Hydra (Empathic Bond)
From LSWiki
Change 8471 has changed the bond so this page is probably pretty close but still out of date.
Contents |
Bonding
Confirmed: you need a mix of Intimidation, Killer Instinct, Courage, Leadership, Poison Lore, Elder Lore and Resilience and perhaps Regeneration. Seems there are 7-ish skills, and you need a total amount that is relatively high, but not every skill has to be incredibly high.
Intimidation 94, Killer Instinct 162, Courage 189, Leadership 136, Poison Lore 61, Elder Lore 23, Resilience 201, Regeneration 115 (total 981) - not enough
Intimidation 94, Killer instinct 154, Courage 232, Leadership 152, Poison Lore 61, Elder Lore 23, Resilience 237, Regeneration 133 (total 1086) - enough
Failure
You sense that the green-scaled hermaphroditic hydra considers you mere prey, bearing stature nor authority sufficient to command hir.
Imagining
You imagine what it would be like to have a deep bond with the green-scaled hermaphroditic hydra, and you feel a distinct echo from within hir. You experience feelings of aggression, rapid growth, resilience, and predatory hubris. You experience visions of masses of snakes, murky waters, pools of sizzling blood, and showers of gore.
Anahata Chakra
Hydra familiars appear to open and charge the Anahata chakra periodically.
Skill Effects
Skill | Access | Bonus |
---|---|---|
Acid Resistance | 16 | 37.5 + 5% base |
Poison Resistance | 16 | 37.5 + 5% base |
Regeneration | 15 | 37.5 |
Swimming | 14 | 35 |
Aquatic Fieldcraft | 12 | 30 |
Graecan | 12 | 30 |
Shorelands Fieldcraft | 12 | 30 |
Alchemy | 10 | 25 |
Courage | 10 | 25 |
Eructation | 10 | 25 |
History | 10 | 25 |
Poison Lore | 10 | 25 |
Tenacity | 10 | 25 |
Antagonism | 8 | 20 |
Intimidation | 8 | 20 |
Massive Exertion | 8 | 20 |
Flail | 7 | 17.5 |
Lack of Weakness | 7 | 17.5 |
Legend Lore | 7 | 17.5 |
Precision Strike | 7 | 17.5 |
Theology | 7 | 17.5 |
Quickness | 6 | 15 |
Pain Tolerance | 4 | 10 |
Resilience | 4 | 10 |
Traits
- Regrowth (+1 every 10% bond strength, max +10 at complete)
- Somatic Adaptability (+4 at complete)
Charms
Some What Frail:
- The ability to replenish the breath of all those friendly to you nearby
- Enable Darkvision
- Starsee
Fairly Healthy:
- The ability to imprint alterations to your body onto your familiar. This operation is quite taxing, and will completely undo the specified alteration to your body, as well as causing you to regress in advancement.
Robust:
Resilient:
Mid-Very Deep:
- the ability to tremendously increase your body's regenerative capacities. The benefits from this charm extend to one's familiar when it is performed.