Harness the powers of air, earth, fire, and water to bring your elementally inclined character to life with Blood of the Elements! Whether you are the progeny of genies and wield a portion of their elemental wish magic or seek to glean some of the awesome arcana of the Elemental Planes for yourself, this Player Companion is the definitive guide to playing a Pathfinder RPG character with mastery over one or more of the four elements of creation.
Blood of the Elements provides a player-focused, in-depth exploration of the geniekin races and the Elemental Planes. In addition, each Pathfinder Player Companion includes new options and tools for every Pathfinder RPG player.
Inside this book, you’ll find:
New details for the five geniekin races—fiery ifrits, curious sylphs, hardened oreads, fluid undines, and elementally balanced sulis.
Tons of new race and regional traits, allowing you to customize your geniekin character for his or her heritage and situation.
A whole bazaar of new magical and mundane equipment to help you traverse the Elemental Planes in safety and style.
A bold new teamwork feat that allows you and your allies to combine elemental spells to achieve powerful new effects.
New rules options designed specifically for geniekin and elementally themed characters, including spells, rage totems, mutated bloodlines, a cavalier order, and more!
This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game, but can easily be incorporated into any fantasy world.
Written by Tim Akers, Judy Bauer, Jim Groves, Chris Lites, Dale C. McCoy, Jr., and Cassidy Werner
Cover Art by Kerem Beyit
ISBN-13: 978-1-60125-654-6
Other Resources: This product is also available on the following platforms:
This book makes me furious and almost makes me feel a little teary-eyed at the wasted potential. I am a huge fan of Blood of Angels/Fiends, and how they both spend 32 pages on expanding a single race. As a result, Angels/Fiends are the gold standard of a racial supplement. After Angels/Fiends, pretty much all my aasimar/tiefling needs were catered to. They had tons of subraces, so no matter what ability modifiers I wanted to have, I was covered. They had feats. They had traits. They had magic items. They had variant abilities. And of course tons of fluff and art.
Then I open Blood of Elements.
I flip to my favorite of the elemental races, sylph. Three traits and two spells and 1.5 pages of fluff text.
And that's it.
I look at what an amazing job Angels/Fiends did to aasimar/tieflings, then I come here for my sylph characters, and...
I just want to cry. I want to cry.
There was so much that could have been done for the elemental races. So much. Instead, of the 32 pages, a bare 10 pages is split among five races (the four geniekin plus suli). So two pages for each race, and of those two pages well over half is fluff, so you have less than one page of crunch per race. You look at the five pages of tiefling subraces in Blood of Fiends PLUS ALL ELSE in that book. Then you look at less than a page for ALL CRUNCH PER RACE in this book.
It is a completely insane design choice to spend 10 pages of this book on describing the four elemental planes plus the City of Brass, when there was WAY TOO LITTLE space for racial crunch already, and then they waste space on planes! As much space is spent on planes as on the races! When the races are already page-starved!!
They never should have tried to cram FIVE different races into a single 32 page book to start with. But if they absolutely insisted on that terrible choice, then the ABSOLUTE MINIMUM starting point from there would have been to jettison absolutely everything else. No two-page planar map. No ten-page planar descriptions. No two-page "elemental magic". No two-page "magic items". Just the races. Nothing else. Absolutely nothing else. The 32 interior pages should have been allocated as follows: 6 pages per race, and the leftover 2 pages to editorial content like table of contents and rules index.
6 pages per race would have been the barest minimum to even get started on covering the races. What they did now -- 2 pages per race, and more than 1 page of that is fluff, less than a page is crunch per race -- is insane. It's ludicrous. It's insulting to people who actually want to play these races and want options. How could they possibly have thought that people who want to play a sylph would find more value in a two-page planar map than in getting two more pages of traits or subraces? What is wrong with them?
This is the single worst designed Paizo product that I can off-hand think of. I wish I could give it less than one star. The only people I can recommend this to are people who actually don't care about playing the geniekin races.
I'm baffled and flabbergasted at whoever designed this product.
Blood of the Elements, a 32-page entry in Pathfinder's Player Companion line, focuses on a collection of races that are pretty new to me even though I've been playing RPGs for a couple of decades now. "Geniekin" are five different races in Golarion descended (as their name implies) from genie and human blood, and each has strong ties to particular elemental forces. Ifrits are passionate and impetuous humanoids with links to elemental fire, Oreads are strong and stoic creatures linked to elemental stone, Sylphs are slight and willowy people linked to the element of air, Undines are the cold but perceptive links to the element of water, and Suli are . . . well, I'm not quite sure. They're kind of the odd race out, and even after reading the book I still didn't get a good read on exactly how/why they relate to the other four beyond having genie ancestry and (I guess) a balance of the four other elements. I'll get into the details in a second, but as a quick overview I'll say that 1) I think the artwork and layout for this book is fantastic--it has a very cool, unearthly feel that fits the theme perfectly; 2) The book has (to me) a good balance of flavour text and rules mechanics, but readers expecting character options covering every single page will be a bit disappointed.
The gorgeous cover speaks for itself. The inside front cover concisely summarizes the racial traits of each of the five races. It's good to have them here, as otherwise a player would have to find them online in an unofficial source or get the hardcover Advanced Races Guide where they first appear. Next up are three pages that you'll probably skim over quickly (a table of contents, an index of new rules options, and an admittedly more useful "For Your Character" page that tells you what classes the book focuses on). Usually the inside back-cover of books in this line just reprint the cover art, but here its devoted to a table listing spells with elemental descriptors from hardcover sourcebooks; it's a really nice way to help find spells for a geniekin PC that fits their theme.
The book proper starts with a two-page introduction that talks about the origins of the geniekin races. It also has a terminology section--usually I find these unnecessary, but as I'm pretty unfamiliar with this whole area, I found it surprisingly useful.
Each of the five races then gets a two-page overview, with the first page consisting of description and lore and the second page presenting new player options that include at least a couple of race and regional traits in addition to something else. The traits are interesting and original, without being so awesome that they become mandatory. Many of the new player options are thematically-linked to the race, but broad enough that PCs of other races could take them as well.
* The section on Ifrits introduces a new cavalier order: The Order of the Flame (an order devoted to members achieving personal glory). It sounds really fun as a role-playing choice, with some potentially crazy results in big combats.
* The section on Oreads introduces the idea of "gem magic," which allows them to modify (usually in a pretty minor way) the effects of spells by adding a valuable gem as a material component. It's an interesting idea, but frankly pretty weak in most cases considering the cost. I think it's a system that would require a full elaboration somewhere, not just a one-column entry.
* The section on Suli introduces the concept of Elemental Totems for barbarians, with the rage powers granted depending on the particular element the barbarian is devoted to. I'm not an expert on barbarian rage powers, but some of them at least sound pretty cool, like an Earth element one that would likely result in enemy weapons shattering against their skin.
* In the Sylph section, two new arcane spells appear: "Enshroud Thoughts" and "Storm Step," the latter of which sounds really fun (the PC turns into a lightning bolt and can zap opponents in order to change positions on the battlefield).
*The Undine section introduces two new bloodlines for the "Wildblooded" sorcerer archetype in Ultimate Magic. One of the bloodlines has to do with elemental water (of course), while the other is tied to Marid ancestry. The granted powers are pretty high-level, and I'm not familiar enough with the norm for sorcerers to say how desirable they'd be. Thematically, they're interesting at least.
Each section has an "On Golarion" sidebar that discusses (geographically) where the race might be concentrated, and I thought this was great for integrating character backgrounds.
The middle of the book is a two-page map titled "The Inner Sphere of the Great Beyond." It's done in the style of an in-game artist's rendering of how the different planes relate to each other. I think it's pretty cool and would be something I'd use in a game to explain the relation of planes to players.
Next up is a series of two-page entries on each of the four elemental planes. The first page describes the plane and what adventures might be like there, while the second page introduces some new equipment and regional traits. Apart from the description of the Plane of Earth (which was a lot of name-dropping with very little information), I thought these were nice (if necessarily cursory) overviews of the planes. Most of the magical items and traits didn't really stand out to me, but two did: first, a "Planar Alchemical Catalyst" piece of equipment that modifies normal alchemical items in some really interesting ways to (in part) make them more useful at higher levels; second, a "Thoughtful Wish-Maker" regional trait for the Plane of Fire that allows a character to (probably) avoid having their wishes corrupted--it's probably a trait that would have no effect for about 85% of a character's adventuring, but could then turn out to be really useful near the end!
The remainder of the book is something of a miscellany, with each section consisting of a two-page entry on a different topic. There's an overview of the City of Brass (a scary place!) that would be useful to GMs; it also introduces a couple of new magical items and regional traits. An entry titled "Elemental Magic" introduces a new teamwork feat that creates a new secondary effect when two elemental spells are combined into one; it's an interesting idea, but as with all teamwork feats, it requires just the right PCs in an adventuring group in order to make it worthwhile. The section also contains a really cool picture of an Undine spellcaster and a sidebar on how other areas of Golarion conceive of the elements--an idea worth developing if areas like Minkai or Vudra ever get dedicated sourcebooks. Last, there's a section simply titled "Magic Items." My conclusion is that, for what they do, they're way too expensive. I suppose they could make an interesting quest item or dungeon loot, however.
Overall, I really liked Blood of the Elements as a colourful and evocative introduction to the genie-kin. I've heard some grumbling from other readers that it didn't contain enough "crunch," but to me it had a nice balance. When I consider playing one of the races, it'll be the first place I turn.
I liked the Blood of the Elements book more than I would expect, especially with the reviews I saw on the site. Indeed it lacked the crunchy part we're used to in the Blood books, but on the other side it presents a very good background for the characters.
Blood of the Elements looks at the geniekin races (ifrits, oreads, sulis, sylphs, and undines), providing background and character options for each. It also goes beyond this and looks at the four elemental planes, as well as the famed City of Brass on the Plane of Fire—and this is part of where the book goes wrong. There have been a number of Blood of... books and the best ones (Blood of Angels, Blood of Fiends) have had tight focuses, while the weaker ones (Blood of the Night) have tried to do too much. Thirty-two pages really isn’t enough space to adequately cover five races and include a gazetteer of the elemental planes, making Blood of the Elements one of the ones that tries to do too much.
I didnt like this book as i read it, but having read it a second time, its a solid 3-stars.
The common complaint that it doesnt explore any one area in detail is valid, as is the question as to why material about the planes made it in at all. well the obvious answer is that it had to be available somewhere, and it wasnt enough material to get its own campaign setting.
You get the races, optional race traits, new regular traits, a feat, magic items, material on the planes. you get a lot. And theres nothing wacky here, so its a solid 3 star book. they covered a TON of areas, just not a huge amount of material on each piece.
Still, i think this book is one that you'll be using more than you thought you would,after the first read (which, like alot of the player companions, feels more like a pamphlet than a sourcebook at times)
Let's stop the real world politics discussion in the product thread, please. Move it to the Off Topic section if you want to continue the conversation. Thanks!
Removed some of the aforementioned off-topic posts and their replies. Keep this thread about the product, and if you want to discuss the societal and cultural aspects of genies and genie-kind, please do so in the Campaign Setting General Discussion forum.
I, myself, am hoping that (like in the other blood books) they give multiple different bloodlines for each elemental race. I mean, it is cool that genie-kin exist and that, but there are other races in each of the elemental planes and it would be awesome to see creatures related to those. For example, a type of Ifrit that is related to the Salamander rather than the Efreet.
I, myself, am hoping that (like in the other blood books) they give multiple different bloodlines for each elemental race. I mean, it is cool that genie-kin exist and that, but there are other races in each of the elemental planes and it would be awesome to see creatures related to those. For example, a type of Ifrit that is related to the Salamander rather than the Efreet.
This is already done in the Advanced Race Guide, so I wouldn't expect anything.
ARG, Ifrit Section wrote:
Forge-Hardened: Not all ifrits are descended from efreet—some instead descend from azers or even salamanders. Such ifrits gain a +2 racial bonus on Craft (armor and weapons) checks and saves to resist fatigue and exhaustion. This racial trait replaces the spell-like ability racial trait.
With this already existing, I would not expect to see the (what I consider an atrocity against racial balance) what Blood of Angels or Fiends did (though everything is in the realm of possibility, given writer variance.)
Guess i´m gonna keep my PFS elemental ancestry fire boon untill then.
Already eager to use it on an ninja or wishcrafter, but let´s see.
Maybe something good will come out of it^^
I'll probably be holding off starting my Mummy's Mask game for this book. Finally I have a excuse to play a Sylph. I hope to see more things like along the lines of Breeze-Kissed or wind spells for the Sylph.
I'm hoping there's a sorcerer archetype or something similar for sulis that I can hijack to finally make my "master of the four elements" arcanist functional.
I am dancing with excitement! I want this so much. I am playing an Ifrit Wishcrafter currently. I am so eager to get this book to see how it works and I hope that it is an excellent books.
This book will almost guaranteed to be awesome, if it is anything similar to the other Blood of ____ books (not a fan of Night, but that's because I am no fan of vampires). And more elemental goodness is always a good thing.
Given the nature of the single alternate racial trait provided to the Suli race -- I hope we see something in this book about Sulis who are NOT "elementally balanced".
Any word yet on an actual release date? Early June is coming up and I'm curious as to how long that actually means.
The street date for our products is the last Wednesday of the month (June 25th in this case). Preorders and subscription orders ship before that, and we are still looking at a June release for Blood of the Elements.
been trying to rebuild an old character, which was a fire focused druid, and thought fire shaman would be cool. Why havnt they done that yet. Now if this book dosnt have elemental shaman arch types, think I may just have to shed a tear, cause this should be the book for that.
I hope we will get some cool racial feats such as:
-Raises energy resistance based on character level(30 max lv13).
-Increase uses for spell power(at will at high levels).
-A racial feat to grant energy immunity at lv17.
-More spell like abilities.
-Grants immunities based on element:
A)Ifrit- blindness
B)Oread- petrification
C)Sylph- deafness
D)Undine- sickened
-Multiple feats that grant the elemental subtype.
-More special abilities like increase mobility, special movement(climb, swim, etc.), breath weapon, etc.
It would be cool to see some built around some of the other elemental outsiders beyond the genies. Also would love to see someone write in a boost to the energy resistances for the various pure element types. It's a royal pain that the suli somehow gets all 4 while all the beings who are literally infused with that physical element somehow are just as competent as the others.
Do "unbalanced" sulis get anything beyond what is in the Advanced Race Guide?
I don't know if unbalanced is the word so much as that they are sooo much better than pretty much all of the other elemental options. Seriously a suli gets every resistance the other 4 get, all 4 of their elemental damage types. and not a bad array for stats either.
Personally though I think the better option would be to buff up the other 4 a little more to match. I'm totally fine with say an ifrit getting like fire resist 10 or something.
I was actually referring back to the mention of the "elementally balanced" suli in the product description, not saying that suli are broken in game terms. If standard suli are "balanced", then those who take the Energy Strike alternate racial trait and focus on a single energy type are "unbalanced" -- and I was wondering whether this book had anything to say about the more specialized sulis.
I am disappointed there are no racial feats to increase energy resistance/grant energy immunity(maybe one day).
Ifrit
spoiler:
They get a cavalier order(order of the flame), two race traits(expert distractor, unflappable arrogance), a regional trait(nightstalls escapee).
Oread
spoiler:
They got an alternate racial trait(oread gem magic), two race traits(earthsense, statuesque), and a regional trait(alabaster odalisque).
Suli
spoiler:
They got elemental totems, two race traits(dualborn, instant friendship), and a regional trait(merabian mentorship).
Sylph
spoiler:
They got new spells(enshroud thoughts, storm step), two new traits(thunderborn, wind carried voices), and a regional trait(abendego pilot).
Undine
spoiler:
They got mutated bloodlines(lifewater-water elemental bloodline, shahzada- marid bloodline), two traits(marid's fury, whiteout), and a regional trait(outsea native).
I do want to point one thing out, and this is not to counter anything you or anybody else might say...
To the best of my recollection this book was commissioned and turned over before it was announced. I just don't want you to think that suggestions were ignored. That doesn't mean that ideas that were suggested would have actually made it in the book either, but the process is much further ahead than you might think.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
Jim Groves wrote:
Dragon78 wrote:
Yes I have this one.
I am disappointed—
I do want to point one thing out, and this is not to counter anything you or anybody else might say...
To the best of my recollection this book was commissioned and turned over before it was announced. I just don't want you to think that suggestions were ignored. That doesn't mean that ideas that were suggested would have actually made it in the book either, but the process is much further ahead than you might think.
Understood Jim, we know you usually don't announce something until you know your ready to send it to the printer, (except in playtest cases). The one thing I would have wanted to see would have been mutated bloodlines for each of the four elemental groups, not just one.
We understand that Mr. Groves, but it is not like you guys couldn't have thought of it on your own as well;) But maybe one day they will get those options...somewhere.
Just to clarify, I'm not saying any idea is bad and its not like we don't need to write more books in the future!
So keep telling us those ideas! I know for a fact that the Developers do take notes and look for ideas just like the ones you guys have been sharing. I just don't want you to think something was overlooked intentionally.
Basically you replace the 9th level bloodline power of the water element bloodline with a line of water that cures some ailments like shaken, fatigue, etc. the bloodline arcana ability is replaced with one that grants temporary hit points when you cast spells. I do not have the PDF handy so I am going by memory.