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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.

Product Availability

Preorder - Expected approximately .

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

PZO9483


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Product Discussion (139)
101 to 139 of 139 << first < prev | 1 | 2 | 3 | next > last >>

Pathfinder Adventure Path Subscriber, Companion Subscriber

Both of those sound like interesting ideas.


Starfinder Charter Superscriber

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; Starfinder Charter Superscriber
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 Subscriber, 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

2 people 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 Subscriber, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

I could see a magic item doing this :-)

Liberty's Edge

Pathfinder Adventure Path Subscriber, 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.

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 Subscriber, Companion Subscriber

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


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 Subscriber, 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.


2 people marked this as a favorite.

More spells with elemental descriptors please!


Pathfinder Adventure Path Subscriber, Companion Subscriber

That would be nice.


Pathfinder Adventure Path Subscriber, Companion Subscriber

I can't wait to find out more about this one.

I wonder what classes get archetypes.


Pathfinder Adventure Path Subscriber Subscriber

Hoping for more spells and options for winter witches before we begin Reign of Winter.

Liberty's Edge

well i hope the elements will recieve proper representation. WE NEED MORE SPELLS THAT STAB ROCKS INTO PEOPLE, AND MORE SPELLS TO FREEZE PEOPLES BLOOD. hopefully this will at least beat some of those expectations.


Pathfinder Adventure Path Subscriber, Companion Subscriber

Well it is only a 32 page book, so we might want to keep expectations somewhat reasonable.


Pathfinder Campaign Setting, Companion Subscriber

I would sell a small village worth of souls if we could get in this book, or any other, different, *interesting* capstones for the elemental mysteries, as opposed to 'add some metamagic feats' to all 4. And they're all the same exact feats!

Dark Archive

ErisAcolyte-Chaos jester wrote:
well i hope the elements will recieve proper representation. WE NEED MORE SPELLS THAT STAB ROCKS INTO PEOPLE, AND MORE SPELLS TO FREEZE PEOPLES BLOOD. hopefully this will at least beat some of those expectations.

More Air, Earth and Water spells that involve air, earth and water, and not electricity, acid and cold, would indeed be nice. I want to chuck rocks at people, create tremors, or blow them away, or wash them off their feet, etc. and not have to fanwank how acid relates to earth ("I, uh, earth represents stability and solidity, and acid takes that solidity away, making the stuff it melts not-solid, which is exactly like using fire magic to remove heat from something and do cold damage... so, uh, look, Elvis!" <runs away>).

And non-spell effects, for that matter. The elemental earth domain having powers like acid ray and acid resistance is just kind of weird. At least the elemental wizard specialization abilities are more thematically appropriate.


Pathfinder Adventure Path Subscriber, Companion Subscriber

I would love different capstone abilities for each kineticist element.

It would be nice to see more air, earth, and water spells and abilities.


3 people marked this as a favorite.
Distant Scholar wrote:
deuxhero wrote:
Iammars wrote:
Rysky wrote:
Well it has mental in the title so I'm guessing it has to do with Psychics.
It also has "mast" in the title, so I'm going to assume that it's a book entirely about ships.
It also has "Master' Hand", so clearly it's a martial arts focused book.
It also has "Lem" in the title, so it's obviously about halfling bards.

Please. That requires at least a full hardback to fit everything.


Pathfinder Adventure Path Subscriber, Companion Subscriber

Anyone know where the mock cover art is from?


1 person marked this as a favorite.
Dragon78 wrote:
Anyone know where the mock cover art is from?

Pathfinder Adventure Path #23: The Impossible Eye, page 21.

Legacy of Fire and Second Darkness had amazing art. ^_^


Pathfinder Adventure Path Subscriber, Companion Subscriber

Thanks for the info Isabelle Lee.


Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Maps, Modules, Roleplaying Game Subscriber
zergtitan wrote:

Ok so the one problem that I would like to be addressed is one I believe a lot of people have asked about,

If you are playing a solo element Fire kineticist, how can you deal with Non-elemental creatures, Non-spell resistant enemies who have resistance or immunity to fire?

I mean for crying out load, The Healer's Handbook has spells AND and archetype for cleric that allows them to do a fire attack that deals half untypical damage that can bypass such things!

Even if you need to have primary element fire and expanded element fire TWICE to get such an infusion for your fire blasts, there would be many of us who would appreciate it.

Including Yoon by the way, just saying....

I mean for crying. Out loud we got so many options for cold, why not fire.....

You forgot that Flame Strike is in the basic rule book.


Pathfinder Adventure Path Subscriber, Companion Subscriber

Are we even getting kineticist wild talents in this one?

Sovereign Court

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber, Companion, Roleplaying Game Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Deluxe Comics Subscriber
Dragon78 wrote:
Are we even getting kineticist wild talents in this one?

Well, nothing's confirmed yet. But it seems to me that this book not having some sort of kineticist content would be like Masked Hero's Handbook* not having any vigilante content. ^_^

*not an actual product

Silver Crusade

Pathfinder Adventure Path Subscriber, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Tales Subscriber; Pathfinder Deluxe Comics Subscriber
Kalindlara wrote:
Dragon78 wrote:
Are we even getting kineticist wild talents in this one?

Well, nothing's confirmed yet. But it seems to me that this book not having some sort of kineticist content would be like Masked Hero's Handbook* not having any vigilante content. ^_^

*not an actual product

*yet


Pathfinder Adventure Path Subscriber, Companion Subscriber

I would prefer to see a "Kinetic Powers Handbook" before the "Masked Heroes Handbook" one;)


Starfinder Charter Superscriber

Why not both?


Pathfinder Campaign Setting, Companion Subscriber
Kalindlara wrote:
Dragon78 wrote:
Are we even getting kineticist wild talents in this one?

Well, nothing's confirmed yet. But it seems to me that this book not having some sort of kineticist content would be like Masked Hero's Handbook* not having any vigilante content. ^_^

*not an actual product

O rly?

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