High Elemental Binder
(Player's Guide to Eberron variant, p. 104)
As a high elemental binder, you can reach into the planes and immediately draw elemental beings into objects — coating your armor in stone or your blade in fire.
Requirements
Skills: Concentration 8 ranks , Knowledge (arcana) 4 ranks , Knowledge (the planes) 8 ranks
Feats: Bind Elemental , Craft Wondrous Item
Spells: Ability to cast 3rd-level spells or infusions
Hit die
d6
Skill points
2 + Int
Class Features
Spellcasting: At every level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a high elemental binder, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
You can increase your effective artificer level in this way, even though artificers are not technically Spellcasters.
Elemental Companion (Sp): At 1st level, you gain the service of a loyal elemental (your choice of air, earth, fire, or water). The elementals size is Medium when you are 1st level, but it grows larger and more powerful as you gain levels. At 4th level, your elemental companion is Large, and at 8th level it is Huge. When you summon your companion, you can choose for it to appear in a smaller size (to a minimum of Small).
Once per day, as a full-round action, you can summon your elemental companion from the plane on which it resides. The elemental immediately appears adjacent to you and remains for 2 hours per class level; it can be dismissed at any time 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.
At 3rd level, you gain the service of a second elemental; this elemental must be of a different kind from your current elemental companion. When you summon your elemental companion, you can choose to summon either elemental.
At 6th level, you gain a third elemental, and at 9th level you gain a fourth elemental; no of these companions can be of the same kind.
This ability is the equivalent of a 4th-level spell; your caster level is equal to your highest caster level in any class.
Instant Bind (Su): 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, as indicated on the table.
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 (see Chapter 10 of the EBERRON Campaign Setting), 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 (see Chapter 10 of the EBERRON Campaign Setting), 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 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.
Advancement
Level | BAB | Fort | Ref | Will | Special | Spellcasting |
---|---|---|---|---|---|---|
1st | +0 | +0 | +0 | +2 | Elemental companion (Medium) | — |
2nd | +1 | +0 | +0 | +3 | Instant b i n d (1/day, weapon) | +1 level of existing spellcasting class |
3rd | +2 | +1 | +1 | +3 | Elemental companions (2) | +1 level of existing spellcasting class |
4th | +3 | +1 | +1 | +4 | Elemental companion (Large), instant bind (2/day) | +1 level of existing spellcasting class |
5th | +3 | +1 | +1 | +4 | Instant bind (armor) | +1 level of existing spellcasting class |
6th | +4 | +2 | +2 | +5 | Elemental companions (3), instant bind (3/day) | +1 level of existing spellcasting class |
7th | +5 | +2 | +2 | +5 | Instant bind (swift action) | +1 level of existing spellcasting class |
8th | +6 | +2 | +2 | +6 | Elemental companion (Huge), instant bind (4/day) spellcasting | +1 level of existing spellcasting class |
9th | +6 | +3 | +3 | +6 | Elemental companions (4) | +1 level of existing spellcasting class |
10th | +7 | +3 | +3 | +7 | Instant bind (5/day, body) | +1 level of existing spellcasting class |
Class skills
Skill name | Key ability | Trained only | Armor check penalty |
---|---|---|---|
Concentration | CON | ||
Craft | INT | ||
Knowledge (arcana) | INT | ||
Knowledge (the planes) | INT | ||
Spellcraft | INT | ||
Use Magic Device | CHA |