Guide to the Telekineticst


Advice

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Thaago wrote:

Very nice guide, thank you for making it!

Quick note: In your section for dipping to Earth you mention using a feat to get Kinetic Whip at 7 - I don't think thats possible, as the feat requires being 4 character levels higher than the usual minimum to take the talent, so 10th level. Am I missing something?

That is correct but what you CAN do is at level six, you get one level 3 utility wild talent but you also get the option of trading one utility wild talent for any wild talent of the same or lower level. You can trade that utility talent for kinetic whip at 6.


Ah, I see. I didn't think that Infusions were the same as Wild Talents as they are under different headings in the abilities, but they are listed as "Infusion Wild Talents" under the elements section. Thanks!


Yeah, I'd kinda quit working on the guide awhile back, just because I was becoming blatantly aware that despite playing the class for months, there were still a bunch of things I didn't know yet, so figured I'd wait til my character gets at least to above 10th level for the rest. :P

Thanks for the compliments, I do intend to get back to this soon if nobody takes it over and finishes it first.

Silver Crusade

Hey Sphynx, mind if I link this to my guide later? Once you're satisfied with it, of course.


Don't mind at all, I'll get back into it next week and finish it up. :)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Improved and Greater Grapple add bonuses to your grapple checks regardless of whether you are using your CMB or some other value. They don't care if it's a mundane grapple or from a spell. Why do you think those those feat bonuses wouldn't still apply?

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