Some druids (especially storm lords) use the nature’s bond ability to forge a bond with an air elemental, rather than gaining an animal companion or clerical domain. Unlike the grudging aid gained from air elementals summoned to the material plane and forced into service through other magical means, air elemental companions are loyal friends and allies who seek to serve their druid to the best of their ability. They have a disdain for touching the ground or water, though neither deals them any special harm.
While each individual air elemental companion has a single shape, they come in a wide range of appearances. Many air elemental companions have the form of a wispy hawk or small vortex of smoke, though all are of the elemental subtype.
Air elemental companions follow the rules for animal companions, with the following differences. Air elemental companions gain d10 for hit dice, rather than d8s. They receive the same number of hit dice as animal companions do, based on the level of their druid. An air elemental companion can have ranks in any skill other than Climb and Swim. The following skills are considered class skills: Acrobatics (Dex), Escape Artist (Dex), Fly (Dex), Knowledge (planes) (Int), Perception (Wis), and Stealth (Dex). Air elemental companions can select any feat they are physically capable using, at the GM’s discretion.
Starting Statistics: Size Small; Speed fly 100 ft. (perfect); AC +1 natural armor; Attack slam (1d4); Ability Scores Str 10, Dex 16, Con 11, Int 3, Wis 14, Cha 8; Special Qualities air mastery, elemental immunities, darkvision 60 ft.
Air Elemental Companion
The Genius Guide To: Air Magic. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens