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When reading through the Kineticist class I realized they have the option to switch out wild talents at various levels. For example you can switch one of your infusions for another one of equal or lower level at 5, 11, and 17.

Does this include infusions you were forced to pick because of your archetype? On the one hand it seems a bit odd, as they could just added the blasts as options if you were not forced to pick them. On the other hand nothing in the rules seems to indicate they can't be switched. Have I overlooked something or does this really work?

Relevant passages:

Kineticist class description wrote:
At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can’t replace an infusion that she used to qualify for another of her wild talents.
Blood Kineticist wrote:
Bleeding Infusion (Su): At 5th level, a blood kineticist can infuse her blasts with a vicious power that causes internal or external bleeding. On a failed Fortitude save, the target takes 1 point of bleed damage for every die of the blast’s damage. A target that fails its saving throw against the wrack form infusion does not receive a saving throw to avoid the bleed damage from bleeding infusion on the same blast. This is a 2nd-level substance infusion that costs 2 points of burn and can be used with water and blood blasts. This ability replaces the 5th-level infusion.


There are several classes that grant an AFC bonus of +1 to resist specific maneuvers. It is pretty straightforward in most cases, but I'm not sure how grappling would be handled, as there are two occasions where your CMD becomes relevant.

When someone tries to grapple you or tries to maintain a grapple, I assume everyone agrees that the bonus would be applied. But would this also be the case when tries to escape your grapple using his CMB?

In short: would stopping the attempt to escape the grapple be considered resisting a grapple attempt?


1 person marked this as FAQ candidate.

In the combat section we learn that CMD uses the following formula:

Quote:

CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier + miscellaneous modifiers

[...] Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.

Lets say a swashbuckler is dueling with a fighter. He uses his bluff skill to feint the fighter and attempts the disarm maneuver on his next attack. Is the fighters CMD affected in any way by the feint?

While the fighter is denied his dexterity bonus to AC, he is not flat-footed. The CMD calculation factors in the regular dexterity modifier as opposed to the dexterity modifier to AC, so it wouldn't change at all. I'm not sure that not being able to apply a bonus would be called a penality either, as penalities usually describe a flat decrease to something.

So while I feel the CMD should be affected by the feint, I'm not sure it is. Maybe penality is meant to be a broader term here, not only describing flat decreases, but other stuff that affects your AC as well?
The most elegant solution would probably be to use the dexterity modifier to AC for the calculation in the first place but that doesn't seem to be the case as written. Anything I missed?