High Elemental Binder

A few spellcasters dabble with elemental binding; high elemental binders (also known simply as high binders) are masters of the craft. As a high binder, you can reach into the planes and immediately draw elemental beings into objects—coating your armor in stone or your blade in fire. You can also use elementals to power your spells and call them to serve you. You can even bind elementals to your body, harnessing their powers for your own.

Level Base Attack Bonus Fort Ref Will Special 1 2 3 4 5 6
1st + 0 + 0 + 0 + 2 Cantrips, Elemental Companion, Life Link, Summon Monster I 1
2nd + 1 + 0 + 0 + 3 Bond Senses, Elemental Summoner 2
3rd + 2 + 1 + 1 + 3 Summon Monster II 3
4th + 3 + 1 + 1 + 4 Instant Bind (1/day, weapon) 3 1
5th + 3 + 1 + 1 + 4 Summon Monster III 4 2
6th + 4 + 2 + 2 + 5 Instant Bind (2/day) 4 3
7th + 5 + 2 + 2 + 5 Summon Monster IV 4 3 1
8th + 6/+ 1 + 2 + 2 + 6 Bind Elemental 4 4 2
9th + 6/+ 1 + 3 + 3 + 6 Summon Monster V 5 4 3
10th + 7/+ 2 + 3 + 3 + 7 Instant Bind (3/day) 5 4 3 1
11th + 8/+ 3 + 3 + 3 + 7 Summon Monster VI 5 4 4 2
12th + 9/+ 4 + 4 + 4 + 8 Instant Bind (armor) 5 5 4 3
13th + 9/+ 4 + 4 + 4 + 8 Summon Monster VII 5 5 4 3 1
14th + 10/+ 5 + 4 + 4 + 9 Instant Bind (4/day) 5 5 4 4 2
15th + 11/+ 6/+ 1 + 5 + 5 + 9 Summon Monster VII 5 5 5 4 3
16th + 12/+ 7/+ 2 + 5 + 5 + 10 Instant Bind (swift action) 5 5 5 4 3 1
17th + 12/+ 7/+ 2 + 5 + 5 + 10 Summon Monster IX 5 5 5 4 4 2
18th + 13/+ 8/+ 3 + 6 + 6 + 11 Instant Bind (5/day) 5 5 5 5 4 3
19th + 14/+ 9/+ 4 + 6 + 6 + 11 Gate 5 5 5 5 5 4
20th + 15/+ 10/+ 5 + 6 + 6 + 12 Instant Bind (Body) 5 5 5 5 5 5

Elemental Companion (Su): At 1st level, you gain the service of a loyal elemental (your choice of air, earth, fire, ice, lightning, magma, mud, or water), which follow the guidelines for a druid’s animal companion. The elemental’s size is Small when you are 1st level, but it grows larger and more powerful as you gain levels. At 4th level, your elemental companion grows to Medium size.

Once per day, in a ritual taking one minute, you can summon your elemental companion from the plane on which it resides. The elemental immediately appears adjacent to you and remains until you dismiss it; it can be dismissed as a free action. The companion is the same creature each time it is summoned. Each time it is summoned, it appears in full health, regardless of any damage it might have taken previously. If your elemental companion is reduced to 0 or fewer hit points, it disappears back to its home plane as normal for a summoned creature. If your elemental companion carries any gear when it disappears, that gear remains behind. All abilities referencing your eidolon affect your elemental companion instead.

You may have more than one elemental companion, but you must divide up your effective summoner level between your companions to determine the abilities of each companion. For example, a 4th level high elemental binder can have one 4th-level companion, two 2nd-level companions, or one 1st-level and one 3rd-level companion. In addition, you cannot have more than one elemental companion of the same type.

Each time your summoner level increases, you must decide how to allocate the increase among her elemental companions (including the option of adding a new 1st-level companion). Once a summoner level is allocated to a particular companion, it cannot be redistributed while that companion is in your service (you must release the companion or wait until the companion dies to allocate its levels to another companion, which she can do the next time you rest). The bond senses ability and the share spells animal companion ability only apply to one elemental companion at a time—you cannot use it to see through all of your elemental companions, and you cannot use it to cast a one-target spell and have it affect all of your elemental companions.

This ability replaces the summoner’s eidolon.

Elemental Summoner (Ex): At 2nd level, you learn secrets about summoning elementals. When summoning elementals through summon monster spells or abilities, the elementals gain the benefits of the Augment Summoning feat. This does not apply to your elemental companion.

Instant Bind (Su): Beginning at 4th level, you can temporarily bind a nearby elemental to your weapon, armor, or even yourself without the normal cost and time requirements. Binding an elemental in this fashion is a standard action; at 16th level it becomes a swift action. It does not provoke attacks of opportunity. The bind lasts for a number of rounds equal to your class level + your Cha modifier (minimum 1 round). Initially you can use this ability only once per day; as you gain levels you can use it more often.

An elemental creature of the appropriate kind must be within 30 feet for you to use the ability. (Usually, a high binder uses his elemental companion for this purpose.) If the creature is unwilling to be bound in this fashion, it receives a Will saving throw to avoid the effect (DC 10 + class level + Cha modifier). If it succeeds, the instant bind fails (though it still counts as a daily use) and that elemental is immune to your instant bind ability for the next 24 hours.

When the instant bind ends, the bound elemental appears adjacent to you (or in the nearest open space, if there is insufficient space adjacent to you) and can act immediately. If the elemental is a summoned creature, time spent in the bind counts against the duration of the summoning spell or effect; if this duration elapses before the bind ends, the elemental remains bound for the full duration of the bind but disappears immediately after the bind ends.

At 2nd level, you can use your instant bind ability to bind an elemental to a weapon you are holding. This grants your weapon one of the following weapon special properties, depending on the kind of elemental you bind: burning (fire), earthbound (earth), finesse (air), or waterborn (water). You can’t bind more than one elemental to your weapon at one time. If the weapon is destroyed or leaves your hands, the effect ends.

At 5th level, you can use your instant bind ability to bind an elemental to a suit of armor you are wearing. This grants your armor one of the following armor special properties, depending on the kind of elemental you bind: burning (fire), stonemeld (earth), underwater action (water), or whirlwind (air). You can’t bind more than one elemental to your armor at one time. If the armor is destroyed or removed, the effect ends.

At 10th level, you can use your instant bind ability to bind an elemental to your own body. This grants you benefits based on the kind of elemental bound. You can’t bind more than one elemental to your body at one time.

Air: You gain a + 4 dodge bonus to AC and a fly speed of 100 feet (perfect).

Earth: You gain a + 4 bonus on melee weapon damage rolls and a +4 bonus on Combat Maneuver checks to avoid being bull rushed, overrun, or tripped.

Fire: You gain a +4 bonus on initiative checks and Reflex saves. Your unarmed attacks and natural weapons deal an extra 2d6 points of fire damage.

Water: You gain temporary hit points equal to twice your HD and a swim speed of 60 feet.

For these purposes, an ice elemental counts as either an air or water elemental, a lightning elemental counts as either an air or fire elemental, a magma elemental counts as either an earth or fire elemental, and a mud elemental counts either as an earth or water elemental.

This ability replaces the following abilities of the summoner: shield ally, maker’s call, transposition, aspect, greater shield ally, life bond, merge forms, greater aspect and twin eidolon.

High Elemental Binder

Eberron inferno813