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ShadeRaven
August 18th, 2023, 19:32
This one is in the review process and should be available in the near future :) For now, here's some insight into what it offers, what the impact Remastered will have on it, and where it can be discussed.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=58578

Remastered
For starters, this is the first book to be designed with the Remastered Rules (coming soon). To be honest, there are some subtle differences between what you've seen in the initial version of PF2 and what is coming with Remastered, but for the most part, it's pretty seamless. Most of it is simply cosmetic - name changes and relabeling. From a roleplaying point of view, it's important, but mechanically, it's essentially the same. There's a whole thread on the Remastered Project (https://www.fantasygrounds.com/forums/showthread.php?78796-Pathfinder-Second-Edition-Remaster-project), so I won't get into too much detail here as I am sure more will be added to that discussion as time goes on. A few quick notes about how it effects Rage of Elements is in order, though.

1) There is one spell (that I caught during automation at least) that grants another spell as a part of its use. That other spell only exists in the upcoming Player Core Rules. My suggestion is to find something else suitable as a replacement while waiting for the new Remastered Rules to get released.
2) Some Traits are being reworked. However, because they aren't always defined in Rage, I am not going to include them in the Traits section because their new definition is only valid when the new Core books are released. Using the current (legacy) definition will always be valid.
3) Similarly, some Skill Actions are being changed. The ones that are defined in Rage using the new Remastered Core rules are obviously included. This was most noticeable with certain creature attack powers that were part of their offensive array or damage output (see Knockdown for an example).
4) Alignment is gone. Where this impacts the most is with damage types: Positive is now Vitality and Negative is now Void. Items and powers/spells that keyed on alignment are obviously no longer going to appear in PF2 products going forward, including this one.

Rage of Elements
If you love elemental powers, features, spells, creatures, companions, or anything else related to the now 6 major elements, you've come to the right place with this product.

For starters, they've added the Elemental Planes of Metal and Wood to the Planes. If you like getting heavy, there's the Plane of Metal to explore. If you enjoy hugging a tree or two, I recommend traveling to the Plane of Wood. Each has added new spells, items, and creatures to the universe. But the additions didn't end with just those two new planes, similar treatment was given to Air, Earth, Fire, and Water as well. Lots of new goodies to discover!

A new class has been added, too: the Kineticist. The Kineticist is an elemental-power driven profession that taps into one or more of the 6 elemental planes to affect the world around them. They are not, however, spellcasters. The are conduits to the elemental planes that harness and use those energies to great effect. It should offer a good deal of fun, roleplaying opportunities, and pure elemental flexing joy for those looking for something raw to play. There's also a new Archetype for the Kineticist

Beyond the new class, there have been new features and options added to other classes as well. Barbarians get a new instinct option (elemental) where their rage is associated with one of the elemental planes. The Elementalist from Secrets of Magic has new Spell Lists to work from and updates to the ones that currently exist to reflect the changes to the elemental planes. There are new elemental based companions to choose from as well, for characters that have that option. Similarly, the Elementalist Class Archetype has been reworked slightly.

There is more than the above to be found in there for characters, but that gives a good sampling of the goodies in Rage of Elements.

Lore
Finally, want to talk a little about the Lore that's found in RoE. There's a lot. If you enjoy reading about the inner workings of the universe, you should enjoy the sections of the product that are dedicated it.

What's also interesting (to me at least) is that it's also first look at what the game will look like without alignment. Interactions and attitudes of creatures, leaders, and powerful forces are no longer using the alignment crutch to generically label their "personality". There's definitely going to be an adjustment to this for anyone who's become accustomed to the alignment paradigm, but it also frees up creatures and entities to be whatever they want to be, making for a more dynamic universe that's no longer so predictable (let's face it, for anyone who's RPed as long as I have, it's easy to see Creature X and go "oh, he's chaotic evil and therefore...").

Conclusion
Finally, I put in a good deal of effort to try to make the automation and use of this product be the best it could be. Keep in mind that there are many features and updates to the ruleset that'll continue to allow even better gameplay. If you find something that isn't working as intended (or at all) or could be approached differently and better, please let me know! I'd be happy to consider and update as appropriate.

Enjoy!

ShadeRaven
August 18th, 2023, 19:33
[reserved for future]

Muagen
September 1st, 2023, 01:40
Any news on this? It's been nearly two weeks since the last update, and I've got an itch that only Needle Darts can scratch!

Geokhan
September 3rd, 2023, 14:46
According to the Fantasy ground store the release date is currently scheduled for September 5th.
https://www.fantasygrounds.com/store/product.php?id=PZOSMWPZO2113FG#:~:text=Released%20 on%20April%2016%2C%202023%20Designed,for%20Fantasy %20Grounds%20version%204.3.7%20and%20higher.

Trenloe
September 3rd, 2023, 15:39
According to the Fantasy ground store the release date is currently scheduled for September 5th.
https://www.fantasygrounds.com/store/product.php?id=PZOSMWPZO2113FG#:~:text=Released%20 on%20April%2016%2C%202023%20Designed,for%20Fantasy %20Grounds%20version%204.3.7%20and%20higher.
Prior to release the FG store is just a placeholder and so dates may not be correct. Whereas it's possible to guess store page URLs, don't take anything as fact in a store page that isn't accessible from the store itself - I've seen some pre-release store page dates be off by 2 months or more! In this case, I hope it will be released this next week, but it's still in the review/pricing state with SmiteWorks and so there's no guarantee.

Muagen
September 3rd, 2023, 16:44
Prior to release the FG store is just a placeholder and so dates may not be correct. Whereas it's possible to guess store page URLs, don't take anything as fact in a store page that isn't accessible from the store itself - I've seen some pre-release store page dates be off by 2 months or more! In this case, I hope it will be released this next week, but it's still in the review/pricing state with SmiteWorks and so there's no guarantee.

Thanks for the update!

Trenloe
September 5th, 2023, 17:37
It has made it out today...

https://www.fantasygrounds.com/store/product.php?id=PZOSMWPZO2113FG

Muagen
September 5th, 2023, 18:43
Snapped it up immediately!

Thanks for all your hard work, @ShadeRaven and @Trenloe!

Geokhan
September 5th, 2023, 23:42
Originally Posted by Trenloe
Prior to release the FG store is just a placeholder and so dates may not be correct. Whereas it's possible to guess store page URLs, don't take anything as fact in a store page that isn't accessible from the store itself - I've seen some pre-release store page dates be off by 2 months or more! In this case, I hope it will be released this next week, but it's still in the review/pricing state with SmiteWorks and so there's no guarantee.

Thank you, I should be mindful of this.

Sir Onyx
October 3rd, 2023, 08:30
None of the kineticist impulses seem to have any automation whatsoever, am I missing something or is this something being worked on?

MaxAstro
October 3rd, 2023, 16:06
None of the kineticist impulses seem to have any automation whatsoever, am I missing something or is this something being worked on?

That does seem to be the case. I believe Trenloe said it's being looked into.

ShadeRaven
October 3rd, 2023, 22:00
None of the kineticist impulses seem to have any automation whatsoever, am I missing something or is this something being worked on?

Hey Sir Onyx!

Because Impulses aren't spells, they need to take advantage of the new features in the R19 ruleset update. Unfortunately, I just haven't had the time to zero in on how to implement that just yet, but do hope to get to it as soon as I get a little free time to work out the specifics that would enable that Kineticist feature. Because it also uses a Level + feature, it's a little trickier as well as I'd like to enable it to scale similar to the way Heightened works with spells. Regardless, I hope to have a good, working automation for it in the near future.

Geokhan
October 4th, 2023, 16:37
Hey Sir Onyx!

Because Impulses aren't spells, they need to take advantage of the new features in the R19 ruleset update. Unfortunately, I just haven't had the time to zero in on how to implement that just yet, but do hope to get to it as soon as I get a little free time to work out the specifics that would enable that Kineticist feature. Because it also uses a Level + feature, it's a little trickier as well as I'd like to enable it to scale similar to the way Heightened works with spells. Regardless, I hope to have a good, working automation for it in the near future.

Thank you, I struggled with this as well. None of my player haved tried the Kineticist yet, and I was trying to create sample character templete for them to use.

MaxAstro
October 5th, 2023, 05:24
Thank you, I struggled with this as well. None of my player haved tried the Kineticist yet, and I was trying to create sample character templete for them to use.

Honestly, for my kinesticist player, I just created the impulses he needed as spells.

mwfantasygrounds
November 3rd, 2023, 23:32
I found a bug - I got Kinetic Durability at 5th level instead of 7th level.

rtrm
November 27th, 2023, 22:37
Any progress on the automation of the Kineticist?

Anyone figured out how to implement elemental blasts, with their different attack types, damage types and 1 or 2 action versions?

mwfantasygrounds
November 28th, 2023, 02:50
Here is how I have automated my Kineticist:

I created a Weapon on the Actions tab for my melee elemental blast, and another for my ranged elemental blast (so I can put my range increment for my ranged and my STR Mod damage for melee). I manually set the dice/heighten damage based on my level.

I created an Elemental Blast Activity and gave it two Effects (both apply to Self):
1. DMGBASETYPE if I want to switch to the blast's other damage type.
2. DMG: [CON] if I am using two actions to cast it.

rtrm
November 28th, 2023, 18:09
Thanks mwfantasygrounds

I can't get the DMGBASETYPE to work, it applies the effect but the damage type of the next damage roll is still the default. Could you post a screen shot of the Effect?

Thanks again

MegaWizardGuy
January 18th, 2024, 02:17
Hello everyone,

I am interested in buying Rage of Elements because a person in my group is interested in playing as a kineticist. However, from what I can tell from forum posts a large majority of the class is not automated on Fantasy Grounds. Is that true?

I found this thread talking about it: https://www.fantasygrounds.com/forums/showthread.php?78822-Rage-of-Elements-Compendium

Trenloe
January 18th, 2024, 11:52
Hello everyone,

I am interested in buying Rage of Elements because a person in my group is interested in playing as a kineticist. However, from what I can tell from forum posts a large majority of the class is not automated on Fantasy Grounds. Is that true?

I found this thread talking about it: https://www.fantasygrounds.com/forums/showthread.php?78822-Rage-of-Elements-Compendium
I've moved your post to this thread - which is the best place to discuss all things Rage of Elements.

As this thread notes, there are currently some areas that aren't automated as well as other classes - primarily impulses and some other nuances. We had hoped to get this all updated by now, but illness and a nasty injury among the dev team has set us back a couple of months. We're hoping to get some updates around this in the next couple of months. Subscribe to this thread for future notifications of when we make updates.

Trenloe
January 18th, 2024, 11:59
Thanks mwfantasygrounds

I can't get the DMGBASETYPE to work, it applies the effect but the damage type of the next damage roll is still the default. Could you post a screen shot of the Effect?

Thanks again
Here's an example - as you can see the DMGBASETYPE: slashing effect (1) changes the base damage type (2) from piercing to slashing when the damage action is rolled (3)

Note, from the Wiki effects page: Replaces the damage action base damage type with the new type. It is assume that the first damage type of the first damage instance is the base damage type.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=59728

Montis
March 27th, 2024, 17:09
Is it possible that the Rage of Elements module is missing the Elemental Eidolon (https://2e.aonprd.com/Eidolons.aspx?ID=12)?

Midge
May 4th, 2024, 01:54
Is it possible that the Rage of Elements module is missing the Elemental Eidolon (https://2e.aonprd.com/Eidolons.aspx?ID=12)?

Just started a new game and my summoner player noticed this off the bat. Came here to see if it had been mentioned. We have loaded the ROE module, and the player does not see it in their Eidolon options, nor is it in the lookup data.