Elemental Companions
As gods send their messengers to the realm of mortals or even visit the realm themselves. The greater elements cannot be bothered with the affair of mortals and leave it to their lesser kin to form bonds with the mortals, those born elemental born on Ianna and Terria.
HD: This is the elemental's total number of 10-sided (d10) Hit Dice.
BAB: This is the base attack bonus of the elemental, which is equal to its number of Hit Dice.
Saves: These are the elemental companion's base saving throw bonuses. An elemental companion has good Reflex and Will saves.
Skills: This lists the elementals total skill ranks. If an elemental companion increases its Intelligence to 10 or higher, it gains bonus skill ranks as normal (for each Hit Die it has. It gains a number of skills ranks equal to 6 + its Intelligence modifier). An elemental companion cannot have more ranks in a skill than it has Hit Dice.
Feats: This is the total number of feats possessed by an elemental companion.
Special: As the elemental increases in power, it gains the special abilities as described below.
Darkvision (Ex): The elemental has darkvision out to a range of 60 feet.
Ability Score Increase (Ex): The elemental companion adds +1 to one of its ability scores.
Immunities: Elementals gain elemental traits. Elemental companions are immune to bleed, paralysis, poison, sleep effects, and stunning. And not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack. Elementals do not breathe, eat, or sleep.
Native Outsider: Elemental companions have strong connections with the world of Ianna and Terria. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, do work on an elemental companion.
Natural Armor: The elemental natural armor bonus to its AC increases by 2 when the character's reaches 7th level and 14th level. An Aether elemental doesn't get a natural bonus this way.
Size Increase: As the elemental grows in power and advances a size category when the character reaches 7th level and 14th level. Each time this occurs, the elemental slam attacks increase in damage dice by one step.
Table: Elemental Companion
Fire Elemental
Starting Statistics: Size Small; Speed 50 ft.; AC +2 natural armor; Attack slam (1d4 plus burn Ability Scores Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11; Immune fire; Weakness vulnerability to cold; Special Attack burn (1d4, DC 11 Languages Ignan
7th-Level Advancement: Ability Scores Str +2, Dex +3, Con +4; Special Attack burn (1d6, DC 14
14th-Level Advancement: DR 5/—; Ability Scores Str +2, Dex +3; Special Attack burn (1d8, DC 16
Water Elemental
Starting Statistics: Size Small; Speed 20 ft., swim 90 ft.; Attack slam (1d6+3 Ability Scores Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11; Special Attacks drench, vortex (DC 13), water mastery; Languages Aquan
7th-Level Advancement: Ability Scores Str +2, Dex +2, Con +2; Special Attack vortex (DC 15
14th-Level Advancement: DR 5/—; Ability Scores Str +4, Con +2; Special Attack vortex (DC 19
Air Elemental
Starting Statistics: Size Small; Speed fly 100 ft. (perfect AC +2 natural armor; Attack slam (1d4+1 Ability Scores Str 12, Dex 17, Con 12, Int 4, Wis 11, Cha 11; Defensive Abilities air mastery; Special Attacks whirlwind (DC 12 Languages Auran
7th-Level Advancement: Ability Scores Str +2, Dex +2, Con +2; Special Attack whirlwind (DC 14
14th-Level Advancement: DR 5/—; Ability Scores Str +4, Dex +4, Con +2; Special Attack whirlwind (DC 18
Earth Elemental
Starting Statistics: Size Small; Speed 20 ft., burrow 20 ft., earth glide; AC +4 natural armor; Attack slam (1d6+4 Ability Scores Str 16, Dex 8, Con 13, Int 4, Wis 11, Cha 11; Special Attacks earth mastery; Languages Terran
7th-Level Advancement: Ability Scores Str +4, Con +4;
14th-Level Advancement: DR 5/—; Ability Scores Str +4, Int +2;
Aether Elemental
Starting Statistics: Size Small; Speed fly 60 ft. (good Attack slam (1d4+1) or telekinetic throw +5 (1d8+2 Ability Scores Str 12, Dex 15, Con 12, Int 4, Wis 11, Cha 11; Defensive Abilities telekinetic deflection; Immune force; Special Attacks telekinetic maneuver, telekinetic throw (DC 12 Languages Aquan, Auran, Ignan or Terran
7th-Level Advancement: Ability Scores Str +2, Dex +4, Con +4; Special Attacks telekinetic throw (DC 16)
14th-Level Advancement: DR 5/—; Ability Scores Str +2, Dex +6, Con +2;
Burn (Ex) A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn (DC 10 + 1/2 burning creature's racial HD + burning creature's Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.
Drench (Ex) The elemental's touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).
Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)
Telekinetic Throw (Ex) An aether elemental can fling a creature or object (with a maximum range of 480 feet). A creature receives a Fortitude save to avoid being thrown (the save DC is Constitution-based). The telekinetic throw deals the listed damage to both the thrown creature or object and the target. The aether elemental can throw a creature or object that weighs at most 50 pounds per Hit Die the elemental possesses.
Telekinetic Deflection (Su) An aether elemental gains a deflection bonus to its AC equal to its Constitution modifier.
Telekinetic Maneuver (Su) An aether elemental can attempt a ranged combat maneuver check, as per telekinesis, with a CMB equal to its Hit Dice + its Dexterity modifier.
Water Mastery (Ex) A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.
Whirlwind (Su) Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form, otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form.
The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind's width at its peak is always equal to half of its height. The creature controls the exact height, but it must be at least 10 feet high.
The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through a creature's space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.
Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster's slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster's HD + the monster's Strength modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature's slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.
Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind's volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space.
If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell.
Vortex (Su) A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack but can only form underwater and cannot leave the water.
Elemental Companions Base Statistics
Class Level: This is the character's class level. These levels stack with levels of any other classes that are entitled to an elemental companion for determining the companion's statistics.HD: This is the elemental's total number of 10-sided (d10) Hit Dice.
BAB: This is the base attack bonus of the elemental, which is equal to its number of Hit Dice.
Saves: These are the elemental companion's base saving throw bonuses. An elemental companion has good Reflex and Will saves.
Skills: This lists the elementals total skill ranks. If an elemental companion increases its Intelligence to 10 or higher, it gains bonus skill ranks as normal (for each Hit Die it has. It gains a number of skills ranks equal to 6 + its Intelligence modifier). An elemental companion cannot have more ranks in a skill than it has Hit Dice.
Feats: This is the total number of feats possessed by an elemental companion.
Special: As the elemental increases in power, it gains the special abilities as described below.
Darkvision (Ex): The elemental has darkvision out to a range of 60 feet.
Ability Score Increase (Ex): The elemental companion adds +1 to one of its ability scores.
Immunities: Elementals gain elemental traits. Elemental companions are immune to bleed, paralysis, poison, sleep effects, and stunning. And not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack. Elementals do not breathe, eat, or sleep.
Native Outsider: Elemental companions have strong connections with the world of Ianna and Terria. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, do work on an elemental companion.
Natural Armor: The elemental natural armor bonus to its AC increases by 2 when the character's reaches 7th level and 14th level. An Aether elemental doesn't get a natural bonus this way.
Size Increase: As the elemental grows in power and advances a size category when the character reaches 7th level and 14th level. Each time this occurs, the elemental slam attacks increase in damage dice by one step.
Table: Elemental Companion
Character
level |
HD | BAB | Saves | Skills | Feats | Special |
---|---|---|---|---|---|---|
1st | 1 | +1 | +2 | 3 | 1 | Darkvision, immunities, native outsider |
2nd | 2 | +2 | +3 | 6 | 1 | |
3rd | 3 | +3 | +3 | 9 | 2 | |
4th | 3 | +3 | +4 | 12 | 2 | Ability score increase |
5th | 4 | +4 | +4 | 15 | 2 | |
6th | 5 | +5 | +5 | 18 | 3 | |
7th | 6 | +6 | +5 | 21 | 3 | Natural armor, size increase |
8th | 6 | +6 | +5 | 24 | 3 | Ability score increase |
9th | 7 | +7 | +6 | 27 | 4 | |
10th | 8 | +8 | +6 | 30 | 4 | |
11th | 9 | +9 | +6 | 33 | 5 | |
12th | 9 | +9 | +7 | 36 | 5 | Ability score increase |
13th | 10 | +10 | +7 | 39 | 5 | |
14th | 11 | +11 | +7 | 42 | 6 | Natural armor, size increase |
15th | 12 | +12 | +8 | 45 | 6 | Ability score increase |
16th | 12 | +12 | +8 | 48 | 6 | |
17th | 13 | +13 | +9 | 51 | 7 | |
18th | 14 | +14 | +9 | 54 | 7 | |
19th | 15 | +15 | +9 | 57 | 8 | |
20th | 15 | +15 | +9 | 60 | 8 | Ability score increase |
Elemental Class Skills
The following skills are class skills for an elemental: Bluff, Craft, Knowledge (planes), Perception, Sense Motive, and Stealth.Fire Elemental
Starting Statistics: Size Small; Speed 50 ft.; AC +2 natural armor; Attack slam (1d4 plus burn Ability Scores Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11; Immune fire; Weakness vulnerability to cold; Special Attack burn (1d4, DC 11 Languages Ignan
7th-Level Advancement: Ability Scores Str +2, Dex +3, Con +4; Special Attack burn (1d6, DC 14
14th-Level Advancement: DR 5/—; Ability Scores Str +2, Dex +3; Special Attack burn (1d8, DC 16
Water Elemental
Starting Statistics: Size Small; Speed 20 ft., swim 90 ft.; Attack slam (1d6+3 Ability Scores Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11; Special Attacks drench, vortex (DC 13), water mastery; Languages Aquan
7th-Level Advancement: Ability Scores Str +2, Dex +2, Con +2; Special Attack vortex (DC 15
14th-Level Advancement: DR 5/—; Ability Scores Str +4, Con +2; Special Attack vortex (DC 19
Air Elemental
Starting Statistics: Size Small; Speed fly 100 ft. (perfect AC +2 natural armor; Attack slam (1d4+1 Ability Scores Str 12, Dex 17, Con 12, Int 4, Wis 11, Cha 11; Defensive Abilities air mastery; Special Attacks whirlwind (DC 12 Languages Auran
7th-Level Advancement: Ability Scores Str +2, Dex +2, Con +2; Special Attack whirlwind (DC 14
14th-Level Advancement: DR 5/—; Ability Scores Str +4, Dex +4, Con +2; Special Attack whirlwind (DC 18
Earth Elemental
Starting Statistics: Size Small; Speed 20 ft., burrow 20 ft., earth glide; AC +4 natural armor; Attack slam (1d6+4 Ability Scores Str 16, Dex 8, Con 13, Int 4, Wis 11, Cha 11; Special Attacks earth mastery; Languages Terran
7th-Level Advancement: Ability Scores Str +4, Con +4;
14th-Level Advancement: DR 5/—; Ability Scores Str +4, Int +2;
Aether Elemental
Starting Statistics: Size Small; Speed fly 60 ft. (good Attack slam (1d4+1) or telekinetic throw +5 (1d8+2 Ability Scores Str 12, Dex 15, Con 12, Int 4, Wis 11, Cha 11; Defensive Abilities telekinetic deflection; Immune force; Special Attacks telekinetic maneuver, telekinetic throw (DC 12 Languages Aquan, Auran, Ignan or Terran
7th-Level Advancement: Ability Scores Str +2, Dex +4, Con +4; Special Attacks telekinetic throw (DC 16)
14th-Level Advancement: DR 5/—; Ability Scores Str +2, Dex +6, Con +2;
Special Abilities
Air Mastery (Ex) Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.Burn (Ex) A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn (DC 10 + 1/2 burning creature's racial HD + burning creature's Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.
Drench (Ex) The elemental's touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).
Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)
Telekinetic Throw (Ex) An aether elemental can fling a creature or object (with a maximum range of 480 feet). A creature receives a Fortitude save to avoid being thrown (the save DC is Constitution-based). The telekinetic throw deals the listed damage to both the thrown creature or object and the target. The aether elemental can throw a creature or object that weighs at most 50 pounds per Hit Die the elemental possesses.
Telekinetic Deflection (Su) An aether elemental gains a deflection bonus to its AC equal to its Constitution modifier.
Telekinetic Maneuver (Su) An aether elemental can attempt a ranged combat maneuver check, as per telekinesis, with a CMB equal to its Hit Dice + its Dexterity modifier.
Water Mastery (Ex) A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.
Whirlwind (Su) Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form, otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form.
The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind's width at its peak is always equal to half of its height. The creature controls the exact height, but it must be at least 10 feet high.
The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through a creature's space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.
Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster's slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster's HD + the monster's Strength modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature's slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.
Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind's volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space.
If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell.
Vortex (Su) A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack but can only form underwater and cannot leave the water.
Remove these ads. Join the Worldbuilders Guild
Comments