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Cake day: June 22nd, 2023

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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


  • 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


  • 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.



  • (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.