Instant Bind-High Elemental Binder

Beginning at 2nd 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 7th 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 Con 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.

Instant Bind-High Elemental Binder

Eberron inferno813