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Pathfinder Player Companion: Elemental Master's Handbook (PFRPG)

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Bend nature's wrath to your will! Whether as a spellcasting elementalist or a martial master imbued with primal fury, all the unstoppable might of air, earth, fire, and water are at your command with Pathfinder Player Companion: Elemental Master's Handbook! Learn how to take control of the forces of creation with new spells, magic items, incredible abilities, and more, each perfect for heroes seeking to dominate the wild elements. Whether you choose to scour the land in fire or crush your foes beneath the waves, nature's most powerful forces are at your command!

ISBN-13: 978-1-60125-965-3

Note: This product is part of the Pathfinder Player Companion Subscription.

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Preorder - Expected approximately .

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

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Product Discussion (119)
101 to 119 of 119 << first < prev | 1 | 2 | 3 | next > last >>

Pathfinder Adventure Path, Campaign Setting, Companion Subscriber

Both of those sound like interesting ideas.


Hopefully this will provide the still missing Basic Phytokinesis, Void and Wood Wysps for familiars (and greater elemental whispers). The last one may be a stretch.


andygal wrote:
I'd like to see some alternate racial traits that make elemental races better at elemental things besides sorcerer bloodlines, like the keneticist as people have said.
Dragon78 wrote:
Alternate racial traits for the genie-kin to make them better at being kineticist would be cool.

This would excellent! And if it hasn't already been mentioned, it would be awesome for more racial archetypes and favored class options for the genekin as well. I just feel like they don't get enough love.


4 people marked this as a favorite.
Pathfinder Companion, Maps, Modules, Roleplaying Game Subscriber
Dragon78 wrote:
Alternate racial traits for the genie-kin to make them better at being kineticist would be cool.

See Psychic Anthology, p. 24, Kinetic Invocation feat. Genie-kin don't actually have to select that feat to gain its benefits.

So that one came out a bit earlier than expected.

Grand Lodge

Very nice!


Pathfinder Adventure Path, Campaign Setting, Companion Subscriber

I really hate that feat and I will not use abilities that require spell components for the kineticist. The main reason I like the class is because they use spell-like and supernatural abilities.


Pathfinder Companion Subscriber

Why is the estimated shipping cost for this one so much higher then the previous companions?


2 people marked this as a favorite.
Magentawolf wrote:
Why is the estimated shipping cost for this one so much higher then the previous companions?

the excess elements make it denser?


dharkus wrote:
Magentawolf wrote:
Why is the estimated shipping cost for this one so much higher then the previous companions?
the excess elements make it denser?

ROFLMAO......

Shadow Lodge

1 person marked this as a favorite.

Still really hoping Elemental Clerics get a good looking at here as well as some Earth based attack spells that do not do Acid Damage. There are a few out there.

A Feat that helps bypass Energy Resistance (but not completely) would be great as well. Something like 1/Day for every 5 CL, your <Fire> spells ignor up to 10 Fire Resistance all targets in the area might have. Targets are treated as having 10 points less of resistance. Energy immunity is not affected, nor is Energy Resistance from spells, such as Resist Energy. Not a metamagic Feat, just an ability to make your Energy spells stronger a few times a day.

Dark Archive

1 person marked this as a favorite.
DM Beckett wrote:
Still really hoping Elemental Clerics get a good looking at here as well as some Earth based attack spells that do not do Acid Damage. There are a few out there.

Definitely could use some Earth, Air and Water domain abilities / spells that throw rocks, wind and jets of water at people, and not acid, electricity or cold/ice. Water, in particular, could be versatile enough to include bludgeoning water jets, piercing icicles, cold attacks *and* even a spell or two that function as 'fire' attacks (superheated steam).

Quote:
A Feat that helps bypass Energy Resistance (but not completely) would be great as well. Something like 1/Day for every 5 CL, your <Fire> spells ignor up to 10 Fire Resistance all targets in the area might have. Targets are treated as having 10 points less of resistance. Energy immunity is not affected, nor is Energy Resistance from spells, such as Resist Energy. Not a metamagic Feat, just an ability to make your Energy spells stronger a few times a day.

That sounds pretty cool, and could apply to any chosen energy type, when the feat is taken, allowing a pyromancer to take it to make their fire spells less likely to be resisted, while a winter witch takes it for their cold spells, etc.

Shadow Lodge

That was my intent, if it wasnt clear. Not just fire spells, but any energy type. Fire is just the one that most things have resistance to, I think.

Liberty's Edge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

I could see a magic item doing this :-)

Liberty's Edge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
The Raven Black wrote:
I could see a magic item doing this :-)

Make that two of them. A consumable for low levels and a permanent magic item for higher levels


3 people marked this as a favorite.
Pathfinder Companion Subscriber

I think a great way to shoehorn rogues into an elemental type role would be to have an archetype called the promethean (after the greek titan prometheus who stole fire from the gods and gave it to men), have them be kineticist type people who instead of focusing on harnessing their elemental inclinations toward flashy/destructive powers they focused on harnessing the elements to more "practical" (READ: thieving) applications, like using fire as a blow torch to bypass the need for picking locks and disabling traps, or the earth element to perform reconnaissance and eventually entry, like being able to look through stone walls ala gloves of reconnaissance, gain tremor sense, and eventually a limited earth glide that can basically only get you either through a stone wall, or around a non-stone wall by passing under ground. Water could have uses involving gathering information or getting into hard to reach places via fluidy forms, so you could pose as a puddle in that secluded alleyway that the enemy conspirators are planning to meet up in, or for flowing under a door crack (obviously these would be higher level things, a lower level form could involve not being able to go full fluid, but becoming more fluid, like bonuses to stealth from turning mostly translucent, and bonuses to escape artist and acrobatics from turning less solid, like you have water instead of bones, or something). Air could be utilized to pick pockets and make speedy getaways (I swear officer, the wind pulled my wallet from my back pocket, and over into the hand of some weirdo a block away, who then grinned at me, turned as if to run, and then simply vanished!)

Dark Archive

psychie wrote:
I think a great way to shoehorn rogues into an elemental type role would be to have an archetype called the promethean (after the greek titan prometheus who stole fire from the gods and gave it to men), [SNIP]

That's a neat concept!

Another way to run with it would be to make a Kineticist archetype along this theme that 'steals' elemental energy/force from environmental affects or incoming attacks and then redirects them and uses them, vaguely like the Spellfire concept in the Forgotten Realms (or the mutant Bishop, of the X-Men). It would be a much more reactive sort of Archetype, and while able to use all sorts of different energy types (unlike a traditional Kineticist), the GM (and other PCs) would be the sources of energy this character would need to 'charge his batteries,' and therefore the character themself wouldn't necessarily be able to bust out the optimal energy type for a given encounter. Indeed, some days it would seem like the world was conspiring against them. Sure, they can charge up to full with a white dragon's breath weapon, but the white dragon isn't going to be terribly impressed when they throw cold blasts back at it...


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion Subscriber

I would prefer elemental themed rogue talents over a archetype any day.


Pathfinder Companion Subscriber

Dragon78 - For this particular concept, I rather agree, I was just on a kick of "let's see how many future books that have a cool concept that lacks an obvious means of including a rogue archetype (my favorite class) and come up with a concept to force one, try including mechanical suggestions as well as flavor ones so people can better see how it would work!" And this was the best I could come up with here, hence why I started off by saying it was a way to shoe horn rogues in.


Pathfinder Adventure Path, Campaign Setting, Companion Subscriber

Since rogues can get spell powers through their rogue talents then why not other magical abilities. How about adding d6 energy damage or changing sneak attack damage into energy damage. Maybe gaining energy resistance while hiding, sneak attacking, or just steal the energy resistance from an enemy and granting it to oneself or another close by.

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