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1 person marked this as FAQ candidate.
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Quote: Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her kineticist level is at least double the wild talent's effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist's class level (to a maximum effective spell level of 9th at kineticist level 18th). Quote: Elemental Focus
Your spells of a certain element are more difficult to resist.
Benefit: Choose one energy type (acid, cold, electricity, or fire). Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new energy type.
Quote: Greater Elemental Focus
Choose an energy type to which you have already applied the Elemental Focus feat. Any spells you cast of this energy type are very hard to resist.
Prerequisite: Elemental Focus.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select. This bonus stacks with the bonus from Elemental Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new energy type to which you have already applied the Elemental Focus feat.
Since a Kineticist's ability count as having a "spell level," could they hypothetically take the Elemental Focus and Greater Elemental Focus feats (for Electric, Fire, and Cold, specifically)?
I lean towards yes, they can, personally.

2 people marked this as FAQ candidate.
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Quote: Elemental Overflow (Ex)
At 3rd level, a kineticist's body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability's other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly.
As a kineticist's body becomes more and more suffused with her element, she begins to gain more powerful benefits.
Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% × her current number of points of burn. At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her choice and a +2 size bonus to each of her other two physical ability scores.
At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of her choice, a +4 size bonus to a second physical ability score of her choice, and a +2 size bonus to the remaining physical ability score.
Since the size bonus lasts for the rest of the day, would a Kineticist that increases their Constitution effectively increase the maximum amount of burn they could take per day?

For Kineticist, it is unclear whether a person can stack multiple metakinesis in the same attack.
For instance, a level 9 Kineticist uses Gather Power as a move action to reduce Burn by 1. They then use both Empower and Maximize on their basic blast to do 45+modifiers damage, while taking 2 burn.
Quote: Metakinesis (Su)
At 5th level, a kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, she can empower her kinetic blast (as if using Empower Spell). At 9th level, by accepting 2 points of burn, she can maximize her kinetic blast as if using Maximize Spell. At 13th level, by accepting 3 points of burn, she can quicken her kinetic blast as if using Quicken Spell.
At 17th level, by accepting 4 points of burn, the kineticist can use her kinetic blast twice with the same standard action, or swift action if she also uses metakinesis to quicken the blast.
When she uses a double kinetic blast, all modifications, such as metakinesis and infusions, apply to both of the blasts, but the kineticist needs to pay the burn cost only once.
Thanks all, that's a huge help!
So, I've been parsing through the Monster Codex I just received for Christmas, and found a couple odd CRs while going through the Giants section, specifically with anything that has a casting class. It appears that all Casting Classes are counted as +1/2 CR instead of the full +1 CR. I wanted to use different kinds of giants in an upcoming campaign, and it seemed perplexing that these CRs were so far off from the expected. Could someone elaborate on why the numbers are as follows?
Base Fire Giant CR: 10
Fire Giant Magmablade (14 levels of Magus): 17
Expected CR: 24
Fire Giant Doombringer (16 levels of Oracle): 18
Expected CR: 26
Fire Giant Queen (5 levels of Fighter/8 levels of Sorcerer): 19
Expected CR: 23
Base Frost Giant CR: 9
Frost Giant Ice Mage (6 levels of Sorcerer): 12
Expected CR: 15
Frost Giant Battle Priest (8 levels of Cleric): 13
Expected CR: 17
Frost Giant Houndmaster (10 levels of Druid): 14
Expected CR 19
The Aldani [13 RP]
A small tree shutters as you move closer. A pair of green eyes blink from behind a long outstretched branch and the leaves along its top shake as it begins to step in your direction, picking a branch up from the ground as it approaches.
Type: Plant (8 RP)
Size: Medium (0 RP)
Speed: Slow (-1 RP)
Modifiers: Mixed Weakness +2 Wis, -2 Int, +2 Con, -4 Dex (-2 RP)
Language Array Xenophobic Start: Sylvan, BL: Common, Elven, Treant, Terran (0 RP)
Bark-Like Skin Natural Armor +1 (2 RP)
Rooted Stability (1 RP)
One With Nature Spell-Like Ability: Goodberry (1 RP)
Knowledge of the Forest Skill Bonus: Knowledge(Nature) (1 RP)
Treespeech Continual Speak with Plants (2 RP)
The motivation for this race is that it was created by a powerful Dryad as a companion to accompany them by their tree, inspired by a traveling Treant.

Hey, I am DMing a campaign, and have a question concerning the Antipaladin's Smite Good ability.
Now, our Cleric is True Neutral, but we do have another Divine Casting character, an Inquisitor. I was thinking that, since he is a DIvine Caster, he would take 2 points of damage per level, but Inquisitors are not listed. Should they take the additional, or just act as if they were a normal good-aligned character?
Advanced Player's Guide wrote: Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.
In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect.
The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite good one additional time per day, as indicated on Table: Antipaladin, to a maximum of seven times per day at 19th level.

I have a True Neutral Half Elven Wizard with a Divination School Specialization and I need to pick up an additional prohibited class. Based off of Elven customs in Golarion (he was raised by Elves), it is obvious to me that Enchantment is my first prohibited school. I have written him up to 8th level with Abjuration as the current other opposed school, but am slightly put off by the idea of no defenses (especially with the lack of armor or shield proficiencies). I do have a current spellbook with the spells I would choose without Abjuration. Any suggestions as to whether to keep Abjuration as my opposition school, or to change it up? The only schools I am even slightly opposed to giving up are Illusion (for Invisibility), Evocation (for the ability to be somewhat competent in battle), and Conjuration (for Teleport).
For reference, the current spellbook, aside from 0th level spells, includes (Spell Name School, Class Level for Spellbook):
1st Level Spells
- Comprehend Languages Divination, 1st Level
- Detect Secret Doors Divination, 1st Level
- Detect Undead Divination, 1st Level
- Feather Fall Transmutation, 1st Level
- Identify Divination, 1st Level
- Ray of Enfeeblement Necromancy, 1st Level
- True Strike Divination, 1st Level
2nd Level Spells
- Darkvision Transmutation, 8th Level
- Detect Thoughts Divination, 2nd Level
- Invisibility Illusion, 3rd Level
- See Invisibility Divination, 2nd Level
3rd Level Spells
- Arcane Sight Divination, 3rd Level
- Clairaudience/Clairvoyance Divination, 5th Level
- Fly Transmutation, 5th Level
- Lightning Bolt Evocation, 4th Level
- Tongues Divination, 6th Level
4th Level Spells
- Arcane Eye Divination, 8th Level
- Ice Storm Evocation, 7th Level
- Scrying Divination, 4th Level
5th Level Spells
- Telepathic Bond Divination, 6th Level
- Teleport Conjuration, 7th Level
Personally, I love playing True Neutral characters because it is an alignment of freedom. For instance, this Half-Elven Diviner I play as a pretty standard character is True Neutral: he opposes the party's paladin because he is overzealous, and thus works chaotically and evilly in order to retain the balance. However, in the same breath, he may be act very lawful when he is around the the party's Chaotic-Neutral cleric (we have a strange party) because he is overpowering the Chaotic side of things to the point of imbalance. All in all, to me at least, True Neutral boils down to two things: the first one, which I prefer to play, is keeping balance amongst the four extreme positions; the second is the uncaring individual who just does not react.

Personally, I don't see the Rogue as weak. In campaigns I have run as the GM using Pathfinder, the Rogue PC in the party has more or less saved the say on a couple occasions (thanks to that nifty trap-finding and trap sense that Ninjas don't get). Just like any other class, it has its weaknesses (especially combat when they are a Gnome Rogue), but compared to other PCs, they have their niche in a party: piling up lots of different types of skill ranks (thus making them useful for a variety of checks for information), for flanking, and for traps.
Granted, each Rogue, based on feats and talents, can have other places to fill, but if you want to be combat-based, especially just using the Core, you go Fighter, Barbarian, Monk, Ranger, or even Paladin or tank-like Cleric. Rogue is more of a support-style class, like an Abjuration School Wizard or a Bard, that happens to have some nice bonuses when it comes to certain aspects of combat. A Ninja is merely giving some extra combat abilities while shrinking on out of combat (especially, as Critzible noted, trap-finding). And, while yes, there is a spell to correct this, you have to blow a prepared spell or a spell slot (which probably could have some more useful element to it) for something a Rogue gets naturally. I feel like, if a few of the adjustments mentioned throughout the forums, especially things like limiting skill ranks and part of it more towards Monk, the Ninja will quickly become on par with the Rogue.
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