Warg (Empathic Bond)

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Contents

Bonding Requirements

As is fairly obvious from the bond failure message, some amount of Courage and/or Lack of Weakness are required; certainly less than 100 for each.

You sense that the dark brown female warg barbarian gladiator feels some sort of lingering fear
or weakness within you and, disturbingly, is more inclined to attack you than to bond with you.

General Info

Wargs are brutal, massive canines that can be found in the cold wastes of Gardagh as well as other places (notably Togrek). They also can be found in orc/goblin raiding parties if you want a wider spectrum of available colors. They are large enough to be ridden and are ferocious fighters, attacking with claws and teeth. They breathe air, have a carnivorous diet, and can see in the dark.

Attribute Modifications

The warg familiar grants its consort a very large bonus to Vitality, and large bonuses to Strength, Perception and Agility. Also a small bonus to Intellect.

Specialty Bonuses

Bonus specialty degrees and access are provided as follows:

Tier 1

Tier 2

Towards the end of "very frail" bond strength:

Tier 3

At "fairly healthy" bond strength:

Tier 3

Towards the end of "fairly healthy" bond strength:

At "Very Healthy"

Tier 1 skills get a +1 Bonus

Midway in "Very Healthy"

At "Resilient"

Tier 2 skills get a +1 Bonus


Charms

Initially the warg grants the following charms:

Shortly after, but still during very frail:

Midway in "Very Healthy"

At "Resilient"


   You sense that this bond is enabling you to perform many charms, arcane feats accomplished by simple mental acts.
   First, the ability to command a friendly creature over which your familiar is sovereign to undertake a specific action.  You can command multiple creatures at once in this manner.  To do this, concentrate on commanding your follower or followers to undertake the desired action.
   Second, the ability to tame creatures over which your familiar is sovereign.  To do this, concentrate on taming the creature.
   Third, the ability to urge your familiar to specific action.  This ability can be used even if you do not know where your familiar is.  To do this, concentrate on urging your familiar to undertake the desired action.
   Fourth, the ability to call your familiar to your side.  To do this, concentrate on calling your familiar.
   Fifth, the ability to send your familiar to safety.  This ability can be used even if you do not know where your familiar is.  To do this, concentrate on sending your familiar to safety.
   Sixth, the ability to become one with your familiar.  This ability can be used even if you do not know where your familiar is.  To do this, concentrate on becoming one with your familiar.
   Seventh, the ability to see through your familiar's eyes.  This ability can be used even if you do not know where your familiar is.  To do this, concentrate on seeing what your familiar sees.
   Eighth, the ability to accelerate your metabolism.  To do this, will my adrenal glands into overdrive.  To end the effects of this charm, will my adrenal glands to return to normal.
   Ninth, the ability to change one's form.  You sense that this bond is enabling you to transform into a warg.  To do this, will myself to change into the desired form.  To end the effects of this charm, will myself to my normal form.
   Tenth, the ability to imbue oneself with energy that will spur you to travel at incredible speeds while mounted to your familiar.  This charm only works if your familiar is running or walking, not swimming or flying.  To do this, imagine myself traveling like the wind.  To end the effects of this charm, imagine myself traveling at normal speeds.

Additional Bonuses and Powers

Traits granted

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