Extra Wild Talent seems too heavily restricted


Pathfinder First Edition General Discussion


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The feat allows you to gain an extra Wild Talent, yay! but it must be two levels lower than your highest ability known. so... something you would have had access to four levels ago... ok. not too terrible once your are above level 10 and can look through the level three powers. I'm not sure its worth it much before that point. It seems almost never worth it for an expanded element talent as you are effectively looking at talents that are eight levels old (-4 levels for a secondary element, -4 levels for two levels below your highest talent). Does anyone see this feat as a more solid choice?


The expanded element options are still just -2 spell levels lower than the max primary element level you can have, just like with your primary element choices..

Scarab Sages

It's going to be useful for you primary element only, but it's a great pick for extra utility. Especially if you are single element, you can really gain a lot of cool things, or use it to pick a prerequisite power for a higher level one, when the prereq isn't that great on it's own.

For example: A Hydrokinectist wants to take Ice Path at 12 but doesn't want to waste a talent on Ice Walker. The feat would let you pick up ice walker 11 (or 12th if you use the human FCB), and then have your mobility option while not being stuck with a sub-par talent for several levels.

EDIT: I don't know how I missed that the -2 instead of -4... Yeah, it's good for expanding secondary options as well.

Designer

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Protoman wrote:
The expanded element options are still just -2 spell levels lower than the max primary element level you can have, just like with your primary element choices..

This is correct; so it's extremely useful to quickly expand your options from your secondary element(s).


Mark Seifter wrote:
Protoman wrote:
The expanded element options are still just -2 spell levels lower than the max primary element level you can have, just like with your primary element choices..
This is correct; so it's extremely useful to quickly expand your options from your secondary element(s).

oooOOOOOOOOOoooo

So it's 2 levels lower period for the expanded element when taking Extra Wild Talent for that?

That's awesome, thanks!

Designer

haremlord wrote:
Mark Seifter wrote:
Protoman wrote:
The expanded element options are still just -2 spell levels lower than the max primary element level you can have, just like with your primary element choices..
This is correct; so it's extremely useful to quickly expand your options from your secondary element(s).

oooOOOOOOOOOoooo

So it's 2 levels lower period for the expanded element when taking Extra Wild Talent for that?

That's awesome, thanks!

Yep, last sentence of the feat!


Mark Seifter wrote:
haremlord wrote:
Mark Seifter wrote:
Protoman wrote:
The expanded element options are still just -2 spell levels lower than the max primary element level you can have, just like with your primary element choices..
This is correct; so it's extremely useful to quickly expand your options from your secondary element(s).

oooOOOOOOOOOoooo

So it's 2 levels lower period for the expanded element when taking Extra Wild Talent for that?

That's awesome, thanks!

Yep, last sentence of the feat!

Definitely makes this feat much more appealing for a multi-element kineticist.


I think the feat is super worth it even for single element. That is pretty much the feat I took once it became available.


...! that qualifier for expanded elements bled over onto the back of the page and i missed it... never mind. that makes it a fair bit more useful. Catching up on a secondary element was actually the biggest use i could think of for the feat until i messed up my math.

Silver Crusade

Faelyn wrote:
Mark Seifter wrote:
haremlord wrote:
Mark Seifter wrote:
Protoman wrote:
The expanded element options are still just -2 spell levels lower than the max primary element level you can have, just like with your primary element choices..
This is correct; so it's extremely useful to quickly expand your options from your secondary element(s).

oooOOOOOOOOOoooo

So it's 2 levels lower period for the expanded element when taking Extra Wild Talent for that?

That's awesome, thanks!

Yep, last sentence of the feat!
Definitely makes this feat much more appealing for a multi-element kineticist.

Why? It's the same effective penalty for secondary elements. Yeah sure the penalty from secondary element and this feat don't stack but Extra Wild Talent is still effectively -4 to your level when selecting talents. Considering it restricts the SPELL level of the Talent by -2. Which is the same as a -4 to your class levels.


Bryce Kineman wrote:
Why? It's the same effective penalty for secondary elements. Yeah sure the penalty from secondary element and this feat don't stack but Extra Wild Talent is still effectively -4 to your level when selecting talents. Considering it restricts the SPELL level of the Talent by -2. Which is the same as a -4 to your class levels.

You don't have to give up as much to get it, though. (Lower opportunity cost.) Let's say I expand elements at 7th level. There's a second-level utility talent I want for my new element. I have two options- I could take it at level 8, passing up a fourth level utility talent in my main element. Or, instead, I could take the feat at level 9, and I'm only passing up a second level utility talent in my main element.

Or suppose I wanted to get a bunch of low-level utility talents from new element. Instead of needing to take one every even level, I can take them every level by spending the feats.

Silver Crusade

Just trying to dispel any hopes that Extra Wld Talent helps with your secondary Element more than if you went pure primary at 7th. It's even at best. It only gives more Talents which is beneficial for both a purist and mixed.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

The biggest benefit for Extra Wild Talent (IMO) is: "You can select an infusion or a non-infusion wild talent..." Additional infusions, even if they are lower "level" than you could otherwise pick, can be very useful.

Silver Crusade

QuidEst wrote:
Bryce Kineman wrote:
Why? It's the same effective penalty for secondary elements. Yeah sure the penalty from secondary element and this feat don't stack but Extra Wild Talent is still effectively -4 to your level when selecting talents. Considering it restricts the SPELL level of the Talent by -2. Which is the same as a -4 to your class levels.

You don't have to give up as much to get it, though. (Lower opportunity cost.) Let's say I expand elements at 7th level. There's a second-level utility talent I want for my new element. I have two options- I could take it at level 8, passing up a fourth level utility talent in my main element. Or, instead, I could take the feat at level 9, and I'm only passing up a second level utility talent in my main element.

Or suppose I wanted to get a bunch of low-level utility talents from new element. Instead of needing to take one every even level, I can take them every level by spending the feats.

Some advice I think is helpful is the Favored Class Bonus for Humans, +1/6th of Extra Wild Talent Feat, is best used with a two level skip. Example of how I've used it before:

Level
1: FCB: HP or Skill
2: FCB: HP or Skill
3: FCB: 1/6th Extra Wild Talent Feat
4: FCB: 1/6th Extra Wild Talent Feat
5: FCB: 1/6th Extra Wild Talent Feat
6: FCB: 1/6th Extra Wild Talent Feat
7: FCB: 1/6th Extra Wild Talent Feat
8: FCB: 1/6th Extra Wild Talent Feat(Feat Earned!)

I do this because getting the feat at 6th is not nearly as helpful due to the -2 spell level restriction. However at level 8 you can pick up a 2nd level Talent, this delay also helps with Secodary elements you pick up at 7th or simply expanding your options for your primary. The extra HP at early levels helps keep you alive, and I have found since Kineticists are 4+INT Mod for skill ranks a level that the Extra skill rank from FCB is excessive so I never take it but I can see why some other people that would prefer the extra skill rank.


I think "delay the human FCB" trick was more relevant back when certain elements had a tremendous dearth of level 1 talents available (and skilled kineticist has never been very exciting), but now that there's elemental whispers to get a disposable/renewable familiar you can just take that instead. That will always come in handy.

Silver Crusade

Please, Kinetic Invocation opens up so many more higher and low level options that freeing up a feat slot to take it not to mention that they continuously come out with more Talents it makes it even more relevant.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Just retrain the feat at higher levels to get higher level powers.

Silver Crusade

I have more important things to buy and the world is ending. So time is limited. That aside good advice. Make sure though to ask your GM before you make any decisions regarding higher level planning.

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