Elemental Companion (Sidebar)[spoiler]
An elemental adept has an elemental companion that starts at Small size and grows larger as the elemental adept's level increases.
Elemental Companion Basics: Use the statistics for an elemental of the appropriate size as found in the
Monster Manual, but make the following changes:
Level: The character's elemental adept level.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the elemental companion's base attack and base save bonuses as appropriate for an elemental. An elemental companion's base attack bonus is the same as that of a cleric or druid of a level equal to the elemental's HD. An elemental companion has good Reflex saves (treat it as a character whose level equals the elemental's HD). An elemental companion gains additional skill points and feats for bonus HD as normal for advancing a monster's Hit Dice (see pages 290-291 of the
Monster Manual).
Str Adj.: Add this value to the elemental companion's Strength score.
Empathic Link (Su): The elemental adept has an empathic link with his elemental companion out to a distance of 1 mile. The elemental adept cannot see through the companion's eyes, but they can communicate empathically. Note that even intelligent elementals see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the elemental adept has the same connection to an item or place that his companion does, just as a master and his familiar (see the Familiars sidebar, page 52 of the
Player's Handbook).
Evasion (Ex): If an elemental companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Death Throes (Ex): When killed, an elemental adept's elemental companion explodes in a burst of elemental energy that deals 1d6 points of damage per Hit Die to anything within 20 feet, with a Reflex save (DC 10 + 1/2 HD + elemental's Constitution modifier) for half damage. An air elemental deals slashing damage with this ability, an earth elemental deals bludgeoning damage, a fire elemental deals fire damage, and a water elemental deals bludgeoning damage.
Size Increase (Ex): A 3rd-level elemental adept's companion grows into a Medium elemental of the same kind. When it does so, its statistics change appropriately. An elemental companion never increases in size beyond Medium, regardless of its Hit Dice.
Devotion (Ex): An elemental companion of a 3rd-level elemental adept is so devoted to its master that it gains a +4 morale bonus on Will saves against enchantment spells and effects.
Elemental Body (Ex): The elemental companion of a 5th-level elemental adept begins to display manifestations of its element that are uncommon among most elementals.
Air Body: An air elemental gains more control over the winds that make up its body, making it more difficult to see and hit. All attacks made against the elemental have a 20% miss chance. This miss chance is not negated by effects that ignore concealment. In addition, the air elemental's natural armor bonus to Armor Class becomes a deflection bonus.
Earth Body: An earth elemental's form becomes more firmly rooted in the earth, augmenting its attacks and granting it greater stability. The earth elemental's natural attacks are treated as adamantine, cold iron, and silver for the purpose of overcoming damage reduction. In addition, it gains a +8 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground.
Fire Body: A fire elemental begins to radiate heat with such intensity that it sears all who touch it and can melt the very ground beneath it. The elemental's burn ability deals an additional 1d6 points of fire damage to creatures hitting it with natural weapons or unarmed attacks. In addition, any square occupied by the elemental becomes molten for 1 round. A molten square costs 2 squares of movment to enter, and creatures can't run or charge across them. Any creature passing through a molten square takes 1d6 points of fire damage.
If 10 or more points of cold damage are directed at a molten square, it returns to normal. Affected squares cool immediately when the effect ends, but they retain a blasted and burned appearance. A fire elemental ignores the effects of its own molten squares.
Water Body: A water elemental gains such great control over its form that it can flow around attacks and through tiny cracks in objects. Any effect or spell that allows a Reflex save for half damage has a 50% chance to have no effect on the elemental. In addition, the elemental can move through the earth, walls, and other obstacles. The elemental moves at normal speed through terrain that slows movement. It can move through permeable objects at half speed, but it cannot move through completely solid barriers. For example, a water elemental could flow through a wooden or brick wall by squeezing into cracks and channels, but it could not move through a wall of solid iron or rock. If the elemental ends its movement completely within an object, opponents do not have line of sight or line of effect to it and its reach drops to 0 feet.
Elemental Aura (Su): If the elemental adept is 5th level or higher, his companion radiates an aura of elemental power. Any enemy adjacent to his elemental companion takes a -2 penalty on its saves and to its AC. In addition, spellshape attacks and formulae that the elemental adept shapes from his elemental circles deal 1 extra point of damage per die to creatures adjacent to his elemental companion.
Elemental Strike (Ex): When the elemental adept reaches 7th level, his magic begins to empower the attacks of his elemental companion. The elemental companion's slam attack is treated as a magic weapon for the purpose of overcoming damage reduction and deals extra damage equal to the elemental adept's Charisma modifier. In addition, the elemental's empowered strikes allow its master to more easily pierce the defenses of his foes. If his elemental companion successfully strikes an opponent with a melee attack, the elemental adept gains a +2 bonus on any shaper level checks made to overcome that creature's spell resistance until the beginning of his next turn.
Advancement (Ex): As an elemental adept increases in level, his elemental companion becomes more powerful. When the elemental adept reaches 9th level, his elemental companion becomes tougher and smarter, gaining +2 Constitution and +2 Intelligence. In addition, earth elementals gain +2 Strength and a +2 increase to existing natural armor, water elementals gain +2 Strength and +2 Dexterity, and air and fire elementals gain +4 Dexterity.
At 15th level, the elemental adept's companion continues to become more powerful, gaining +2 Constitution. In addition, earth elementals gain a +4 increase to existing natural armor, while air, fire, and water elementals gain +4 Dexterity.
When the elemental adept reaches 19th level, his companion gains another +2 Intelligence. In addition, earth elementals gain a +2 increase to existing natural armor, while air, fire, and water elementals gain +2 Dexterity.
Damage Reduction (Ex): If the elemental adept is 9th level or higher, his elemental companion gains damage reduction 5/-. When he reaches 19th level, this damage reduction increases to 10/-.
Improved Speed (Ex): All of the elemental companion's speed figures increase by 10 feet when its master reaches 11th level.
Greater Elemental Aura (Su): When the elemental adept reaches 11th level, the penalty to saves and AC taken by a creature adjacent to his elemental companion increases to -3.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex save for half damage, the elemental companion of a 13th-level elemental adept takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Scry on Companion (Sp): If the elemental adept is 13th level or higher, he may scry on his companion (as if casting the
scrying spell) once per day.
Spell Resistance (Ex): If the elemental adept is 17th level or higher, his elemental companion gains spell resistance equal to the elemental adept's level + 5.
Overpowering Elemental Aura (Su): When the elemental adept reaches 17th level, the presence of his elemental companion overpowers creatures near it. The penalty to saves and AC taken by a creature adjacent to his elemental companion increases to -4. In addition, spellshape attacks and formulae that the elemental adept shapes from his elemental circles now deal an extra 2 points of damage per die to creatures adjacent to his elemental companion.
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(Elemental companion sidebar posted here because it was too long to edit into the original post.)