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

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Pathfinder Player Companion: Elemental Master's Handbook (PFRPG)
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Seize Primal Power!

The earth, flames, waves, and wind that make up all natural landscapes might seem like mere backgrounds for characters' heroics, but those who understand the fundamental makeup of nature know that these core elements can lend incredible power. Learn how to harness the building blocks of existence with breathtaking feats, magic items, spells, and much more. Plus, characters with an affinity for the elements can train in one of the many archetypes and other character options presented in Pathfinder Player Companion: Elemental Master's Handbook.

Inside this book, you'll find:

  • The genie binder prestige class, which grants elemental maestros a pool of charismatic gumption when cowing genies to their will and allows them to create elemental seals of power.
  • New archetypes, from the weapon-enhancing flamesinger bard and the breathless Abendego diver ranger to the mystical stone-wielding earthshadow rogue and the hurricane-punching windstep master monk.
  • New kineticist feats, infusions, and utility wild talents that coalesce the power of the elements, including those that harness the esoteric void and wood elements.

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but it can easily be incorporated into any fantasy world.

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

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Great options, need more kineticist

4/5

This book is full of crunchy, interesting options, including options to "cyborg" yourself with elemental matter. Almost all of them are pretty well written and worth considering.

However, I have to remove one star from the lack of kineticist options. The community has a large demand for more kineticist talents. Many elements have a crippling lack of talents at various levels, and people hoped this volume would help solve that. Unfortunately, the book only got two pages of content.


3/5

The Elemental Master’s Handbook has some great concepts and good executions that look into some interesting design space, but suffers from a few options that feel like they needed another editing pass after rewrites.

The first half of this book, divided in four, covers what the Player Companion calls the Masters of the elements (Fire, Water, Earth and Air. Each of these sub-sections contain a different mix of Archetypes, character rules elements and feats, as well as four locations within the Golarion setting that ties thematically with that element, and a rules element associated with that location.

Masters of Fire is first, giving us the Firebrand Gunslinger and Flamesinger Bard. The Firebrand is a bomb-throwing, fire spitting gunslinger, that runs it’s grit pool and bombs of it’s charisma score. They can also can add their Charisma to the DCs of dragon’s breath cartridges. They also count direct hits with bombs as firearm shots with regard to grit regeneration.

The Flamesinger gains Fire Music as a bonus feat, and automatically gains summon monster spells as she levels up, and replaces her ability to inspire courage to add stacking fire damage to her allies weapons, toasty!

Masters of Fire also includes the Salamander bloodline for both Sorcerers and Bloodragers. Both bloodlines gain transformational augments that make them more akin to their Salamander ancestors. Bloodragers can enhance their weapons and armor when they bloodrage, while Sorcerers focus on crafting and augmenting magical items.

The last standout in Masters of Flame is Sunblade, which lets Paladins with Word of Healing spend uses of lay on hands to use the blast of flame as a kineticist! (although at a reduced effective kineticist level), opening up a weapons-free ranged attack for Paladins.

The Earthshadow rogue was the first entry in Masters of Stone that caught my eye. It’s a subterranean-themed rogue archetype that gains a pseudo-ki pool, named Earthcraft points which allows an Earthshadow to cast spell-like abilities, including stone tell and dimension door, replacing half you rogue talents. One thing to note is that it doesn’t list whether or not Unchained Rogue’s can take this archetype.

This section also includes some very nice rogue/investigator/slayer talents: ‘Fortified position’ lets you apply cover bonuses to fortitude saves, ‘castling’ improves cover granted by enemies, and Unbalancing trick gives you the Improved trip feat AND qualifies you for Greater Trip once you’ve hit sixth level!

Masters of the Water gives us the Abendego Diver, which drops out their wild empathy of greater breath holding, locks them into aquatic favored terrain. Instead of woodland stride they gain a natural a natural swim speed, and swift tracker goes in favor of scent while underwater. While it’s very niche, it doesn’t give up much you’d miss. Benthic spell lets you add one to the spell level to either replace, or split a damaging spells damage with bludgeoning via torrents of water.

Moving on past the four classical elements, the book goes on to expand on Wizard schools in Masters of the Esoteric Elements, introducing the Aether elemental school, and the Ice, Magma, Mud, and Smoke focused elemental arcane schools, which provide alternative school powers for elemtal school wizards.

Wielders of Elemental power provides seven blast infusions, talents wild talents, as well as two feats. One allows a kineticist to counter spells with a certain subset of keywords (Generally those that correspond with elemental damage types), and the other provides some mobility while gathering power.

Next up, Elemental Augmentations are a new type of slotless magical item, sort of like an elemental magic prostheses. These are all very interesting, but also quite expensive, and successful or not, Inflicts of constitution damage when integrated (which also requires a fortitude save.

Next up is the Genie Binder Prestige Class. The Genie Binder is a five level, that advances spell-casting three levels out of five. The meat and potatoes of this class are elemental seals, a multi-purpose spell-like ability creating a rune on an object or creature. Each ‘classical’ element has seal, and each seal acts differently when placed on an object, a genie, or a creature other than a genie. Placing a seal costs 1 point from the Genie Binder’s Binding Pool (which contains two times her level, and refreshes daily. It can also be used to give +1d6 on a charisma check or skill against a genie), and the Genie Binder can maintain one seal per day at first level, a second at 3rd level, and a third at 5th. Placing a seal on a genie forces it to save versus charm monster, and if it fails it is affected as long as the seal remains in effect. (Seals remain in effect for 24 hours, and can be refreshed every day by spending a further point from the binding pool). When placed on a non-genie creature, it offers 10 points of energy resistance corresponding with the seal’s element, and a constant spell like ability associated with that element. Finally, when placed on an object, it acts as a blasting Glyph of Warding, dealing damage corresponding with the elemental type. The seals available to the Genie Binder are spaced out across levels, and the more powerful Spell-like abilities are tied to higher level seals. Lastly, a fifth level Genie Binder can raise the DC of their Seals by spending an additional binding point.

The Genie Binder also adds the common types of genie to the list of available summon monster spells. The caveat is that summoning them this way costs points from her binding pool, and the summoned creature cannot cast wish, a perfectly reasonable caveat, preventing Efreeti wishes from [/i]Summon Monster VI. Sadly, the last two features are where things come apart at the seams, a little, and I suspect this archetype may have had some growing pains through development, editing and/or copyfitting. At first level the Genie Binder gains Genie Mastery , at which point the Genie Binder must choose to pursue spellcasting power or bind a genie minion. Choosing spellcasting results her ‘gain[ing] the benefits of her alignment spellcasting class feature at 3rd level, in addition to other indicated levels). Unfortunately the Aligned spellcasting feature is absent from the class entry. Alternatively, the Genie binder may gain a Genie Unchained Eidolon, with an effective summoner level equal to her Genie Binder level plus any other summoner levels they may have, meaning while it’s certainly a possibility to choose for Wizard (for example), a wizard is getting very little from this choice. Overall, I do like this prestige class, though it seems to have suffered some growing pains between writing and publishing.

As mentioned, Elemental master’s handbook also offers the Genie Eidolon subtype. Genie Eidolons are proficient with martial weapons, and as their master increases in level, they can increase their size, gain a movement mode based on their type, gain an array of Spell-like abilities. Overall a decent addition, and the fills a space that was in retrospect waiting to be filled.

Oracles get both a new Mystery and a new Curse: The Elemental Mystery and the Elemental Imbalance Curse. Elemental Imbalance afflicts you with energy vulnerability to one element and bonus spells known based on that elements opposite. Elemental Mystery Oracles gain powers from a variety of different elements, and their bonus spells are suitably broad elemental spells. such as the [i]elemental body line of spells, and they gain a nice mix of familiar and new revelations, with plenty of interesting and useful twists.

Finally, Elemental Alchemy is touch upon. The Energy Scientist is an archetype for the Alchemist which attunes to an element every day, and gains save bonuses against spells with the matching keyword. In addition, his bombs automatically deal that type of damage (discoveries can still alter this on the fly, but the bomb die size is reduced). Lastly, the Energy Scientist is also able to turn dead elementals into alchemical items, although they cannot be sold and become inert after 24 hours.

Development lead for Elemental Master’s Handbook were Amanda Hamon Kunz and Ron Lundeen. John Compton, Eleanor Ferron, Mikko Kallio, Jason Keeley, Isabelle Lee, and Christopher Wasko are credited as authors. The Cover art is by Igor Grechanyi, and the interior art is by Alyssa Davis, Graey Erb, and Kent Hamilton.


Elemental Fun

4/5

I found this book to be a good product, not great, but still solid.


Good stuff

4/5

This book has a lot of options, as most Player Companion books do. Reading through it, I liked most of the options from a flavor and mechanical standpoint. While nothing stood out as 'NEW OP MUST HAVE', I thought a lot of it was fairly good and not totally useless.

As an example, there is an advanced rogue talent that gives DR 2/Adamantium and can be taken multiple times. While not the best rogue talent of all time, it certainly has its uses, especially for enemy NPC rogues.

Overall, this book is a solid entry.


Lot of elemental flavors

2/5

Good points: Lots of different character options that are elemental flavored for most classes. (Ranger, Rogue, Alchemist, Gunslinger, Bard, Cleric, Summoner, Monk, Wizard/Sorcerer, Oracle and Kineticist. It really feels like this book is a perfect Companion for PFS groups that are just starting Season 8 a year late.

BAD points: I think most people (including myself) expected a lot of options for the Kineticist class - the masters of the elements. It is very regretfully only ~1 page of talents. (7 infusions and 3 utilities, only 1 is universal)

Positive thing for Kineticist is a feat that allows you to move half speed while gathering power.


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Has there been any discussion of new spells?


what the archetype look like for the windstep Master.


Anyone able to give hints about the Earthshadow rogue? It was a surprise to see rogue mentioned in an "elemental themes" book, so I'm curious what they did with it.


This book seems like it helps on fun utility- earth and air get material-specific telekinesis, which is cool.


Can the magnetism-type talents be used on the opponent? To slow an armor-wearer, steal his weapons, or just meaningfully throw stuff at him?

Or is it just "mage hand, but metal!"?


shaventalz wrote:

Can the magnetism-type talents be used on the opponent? To slow an armor-wearer, steal his weapons, or just meaningfully throw stuff at him?

Or is it just "mage hand, but metal!"?

Well, they're utility talents, so I'd expect non-combat.


Can we get a spell list? Amazingly enough, it doesn't look like one has been posted yet.

RPG Superstar 2013 Top 4

Any new feats/spells/etc to help overcome or sidestep energy resistance / immunity?


Can anyone touch on how the new Oracle curse would interact with the new mystery ?

It seems strange for someone who can wield all 4 elements to take a susceptibility to one of them ???


Pathfinder Starfinder Roleplaying Game Subscriber
nighttree wrote:

Can anyone touch on how the new Oracle curse would interact with the new mystery ?

It seems strange for someone who can wield all 4 elements to take a susceptibility to one of them ???

I don't have the book yet, but it's possible they're not necessarily meant to go together, just different ways the elements can touch on the oracle? It's possible that the tongues curse might be a more fitting option, given that the elemental languages are on the list...

Edit: Of course, I imagine you can use them together, but then it's probably up to you to decide how they're going to mesh...just like any curse/mystery combination.

Community & Digital Content Director

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Removed a series of posts. Constructive criticism is welcome, personal slights on our freelancers and developers are not.


In summery how does the vampiric infusion work? If I use Gather Power for a vampiric blast will there still be a point of burn that can't be negated?
How useful is it for a living kineticist?


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Other then a infusion that ignores energy resistance of 5, none that come to mind.

The new oracle curse would not be a good choice for the new oracle mystery.

The base burn for the vampiric infusion is 3 but that is easily negated by level 10+. If your blast hits(or your enemy fails it's save) you can use the void healer ability to heal yourself(even if you are living) at no action cost but you must take the 1 point burn cost.


Dragon78 wrote:

Other then a infusion that ignores energy resistance of 5, none that come to mind.

The new oracle curse would not be a good choice for the new oracle mystery.

The base burn for the vampiric infusion is 3 but that is easily negated by level 10+. If your blast hits(or your enemy fails it's save) you can use the void healer ability to heal yourself(even if you are living) at no action cost but you must take the 1 point burn cost.

Thank you


Thank you Dragon ;)


Are there any new spells in this book? Bueller?


What does the Windstep Master give up?

Any new style feats?


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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Spells in this book:


  • blast of wind; evocation [air]; druid 4, sorcerer/wizard 4
  • carrying wind; conjuration [air]; druid 3, shaman 3
  • expel blood; conjuration [evil, water]; sorcerer/wizard 7, summoner 6, witch 7
  • lightning conductor; transmutation [air]; bloodrager 2, druid 3, magus 3, sorcerer/wizard 3
  • rising water; conjuration [water]; bloodrager 3, druid 4, magus 4, occultist 4, psychic 4, ranger 3, shaman 4, sorcerer/wizard 4, summoner 4
  • second wind; conjuration (healing) [air]; antipaladin 3, cleric 3, inquisitor 3, paladin 3, ranger 3
  • speak with waves; divination [water]; druid 6, shaman 7
  • spindrift spritz; conjuration (healing) [water]; cleric 2, druid 2, inquisitor 2, paladin 1, ranger 1, shaman 2, spiritualist 2
  • spindrift spritz, mass; conjuration (healing) [water]; cleric 4, druid 4, inquisitor 4, paladin 3, ranger 3, shaman 4, spiritualist 4
  • wall of mist; conjuration (creation) [air]; magus 3, shaman 3, sorcerer/wizard 3
  • waterproof; abjuration [water]; alchemist 1, bard 1, bloodrager 1, cleric 1, druid 1, magus 1, ranger 1, shaman 1, sorcerer/wizard 1, witch 1


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

The windstep master gives up stunning fist, slow fall (or his 4th level ki power if he is an unchained monk), and the ability to spend ki to increase his base speed.

There are no new style feats.


Pathfinder Starfinder Roleplaying Game Subscriber
Zaister wrote:
The windstep master gives up stunning fist, slow fall (or his 4th level ki power if he is an unchained monk), and the ability to spend ki to increase his base speed.

Uh, what? Are we talking like a +30 to their base speed instead of a +10 at the fast movement levels?

Sovereign Court

Pathfinder Starfinder Society Subscriber

They replace one of the ki pool abilities.

Monk wrote:

ki Pool

By spending 1 point from his ki pool, a monk can do one of the following:
  • Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
  • Increase his speed by 20 feet for 1 round, or
  • Give himself a +4 dodge bonus to AC for 1 round.


No new earth spells? Little disappointing. What's the earth shadow rogue and foundation of faith cleric like?

Silver Crusade

Wait.

Are you telling me one of the Archetypes' names is a pun?

Damnit Katina...


Pathfinder Starfinder Roleplaying Game Subscriber
KingOfAnything wrote:

They replace one of the ki pool abilities.

Monk wrote:

ki Pool

By spending 1 point from his ki pool, a monk can do one of the following:
  • Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
  • Increase his speed by 20 feet for 1 round, or
  • Give himself a +4 dodge bonus to AC for 1 round.

And Stunning Fist, and Slow Fall. Which is a lot of stuff to give up for "just moves slightly faster"


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Alchemaic wrote:
And Stunning Fist, and Slow Fall. Which is a lot of stuff to give up for "just moves slightly faster"

I didn't say that that is what gets. He gets the new Hurricane Punch feat (instead of Stunning Fist), he can use air walk as a move action up to a distance of his movement bonus, and he can spend ki to keep doing that doing that without having to touch solid ground in between "steps". He can also spend ki to increase his wind step distance by 20 ft.

Sovereign Court

Pathfinder Starfinder Society Subscriber

Nobody had outlined the benefits of the archetype yet. Thanks!


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And now to wait and find out what that feat actually does.


Pathfinder Starfinder Roleplaying Game Subscriber
Atomos wrote:
And now to wait and find out what that feat actually does.

My hope? Ki-powered/limited use Improved Awesome Blow. That feat is too fun to be locked behind 16/20 levels of Brawler or a Monk prestige class.

Liberty's Edge

Does lighting conductor make people more vulnerable to electricity attacks. I hope some day we get a spell that turns the target into a powerful magnet for the purposes of having people in heavy metal armour suddenly become huge targets on regular ac with metal weapons. Or even just to see how many loose metal objects start sticking to them before they become over encumbered. Have a higher power version that also draws other larger metal objects or even risks attended objects being drawn to it could make for a good spell to just have some fun.


I suppose, then, Isabelle Lee's dragonhide armor for kineticists rules didn't make it into this one, either? :(


1 person marked this as a favorite.
Belltrap wrote:
I suppose, then, Isabelle Lee's dragonhide armor for kineticists rules didn't make it into this one, either? :(

Nope, maybe in the next dragon focused book, hopefully sooner than later.


Dragonhide armor for kineticist rules?


Dragon78 wrote:
Dragonhide armor for kineticist rules?

If I recall correctly, it was mentioned as material we almost had in Pychic Anthology and hopefully will see in a later product.


So is it additional rules for any type of dragonhide or is for specific type(s)?


3 people marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber

Got my copy, so!

Elemental Master's Handbook Rules Elements:

Alchemical Remedy: aquemir (150 gp)

Alchemical Tool: light of Axtarr (180 gp)

Alchemical Weapons: corrosenze (90 gp), deadground dust (70 gp), somnigrip (45 gp)

Archetypes: Abendego Diver (Ranger), Firebrand (Gunslinger), Flamesinger (Bard), Foundation of Faith (Cleric), Earthshadow (Rogue), Energy Scientist (Alchemist), Stormcaller (Summoner), Windstep Master (Monk)

Bloodrager Bloodline: Salamander

Discovery: Elemental Destabilizers

Eidolon Subtype: genie

Elemental School: aether

Emotional Focus: Desperation

Feats: Benthic Spell (Metamagic), Bilge Rat, Brackish Spell (Metamagic), Flumefire Rage, Growth in Ash, Hammer Guards the Anvil (Teamwork), Hurricane Punch (Combat), Improved Elemental Counterspell, Joyless Toil (Combat), Kraggodan's Stance (Combat), Mobile Gathering, Mountain Eyes, Stone-Handed (Combat), Storm Breaker, Sunblade, Tundra Stride, Wind Song

Focused Arcane Schools: ice (air, water), magma (earth, fire), mud (earth, water), smoke (air, fire)

Magic Items: blazing eyes (none, 42,000 gp), blazing hand (none, 16,000 gp), density hammer (none, 26,340 gp), esoteric diadem (headband, 50,000 gp), figurine of wondrous power (hematite cougar) (none, 10,000 gp), fossilizing rod (none, 26,400 gp), gemcarver's tools (none, 9,000 gp), greater esoteric diadem (headband, 98,000 gp), hoarfrost bones (none, 85,000 gp), lesser esoteric diadem (headband, 18,000 gp), quicksilver blood (none, 62,000 gp), smoldering blood (none, 8,000 gp), vaporous lungs (none, 10,800 gp), whirlpool maw (none, 19,000 gp)

Masterpieces: Blazing Rondo (Oratory, Percussion), Dance of Captivating Desire (Dance)

Mystery: Elemental

Oracle Curse: Elemental Imbalance

Prestige Class: Genie Binder (any nongood, Persuasive, Spell Focus (conjuration), Diplomacy 4 ranks, Knowledge (nobility) 4 ranks, Knowledge (planes) 11 ranks, able to cast either planar ally or planar binding, or able to cast summon monster VI as a spell-like ability)

Rogue Talents: Castling, Extra Earthcraft, Fortified Position, Unbalancing Trick

Rogue Talents (Advanced): Against the WAll, Petrifying Strike, Resonating Rumbles, Stony Skin

Sorcerer Bloodline: Salamander

Spells: blast of wind (druid 4, sorcerer/wizard 4), carrying wind (druid 3, shaman 3), expel blood (sorcerer/wizard 7, summoner 6, witch 7), lightning conductor (bloodrager 2, druid 3, magus 3, sorcerer/wizard 3), rising water (bloodrager 3, druid 4, magus 4, occultist 4, psychic 4, ranger 3, shaman 4, sorcerer/wizard 4, summoner 4), speak with waves (druid 6, shaman 7), second wind (antipaladin 3, cleric 3, inquisitor 3, paladin 3, ranger 3), spindrift spritz (cleric 2, druid 2, inquisitor 2, paladin 1, ranger 1, shaman 2, spiritualist 2), spindrift spritz, mass (cleric 4, druid 4, inquisitor 4, paladin 3, ranger 3, shaman 4, spiritualist 4), wall of mist (magus 3, shaman 3, sorcerer/wizard 3), waterproof (alchemist 1, bard 1, bloodrager 1, cleric 1, druid 1, magus 1, ranger 1, shaman 1, sorcerer/wizard 1, witch 1)

Traits: Elemental Accident (Magic), Elemental Apprentice (Combat), Elemental Negotiator (Social), Planar Escapee (Magic)

Wild Talents: Dampening Infusion (void - 1)†, Dazzling Infusion (fire or wood - 1)†, Energize Weapon (air, fire, void, or water - 1)†, Greater Magnetism (air or earth - 9), Magnetism (air or earth - 3), Penetrating Infusion (air, fire, or water - 2)†, Pillar (earth, water, or wood - 3), Spindle (universal - 2)†, Unnerving Infusion (void - 3)†, Vampiric Infusion (void - 5)†

†Infusion wild talent


Luthorne wrote:

Got my copy, so!

** spoiler omitted **...

Thank you Luthorne

What does the gemcarver's tools and figurine do ?

Is there any spells that can be subject to Permanency ?


I have not seen any mention of a new juicy Bard feat called 'Wind Song'. It allows a Bard to center a performance up to 120' away! Talk about a ranged Bard! I thought it very cool, myself.


Thank you Luthorne! :)


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Pathfinder Starfinder Roleplaying Game Subscriber
Shadow_Charlatan wrote:

Thank you Luthorne

What does the gemcarver's tools and figurine do ?

Spoiler:
The gemcarver's tools act as masterwork tools for Craft (jewelry), and allow the person using them to attempt to create an elemental gem without meeting the normal prerequisites, but you must speak the appropriate elemental language.

The hematite cougar figurine of wondrous power turns into a modified version of a digmaul for a certain length of time a certain number of times as is usual for a figurine of wondrous power.

Shadow_Charlatan wrote:
Is there any spells that can be subject to Permanency ?

Spoiler:
No.

What's the salamander bloodline like for bloodragers? And is the sorcerer's much different?


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Pathfinder Starfinder Roleplaying Game Subscriber
Chess Pwn wrote:
What's the salamander bloodline like for bloodragers? And is the sorcerer's much different?

Salamander Bloodline:
They're pretty similar thematically, though there are differences.

The bloodrager has their legs merge together to get a serpentine lower body when bloodraging, lowering speed but granting a tail slap attack and making you immune to being tripped. At higher levels, your speed is no longer lowered and your tail slap is improved. As you level up, you gain scaling fire resistance (eventually immunity) and natural armor, when you're bloodraging you can enhance your weapons or armor (and at higher levels, both), and your weapons and grappling do some bonus fire damage.

The sorcerer is a bit more focused on the crafting aspects, eventually getting Craft Magic Arms and Armor for free, and when they enhance a weapon you can add on flaming if it doesn't already have it. For a limited number of times per day, they can also transform their legs into a serpentine lower body and get a tail slap, and deal bonus fire damage with melee attacks.


I really like the Salamander bloodline for Bloodragers, not so much the Sorcerer's. The 1st two powers for the Sorc are focused on Craft checks. It isn't until 9th & 15th level that it gets like the Bloodrager's Salamander bloodline (such as a serpentine tail while raging).


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The sorcerer one wasn't really made to be that focused on combat, for obvious reasons. I think it'll make a pretty nice Eldritch Heritage choice, though. ^_^


If anyone could explain the focused arcane schools a little bit that'd be really cool!


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Pathfinder Starfinder Roleplaying Game Subscriber
Archmage Variel wrote:
If anyone could explain the focused arcane schools a little bit that'd be really cool!

They're almost exactly like regular focused arcane schools (admixture, creation, teleportation, etc.), except that they're for the elemental arcane schools, and each of them can be applied to one of two elemental arcane schools (so ice can modify either the air elemental arcane school or the water elemental arcane school, for example).


What are Foundation of Faith (Cleric) and Earthshadow (Rogue) like


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Pathfinder Starfinder Roleplaying Game Subscriber
jedi8187 wrote:
What are Foundation of Faith (Cleric) and Earthshadow (Rogue) like

Foundation of Faith:
They trade channel energy for the ability to add their Constitution modifier to some things, and the ability to gain or grant to others fast healing while touching stone a limited number of times per day.

Earthshadow:
They trade out trapfinding and their 4th, 8th, 12th, and 16th level rogue talents for a bonus to some skills while touching natural earth and unworked stone, and a pool of points they can use to utilize various spell-like abilities, blending into earth environs, merging with rock, talking to it, and eventually even turning to stone themselves.

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