Kineticists: Ride the Blast and Familiars


Rules Questions


So, I just noticed this, but Ride the Blast specifies that it turns "you" into energy when you use it. Presumably, this includes all of your stuff, too. What about the familiar you get through your class if you take Greater Elemental Whispers to pick up a Wysp? If the Wysp is in contact with you, such as on your head or shoulder, does it come along? What if you keep it in a bag?

This probably won't come up much, but my best efforts couldn't find an existing ruling on this. It seems pretty silly that the infusion would make one of the other wild talents as awkward and unwieldy as that, but I thought I'd gather some opinions before I assumed one way or another.
Thanks in advance for the help!


The question of whether a familiar counts as gear or as a distinct creature comes up in a bunch of effects, like teleport and anything else that counts how many creatures you bring with you. My search-fu is failing me on digging up older threads on the issue, but IIRC one small bit of consensus has been "the GM should decide and then stick to that decision." No having them be gear in one case and not in another. (While it's usually to the PC's advantage to have them count as gear, I'm pretty sure there are contrary cases.)

My personal take is that a familiar on your person should be treated as gear. I'll admit a lot of the reason is just that people are always forgetting familiars are around and this makes it OK to do that when teleporting etc.

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