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:
I'm a huge fan of the "Blood of" books. "Angels" and "Fiends" set a very high bar, and "Blood of the Moon" introduced a whole new, fascinating race. I was looking forward to "Blood of the Elements" to give more crunch options to the elemental races, which are, as a whole, weak and so situational that it's hard to justify taking them for a whole campaign. Hy hope was that this book would give us some decent, crunchy ways to increase the versatility of these races so that a choice beyond sorcerer or cleric would make sense.
Unfortunately, we got none of that whatsoever. A large section of the book was given over to a discussion of each elemental plane, which simply doesn't belong in a Player Companion book at all. The character options that were presented were mostly traits, and while traits are nice they don't justify a race choice, and they don't redeem this book.
Overall, this book is both a great disappointment and a missed opportunity. There is too much material that belongs in a Campaign Setting book, too little that belongs in a Player Companion, and too little helpful crunch to improve a bunch of races that are interesting in concept but need mechanical help. Sadly, I can't recommend this book.
I found this one to be very disappointing in the crunch department. There are no elemental bloodlines, no racial feats, and very little alternate racial traits. After we got the awesome Blood of Angels and Blood of fiends books the bar has been greatly raised for the race book line. While there was some interesting info on the elemental planes I would much rather that in another book such as an AP or campaign setting line. While the book did have some good options and magic items, it is still the second most disappointing of the race books after the Blood of the Night book.
I really enjoyed this book, despite the "lack of crunch".
The book is a great read. The art is incredible (The map of the Inner planes is worth my money alone =) ) There is tons of great info on how the elemental/genie races fit into Golarion, and alot of great info for building background of the races.
Though not as "crunch" heavy as previous volumes (the rules/options they are all well balanced and interesting), IMO it is still a great buy if you are interested in the Elemental/genie Races.
I'm going to start with the good things I have to say about this product, because that'll go quickly.
The art and background do a good job of hearkening to the arabian themes you might expect of a document which draws so strongly on the ideas of genie-kin, and every race contains some descriptive filler and a regional trait to help tie them more firmly in to the world of Golarion.
... I also liked that the Undine got a Sorcerer Bloodline that helped them heal with water.
That being said, I was generally disappointed by this book. Each of the races (what I really was hoping to see some good cruch and options for) received 2 dedicated pages, typically enough for some fluff and 1 new class mechanic, like the ifrit's cavalier order (Order of the Flame, which fails the bag of rats test in a fairly spectacular fashion), the undine's sorcerer bloodlines, and some new elemental totems for suli barbarians. You'll notice I didn't mention the oread or the sylph. The oread received the "Oread Gem Magic" alternate racial trait, which allows you to stack some additional capabilities onto a very small and specific list of spells by expending precious gems. While the spells are fairly thematic, they're drawn from multiple spell lists so the overall result is fairly... Underwhelming. It basically is going to give you a handful of thematically appropriate "signature" spells that work a little bit better for you than other casters if you burn the cash for the gems. The sylph was even less impressive as their contribution was 2 spells and 2 race traits.
This book probably should have been released as an "Elemental Gazeteer" or something more along those lines, as fully half the book was devoted to talking about the elemental planes and key elemental locations like the City of Brass. Even that would probably have been a bit of a disappointment though, as the planes and locations are also given only 2 pages each.
Maybe, as others have noted, I'm "spoiled" by the high standards set by books like Blood of Angels and Blood of Fiends, or Blood of the Moon, which introduced an entire new race with half a dozen racial variants and robust and meaningful supporting options for each. This book just felt lacking, and screamed "filler"; it almost didn't seem like they were trying terribly hard and this was just a collection of snippets and descriptions that were laying around but didn't make it into other products.
The art and beautiful design of this product keep it from being a complete bust in my opinion, but I think that people who were looking for cool new options for elemental characters are going to find themselves disappointed by what this book has to offer.
After Blood of Moon, I was hopeful that this book would be worthwhile. Pair that with the racial boon I have and Ive been waiting months for this book. Unfortunately, this book is more in line with Blood of Night than Blood of Moon. Yes, there is tremendous flavor here but there is little meat on the bone. I was really hoping for something more than this book.
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.