I do some sweet, sweet ranged AoE. So I went with expanded element (air) as I can describe Wang Fire using heat to manipulate air molecules rather than simply air element matter. I thought sticking with earth and magma being usable with eruption would be cool, til I noticed the half damage for physical AoEs. Hardly seemed worth it so for AoEs I'll stick with energy. And extreme range + air's reach + ride the blast at level 12 for potential seeker game sounds awesome.
STATS: STR 12, DEX 20 (+2 belt, +2 size), CON 23 (belt +2, level up, +2 size), INT 12, WIS 10, CHA 7
TRAITS: Clever Wordplay (diplomacy). Cosmopolitan (Absalom). I don't need a trait for Acrobatics anymore! BEST CHANGE EVER!!!
FEATS [LEVEL]: Point-Blank Shot . Precise Shot . Weapon Finesse . Toughness . Extra Wild Talent* (cold adaptation) . Extra Wild Talent (extended range) .
SKILLS [RANKS]: Acrobatics +14 . Diplomacy +11 . Escape Artist +12 (+15 to free slaves from bondage), . Knowledge (Nature) +5 . Linguistics +12 . Perception +10 . Profession (Sailor) +12 (+15 on Andoren vessels) . Stealth +9 . Use Magic Device +2 
WILD TALENTS: This is an advantage of updating a playtest character and which would be a problem for me when I ever do a new kineticist. I'm skipping the lower level tough choices of picking which infusion/utility wild talents and at which specific levels. Instead all I gotta figure out what level I qualify for what I want and start off with now.
OTHER EQUIPMENT = Belt of physical might (Con, Dex) +2. Boots of the Cat. Cloak of resistance +1. Wayfinder + Ioun stone (clear spindle). Wand of CLW. Sleeves of many garments. Jingasa of the fortunate soldier. Necklace of Adaption. Underwater crossbow with bolts & grappling bolt. Silk rope. Courtiers outfit (black with red trimming). Cestii, 1 cold iron and 1 silver. I'm stealing Ravingdork's hobgoblin pyrokinecist idea of smoke storming enemies and having firesight talent and necklace of adaption to negate the smoke issues.
VANITIES: Eagle Knight (diplomacy specialized). Tiller (+3 escape artist to free slaves). Ship ("Kindled Kami". +2 sailor checks. Place to stash stuff. Future Pathfinder lodge?). Captain (perform oratory specialized). Knighthood (awesome title and +2 diplomacy and knowledge nobility within Andoran and against Andoren subjects). Gray Corsair (+3 sailer checks while serving on Andoren vessel, which the Kindled Kami is declared as such).
#6-20: Returned to Sky
Level 7 Sir Knight Captain Wang Fire of the Eagle Knight Gray Corsairs; Captain of the Kindled Kami; and Tiller of the Bellflower Network.
Level 9 Nagaji Bloodrager. Arcane bloodline.
Level 9 Human Cleric (described as dwarf-like) with weasel familiar.
Level 7 Human Bloatmage. Started off as wizard and level dip in crossblooded sorcerer (orc/dragon bloodlines). His damage with fire was WAY higher than mine.
Level 9 Aasimar Bard.
Level 10 Tiefling Alchemist.
APL was exactly 8.5 for 7-11 scenario. We decided to play up because it was deemed party composition and level would stomp the lower tier.
Oh gods! Why did we play up?!?
Everything Started Off So Well...:
Wang got to captain his ship up to Chesed. Apparently we fought off pirates as part of the descriptor of the journey (Awesome. The Kindled Kami poses as a merchant ship to bait pirates and slavers). When we got to Chesed and talked to the dwarven priest of Abadar I was able to use my feigned "International businessmen in an international business meeting pursuing international business" backstory that we're able to get a letter of recommendation from her to meet Ingret Jor, the dwarf with info on the Sky Key piece we're seeking. Also succeeded in getting the priest to help crusaders on their way to the Worldwound from getting ripped off by Chesed's unscrupulous merchants. The gnome tonic and salves merchant, another contact to help with Ingret, was also turned out to be a Twilight Talon agent who signalled to Wang Fire using Bellflower Network "farm" terminology. Got his letter for Ingret and coded warning that the Technic League were watching Ingret and that they had slaves with them. Wang Fire asked the rest of the party to please not kill any slaves we might engage with that day.
At Jor's tavern we convinced her to tell us where the Sky Key is and we received her grandfather's journal detailing his adventure to find it. Right after that, the tavern door exploded inwards.
And Then There Was A Firefight!!!:
Beyond the smoky remains of the tavern entranceway were the Technic League demanding Ingret send out whatever information she has on technology or whatever it is the League is interested in. The message was mostly lost on us when the bloodrager raged and rushed outside into the smoke starting the fight.
Outside were two Technic League mages, a magus and sorcerer, and two slaves with scimitars. While the slaves did piddly damage, they did impede the bloodrager enough to prevent him from getting to the magus and full attacking to his content. While I didn't want them killed, they were getting in the way for several rounds to the magus or simply out of the tavern that they were becoming a threat simply for being obstacles, I relented and resorted to attacking them for hopefully minimal damage to either scare them off or knock them unconscious.
The bloodrager learned mortality that day and what bastards magi can be with a monofilament whip (or simply with a whip in general) and spell combat and spellstrike. True Strike + trip combo (inadvertently suggested by the bard PC to the GM. Thankfully the GM never did the true strike + disarm idea), critical shocking grasp with critical strike arcana and shocking grasp again. Due to his tactics, the slaves' positioning, and the magus' whip, the magus was getting his full hasted number of attacks in while the bloodrager was stuck moving and attacking once per round for significant damage. Both the bloodrager and the magus had blur on which extended their lives, but it was close between the two as the bloodrager insisted he wanted to end the magus's life and we should focus elsewhere: the sorcerer.
The sorcerer had casted haste for their side and was flying and throwing fireballs. The alchemist was focused on throwing bombs at her, the bloatmage readied to cast spells when the sorcerer did to force concentration checks, the cleric tried keeping the bloodrager alive, the bard was busy buffing the party and keeping Ingret alive from area attacks, and Wang tried to knock the slaves out with minimal fire yelling at them to "Stay the hell down, already!"
The sorcerer was brought down and the party looked on at the bloodrager/magus duel. We all agreed to delay after the bloodrager so he can finish the fight. He finally arranged himself 3 attacks with haste from his greater arcane bloodrage -- and all three missed due to blur's 20% miss chance. We sadly tried to attack the magus right afterwards but he lived long enough to dimension door away to escape. The bloodrager was rather put out by that.
Sadly Wang Fire didn't get to do much. Simply using the reduced damage of his fire blade to try and knock out the slaves without killing them.
We made our way to the Sky Key site and had to get past some mixed up gravity rooms with laser turrets. Cleric invested in bunch of wands and scrolls with his prestige points and obscuring mist the rooms so we can get past. Wang Fire only contributed by flame jetting his way through the loopy random gravity and applying a grappling hook and rope to the doorway we needed for the rest of the party to advance.
We descended down the technological ruins into some caverns, and ran into...
All Organic Organisms To Be Incinerated:
A freakin' myrmidon robot.
Obviously it must have hardness.
With a laser eye.
Laser lashes with 20 foot reach.
Can see invisible. (Ripnugget, the bloatmage faerie learned about the 20 ft reach and see invisibility the hard way when it tried to sneak past)
And missiles. So many missiles. 30 ft radius explosions that do 6d6 fire and 6d6 bludgeoning damage (Reflex DC 18 for half). Started combat off with a warning to get off his yard (or whatever the grumpy ancient robot equivalent is) and a missile to our faces. And initiative!
The party had to scramble to get into position to defend against the large, flying robot (20 ft cavern ceiling) and attack it past a narrow hall (really messed up ranged shots).
Bloodrager tries to move away from the others and out of "fireball formation" (little did we know of the missiles' explosive radius at the time) and starts casting enlarge person. Stupid 1 round casting times.
Bloatmage casted haste and moved away and to sent out an invisible Ripnugget armed with a wand forward to harry the robot with invisible ranged magic attacks. That's when we all learned about the 20 ft reach and invisibility being useless against this thing.
Bard started inspiring courage and casted Good Hope (+2 attack, weapon damage, saves, and skills).
Cleric channeled to heal everyone for 5d6. Rolled an 11. Since the alchemist and Wang had fire resistance and good reflexes, that actually tops them up.
Alchemist started off the counter attack with fast bombs.
Wang goes last due to crappy initiative roll. No clear shot with a 5 ft step so had to move. Thankfully Internal Buffer exists now so he can still open up with an empowered extended range fire blast without having to take extra burn. I'm assuming the thing has hardness and no fire resistance, so I'd rather blast the thing's touch AC and have hardness shave off my damage once, rather than using air or plasma blast against AC. The hardness would have reduced the bludgeoning AND the fire damage each for plasma.. NATURAL 20. Easy confirmation! 50 damage with the modifiers, empowered to a 75.
Third rocket. Bloatmage is brought down to 0 and slinks off around a far corner to lick his wounds and wait for his familiar to come back (from beyond the front lines) with the wand of infernal healing to tend to him and is out of the fight for good. The bloodrager enlarges himself but doesn't want his remaining move action to be move close to robot, trigger AoO from 20 ft, and lose more of his already half-gone HP. More bombs, another empowered fire blast. Cleric casts wall of stone from a scroll to cover up the tunnel between us and robot.
Robot moves to a side tunnel and shoots a 4th rocket. Everyone damaged but the bloatmage and familiar hiding far away in the caverns. Alchemist only gets one bomb off due to having to move for a clear shot while Wang only needed 5 foot step and was able to empower blast. Bard casts jester jaunt on the bloodrager and teleports him next to the robot. Bloodrager finally gets to full attack with his adamatine earthbreaker and finally downs the robot. We grab the Sky Key from the robot's chest and we hightail it out of Numeria.
Post-Game, the GM tells us that regular high tier had 2 of those robots in the end. 4 player adjustment was 1 robot with suped up forcefield for extra hit points. The first encounter with the magus and sorcerer took so long that we skipped the optional encounter, bunch of fabricator robots. While I would have enjoyed using an empowered fan of flames against several robots, the fight probably would have tapped out party resources a little much I think.
That last fight was terrifying for the party. It didn't do much to showcase the kineticist except for it being able to take a beating when Con focused. Everyone was pretty happy how much damage the kineticist did though, as only the alchemist and kineticist were able to attack it without risking unexpected death from AoOs. I sure as heck wasn't gonna risk tumbling in for hasted kinetic blade attacks. The bloodrager, alchemist, and bloatmage absolutely does more damage. But the bloodrager is limited to his melee attacks and cramped quarters, flying targets, magus with combat maneuvers severely limited his damage potential this scenario. The alchemist was fine all day; totally had enough bombs to last him 7-10 rounds of hasted throwing. The bloatmage player is one of the vocal players in the lodge about how insufficient or low the damage the kineticist deals out, but his overspecialization for damage tanked his saving throws and didn't have enough hit points to last head to head with something way above our CR for very long and had to sit out almost the entirety of the last fight; which was the very opposite of what happened to the kineticist who got to attack every round and survive every hit (even with the nonlethal damage lowering his effective "I'm still conscious" hit points total).
Overall, I'm very happy with the final kineticist. Sir Knight Captain Wang Fire!!! is currently my highest level character in PFS and that happened while he was still in the playtest version. The APG is what convinced me to get off the 4th Edition train and convince my friends to jump on the Pathfinder tracks, and the Occult Adventures book reminds me of what I felt and saw when I first looked at the APG. Great classes that I wanna try because just reading the initial description and actual mechanics just makes me think up character ideas by the truckload. And new rules sets that are doing something different that I would wanna try out.
Occult Adventures is finally out and Wang Fire got updated and looking sweet.
CAPTAIN WANG FIRE LEVEL 7 - PLAYTEST:
LEVEL 7! I can finally get another element and engage with fire immune/resistant stuff on equal footing. I picked Earth to try out since I know it'll only be the one time I'll be playing before the update, might as well get the feel if I liked Earth or not. The expanded defense talent (flesh of stone) looked mighty tempting.
STATS: STR 12, DEX 18 (+2 belt), CON 21 (belt +2, level up), INT 12, WIS 10, CHA 7
TRAITS: Reckless. Clever Wordplay (diplomacy)
FEATS: Point-Blank Shot. Precise Shot. Weapon Finesse. Toughness. Iron Will - Meh, why not? Don't feel like getting Weapon Focus, and Will saves could use a boost.
SKILLS [RANKS]: Acrobatics +15 , Diplomacy +11 , Escape Artist +8 , Knowledge (Nature) +5 , Perception +10 , Profession (Sailor) +8 , Stealth +8  Use Magic Device +2 .
WILD TALENTS: Kinetic Blade. Extended Range. Fire Sculptor. Flame Jet. Expanded Element (Earth).
OTHER EQUIPMENT = Belt of physical might (Con, Dex) +2. Boots of the Cat. Cloak of resistance +1. Wayfinder + Ioun stone (clear spindle). Wand of CLW. Sleeves of many garments. Jingasa of the fortunate soldier. Underwater crossbow with bolts & grappling bolt. Silk rope. Courtiers outfit; red, of course. Cestii, 1 cold iron and 1 silver. I learned from a previous scenario with a different character a quickened scorching ray, one of which crits, would kill a character pretty quick even with loads of HP. So I'm gonna negate that crit first chance I get with the jingasa of the fortunate soldier.
VANITIES: Eagle Knight (diplomacy specialized). Tiller (+3 escape artist to free slaves). Ship (+2 sailor checks).
Everyone Was Kung Fu Fighting But Wang Fire. He Simply Got Beat Up:
After some pleasant and little bit awkward dinner conversation, Fire and Company had to foil an assassination plot against a Thuvian ambassador at the Thuvian Embassy in Absalom.
Bloodrager got impeded by underlings, so it was down to Wang and the sorcerer and Kyra to keep the pressure on the head assassin before he can kill the almost-dead ambassador.
Wang didn't come to the party armed (he had blasts, come on!) and had to fight against head assassin who had the Catch Off-Guard feat. After being flat-footed and sneak attacked the whole fight against him, Wang is keeping a pair of cestii on his person at all times from now on. I also wanted to try out earth blast/blade. As usual I rolled poorly and whiffed the attacks for several rounds. I finally gave up and stuck with fire and the fight went a lot smoother. Lesson learned: physical blasts are mostly for fire immune and inanimate objects (Well physical blades on inanimate objects. Apparently ranged attacks do half damage on objects); stick with fire otherwise (at my current level, that even applies to even with robots with hardness). 7 extra points of damage ain't worth me missing half the time. Searing flesh came into play when a weakened underling mook attacked me with an unarmed strike and dying from the subsequent fire damage from failed saving throws.
Wang Fire with high acrobatics had an easy time jumping from pole to collapsing pole in the Air room and the flame jet allowed him to get the jewel in the ceiling of the Fire room easy enough but he had nothing to protect from the explosion of fire except for Reflexes. Combat in the Earth room was straight forward, blast/blade earth elementals til they fall down while fighting in tight hallway or small room.
Fire in the Library:
We finally get to the last encounter and fight 2 hieracosphinx (essentially weird griffons) in a room full of tall bookshelves protected by small walls of force.
First round: Wang flame jets to the top of one of the bookshelves for better range attack potential (and look cool and awesome throughout the fight). Sorcerer buffs the party with haste. Bloodrager preps up with casting enlarge person.
One of the hieracosphinx charge pounces on Wang on top of the bookshelves and does a decent amount of damage. I was ecstatic: with tons of HP I was confident I can survive a few rounds of full-attacks from these things; best of all, through poor positioning and bunch of GM credit, this is the first time I'm actually benefiting from haste for full-attacking in melee. That hieracosphinx charging at me just shortened its remaining lifespan! Especially since it was using natural attacks and every time it hit, it risks 3d6 fire damage from searing flesh (reflex negates) Two rounds of full attacking each other and one dead hieracosphinx and a battered Wang are all that remained on top of the bookshelf.
The other hieracosphinx was engaged with the enlarged bloodrager but utilizing its Flyby Attack feat. Some fire blasts and a power attacking raging angry bloodrager and ice magic from the sorcerer brought the hieracosphinx down.
Not wanting to leave too much obvious evidence that someone was down here stealing from the Thuvians, Wang placed one unconscious (we decided not to kill them simply for defending their charges) suggestively on top of the other unconscious hieracosphinx so that anyone that finds them can come to their own conclusions on why they were asleep and exhausted.
He probably meant during the playtest where simple blasts didn't do anything to swarms.
I would think deadly aim for a physical blast would lower your average damage as the minus to hit will impact that average.
With elemental overflow, it evens out for lower levels.
Level 3 Kineticst: 2 BAB + 4 Dex + 1 overflow - 1 Deadly Aim = +6
Level 3 Melee: 3 BAB + 4 Str - 1 Power Attack = +6
Level 6 Kineticist: 4 BAB + 4 Dex + 2 overflow - 2 Deadly Aim = +8
Deadly Aim will be less worth it as CR gets higher with even stronger AC for monsters. But with size bonus to Dex, party buffs, what monsters are actually in play, Deadly Aim could stay a worthwhile investment for physical blasts.
If Constitution 16: 2d6+2 base + 3 Con mod + 2 elemental overflow (+ 2 deadly aim if applicable) (+ 1 Point Blank Shot if applicable).Average Damage would be 14 (17 with DA and PBS).
Kinetic blade would be 2d6+5
Level 3 greatsword user (Str 18) with Power Attack would be doing 2d6+9 (Avg 16).
Level 4 instead would be doing 2d6+12 (Ave 19).
If the earth kineticist got extended ranged, could be doing comparable damage at significant range before greatsword martial could get into melee range. Even more so if dealing with flying targets.
A PFS special might have swarms. A kineticist would excel at that.
Earth kineticist could also get DR/Adamantine up to their level if they're so inclined and could really make them durable.
Absolutely no worries! The ACG was full of awkward wording everywhere, even with the errata.
I'd personally vote trying out regular kineticist with kinetic blade before going full monk-y with the elemental ascetic. Easier to describe up a martial artist description with blade attacks than having to use the mechanics and damage of kinetic fist to make it worthwhile.
It doesn't say it count as monk so gotta qualify for Pummeling Charge the long way (the high BAB requirement). Its flurry of blows should qualify for Pummeling Style easily enough.
The new errata for Pummeling Style means all the attacks are separate and the damage is pooled together vs DR. So the kinetic fist elemental damage gets applied for each successful attack roll. But the damage is only gonna pool for Damage Reduction. It won't work to pool the separate elemental dice for energy resistance (for cases of fire/cold/electric/whatever composite) or hardness.
Welcome back from GenCon Mark! Back to the grindstone of endless questions.
I've picked up some for kineticists in the last while:
1) Can one suppress constant/passive supernatural utility wild talents? Or choose not to use a constant/passive utility wild talent? I guess the question can apply to constant passive spell-like or supernatural abilities too.
Specifically Searing Flame. Was wondering if I can turn it off, get my kineticist to burning infusion blast himself and NOT suffer the fire resistance reducing ability of Searing Flame vs an active Heat Adapation talent. With my kineticist on fire he'd be a constant source of an open flame to use Smoke Storm with.
I could do it with alchemist fire or something (though from how it's written I'm never too sure how long the thing lasts for. It only says the following round after a direct hit would there still be damage, but no mention of subsequent rounds.)
2) Kinetic Leap grants a +10 (or +20 with 10 ranks in acrobatics) bonus) to acrobatics to jump and Air's Leap utility wild talent provides a bonus to jump equal to kineticist level and you jump twice as far as the results of the check indicates and accepting 1 burn can double that for a final 4 times as far as check indicates. Either one of these options, even more so with both, could get one jumping WAAAY more than one's speed allows in a move action. Would a kineticist with REALLY high acrobatic/jump modifiers take several rounds to finish the jump or is this a special case that it'll be done a lot faster as one move action or full-round action? If the former, is it simply just to look cool despite each element focus options has movement options already?
3) Does the Elemental Overflow bonus to blast damage apply to how much damage the Kinetic Healer can heal? It just says "heal a willing living creature of an amount of damage equal to your kinetic blast's damage" and that would normally apply Con modifier.
4) I wanna make sure I'm getting Internal Buffer right. Let's say I'm fresh for the day with no burn and empty buffer, and I accept 1 burn and get a point in the buffer. Does accepting that point of burn mean I now have 1 burn giving me nonlethal damage and activating Elemental Overflow AND 1 burn in the internal buffer to be used later? Or is it just the 1 point in the internal buffer and no other burn applying nonlethal or elemental overflow?
5) Flame Jet and Greater Flame Jet, Utility Talents and free hands: Does the kinetist need hands free to shoot a "burst of flame behind you" or to hover with Greater Flame Jet? If hovering can I still gather energy and/or blast or are my hands occupied maintaining a "mild jet of flame" keeping me in the air? In order to blast it says I need a free hand, but I'm not sure about use-activated utility talents in general; such as earthquake, tidal wave, celerity, tremorsense, etc?