Pyx (Empathic Bond)
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Bonus specialty degrees and access are provided as follows: | Bonus specialty degrees and access are provided as follows: | ||
- | *[[Exoma fieldcraft]] | ||
- | *[[Order resistance]] | ||
- | *[[Killer Instinct]] | ||
*[[Acid resistance]] | *[[Acid resistance]] | ||
- | *[[Earth resistance]] | + | *[[Acting]] |
- | *[[Escape]] | + | |
- | *[[Fire resistance]] | + | |
- | *[[Showmanship]] | + | |
- | *[[Swimming]] | + | |
- | *[[Water resistance]] | + | |
- | *[[Chaos affinity]] | + | |
*[[Alkaline resistance]] | *[[Alkaline resistance]] | ||
*[[Balance]] | *[[Balance]] | ||
*[[Break fall]] | *[[Break fall]] | ||
+ | *[[Chaos affinity]] | ||
*[[Cold tolerance]] | *[[Cold tolerance]] | ||
+ | *[[Combat reflexes]] | ||
+ | *[[Earth resistance]] | ||
+ | *[[Escape]] | ||
+ | *[[Exoma fieldcraft]] | ||
+ | *[[Fast talk]] | ||
+ | *[[Fire resistance]] | ||
*[[Heat tolerance]] | *[[Heat tolerance]] | ||
*[[Jumping]] | *[[Jumping]] | ||
+ | *[[Killer Instinct]] | ||
+ | *[[Order resistance]] | ||
*[[Precision strike]] | *[[Precision strike]] | ||
- | *[[Tumbling]] | ||
- | *[[Acting]] | ||
- | *[[Fast talk]] | ||
- | *[[Combat reflexes]] | ||
*[[Quickness]] | *[[Quickness]] | ||
+ | *[[Showmanship]] | ||
+ | *[[Swimming]] | ||
+ | *[[Tumbling]] | ||
+ | *[[Water resistance]] | ||
*[[Xotimancy]] | *[[Xotimancy]] | ||
Revision as of 07:41, 4 February 2010
Contents |
Known Abilities
Pyxai are native to the plane of Exoma, and by themselves they are formidable predators. They have a breath attack that deals chaos damage, is extremely accurate, and does very high damage. They have the expected claw and bite attacks of a typical feline as well. They can breathe water and can run rather quickly, but cannot fly and do not have night vision.
Attribute Modifications
Bonding to a pyx grants moderate bonuses to Intelligence, Constitution and Perception, and a very large bonus to Dexterity.
Specialty Bonuses and Access
Bonus specialty degrees and access are provided as follows:
- Acid resistance
- Acting
- Alkaline resistance
- Balance
- Break fall
- Chaos affinity
- Cold tolerance
- Combat reflexes
- Earth resistance
- Escape
- Exoma fieldcraft
- Fast talk
- Fire resistance
- Heat tolerance
- Jumping
- Killer Instinct
- Order resistance
- Precision strike
- Quickness
- Showmanship
- Swimming
- Tumbling
- Water resistance
- Xotimancy
NB: Typically, even before bonus specialties are awarded, some access is available, so it is worthwhile to keep an eye on your available specialties to take advantage of highly useful ones immediately.
Charms
Initially bonded:
- 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.
- The ability to tame creatures over which your familiar is sovereign. To do this, concentrate on taming the creature.
- 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.
Very shortly after:
- The ability to call your familiar to your side. To do this, concentrate on calling your familiar.
- 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.
At "somewhat frail" bond strength:
- 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.
At "very healthy" bond strength:
- The ability to perceive subtle energy flows. To do this, concentrate on perceiving subtle energy flows. (astral perception)