To mimic what some did on reddit when the new books got out. Just got my copy of Ragoe of elements and I’ll answer some questions that are in the book.

Got any questions on the lore update or the new class, hit me up!

  • Art is fantastic
  • kineticist class is as versatile as many hopped
    • light armor (maxing at master at 19)
    • class DC/attack master at 15 edit: legendary at 19
  • coop@pathfinder.social
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    1 year ago

    Much smaller audience here, so I can ask question and not feel like an idiot

    What is kenetisist and why are people hyped about it?

    • LiquorFan@pathfinder.social
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      1 year ago

      The new class, it’s about using one or multiple elements. It’s not a spellcaster with spellslots though, think of it more in line with an Avatar character.

      Multiple reasons to be hyped, some folks liked the kineticist from 1e, others want a “spellcaster” that’s not a vancian caster. I just really like the theme of controlling the elements.

      • PortManTeau@ttrpg.network
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        1 year ago

        It’s also, a pretty cool take on the “Elementalist” concept. By not making it a new full caster class and just adding a bunch of new elemental themed spells they can diferente the class from wizard or druid and let it shine on its own. While also opening up a new play style, the elemental blaster concept is not currently well represented and the Kineticist should theoretically fill that niche.

  • LiquorFan@pathfinder.social
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    Lore questions? Of course!

    • Elemental Lords: Are they still either good or evil with the removal of alignment? I’m not sure if they are making any changes to the edicts/anathema, but some currently evil deities could be played by good characters if not for the alignment restriction, same for the lawful-chaotic axis. Also, we have 4 new Elemental Lords, right? Are they cool?
    • Other deities: Are there more/new elemental deities aside from the Elemental Lords?
    • Geography: Any cities mentioned in the book? Places where planes meet, forming “quasi planes”? Any ‘weird’ environments mentioned in the planes?
    • Pyro@pawb.socialOP
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      1 year ago

      using Hshurha as the example

      Edicts revel in formlessness and freedom, humiliate terrestrial creatures, kill foes via falling or hazards from high winds

      Anathema deny a flying creature the ability to fly, walk on earth if you could easily travel otherwise Divine Font harm

      Divine Sanctification can choose unholy

      So still evil… ish since they can only harm and you can be made unholy ie evil, though that is kinda tame for the edicts and anathema, I do see Creatures but nothing is popping out as deities/god

      Each plan has a good bit of description of what you can find, problems that are found like “dead air” areas in the air plane that you cant fly or breath in, as well as some cities like Air’s “ARMUN KELISK”. each plane doesnt have a meet as much as a bleed over, floating rocks in the air plane from earth and such. there is a cycle of how the elements consume and balance each other

      in general LOTS of lore drop.

  • selfreferentialname@lemmy.world
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    1 year ago

    Are there any cool archetypes in the book? Apart from the Kineticist multiclass archetype, that is. I always liked the very thematic little scattering of niche archetypes like Living Vessel or Artillerist in all of the new splats.

    • Pyro@pawb.socialOP
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      1 year ago

      Sadly not really; 100 instances of the word archetype but most of them are the side bar on the book, gave a little for the 2 that are in there though

      Of course you have the Kineticist and its about what you expect, gain channel elements (1 element access) and the elemental blast - though no free blast with a channel, no other bonuses and blast does not auto level. lvl4 gets your class feature of kinesis, lvl8/14/18 a repeatable to up the dmg die of the blast, gain element lvl10, and lvl 12 become expert in the class dc (max for archtype) and your standard set of lvl1 feat getter and 1/2 level feat getter

      elementalist is updated and expanded from Secrets of magic, adds in elemental philosophy that gives you more spells for those that match a typing of one of the elements

      • Elemental Cycle: Earth, fire, metal, water, wood
      • Inner Sea Elementalism: Air, earth, fire, water
      

      expands feats that give you a reaction or single action to do something extra when you cast a spell with X trait like burning spell

    • Pyro@pawb.socialOP
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      1 year ago

      (pardon the delay, work issues) also markdown hates me (pardon the delay, work issues)

      Regular feats

      its going to be

      • 2nd level Kinetic Activation, its use magic item with your element, even prepare a staff (charges half level)
      • 6th level counter element - its counter spell/effect as long as it has your elements reaction, no use limit
      • at the 11th level you can change change an impulse to another at prep leading to at 14th being able to swap on a 10 min break

      impulses

      are feats but they are restricted to one you have a gate for

      • wood has some decent healing and deals (positive/Vitality
      • earth has a way to make you into a walking tank with armor in earth a first level. AC+4 for 1 action that lasts 10 min replacing your light armor (it and other ones that replace armor automatically use your highest armor number)
      • burning jet is a 1st level fire that has you “jump” with fire, upgrading at 10th level to being able to leap and not fall, a hover flight (2 actions)
      • Magnetic pinions 3 actions from metal… this one im just going to copy in, its also overflow

      Small pieces of metal fly from you, propelled with magnetism at great velocity. Make ranged impulse attack rolls against up to three creatures within 60 feet of you; you gain a +1 circumstance bonus to your attack roll against any target wearing metal armor or made of metal. All three attacks count toward your multiple attack penalty, but it doesn’t increase until after all the attacks. The metal pieces deal 1d4 bludgeoning damage and 1d4 piercing damage on a hit (or double damage on a critical hit). Level (+2) Each type of damage increases by 1d4.

      • renaissancegamer@lemmy.world
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        1 year ago

        The scaling on magnetic pinions seems crazy. 12d4 total damage at (character) level 3? 30d4 at character level 9… this makes Inner Radiance Torrent’s scaling look slow

      • Pyro@pawb.socialOP
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        1 year ago

        Im not seeing one like that, but there is 6 sections of spells being added so i might have missed it

  • Vorthas@pathfinder.social
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    1 year ago

    I heard there’s an Elemental creature template for each element. Curious to know the exact details of them since it’d be relevant for the Zelda bestiary I’m making for PF2e with Fire, Ice, and Electricity monsters as templates.

  • Skabb@lemmy.world
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    Are there any feats that are or can easily be flavored to basically setting yourself on fire to damage creature who touch or attack you?

    • Pyro@pawb.socialOP
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      1 year ago

      For fire I don’t recall, but the metal impulse focus (get when you expand metal or if you solo it) does electric damage in anyone who touched or does mele dmg

  • Owl_Master@lemmy.ca
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    1 year ago

    Hello.

    One of my player want to be an universalist. Is there any way to gain access to all 6 elemental gate? If so, is there a way to have more than one gate open at the same time?

    Another question: is overflow replacing the burn mechanic of 1e?

    Thank you

    • Pyro@pawb.socialOP
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      I never did the 1e version but overflow just states that at finishing your element is no longer gathered, if you had any stance impulses they would end (part of the gather description), and that you can only do 1 overflow per turn

      you can start with either 1 or 2 elements, and at 5th and every 4 past that (9/13/17) you can strengthen your current elements or add a new 1. at level 17 would give access to them all

      Ill put down the progression table, dont feel like thats being unfair to Paizo to show