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So, kind of an odd question. Water Dancer Monks from Ultimate Wilderness get this ability:

Nereid's Grace:
Nereid’s Grace (Su): When unarmored and unencumbered, a water dancer adds 1 point of Charisma bonus per monk level to his Armor Class as a dodge bonus. If he is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus. He uses his Charisma score instead of his Wisdom score to determine the size of his ki pool and the DC and effects of monk class features. This replaces the bonus feat the monk normally gains at 1st level.

The odd thing is that neither this ability nor any other the Water Dancer gets replaces AC Bonus. Nereid's Grace makes it so you use your Charisma instead of your Wisdom to determine the effects of Monk class features, like AC Bonus. Nereid's Grace's bonus to AC is a dodge bonus while AC Bonus is a direct addition to AC. Here's the relevant FAQ about ability score stacking:

Do ability modifiers from the same ability stack? For instance, can you add the same ability bonus on the same roll twice using two different effects that each add that same ability modifier?:

No. An ability bonus, such as "Strength bonus", is considered to be the same source for the purpose of bonuses from the same source not stacking. However, you can still add, for instance “a deflection bonus equal to your Charisma modifier” and your Charisma modifier. For this purpose, however, the paladin's untyped "bonus equal to her Charisma bonus (if any) on all saving throws" from divine grace is considered to be the same as "Charisma bonus (if any)", and the same would be true for any other untyped "bonus equal to her [ability score] bonus" constructions.


I got linked to this recently in a debate on reddit about whether or not geokineticists can fling rocks enchanted by Magic Stone. It seems somewhat abusable to allow Kineticists to throw magical or hazardous elements about without language similar to the telekineticist's blast. Is this ruling still effective? Should my aquakineticist start carrying around tanks of a water/acid solution?


Overwatch Vortex lets you ready 4 ranged attacks as a full-round action. Hindering Shot is an equipment trick that lets you ready to shoot an enemy just as an ally targets them with a save and, if you hit an do damage, gives them a -4 penalty to the save. Could you ready 4 attacks for when your wizard casts a spell and give the enemy a -16 to their save?


Basically is there a logic test you can use to determine if someone is incapable of lying or just lying about being incapable of lying?

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On one of the Iron Gods chronicle sheets you can obtain a Skillslot cybernetic enhancement. Skillslots let you use skillchips to provide bonuses to skills. I don't see that there's any way to obtain skillchips however, there are none on the chronicle sheets and technological gear is illegal to buy otherwise. Is this item just useless?


Power of Suggestion:

Power of Suggestion

People trust your words over their own eyes.

Benefit: You may make a Bluff check to make observers believe that an object in your possession is actually a different object entirely. The DC for the check is 20 for items of a similar size, shape, and color (such as a glaive and a quarterstaff). Items of a different shape, size, or color raise the DC by 5 for each dissimilar aspect, or more if the dissimilarity is extreme. This deception lasts 1 minute; if the item is still in view, the observers may recognize their error unless you make another bluff check.

Thinking about taking this trait. Aside from the mentioned "pretend my weapon is just a walking stick" trick some others I've thought of are-

*Flash a paper with writing on it and say it's a writ of inspection

*Bluff your eating contest medal is a sheriff's badge

*Pretend your stick is a mighty Rod of Fire Belching and intimidate a bunch of goblins with it

Anyone have any other fun ideas to do with this trait?


1 person marked this as FAQ candidate.

If you have an ability like Uncanny Dodge can you use the Total Defense action constantly to get a constant +4-6 to AC while out of combat? Is there any reason not to do this?


The Id Rager gets the emotion focus abilities of a Phantom and only those abilities.

Anger:

Anger

...

Skills: The phantom gains a number of ranks in Intimidate and Survival equal to its number of Hit Dice. While confined in the spiritualist's consciousness, the phantom grants the spiritualist Skill Focus in each of these skills.

Good Saves: Fortitude and Will.

Strength Focus: The phantom gains a +2 bonus to Strength and a –2 penalty to Dexterity. Instead of the phantom gaining a bonus to Dexterity as the spiritualist gains levels, an anger-focused phantom gains a bonus to Strength instead.

Powerful Strike (Ex)...

Does an Id Rager gain Skill Ranks or Strength Focus or does it only get Powerful Strike etc?


I swear there was a feat that let you pick up your enemies and swing them around like a club but I can't find it.


I'm looking into making a kineticist using both Dervish Dance and Two Weapon Fighting. If I make my first attack with my kinetic blade then drop it before making my off-hand attack will I get Dex to damage from Dervish Dance?


13 people marked this as FAQ candidate.

Nonlethal Damage:
When you take nonlethal damage, keep a running total of how much you've accumulated. Do not deduct the nonlethal damage number from your current hit points. It is not "real" damage. Instead, when your nonlethal damage equals your current hit points, you're staggered (see below), and when it exceeds your current hit points, you fall unconscious.

Ferocity:
A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.

Ferocity doesn't make allowances for nonlethal damage. Specifically it allows you to be active when your hit points are in the negatives. If you have 1 nonlethal damage that's greater than a negative number. Ferocity doesn't make you immune to unconsciousness, just the specific trigger of falling below 0 hit points.


The guide to pathfinder traits is wonderful but it's a bit outdated at this point. Is there a guide to traits out there that's been updated more recently?


Any way to make this happen?
Wings of water
Bonus points if the wings do something more than just make me pretty.

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The Truth in Wine feat lets you increase the next divination spell you cast by +1 CL or +2 CL if you're addicted to alcohol if you drink some fine liquor 1 minute beforehand. The feat's PFS legal but I'm not sure if being an addict is.

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Pretty much what it says on the tin. No oracle curse, just a deaf guy.


If a spirit dancer medium takes on a trickster spirit to gain full Linguistics ranks does it gain extra languages from it?


Just want to confirm this is the case. If you take the Spirit Dancer or a similar archetype that replaces Spirit Surge it means you lose most of the benefit of the Marshall spirit type since it requires you to use a class feature you don't have right?


It doesn't say it is in the ability description anywhere that I can see. Any errata about this or can you stack Enlarge Person and Kinetic Form?


Tears to Wine:

School transmutation; Level alchemist 1, bard 1, cleric 2, druid 1, medium 1, occultist 1, shaman 1, sorcerer/wizard 2, witch 2

CASTING

Casting Time 1 standard action
Components V, S, M (a single grape)

EFFECT

Range 10 ft.

Target 1 cu. ft./2 levels of liquid (see text)
Duration 10 minutes/level
Saving Throw Will negates (object); Spell Resistance yes (object)

DESCRIPTION

This spell turns nonmagic liquids—including spoiled, rotten, diseased, poisonous, or otherwise contaminated drinks, tears, seawater, and similar fluids—into mead or wine of average quality. This spell does not prevent subsequent natural decay or spoilage.

Unholy water and similar liquids of significance are spoiled by tears to wine, but the spell has no effect on creatures of any type or on magic potions.

Creatures that drink the mead or wine created by this spell become sharp-witted and clear-minded, gaining a +2 enhancement bonus on all Intelligence- and Wisdom-based skill checks. This increases to a +5 bonus at caster level 9th, and to +10 (the maximum) at caster level 15th.

Does the duration indicate how long the liquid stays alcohol, how long the bonuses last, or both?


So say you're readying an action to counter a spell or something and some guy moves through your threatened area can you take the AoO and still counter the spell? How about take an immediate action like cast Stone Shield?


8 people marked this as FAQ candidate.

Essentially does unaware count as being a different thing than just flat-footed?

Uncanny Dodge:
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

Hidden Strike:
A stalker gains an ability called hidden strike, which allows him to deal an extra 1d8 points of precision damage on melee attacks (or ranged attacks from within 30 feet) against foes who are unaware of his presence, who consider him an ally, or who are made flat-footed by startling appearance. This extra damage increases by 1d8 at 3rd level and every 2 vigilante levels thereafter. A stalker vigilante can also deal hidden strike damage to a target that he is flanking or that is denied its Dexterity bonus to AC, but in these cases, the damage dice are reduced to d4s. A stalker can deal hidden strike damage against targets with concealment (but not total concealment).


I think this works. Mage Armor is a force effect that surrounds a creature. Blink shifts you back and forth between the material and ethereal plane. Ethereal creatures are affected normally by force effects. So a mount affected by mage armor should be tangible and therefore ridable by a blinking creature correct?


You don't get Seamless Guise and... that's it right? Since you can use vigilante abilities while in social form now it seems like playing as a secret identityless super hero a la the Fantastic Four is pretty optimal.

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I have a Vigilante from the playtest. Now that Ultimate Intrigue is out what do I need to do to update my character and make it legal for pfs play?


If I were so inclined could I as a sufficiently small creature (say a gnome) become incorporeal, go inside the body of a sufficiently large creature (call it a great wyrm dragon) and recorporate? It struck me that in the face of lots of teeth, claws and natural armor it might be beneficial to destroy a creature from its stomach rather than allow it to chew first. The mechanism of incorporeality I was thinking of was a suit of Mosswater Stained Leather so anyone could use the tactic. I just wonder if it's legal.


Mind Arsenal:

Mind Arsenal (Su)

At 2nd level, a mind sword can make a telekinetic attack with a melee weapon. This functions as the hand of the apprentice universalist wizard school ability, but any calculations of that ability based on Intelligence are instead based on Charisma. At 6th level, a mind sword can expend two uses of this ability as a full-round action to attack the same opponent multiple times, as if using the full-attack action. At 12th level, a mind sword can expend one use of this ability as a full-round action to combine melee attacks and ranged attacks aimed at different targets within 60 feet as part of a single full-attack action.

This ability replaces lay on hands.

Hand of the Apprentice:

Hand of the Apprentice (Su)

You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

So... how does this ability work exactly past 6th level? Hand of the Apprentice lets you throw a melee weapon and have it come back to you. Does this ability let you throw a weapon and make attacks with it like a Dancing Weapon for a full attack? Or do you need to throw multiple weapons in a full attack? Or do you throw the weapon, get it back, and then throw it again multiple times? And what does the 12th level power even do? What does it mean to "combine melee attacks and ranged attacks aimed at different targets within 60 feet as part of a single full-attack action."


Proficiency::

Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he is not proficient takes the armor's (and/or shield's) armor check penalty on attack rolls as well as on all Dex- and Str-based ability and skill checks. The penalty for non-proficiency with armor stacks with the penalty for shields.

Rule for rolling initiative::

At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check......

So what differentiates an initiative check from a Dexterity check, if anything?


So there's a mesmerist trick that forces opponents to attack you for a round if you miss them with an attack and a mesmerist spell called deja vu that forces an opponent to repeat the actions it took last turn for 2 rounds with no save.

Meek Facade::
The subject magically seems like a weak target, goading an enemy into attacking her. The mesmerist can trigger this trick when the subject misses a creature with an attack (even if it's part of a full attack in which she hits that creature with another attack). The enemy must attack no one other than the subject, and the subject gains a +2 dodge bonus to AC against the triggering enemy's attacks. Both of these effects last for 1 round. The bonus to AC increases by 1 for every 5 levels the mesmerist possesses. This is a mind-affecting compulsion effect.

Deja Vu:

School enchantment (compulsion) [mind-affecting]; Level bard 1, mesmerist 1, psychic 1, sorcerer/wizard 1

CASTING

Casting Time 1 standard action
Components V

EFFECT

Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 2 rounds
Saving Throw none; Spell Resistance yes

DESCRIPTION

You reach into the target's mind and put its thought processes into a temporary loop. Whatever full-round, standard, or move actions the creature takes on its first turn after you cast this spell, it must repeat on the turn after that. The creature must take the same type of actions in the same order (for example, making a full attack, casting a specific spell, withdrawing, attempting a bull rush combat maneuver, or activating a magic item) and must act against the same target or targets, but doesn't have to make exactly the same choices (such as using Power Attack when attacking, moving exactly 15 feet, or choosing “drop” for the command spell). If the circumstances would prevent the target from repeating an action, such as if the target of its attack is dead or the target cannot cast the same spell again, the target instead becomes confused until the spell ends. A creature currently affected by deja vu can't be targeted with another deja vu spell. A creature affected by deja vu can't delay, and if it readies an action on its first turn, it must ready the same action on its second turn.

So my plan is to go mesmerist 1/pyrokineticist 2 and take advantage of Searing Flesh (to murder creatures that attack me) and Fan of Flames (to have a means of dealing damage that isn't an attack roll so I can wear heavy armor I'm not proficient in). There are other punish the attacker abilities out there though, how would you build this?


I'm thinking about introducing an Artificer class into my Iron Gods campaign but the options I've found for it aren't really what I'm looking for. I started making my own version of the Artificer and was wondering if anyone here had any suggestions on how to make it more balanced, fun to play, less clunky, more clear, etc. I'm not sure what I'm going to have high level class features be but vehicles will definitely be involved.

The Artificer:

The Artificer

3/4 bab

D8 hit die

Good Ref and Will saves

An Artificer is proficient with all simple weapons and with light armor and shields (but not tower shields).

Wizard spell list up to 6th level spells (I'll make a custom spell list but this is probably what it'll be based on)

Bard spells per day and spells known

Intelligence casting stat

Tools of the Trade: An Artificer doesn't cast spells normally but has a caster level and spell list as an ordinary casting class and counts as an ordinary arcane spellcaster for the purposes of using magic items. When an Artificer learns a new spell he must build that spell into a Tool in order to use it. This includes cantrips. Tools can have any number of spells built into them and may have new spells built into them at a later time. An Artificer may learn a spell more than once using his spells known slots in order to build that spell into more than one Tool. By spending one week crafting with a workshop an Artificer may take apart and rebuild any or all of his Tools and make new ones, redistributing all of his spells known. If a Tool is destroyed the Artificer can make another one at this time. Tools require daily maintenence by the Artificer that built them to keep functioning and to recharge, requiring one hour of work per day, usually done when the Artificer wakes up every morning. A tool that hasn't been maintained for 72 hours is destroyed. An Artificer can maintain one Tool at 1st level and one additional tool every 2 levels after that. An Artificer must have a Tool equipped properly to use the spells built into it. Tools are activated like spell trigger items. An Artificer may build a Tool to require a command word to activate, but he doesn't have to. An Artificer may activate a tool with a standard action that doesn't provoke an attack of opportunity and sacrifice a spell slot of the appropriate level in order to cast one of his built in spells from a Tool he's wielding. Tools don't have charges or uses per day and can't be activated by anyone except the Artificer who built them. A Tool must be uncovered and visible in order to function and must be no smaller than a 1 inch sphere. If a built in spell has a Verbal or Somatic component the Tool will whine or flash in sequence respectively when used to cast that spell or if the spell has a material component the Tool must consume that component from somewhere on the Artificer's person or fail to cast. Characters trained in Spellcraft can use these cues to identify Artificer spells as they're cast as for a normal spell.

Magic Craftsman: Artificers add half their level (minimum 1) to all Craft checks and to Spellcraft checks to craft magic items and can make Craft checks untrained.

Artifice Shaper: An Artificer can make Tools in different forms as they level and gain various bonuses depending on what form their Tool takes. An Artificer must expend gold as normal to make a Tool as if it were a mundane item. A Tool in an item slot counts as a magic item of its type for the purposes of body slots. If a Tool's form counts for 2 or more different form types the Artificer must choose which one he wants to build the Tool as and only gains Artifice Shaper's benefit when he uses the Tool as that type of object. For example if an Artificer builds a Tool in the form of a dagger he must choose whether to build it as a melee, thrown, or ranged weapon Tool.

At 1st level an Artificer learns how to make slotless Tools, which can either orbit the Artificer like an Ioun Stone, clip on to an Artificer's clothing or armor, or stick harmlessly to the Artificer's skin. If the Artificer choses to have the Tool orbit him he must pay 25g when crafting it in addition to any other costs.

Slotless Tools: No special function.

At 3rd level an Artificer learns how to make rings and amulets.

Rings: May cast built in spells at +1 caster level.

Amulet: May cast built in spells with a +1 enhancement bonus to their save DC.

At 5th level an Artificer learns how to make weapons and wands. Weapon Tools must be built as masterwork.

Melee weapon: The Artificer can deliver touch spells built into this Tool with an attack roll made with this Tool, as if using Spell Combat as a Magus.

Ranged Weapon: The Artificer can expend a higher level spell slot to increase the range of built in spells, as if using the metamagic feat Reach Spell.

Thrown weapon: The Artificer can maintain a connection with this Tool for 1 minute after it's thrown. So long as the Artificer is within 5 feet/level of the Tool he can cast built in spells from the Tool as if he were standing in that square. The Artificer can only deliver touch spells if the Tool is touching a target but doesn't require an attack roll to do so.

Wand: Built in spells benefit from Precise Shot.

At 7th level the Artificer learns how to make armor and shields.

Armor: Built in spells cast on the Artificer have double their normal duration. This benefit doesn't stack with Extend Spell.

Shields: When the Artificer falls unconscious or dies due to taking damage he may cast a built in spell as an immediate action by expending a spell slot 3 levels higher than the spell he wants to cast.

At 9th level the Artificer learns how to make staves.

Staves: The Artificer may expend 2 charges from the staff rather than expend a spell slot when casting a built in spell if the staff's highest level spell is equal to or greater than the built in spell. You may only build spells into staves that are 1 level lower than the highest level spell you can cast. An Artificer can build a Tool in the form of a staff even without using Mods by spending 1200gp x the level of the highest level spell being built into the Tool. The resulting Tool has 10 charges, counts as having a spell equal to the highest level spell being built in, and may be charged like a normal staff.

At 11th level the Artificer learns how to better maintain his vehicle and may forgo obtaining a new tool to instead add 5 BP to his vehicle.

Artifice Tricks: At 2nd level and every 2 levels thereafter an Artificer learns a trick to making Tools, magic items, or machines work the way he wants them to. Unless otherwise noted a trick may only be taken once.

Amulet Form Specialization: Use your Intelligence instead of Charisma when making opposed Charisma checks for spells you cast from your Amulet Tools.

Armor Form Specialization: When wearing an Armor Tool you may sacrifice a spell slot as a standard action to gain a number of temporary hit points equal to twice the level of the spell that last for 1 hour per level of the spell.

Crafty: The Artificer may take any Item Crafting feat or Craft Technological Item as a bonus feat. The Artificer must still meet the requirements of this feat. This trick may be taken more than once.

Crazy Tech Wizard: The Artificer gains Technologist as a bonus feat.

Redundancy: The Artificer must have Standardization before he takes this trick. The Artificer adds 2 spells that are at least 1 level lower than the highest level spell he can cast from his spell list to his list of spells known. These spells must be copies of spells he already knows. Whenever the Artificer would be able to replace an old spell known he may replace both of these spells as well, but they still must be 1 level lower than the highest level spell he can cast. The Artificer must be at least 8th level before he can take this trick. This trick may be taken more than once.

Ring Form Specialization: Your Ring Tools vent excess energy into the Astral Plane as magical energy rather than as light or sound. When you cast a built in spell from one of your Ring Tools it no longer whines or lights up and there is no physical indication that you are the source of any spell effect. It's still possible to detect your spellcasting using abilities like Detect Magic and in fact onlookers have a +5 bonus to Spellcraft to identify your spells as they're cast when using Detect Magic or similar abilities due to the excessive energy being vented to the Astral Plane. This trick prevents any visible indicators coming from you to indicate you being the source of a spell effect from your Ring Tools but it doesn't stop you from being the obvious origin point of spells, such as cones or line effects, at your GM's discretion.

Shield Form Specialization: When wielding a Shield Tool you may sacrifice a spell slot as an immediate action to gain energy resistance to an energy type of your choice equal to twice the level of the spell for 1 round.

Slotless Form Specialization: You may make all of your Slotless Tools invisible as a standard action. This grants a +10 bonus on Sleight of Hand checks to hide them on your person. Slotless Tools automatically become visible again when you use them to cast a built in spell.

Staff Form Specialization: You can spend 1 charge of a Staff Tool you're wielding to roll twice on the next caster level check you make to overcome spell resistance within the next round and take the higher result.

Standardization: The Artificer may build every cantrip he knows into every Tool he makes. The Artificer must be at least 4th level to take this trick.

Walking Armory: The Artificer can store energy in crystals built in to his Tools during his daily maintenance. A crystal can store 1 spell level worth of spells for every 50g in its value. For example a 150g crystal could store one 3rd level spell slot, one 2nd and one 1st level spell slot, or any other combination for use when activating the Tool it's attached to. A crystal with any amount of charge may power all cantrips built into the Tool without reducing its charge. A crystal must be built into a Tool in the same manner as spells and one Tool may only have one built in crystal. Any character may activate an Artificer Tool with a built in crystal by expending a charge of the appropriate level and making a Use Magic Device check with a DC equal to 20 plus the level of the highest level spell built into the Tool. Success on this check means they are treated as the Artificer for the purposes of using the item but are still unable to maintenance it. If an Artificer spends 1 minute explaining the tweaks he's made to the Tool that day he can grant a character a +10 bonus to this check, which lasts until the next time the Artificer does maintenance on the Tool. After 24 hours the energy stored in crystals this way dissipates and must be replenished anew.

Wand Form Specialization: Spells you cast from Wands Tools that have an attack roll have a +2 insight bonus to hit and deal +1 damage per die rolled.

Weapon Form Specialization: The Artificer can sacrifice a spell slot as a swift action to give a Weapon Tool an enhancement bonus to attack and damage equal to the level of the spell for 1 minute.

Mods: At 5th level an Artificer learns how to modify Magic Items to become Tools. When he spends a week to reassemble his Tools he may attach them to magic items of the same form. An Artificer may only do this to magic items that match a form he can create with Artifice Shaper. Magic items so modified only function for the Artificer who modified them, stop working if not maintenanced every 24 hours, and are destroyed if not maintenanced in 72 hours. An Artificer may salvage half the item's gold piece value in parts if it's destroyed this way from its remains. An Artificer can, as part of an assembly week, unmod a magic item and return it to its original state.


I'm making a crocodile skinshifter hexcrafter magus and at 12th level he gains access to the major hex Animal Skins, plus a number of Polymorph spells before that. Can he use his racial Change Shape ability while polymorphed? The ability is supernatural and not a Polymorph effect in and of itself (and neither is the lycanthrope template ability of the same name). The ability bonus provided by it is racial and the race itself uses the ability as a substitute for having a second racial +2 ability score bonus. The only thing I can see is it might be a "supernatural ability based on form," has there ever been a clarification on what that really means?


I'm planning on getting a wand key ring and a wand of Faerie Fire but I feel like that only solves part of the problem. Anyone have any suggestions on how to deal with invisible guys in PFS when you don't have someone with See Invisibility on their spell list in the party?


Does the peacemaker feat work on effects that cause the frightened condition?

Peacemaker:

The DC to resist spells you cast to ensure peace or force aggressive creatures to become peaceful increases by +2. This affects spells that dissuade creatures from aggressive actions without exerting long-term or absolute control over them, and without leaving them defenseless. These spells include, but are not limited to, calm animals, calm emotions, command, compassionate ally, enthrall, euphoric tranquility, sanctuary, and serenity.

Frightened:

A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.


What happens if you don't renew it? How about the unconscious condition?


I've been hoarding gold on a level 7 kineticist and I have 14k saved up. I already have a Con Belt. What are some useful items that actually affect blasts or cool general use items I could pick up below that price?

Edit: Elements are Aether/Force

1/5

Animals can take whatever feat they want if their Int hits 3 so at that point does it become legal for my Animal Companion to take Familiar Bond? I remember there were rules out there to prevent player armies but I can't find the most recent version of them.