The elemental forces of air, earth, fire, and water are among the most powerful in the multiverse, forming the basis of the material world and giving creatures capable of wielding them immeasurable influence. Now players and Game Masters can harness these primal powers for themselves by exploring the Elemental Planes—entire realms of existence dedicated to the four elements—with Pathfinder Campaign Setting: Planes of Power. This book fully details each of the four Elemental Planes with advice on adventuring in their harsh environs, new character options and creatures, location gazetteers, and an examination of major settlements that offer welcoming landing sites for planar travelers.
Season 8 of Pathfinder Society Roleplaying Guild will journey to the Elemental Planes, where adventurers can explore these fantastic realms and face the diverse foes that call them home. This book is the perfect resource for those undertakings and any campaign on the Elemental Planes, and includes nuanced information such as:
A thorough look at how each plane's environment affects Material Plane natives, including suggestions for those to wish to protect themselves from such dangers.
A look at the elemental lords both past and present, including lore about the methods the current evil overlords used to imprison and sequester their good counterparts during the Material Plane's earliest days.
New druid domains for characters who frequent the Elemental Planes, the elemental purist kineticist archetype, the planar sneak rogue archetype, and elemental barbarian rage powers, as well as new magic designed for planar travelers.
Detailed articles about each of the planes, including information on their inhabitants, prominent locations, and the complex politics and geography that tie all four realms together.
A bestiary full of potential new elemental threats and allies, from the nephlei—or cloud nymphs—who hail from the Plane of Air to the Plane of Earth's serpentine monstrosities called agrawghs to Ymeri, Queen of the Inferno and Elemental Lord of Fire!
Planes of Power is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can be easily adapted to any fantasy world.
ISBN-13: 978-1-60125-883-0
Other Resources: This product is also available on the following platforms:
Planes of Power is a great introduction for designing adventures set on the Elemental Planes. Indeed, there’s enough information in here to inspire numerous full campaigns. GMs will need to expand on the details and fill in the blanks, but overall, the book is an invaluable resource to get them started.
As far as "bang for your buck" goes, Planes of Power is in my top 5. Fun gazeteer seeds one can easily build a campaign around for every plane, plus new monsters and a political primer on the genies. If you want to take your party into the elemental planes, this book is worth is every copper.
I really enjoyed this book though not as much the First World one or Distant Worlds.
The Good
-Interesting information about the four elemental planes, it's denizens, and it's rulers(current and old).
-Some cool monsters including stats for one of the elemental lords.
-Some useful equipment/character options.
The Bad
-10 pages just isn't enough to cover a single plane.
-Wished we got stats for all 4 elemental lords.
Book #82 of the Pathfinder Campaign Setting (or #94 if you count the 12 Pathfinder Chronicles books too) is a mixed bag:
GOOD:
The "Unveiling the Elemental Planes" introduction is actually pretty cool, especially the "alternative Druid domains" and the new Rage powers.
The 9 creatures in the Bestiary section seem mostly solid too, as does the "elemental-infused creature" template.
BAD:
The four 10-page sections of each of the elemental planes - essentially the main reason i bought this book - are severely lacking:
While there are some nice details in the gazetteer sections, there are no maps, neither of the planes, nor of their capital cities (which just get a short stat block and a very short - less than 2 pages- gazetteer)!
I get that we don´t get the stats of the four imprisoned good elemental lords, but why only stats for one of the four evil ones?
UGLY:
The City of Brass, which is supposed to be the largest of the four elemental capitals (that has been said since the early D&D days), has a 6 million population, as has the metropolis of the plane of earth.
The capital of the plane of air has a 6,1 million population, while the largest city in the plane of water has only 282,000!
This book didn´t inspire me very much, which is the opposite of what it should do and what i was expecting.
First off let me say I was really looking forward to this book for the last several months for the 'Elemental Purist' archetype which in all honesty...really kinda sucks... it has the right flavor idea but mechanically only the change in Endcap ability is really fitting for the theme and has me really disappointed for hopes of a more Earth Dedicated Geokineticist(the template has promise though)
The rest of the book is pretty solid but seems to be even more lacking in stat details than many other books I've purchased lately. While the info on the individual planes, the local denizens, their attitude and motivation and 'interesting places' is great getting their stats can be a challenge(references to things like RotRL collector's edition, Curse of the Crimson Throne, Book 5 of Mummy's Mask, etc). Also somewhat disappointing is the total lack of stats for 3 of the Elemental Lords and little to no information on the Fallen Lords(plenty of room for homebrew campaigns I suppose). I was really looking forward to seeing the stats for Ayrzul but sadly only Ymeri is stated out. The creatures are interesting and appropriate for the book as expected, for the price the PDF is a decent enough deal for those truly interested in the planes either as a PC or DM and opens up a lot of potential.
CR 28, lots of fire-power, doesn't stay dead, can talk to elementals and dragons, fights with two very hot longswords, has 10 mythic ranks while on the Elemental Plane of Fire, can teleport through flames, can cast any spell with the fire-descriptor as a spell-like ability.
CR 28, lots of fire-power, doesn't stay dead, can talk to elementals and dragons, fights with two very hot longswords, has 10 mythic ranks while on the Elemental Plane of Fire, can teleport through flames, can cast any spell with the fire-descriptor as a spell-like ability.
I really hope she has some type of ability to burn through fire resistance and the like.
CR 28, lots of fire-power, doesn't stay dead, can talk to elementals and dragons, fights with FOUR very hot longswords, has 10 mythic ranks while on the Elemental Plane of Fire, can teleport through flames, can cast any spell with the fire-descriptor as a spell-like ability.
Hopefully, we get some more from Todd Stewart on this one! NC represent!!!
I wasn't actually involved in this particular book.
But, that being said, as the person who originally worked on a bunch of the things that PoP covers and expands upon, I really do like this book! While it's always fun to expand upon earlier stuff you made, it's a genuine treat to see stuff you worked on looked at, tinkered with, toyed with, and further expanded by other folks, and PoP is a really, really cool book. There's also a lot of new stuff as well, both flavor-wise and mechanically. I haven't had the chance to really delve into the monsters because I've been in the middle of working on B6 and also applying to pharmacy school (and I just got accepted to one of my top choices today, so I'm rather happy at the moment).
Also, I'm perpetually open to doing more planar content should the opportunity arise in the future. It's my favorite sub-genre of the game dating back to Planescape.
Also also, the fire mephits were my favorites in TGB, and they remain so after PoP. ;)
So still trying to wrap my head around this....so at 7th you can take infusions and forms not usually associated with your element ( 1 for every four levels) ?
But you need to enter a specific state to use them ?
What are the constraints on entering that state ?
I would love an Inner Planes Campaign setting book especially anything related to the positive energy plane. I am also really interested in the dimension of time and the dimension of dreams.
Good to hear. Let's go ahead and start a different thread—perhaps in the Paizo Products section—for expressing interest in other planar products. Let's keep this one to discussing this product.
So still trying to wrap my head around this....so at 7th you can take infusions and forms not usually associated with your element ( 1 for every four levels) ?
But you need to enter a specific state to use them ?
What are the constraints on entering that state ?
Yep, that's right. It costs one irreducible burn as a free action to enter the state, and it lasts for a minute. If your elemental defense doesn't benefit much from having burn dropped into it, this makes for a nice fight opener to put your burn towards something that will help the whole fight out.
If you're only in it for one or two extra infusions, you can take an infusion you'd normally qualify for instead and use it without having to enter the special state. (You might have a really good 9th level infusion you don't want to pass up, for instance.)
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Mark Seifter wrote:
QuidEst wrote:
MusicAddict wrote:
Does purist mean you can take explosion and use it with say metal, or does the lime about energy vs physical cover that?
I think that covers it, because otherwise there's not much that just says "energy blasts only". Disintegrating Infusion is another good energy only choice, allowing you to get it on a non-composite blast.
Yup, or on blue flame for an incredibly damaging flame that leaves nothing left (like a great wyrm red dragon's breath weapon).
If the elemental purist doesn't get expanded element, does that mean they can't get the blue flame composite blast?...
("Prerequisite(s): primary element (fire), expanded element (fire).")
Does purist mean you can take explosion and use it with say metal, or does the lime about energy vs physical cover that?
I think that covers it, because otherwise there's not much that just says "energy blasts only". Disintegrating Infusion is another good energy only choice, allowing you to get it on a non-composite blast.
Yup, or on blue flame for an incredibly damaging flame that leaves nothing left (like a great wyrm red dragon's breath weapon).
If the elemental purist doesn't get expanded element, does that mean they can't get the blue flame composite blast?...
("Prerequisite(s): primary element (fire), expanded element (fire).")
They automatically get their own element's composite blast as if expanding into the same element. Particularly good for earth and fire, since they don't have a second basic blast they're passing up.
Not great. You're low on talents, and only getting one of your basic blasts hurts you more than water or air. If you go with gravity, or don't mind sitting every undead fight out, it still works.
would a wood purist get a composite blast? It has no wood/wood composite.
Nope. Mono-wood doesn't work well, and this doesn't fix that.
Thanks. I'm sure if I go mono wood in a home game I'll atleast get a composite damage option. So I won't right this archetype off just yet (for a specific char idea)
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
QuidEst wrote:
Porridge wrote:
Mark Seifter wrote:
QuidEst wrote:
MusicAddict wrote:
Does purist mean you can take explosion and use it with say metal, or does the lime about energy vs physical cover that?
I think that covers it, because otherwise there's not much that just says "energy blasts only". Disintegrating Infusion is another good energy only choice, allowing you to get it on a non-composite blast.
Yup, or on blue flame for an incredibly damaging flame that leaves nothing left (like a great wyrm red dragon's breath weapon).
If the elemental purist doesn't get expanded element, does that mean they can't get the blue flame composite blast?...
("Prerequisite(s): primary element (fire), expanded element (fire).")
They automatically get their own element's composite blast as if expanding into the same element. Particularly good for earth and fire, since they don't have a second basic blast they're passing up.
And Aether. They also don't have a second basic blast.
Does purist mean you can take explosion and use it with say metal, or does the lime about energy vs physical cover that?
I think that covers it, because otherwise there's not much that just says "energy blasts only". Disintegrating Infusion is another good energy only choice, allowing you to get it on a non-composite blast.
Yup, or on blue flame for an incredibly damaging flame that leaves nothing left (like a great wyrm red dragon's breath weapon).
If the elemental purist doesn't get expanded element, does that mean they can't get the blue flame composite blast?...
("Prerequisite(s): primary element (fire), expanded element (fire).")
They automatically get their own element's composite blast as if expanding into the same element. Particularly good for earth and fire, since they don't have a second basic blast they're passing up.
And Aether. They also don't have a second basic blast.
Aether only kind of gets a mono-element composite blast, though, so it doesn't get the same benefit that fire and earth does.