Archives of Nethys

Pathfinder | Starfinder

Alchemist | Antipaladin | Arcanist | Barbarian | Barbarian (Unchained) | Bard | Bloodrager | Brawler | Cavalier | Cleric | Druid | Fighter | Gunslinger | Hunter | Inquisitor | Investigator | Kineticist | Magus | Medium | Mesmerist | Monk | Monk (Unchained) | Ninja | Occultist | Oracle | Paladin | Psychic | Ranger | Rogue | Rogue (Unchained) | Samurai | Shaman | Shifter | Skald | Slayer | Sorcerer | Spiritualist | Summoner | Summoner (Unchained) | Swashbuckler | Vigilante | Warpriest | Witch | Wizard
Companion | Drake | Eidolon | Eidolon (Unchained) | Familiar | Phantom
Adept | Aristocrat | Commoner | Expert | Warrior

Companion Details | Companion Options | Archetypes

Elemental Companion

Source Plane-Hopper's Handbook pg. 26
The heart of this companion beats with primal energy.

Elemental Type (Ex): An elemental companion gains a subtype that matches its element: air, earth, fire, or water.

Lesser Elemental Manifestation (Ex): At 2nd level, an elemental companion gains one or more special abilities based on its element. An air companion gains a 20% miss chance against ranged attacks. An earth companion gains DR 1/adamantine, and this damage reduction increases by 1 for every 4 druid levels the master has. A fire companion can see through fire, fog, and smoke without penalty, and it gains Nimble Moves as a bonus feat. A water companion can breathe underwater, gains a swim speed of 20 feet, and gains a +2 dodge bonus to AC against attacks of opportunity; a water companion that already has a swim speed instead increases its swim speed by 10 feet.

This replaces evasion and improved evasion.

Greater Elemental Manifestation (Su): At 9th level, an elemental companion gains an additional ability based on its element. An air companion gains a fly speed of 20 feet (good maneuverability); an air companion that already has a fly speed instead improves its maneuverability by one category. An earth companion’s natural attacks overcome damage reduction as though they were adamantine, cold iron, and silver weapons. For a fire companion, choose one natural attack; that attack deals an additional 1d6 points of fire damage for every 5 Hit Dice the companion has. For a water companion, choose one melee natural attack; that attack gains the push (10 feet) special ability (Pathfinder RPG Bestiary 2 300).

This replaces multiattack.