TEXT: #18
  The elemenTal DruiD
  (DruiD archeType)
  
  B
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  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
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  Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by 
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  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
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  The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Pramas, and 
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  Anger of Angels. ©2003, Sean K Reynolds.
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  Skreyn’s Register: The Bonds of Magic. ©2002, Sean K Reynolds.
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  Angel, Monadic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
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  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised. ©2002, Necromancer Games, 
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  Daemon, Derghodaemon from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott 
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  Daemon, Derghodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
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  Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
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  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original 
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  Grippli from the Tome of Horrors Complete ©2011, Necromancer Games, Inc., published and distributed by Frog 
  God Games; Author: Scott Greene, based on original material by Gary Gygax. Nereid from the Tome of Horrors 
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  Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
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  Iron Cobra from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by Philip Masters.
  Marid from the Tome of Horrors III. ©2005, Necromancer Games, Inc.; Author: Scott Greene.
  Mihstu from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by E. Gary Gygax.
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Ian Livingstone and Mark Barnes.
  Nabasu Demon from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
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  Necrophidius from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Simon Tillbrook.
  Sandman from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based 
  on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based 
  on original material by Roger Musson.
  Shadow Demon from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by Neville White.
  Wood Golem from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Authors: Scott Greene and Patrick 
  Lawinger.
  Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Albie Fiore.
  Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Albie Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Player Paraphernalia #18 The Elemental Druid (Druid Archetype) ©2015, The Knotty-Works; Author: 
  John Buckley
  d20pfsrd.com. Copyright 2010, John Reyst.
  
  1
  Player ParaPhernalia #18
  By the Knotty-Works
  Welcome to the eighteenth issue of Player 
  Paraphernalia, a hodge podge of character ideas 
  and alternate rules that may be used with the 
  Pathfinder Roleplaying Game (Paizo, Inc©).  The 
  Druid core class intrinsically ties the Druid to the 
  four elemental planes, especially at higher levels 
  when the druid may actually take on the form of an 
  elemental.  This issue the Elemental Druid archetype 
  is explored, including new monster templates and a 
  new spell for use with this archetype.
  The Elemental Druid (Archetype)
  Although attributed to the protection and 
  veneration of nature, the elemental ties to druid 
  cannot be ignored or discounted.  After all, it can 
  be argued that the natural world is built upon 
  the elements of earth, air, water, and even fire.  
  There are a few that take up the mantle of the 
  druid in the cause of a single element above the 
  others.  The elemental druid’s decision to devote 
  her life to this cause impacts both her abilities 
  and her view of life and nature.  She forgoes 
  many of the  dispensations granted to her 
  brethren in this pursuit, but ultimately this focus 
  grants her abilities and powers that easily match 
  those of her order. 
  Class Abilities
  Elemental Focus:  The elemental druid must 
  choose one of the four elements as her focus at 
  1st level.  Once chosen, it cannot be changed.  
  The element of focus limits many of her abilities 
  to the same elemental type, but the druid does 
  gain some benefit as well.
  When an elemental druid casts a spell that is 
  associated with her elemental focus (such as 
  including the elemental type in the spell name or 
  description), the druid’s effective caster level is 
  treated as one higher than her current class level 
  (maximum of 20th level).  However, each element 
  as a diametrically opposed element and spells 
  cast with the opposed  elements (where element is 
  in the spell name or within the spell description) are 
  treated as if the druid’s effective class level one 
  less than her current level (minimum of 1st level).
  Summon Elemental Allies:  The elemental druid 
  may apply the minor elemental infusion template 
  based on her elemental focus for any animal 
  summoned with the Summon Nature’s Ally spell 
  (either prepared or spontaneously cast).
  If the elemental druid summons an animal 
  from a lesser nature’s ally list she may apply the 
  moderate elemental infusion if the monster comes 
  from any lesser nature’s ally list.  She can summon 
  one animal from a lesser nature’s ally list if it is only 
  level lower, otherwise all summoned animals can 
  be modified with the moderate infusion.
  If the druid summons an animal from the 
  nature’s ally list that is at least two levels lower 
  than then spell cast, she may apply the major 
  Elemental Opposition
  Elemental Focus
  Opposed Element
  Air
  Earth
  Fire
  Water
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  Open Gaming License Copyright © 2007 Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, 
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  Roleplaying Game Compatibility License. See http://paizo.
  com/ pathfinderRPG/compatibility for more information on the 
  compatibility license. Some rights reserved.
  
  2
  elemental infusion to the animal summoned.  
  Only one major elemental infused animal may 
  be summoned from the list two levels lower than 
  the spell cast.  If the animals summoned are from 
  a list at least three levels lower than the spell 
  cast, all animals may have the major elemental 
  infusion template applied.
  The elemental druid is limited to summoning 
  elmentals based on her elemental focus, 
  but she does add the Tiny Elemental to her 
  Summon Nature’s Ally I list (see new monsters 
  below).  Elementals summoned cannot have the 
  Elemental Infusion template applied to them.
  Elemental Bond (Ex):  At 1st level, the elemental 
  druid gains a special bond with her elemental 
  focus which may take one of two forms.
  The first form allows the druid to choose the cleric 
  domain (or sub-domain) related to her elemental 
  focus (Air, Earth, Fire, or Water).  Just as a cleric, 
  the druid gains one additional domain spell slot 
  per spell level and she must prepare this spell 
  while she is preparing her other druid spells.
  The second form allows the druid to select an 
  animal companion with the same benefits as a 
  normal druid animal companion.  In addition, the 
  animal companion gains the minor elemental 
  infusion template for the druid’s elemental focus 
  at 1st level.  This infusion changes to the moderate 
  elemental infusion at 8th level and to the major 
  elemental infusion at 16th level.  The animal 
  companion also changes per the standard animal 
  companion advancement based on the type of 
  companion chosen.  The animal companion loses 
  the Evasion and Improved Evasion special abilities 
  granted to normal animal companions.
  See Templates below for the individual infusion 
  effects.
  Elemental Language:  The druid may add the 
  appropriate elemental language based on her 
  elemental focus as an bonus language option.  
  This is not a free language, but it is available 
  if the druid has the ability to learn additional 
  languages.
  Elemental Resistance (Su):  The elemental druid 
  gains a natural resistance to specific types of 
  energy based on her elemental focus at 1st level.  
  This resistance is equal to half her class level 
  (minimum of 1 at 1st level).  The elemental druid 
  that focuses on air gains the electricity resistance, 
  the earth focus grants acid resistance,  the fire 
  focus grants fire resistance, and the water 
  focus grants cold resistance.
  At 2nd level the Druid may cast Endure Elements 
  as a spell like ability 1/day.  At 4th level this effect 
  changes to Communal Endure Elements, and at 
  10th level she may cast Mass Endure Elements 1/day.
  At 4th level the elemental druid becomes immune 
  to Sleep effects and gains a +4 bonus to all saving 
  throws involving Paralysis, Poison, and Stun effects.
  At 9th level the elemental druid gains immunity to 
  all poisons.  This immunity includes paralysis and 
  stun at 11th level, and at 13th level the elemental 
  druid gains immunity to the bleed effect.
  This ability replaces Wild Empathy, Woodland 
  Stride, Resist Nature’s Lure, Venom Immunity, and 
  Thousand Faces class abilities.
  Elemental Sense (Ex):  The druid gains a +2 bonus 
  to Knowledge (planes) and Survival skill checks 
  at 1st level.  Knowledge (planes) is a class skill for 
  the elemental druid, while she loses Knowledge 
  (nature) as a class skill.  This ability replaces 
  Nature Sense.
  Elemental Travel (Sp):  At 3rd level, the elemental 
  druid may cast one of the following spells 
  as a spell like ability 1/day based on her 
  Elemental Travel Effects
  Element
  3rd level Spell Effect
  7th level Spell Effect
  Air
  Air Step
  Overland Flight
  Earth
  Slipstream
  Earth Glide
  Fire
  Fire Walk*
  Pass Through the Flame*
  Water
  Slipstream
  Ride the Waves
  *New Spell, see below
  
  3
  elemental focus.  She uses her class level as 
  the effective caster level (not adjusted by her 
  elemental focus).  At 7th level, she may choose 
  from more powerful spells for this effect, though 
  she is still limited in the total number of uses per 
  day.
  She gains one additional use of this effect every 
  three levels thereafter (6th, 9th, etc.).
  Elemental Wild Shape (Su):  At 4th level the druid 
  may turn herself into any small or medium sized 
  animal with the minor elemental infusion based 
  on her elemental focus once per day for a 
  number of hours equal to her druid class level.  
  Otherwise this ability is identical to the druid Wild 
  Shape class ability other than noted above and 
  below, including effects, duration, limitations, 
  and number of additional uses per class level.
  At 6th level the elemental druid may use her wild 
  shape to take the form a small or medium sized 
  animal with the moderate elemental infusion 
  template, a large or tiny animal with the minor 
  elemental infusion template, or a small elemental 
  limited to the element of her focus.
  At 8th level the elemental druid may use her wild 
  shape to take the form of a small or medium 
  sized animal with the major elemental infusion 
  template, a large or tiny animal with the 
  moderate elemental infusion template, a huge 
  or diminutive animal with the minor elemental 
  infusion template, or a small or medium sized 
  elemental limited to the element of her focus.  The 
  elemental druid may not take the form of a plant.
  At 10th level the elemental druid may take the form 
  of an animal from tiny to large size with the major 
  elemental infusion template, a huge or diminutive 
  animal with the moderate elemental infusion 
  template, or a small, medium, or large sized 
  elemental limited to the druid’s elemental focus.
  At 12th level the animal shape chosen will always 
  have the major elemental infusion template 
  and the elemental druid may take the form of 
  huge or smaller elemental limited to the druid’s 
  elemental focus.
  New Spells
  The following two spells were created to fill the 
  hole of spells that allow the caster to effect 
  movement over or within flames.
  Fire Walk
  School abjuration
  Level Cleric/Oracle 2, Druid 2, Inquisitor 2
  Casting Time 1 standard action
  Components V, S, F
  Range Personal
  Target  you
  Duration 1 minute/level (D)
  Saving Throw Will (negates,harmless)
  Spell Resistance no
  This spell allows caster to walk or climb over 
  flames as if they were a solid material.  The caster 
  gains fire resistance 5 plus 1 additional point per 
  2 caster levels for the duration of the spell.  The 
  spell caster will take damage from the heat and 
  flames if they exceed the resistance gained by 
  this spell.
  Walking through a blazing fire is considered 
  difficult terrain while blazing columns can be 
  climbed through use of the climb skill.  This spell 
  will allow the caster to walk through flames as 
  well unless the flames are magical in nature (such 
  as a wall of fire), in which case the spell caster 
  may climb over the flame.
  Pass through the Flame
  School conjuration (teleportation)
  Level Cleric/Oracle 4, Druid 4, Inquisitor 4
  Casting Time 1 standard action
  Components V, S, F
  Range long (400 ft. + 40 ft./level)
  Target  you and touched objects or other 
  touched willing creatures
  Duration 1 round
  Saving Throw none
  Spell Resistance no
  The spell caster can enter any flame of 
  equivalent size to a campfire or larger and step 
  out of another fire within range of the spell.  The 
  spell caster gains a temporary fire resistance of 
  10 plus 1 additional point per 2 caster levels once 
  the spell is cast until the beginning of her next 
  turn.  The spell caster does not have to see the 
  fire at the desired destination but gains a general 
  sense of any fires within range that will work for 
  this spell.  She appears within the center of the 
  destination fire but may step into an adjacent 
  space next to the fire if available.
  The spell caster can take along objects as long 
  as their weight does not exceed the caster’s 
  maximum load.  
  The spell caster may bring along one additional 
  medium sized or smaller creature for every three 
  class levels possessed.  Large creatures count as 
  two medium creatures while huge creatures 
  count as four medium creatures.  Individual 
  smaller creatures are still treated as medium 
  
  4
  sized creatures and all recipients must be in physical 
  contact with each other while passing through 
  the flames.  The fire resistance granted to the spell 
  caster is also granted to other recipients though the 
  value is half that granted to the spell caster.
  This spell can not be used to pass through flame 
  creatures such as elementals.  If the fire used 
  as either the source or destination is magical in 
  nature, the caster must make a concentration 
  check in order to successfully pass through the 
  magical flames, otherwise the transportation 
  effect does not function, though the fire 
  resistance is retained until the beginning of the 
  spell caster’s next turn.
  Elemental Infusion Templates
  These templates offer acquired or inherited 
  templates that can be applied to any living 
  creature.  Any creature that gains one of these 
  templates retains its original base statistics and 
  type.  The creature gains the Elemental subtype 
  though there are some differences in the traits 
  gained and the creature does not gain the 
  immunity to critical hits, flanking or precision 
  based attacks.  Infused living creatures still must 
  eat, breathe, and sleeps based on the original 
  creature type.
  The creature uses its Hit Dice as its effective 
  casting level for all spell like abilities.  Creatures 
  that gain the Moderate or Major Elemental 
  Infusions gain some additional elemental abilities 
  listed in italic.  These function identically to the 
  normal elemental ability except where noted.
  Note:  Green Ronin Publishing’s Advanced 
  Bestiary also offers the Element-Infused Creature 
  template.  The templates below were designed 
  to offer another method of granting creatures 
  some benefits of the elemental type.  If you have 
  access to the Advanced Bestiary the Element-
  Infused Creature template is equivalent to the 
  Moderate Infusion below.
  Minor Infusion 
  CR +0
  Immune to Sleep effects, +2 vs Poisons
  Air glide and obscuring mist 1/day as spell–like 
  abilities, +1 defection AC bonus
  Earth acid resistance 5, mighty fist of the earth 1/
  day spell–like ability applied to primary natural 
  attack
  Fire fire resistance 5, flare burst 1/day as a spell–
  like ability
  Water swim movement equal to normal movement 
  rate, air bubble 1/day as a spell–like ability
  Moderate Infusion 
  CR +1
  Immune to Poison, Sleep, and Stun effects
  Endure Elements 1/day spell like ability
  Air air mastery, fly at its normal movement 
  rate (good maneuverability), gust of wind and 
  obscuring mist 3/day as spell–like abilities, +2 
  deflection AC bonus
  Earth earth mastery, burrow at its normal 
  movement rate, acid resistance 5, binding earth 
  and mighty fist of the earth 3/day as spell–like 
  abilities
  Fire burn (as fire elemental) as one size category 
  less (small creatures cause 1d2 points of damage 
  and Reflex DC is 9), fire resistance 5, burning gaze 
  and flare burst 3/day as spell–like abilities
  Water water mastery, water breathing, swim with 
  +10 feet to its normal movement rate, drench (as 
  water elemental) 3/day as a spell–like ability
  Major Infusion 
  CR +2
  Immune to Poison, Sleep, and Stun effects
  Endure Elements permanently gained
  Air air mastery, whirlwind 1/day as elemental of 
  same size, fly with +10 to normal movement rate 
  (perfect maneuverability), obscuring mist at will 
  as a spell–like ability, gust of wind 3/day as a 
  spell–like ability, +4 deflection AC bonus
  Earth earth mastery, earth glide (as earth 
  elemental), acid resistance 10, mighty fist of the 
  earth at will as a spell–like ability, binding earth 3/
  day spell–like ability
  Fire immune to fire, burn (as fire elemental of the 
  same size) as a supernatural ability, flare burst at 
  will as a spell like ability, burning gaze 3/day as a 
  spell–like ability
  Water water mastery, water breathing, swim with 
  +30 feet to its normal movement rate, drench 
  (as water elemental of the same size) at will as 
  spell–like ability, vortex (as water elemental of the 
  same size) 1/day as a supernatural ability
  New Monsters
  The following elementals are full elementals in 
  their own right but only range from a foot or two 
  in height.
  Tiny Air Elemental 
  CR ½
  XP 200
  
  5
  N Tiny outsider (air, elemental, extraplanar)
  Init +6; Senses darkvision 60 ft.; Perception +4
  DEFENSE
  AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, 
  +2 size)
  hp 6 (1d10+1)
  Fort +3, Ref +4, Will +0
  Defensive Abilities air mastery; Immune 
  elemental traits
  OFFENSE
  Speed fly 60 ft. (perfect)
  Melee slam +6 (1d3)
  Special Attacks whirlwind (DC 10, 5-10 ft.)
  Space / Reach 0 ft./0 ft.
  STATISTICS
  Str 10, Dex 16, Con 12, Int 4, Wis 11, Cha 11
  Base Atk +1; CMB +1 (Disarm, Sunder, Trip)/ -1 all 
  others; CMD 12
  Feats Improved Initiative, Weapon Finesse
  Skills Fly +19, Perception +4, Stealth +15
  Languages Auran
  SPECIAL ABILITIES
  Air Mastery (Ex):  Airborne creatures take a –1 
  penalty on attack and damage rolls against a 
  tiny air elemental.
  ECOLOGY
  Environment Plane of Air
  Organization solitary, gang (5-8), enmasse (10-80)
  Treasure none
  Tiny Earth Elemental 
  CR ½
  XP 200
  N Tiny outsider (earth, elemental, extraplanar)
  Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +4
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+6 natural, +2 size)
  hp 6 (1d10+1)
  Fort +3, Ref +0, Will +2
  Defensive Abilities Immune elemental traits
  OFFENSE
  Speed 20 ft., burrow 20 ft., earth glide
  Melee slam +4 (1d4+2)
  Special Attacks earth mastery
  Space / Reach 0 ft./0 ft.
  STATISTICS
  Str 12, Dex 10, Con 13, Int 4, Wis 11, Cha 11
  Base Atk +1; CMB +0; CMD 10
  Feats Power Attack
  Skills Climb +4, Perception +4, Stealth +12
  Languages Terran
  SPECIAL ABILITIES
  Earth Glide (Ex):  The tiny earth elemental can 
  pass through any type of earth except metal 
  with little hinderance, including lava if protected 
  against fire damage.  The passing of the tiny 
  elemental does not leave a tunnel or hole nor 
  any signs of its movement within the earth.  If the 
  move earth spell is cast in an area containing a 
  tiny elemental, the elemental is expelled back 30 
  feet and must make a Fortitude save (DC 18) or 
  be stunned for 1d4 rounds.
  Earth Mastery (Ex):  if the tiny earth elemental 
  and its opponent are both touching the ground, 
  the earth elemental gains a +1 bonus on 
  attack and damage rolls. If the tiny elemental’s  
  opponent is airborne or waterborne, the 
  elemental takes a –4 penalty on attack and 
  damage rolls. These modifiers apply to bull rush 
  and overrun maneuvers, whether the elemental 
  is initiating or resisting these kinds of attacks.
  ECOLOGY
  Environment any (Plane of Earth)
  
  6
  Organization solitary, gang (5-8), enmasse (10-80)
  Treasure none
  Tiny Fire Elemental 
  CR ½
  XP 200
  N Tiny outsider (elemental, extraplanar, fire)
  Init +6; Senses darkvision 60 ft.; Perception +4
  DEFENSE
  AC 17, touch 14, flat-footed 13 (+2 Dex, +3 natural, 
  +2 size)
  hp 5 (1d10)
  Fort +3, Ref +4, Will +0
  Defensive Abilities Immune elemental traits, fire
  Weaknesses vulnerability to cold
  OFFENSE
  Speed 30 ft.
  Melee slam +5 (1d3 -1 plus burn)
  Special Attacks burn (1d4, DC 9)
  Space / Reach 0 ft./0 ft.
  STATISTICS
  Str 8, Dex 14, Con 10, Int 4, Wis 11, Cha 11
  Base Atk +1; CMB +1 (Disarm, Sunder, Trip)/ -2 all 
  others; CMD 10
  Feats Improved Initiative, Weapon Finesse
  Skills Acrobatics +6, Escape Artist +6, Perception +4
  Languages Ignan
  SPECIAL ABILITIES
  Burn (Ex):  The tiny fire elemental deals fire 
  damage in addition to damage from its slam 
  attack.  Any creature hit by the tiny fire elemental 
  must make a Reflex save or catch fire, taking an 
  additional 1d4 points of damage for the next 1d4 
  rounds.  A burning creature can take a full round 
  to try and smother the flames, gaining another 
  Reflex save to stop the burn damage.  If the 
  burning victim drops and rolls on the ground, a +4 
  bonus is granted for the save.
  Creatures that hit the tiny fire elemental with an 
  unarmed or natural attack will also suffer burn 
  damage and must also make the Reflex save or 
  suffer the effects of the burning damage for 1d4 
  rounds as given above.
  ECOLOGY
  Environment any (Plane of Fire)
  Organization solitary, gang (5-8), enmasse 
  (10-80)
  Treasure none
  Tiny Water Elemental 
  CR 1
  XP 200
  N Tiny outsider (elemental, extraplanar, water)
  Init +0; Senses darkvision 60 ft.; Perception +4
  DEFENSE
  AC 18, touch 13, flat-footed 17 (+1 Dex, +5 natural, 
  +2 size)
  hp 6 (1d10+1)
  Fort +3, Ref +3, Will +0
  Defensive Abilities Immune elemental traits
  OFFENSE
  Speed 20 ft., swim 90 ft.
  Melee slam +4 (1d4+1)
  Special Attacks drench, vortex (DC 10, 5–10 ft.), 
  water mastery
  Space / Reach 0 ft./0 ft. 
  STATISTICS
  Str 12, Dex 12, Con 13, Int 4, Wis 11, Cha 11
  Base Atk +1; CMB +3; CMD 13
  Feats Power Attack
  Skills Perception +4, Stealth +13, Swim +13
  Languages Aquan
  SPECIAL ABILITIES
  Drench (Ex):  The tiny water elemental’s touch can 
  extinguish  a medium or smaller non-magical fire. 
  It can also attempt to small dispel magical fires it 
  touches as dispel magic (as a 1st level caster).
  Vortex (Su):  A water elemental can create a 
  whirlpool as a standard action, at will. This ability 
  functions identically to the whirlwind special 
  attack, but can only form underwater and 
  cannot leave the water.
  Water Mastery (Ex):  The tiny water elemental 
  gains a +1 bonus on attack and damage rolls if 
  both the elemental and opponent are touching 
  water, but suffers a -4 penalty on attack and 
  damage rolls if either is touching the ground. 
  These modifiers apply to bull rush and overrun 
  maneuvers, whether the elemental is initiating or 
  resisting these kinds of attacks.
  ECOLOGY
  Environment any (Plane of Water)
  Organization solitary, gang (5-8), enmasse (10-80)
  Treasure none
  
  7
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  Pathfinder cOmPatible PrOducts
  If you enjoyed this product, please check out these other 
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  Each of the Spell Works Compendiums offer over 
  fifty new and unique spells.  Advancing with Class 
  supplements offer new abilities for existing 
  classes or introduce a new class with unique 
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