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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Yeah, wood is getting a full reprint in UW, but we still don't know if there will be any new wild talents.

Contributor

Dragon78 wrote:
Yeah, wood is getting a full reprint in UW, but we still don't know if there will be any new wild talents.

I'm guessing that due to space, we won't, but that won't stop them from making good wood element material for classes that are not the kineticist.

At any rate, this companion expressly is about the "big four", as per the description. Wouldn't expect much wood, metal or void content in this one.


I'm hoping for a bloodrager archetype that makes the elemental bloodline much more appealing...


I am hoping for elemental archetypes for...

Alchemist
Bard
Brawler
Fighter
Medium
Monk
Psychic
Ranger
Rogue
Spiritualist
Swashbuckler
Witch


I am also hoping for...

New kineticist wild talents for air, earth, fire, and water. Especially some good utility ones for fire.

Elemental themed bardic masterpieces.

New bloodrager bloodlines(boreal, deepearth, stormborn, etc.)

A racial feat that improves the energy resistance of the elemental/genie-kin races or any race with energy resistance. Maybe a feat that grants anyone energy resistance 5 vs one energy type.

Some elemental themed oracle curses.

Some elemental based witch hexes.

Would love to see a new sorcerer bloodline but not sure what could do that elemental themed that hasn't been done.

Dark Archive

3 people marked this as a favorite.
Dragon78 wrote:

Some elemental themed oracle curses.

Some elemental based witch hexes.

Ooh, like these two in particular.

Oracle curses like Burned, or Storm-Tossed, or Lightly on This Earth could be fun.

Hexes that set someone on fire, or made them more susceptible to a particular element (either elemental damage, or even environmental effects like extreme heat or cold), or a living 'lightning rod' that was more easily hit by lightning (so much so that lightning in a certain range of them would arc out and hit them too) could be mean. Hexes that caused someone to be treated as smaller for the effects of strong winds (so that even a Small or Medium sized creature might find themselves checked or blown back by a gust of wind), or more susceptible to drowning(!) or treat all earth and stone as difficult terrain as natural earth turns under their feet, could be cruel.


Yes Set, exactly what I was thinking as well.

Contributor

Set wrote:
Dragon78 wrote:

Some elemental themed oracle curses.

Some elemental based witch hexes.

Ooh, like these two in particular.

Hexes that set someone on fire, or made them more susceptible to a particular element (either elemental damage, or even environmental effects like extreme heat or cold), or a living 'lightning rod' that was more easily hit by lightning (so much so that lightning in a certain range of them would arc out and hit them too) could be mean. Hexes that caused someone to be treated as smaller for the effects of strong winds (so that even a Small or Medium sized creature might find themselves checked or blown back by a gust of wind), or more susceptible to drowning(!) or treat all earth and stone as difficult terrain as natural earth turns under their feet, could be cruel.

I'm playing a winter witch in Reign of Winter soon. Really want these.


Also hexes that grant energy resistance and/or protection from environmental effects would also be cool.


I'd like a hex that would remove or reduce one or more kinds of energy resistance, and a major hex that would either remove one or more kinds of energy immunity or reduce them to energy resistance, probably either Fortitude or Will to resist, and the usual once per day per creature. Of course, I would also like something like that to be an infusion.

That said, we'll just have to wait to see what we actually get...looking forward to this one.


That would also be an interesting hex(or hexes) as well.

Also hexes for controlling, summoning, banishing, and/or boosting/weakening elementals and/or elemental magic.

Silver Crusade

Set wrote:
Dragon78 wrote:

Some elemental themed oracle curses.

Some elemental based witch hexes.

Ooh, like these two in particular.

Oracle curses like Burned, or Storm-Tossed, or Lightly on This Earth could be fun.

Hexes that set someone on fire, or made them more susceptible to a particular element (either elemental damage, or even environmental effects like extreme heat or cold), or a living 'lightning rod' that was more easily hit by lightning (so much so that lightning in a certain range of them would arc out and hit them too) could be mean. Hexes that caused someone to be treated as smaller for the effects of strong winds (so that even a Small or Medium sized creature might find themselves checked or blown back by a gust of wind), or more susceptible to drowning(!) or treat all earth and stone as difficult terrain as natural earth turns under their feet, could be cruel.

Curses are definitely things we need more of and these are really great!


DM Beckett wrote:


Or that that archetype outright sucks, even above and beyond your typical Cleric Archetype's low bar.

Yes unbelievably... recent cleric archetypes seem to be dragging the bar lower and lower!

Angelfire Apostle and Blossimg Light are just plain bad.....

Silver Crusade

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*actually has to look up Blossoming Light*

Definelty gonna disagree, they give up domain spells to get a crap ton of channels and the ability to nuke lots of evil stuff.

Seems pretty badass to me.


It gives up armour & shield (thus increasing pressure on DEX and CON), domain spells (and therefore an extra spell per day) and restricts alignment = massive hit

It gains = more uses of a terrible class ability, some sub-par channel add ons, including one that for most clerics they will never actually use.

IMO its one of the worst cleric archetypes out there...

If its 'Badass' then I'm the Pope's secret lovechild...


4 people marked this as a favorite.

An archetype focused on channeling lacks appeal to those who hate channeling. Shocking.


Its hardly revelationary to believe that channeling sucks hard.... people have been saying it for years.

But hey.... whatever floats your boat!

Silver Crusade

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Groups tend to like AoE healing. Larger groups moreso.

And this archetype lets you heal AND nuke bad guys that aren't undead :3

Shadow Lodge

At what levels...

The AoE healing I dont mind much, but it gets weak pretty quickly.

Its the "nuke" part thats not appealing. The Angelfire Adept does not help this.

Their Cleansing Flames ability starts at 9th level, which is far to late.

Versitile Channeling is good, but starts at 5th level and os nice for Lesser Restoration, but does little else until 11th, in my opinion.

Also, dont forget you dazzle all non-good party member you heal every time you channel, no save. All this for reduced spellcasting and light armor only.

The Blossoming Light is not too bad, (but I wouldn't call it good). Extra Channels, and an enhanced type of harm to include a lot of CE creatures to, (why not just Evil???, or an option for LE or NE instead), BUT, it also comes online just as Channel Energy used to harm begins to become less effective very quickly.

Versitile Channeling will not help here, (can only apply to positive energy healing).

For this you loose all armor and shields, and the ability to even use them at all, Domain Spells, and Paladin-like Alignment restrictions.

I cant remember who said it or when, but one of the ideas behind balancing Archrtypes was to not make restrictions that played into options that a player of this Archetype was likely to do anyway, and that seems to be the case with this one, dipping Monk, and giving options that they are likely to take already.


Rysky wrote:

Groups tend to like AoE healing. Larger groups moreso.

And this archetype lets you heal AND nuke bad guys that aren't undead :3

It lets you heal OR nuke CERTAIN bad guys that aren't undead. The archetype basically gives you Alignment Channel but with more restrictions, plus a side of anti-Drow. That, 1 + 1/4levels copies of Extra Channel, and a few flavorful-but-not-useful abilities.


3 people marked this as a favorite.

Can we discuss cleric archetypes - particularly cleric archetypes that have nothing to do with this book - in another thread, please?

Shadow Lodge

Its actually very relevent as its based off of my request for Elemental Cleric Archetypes, especially after how poorly many past Archetypes have been handled.

If yhis book has one thing from this entire thread, Cleric Archetypes for the four Elements (that don't suck) is the thing the game needs to most. Elemental Oracles are good, in my opinion. Nothing needed there. Druids, likewise, are good, nothing needed there.

Following that, Elemental Spells that actually use that Element. Lots of them.


DM Beckett wrote:

Its actually very relevent as its based off of my request for Elemental Cleric Archetypes, especially after how poorly many past Archetypes have been handled.

If yhis book has one thing from this entire thread, Cleric Archetypes for the four Elements (that don't suck) is the thing the game needs to most. Elemental Oracles are good, in my opinion. Nothing needed there. Druids, likewise, are good, nothing needed there.

Following that, Elemental Spells that actually use that Element. Lots of them.

Well, honestly, at this point, I imagine that most of the work has already been submitted, and it's down to editing, copyfitting, art, layout, that kind of stuff, so I think it's probably not going to make a difference whether or not you think recent cleric archetypes have been poorly handled or if you think that clerics need elemental archetypes. We have no idea if there's even going to be any cleric material or not, after all, though I imagine there might be a few new spells on the cleric/oracle spell list...

Shadow Lodge

Sure. I'd originally brought this up back on page one, but the way I figure it, the more it's talked about the more likely it is to happen. If not here, then somewhere else.

It seems really strange to me, even in Golarion's material, that there are never any Elemental Clerics/priests when we see the Elemental planes. It makes sense in a mechanical sense, because the rules simply don't allow it well. A fire Cleric on the Plane of fire is sort of powerless, well towards the vast majority of the population that is either resistant or immune to Fire stuff. Planes of Power gave us Druid Domains to help, but then kind of left it there.

Like I said, it's an area of the game that's been pretty lacking, which is kind of odd as it's a common trope for the genre.

Part of me wishes that this would be a full on hardcover book, still focused on being a Player's Guide, but with enough room to actually handled all of the things a book like this should for the game.


Hmm, couldn't a cleric live indefinitely on an elemental plane with the aid of planar adaptation, perhaps with Extended Spell? Though honestly, I would expect most of the clerics or priests on another plane to simply be natives and not need any special preparations for survive on their home plane...

I would like it if we eventually got an updated, hardcover version of the The Great Beyond: A Guide to the Multiverse, though.

Edit: The chaos cutter from Heaven Unleashed could allow indefinite survival on another plane as well, I imagine?

Shadow Lodge

I was referring more to NPCs here, both antagonists and protagonists, and less about surviving, but rather about being effective at all. If we went to the Plane of Fire and encountered a native Fire Cleric, they effectively blow bubbles at their enemies, because nothing is really harmed by Fire.

That seems very contrary to the point to me. Sure, they have some healing and negative energy abilities, some buffing, and all the other stuff that any other Cleric can do, but that's kind of the issue, any other can do that. So mechanically, the best Fire Cleric (or whatever element) are those that don't do anything at all with fire most of the time on their own Plane.

Secondarily, they get . . . additional Fire Resistance that doesn't stack. This is ok for most characters not on a Fire Plane, but again, is pretty irrelevant for natives there.

Planes of Power gave us something that helps fix this issue, but was short sighted and made them DRUID ONLY. (Why?)

Plane of Fire Domain:

Granted Powers: You embrace the destructive flames and ever-roaring volcanoes of the Plane of Fire, having proven yourself impervious to its heat.
Fire Hardened (Ex): You ignore fire damage from the fire dominant planar trait, and you gain fire resistance 5. If you have natural fire resistance, it increases by 5 instead, and if you are naturally immune to fire, you heal hit points and ability damage at twice the normal rate when resting on a fire-dominant plane. You can touch a willing creature to grant these benefits for 1 hour. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
-
All-Consuming Flames (Su): At 8th level, you can channel the extraplanar heat into your allies’ weapons within 30 feet as a standard action. For 1 minute, the affected weapons gain the cold-outsider-bane, fire-outsider-bane, or flaming weapon special abilities. You must grant each weapon the same ability, and this ability affects no more than two of any ally’s weapons. You can use this ability once per day, plus an additional time per day for every four levels beyond 8th.
-
Domain Spells: 1st—obscuring mist (creates smoke), 2nd—elemental speechAPG, 3rd—ash stormUM, 4th—planar adaptationAPG, 5th—scorching ash formARG, 6th—mass planar adaptationAPG, 7th—delayed blast fireball, 8th—destruction, 9th—fiery bodyAPG.


Isn't that because clerics are traditionally associated with the outer planes, while druids are traditionally associated with the inner planes, the First World, and the material plane?

As for the contrary nature, I suppose that depends on your perspective...it could be argued that it would be strange for someone who merely harnesses the power of a plane to be able to use the power of that plane against a native of that plane...like attempting to drown a shark by holding it underwater. Similarly, good-aligned spells are usually more effective against evil creatures, rather than granting you extra power over good-aligned creatures.


With 15 new posts I was hoping for a product art/description update:(

Community & Digital Content Director

5 people marked this as a favorite.

Updated with final product image and description :)


3 people marked this as a favorite.

Now your just messing with me:)


1 person marked this as a favorite.

Man, excited about this one. Can't wait for next month! ...for many reasons!

Silver Crusade

Chris Lambertz wrote:
Updated with final product image and description :)

Yay! Yoon!


Nice to see the kineticist will get new feats and wild talents though I am surprised that void and wood will also get some love.

Scarab Sages

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Saint Bernard wrote:
Luthorne wrote:
Saint Bernard wrote:
More love for elemental wizards. At the very least, an updated elemental wizard spell list.
Did you want more than the updated elemental wizard spell list from Planes of Power? Or did you not know about that one?

Was not aware of that.

Thanks

It's something (and looking at what they did for Wood, I strongly suspect I had a direct influence!), but given how many spells have been published since the Advanced Player's Guide, and how that has been the only update of their lists to date, I think it's reasonable to want more, and this would be the perfect book for it.

I'd also like a near-total rewrite of the Void School.


Yeah, I'm definitely curious what kind of feats we'll get for the kineticist...there aren't too many out there, so I hope some will allow some interesting new options. Certainly happy to hear that all the kineticist elements seem to be getting something, too.

Scarab Sages

I was never terribly enthused with the Kineticist, for a variety of reasons...but oh well, it's here now. I just hope we'll get more Archetypes that replace Omnikinesis (Omnicide doesn't count, as far as I'm concerned).


I'm loving the cover. Not just for Yoon (who is awesome of course) but the fact We have a lovely Oni rendering. At least....I'm assuming that's an Oni. It might be a Shaitan.

Paizo Employee Pathfinder Society Lead Developer

1 person marked this as a favorite.
Thomas Seitz wrote:
I'm loving the cover. Not just for Yoon (who is awesome of course) but the fact We have a lovely Oni rendering. At least....I'm assuming that's an Oni. It might be a Shaitan.

The overall style and lack of a third eye make me think he's a shaitan.

Scarab Sages

John Compton wrote:

The overall style and lack of a third eye make me think he's a shaitan.

Which also makes sense because...it's all about the elements.


1 person marked this as a favorite.

I thought is was a black jinni.


>>hurricane-punching windstep master monk
>>hurricane-punching monk
>>hurricane-punching
>>The ability to punch hurricanes

Is this a dream? Can such a beautiful thing actually exist?


Dragon,

It might be! I dunno. I just know I like the fight.


I'm Hiding In Your Closet wrote:
I was never terribly enthused with the Kineticist, for a variety of reasons...but oh well, it's here now. I just hope we'll get more Archetypes that replace Omnikinesis (Omnicide doesn't count, as far as I'm concerned).

That's okay, I have pretty much no interest in wizards, but I can still think having elemental schools is kind of cool as a setting element. And I guess it's useful for sha'ir occultists...

Scarab Sages

Luthorne wrote:


That's okay, I have pretty much no interest in wizards, but I can still think having elemental schools is kind of cool as a setting element. And I guess it's useful for sha'ir occultists...

I like Occultists, but the "Sha'ir" Occultist is just kind of an insult to those of us at all familiar with the original AL-QADIM Sha'ir. For all that it needed troubleshooting and refining, it was special and unique and innovative. It felt like magic. The Occultist Archetype just doesn't cut it.


As for archetypes we have a fire based bard, water based ranger, earth based rogue, and an air based monk.


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Dragon78 wrote:
As for archetypes we have a fire based bard... earth based rogue...

I don't know how you'd come to that conclusion just based on their names. ^_^


brightshadow360 wrote:

>>hurricane-punching windstep master monk

>>hurricane-punching monk
>>hurricane-punching
>>The ability to punch hurricanes

Is this a dream? Can such a beautiful thing actually exist?

It may be a dream. The windstep master monk may be able to punch hurricanes into existence, rather than out of existence.


Okay, maybe I should say "themed", not "based";)

I am really curious to see what kind of elemental/environment based feats we will get.


Yup excited for this one. I love elemental stuff. Hoping there may be support for more smashy smashy types, but even what is listed looks fun.


I'm Hiding In Your Closet wrote:
Luthorne wrote:


That's okay, I have pretty much no interest in wizards, but I can still think having elemental schools is kind of cool as a setting element. And I guess it's useful for sha'ir occultists...
I like Occultists, but the "Sha'ir" Occultist is just kind of an insult to those of us at all familiar with the original AL-QADIM Sha'ir. For all that it needed troubleshooting and refining, it was special and unique and innovative. It felt like magic. The Occultist Archetype just doesn't cut it.

This sentiment times infinity. The sha'ir occultist is a poor shadow of the sha'ir at best. The 3.5 Dragon sha'ir was much closer to the original idea.

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