Sleipnir (Empathic Bond)

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+1 Chaos Favor at/around Fairly Healthy, +1 another point of chaos favor around resilient, at least +1 order favor at complete, perhaps another before then, probably 3 of each at complete. +1 Chaos Favor at/around Fairly Healthy, +1 another point of chaos favor around resilient, at least +1 order favor at complete, perhaps another before then, probably 3 of each at complete.
+5~ Luck? (not sure) +5~ Luck? (not sure)
 +
 +Lots of constitution, a fair amount of willpower, and some dexterity and perception.

Revision as of 17:20, 24 July 2011

Contents

Familiar

   This is a sleipnir mare with a white coat, brown mane and tail, and brown
   eyes.  The sleipnir are a race of powerful eight-legged horses said to be kept
   as personal stock by the god Odin.  
   She looks about thirty-one and a half dimins long, seven and nine tenths
   dimins wide, and sixteen dimins tall.  
   She is in good shape.

Requires a large sum of theology and likely a moderately large amount of law skill to be bonded to. Zetasai have no theology access so be prepared to join Agnihotri, Questors of Tyr, or some other theology access granting association.

Boons

+1 Chaos Favor at/around Fairly Healthy, +1 another point of chaos favor around resilient, at least +1 order favor at complete, perhaps another before then, probably 3 of each at complete. +5~ Luck? (not sure)

Lots of constitution, a fair amount of willpower, and some dexterity and perception.


( Zetesai Channel Crasher Twilight ) female sleipnir consorts with bond > 50 get a valkyrie honorific


First, the ability to tame creatures over which your familiar is sovereign. To do this, concentrate on taming the creature.

Second, 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.

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 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.

Seventh, the ability to envelop yourself in a shroud of passed souls. To do this, will the souls of the dead to protect me. To end the effects of this charm, will the souls of the dead to cease protecting me.

Eighth, the ability to hallow the remains of the departed. Doing so resolves the remains into entropic energy and then washes you in said energy. To do this, concentrate on the dead joining with death.

Ninth, 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.

Tenth, the ability to ward yourself and your surroundings from scrying. To do this, concentrate on warding myself from prying eyes. To end the effects of this charm, concentrate on ceasing to ward myself against prying eyes.

Eleventh, the ability to perceive subtle energy flows. To do this, concentrate on perceiving subtle energy flows. To end the effects of this charm, concentrate on ceasing to perceive subtle energy flows.

Twelfth, the ability to scry a person. To do this, concentrate on finding the location of the person you are looking for.

Thirteenth, the ability to scry a person's possessions. To do this, concentrate on learning the possessions of the person you are interested in knowing this about.

Fourteenth, the ability to scry an item. The item must be specific: a unique item with a name you know, an item that you yourself have named, or an item you are keeping. To do this, concentrate on locating the item you are interested in finding.

Specialty Access and Bonuses

Full List (Temporary)

Broken down by speccing attribute

Strength:

Intelligence:

Constitution:

Dexterity:

Willpower:

Charisma:

Perception:

This is what I have, my bond being nearly complete. -Aglareb


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