Carrion Bird (Empathic Bond)
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[[Category: Empathic Bond Familiars]] | [[Category: Empathic Bond Familiars]] | ||
+ | [[Category: Shemsu Sutekh Familiars]] | ||
[[Category: Verynvelyrae Familiars]] | [[Category: Verynvelyrae Familiars]] | ||
[[Category: Coven Familiars]] | [[Category: Coven Familiars]] | ||
[[Category: Avian Familiars]] | [[Category: Avian Familiars]] | ||
[[Category: Flying Familiars]] | [[Category: Flying Familiars]] |
Revision as of 01:13, 25 February 2011
Contents |
Bonding Requirements
Carrion birds are battlefield scavengers, and are very much associated with death and the dead. Mortuary skill is required to bond to them, about five will suffice.
Known Abilities
The carrion bird is an opportunistic avian scavenger, found in nearly every region. It can fly, eats corpses, and can see in the dark. The carrion bird type consists of vultures, crows and ravens. The only real difference known is size and starting level.
Attribute Modifications
Bonding to a carrion bird provides its consort a large bonus to charisma, moderate bonuses to intelligence and willpower, and a small bonus to perception.
Specialty Bonuses
Bonus specialty degrees and access are provided as follows:
Tier 1
Tier 2
Tier 3
At the middle of "very frail":
Tier 4
At the middle of "somewhat frail" bond strength:
Tier 5
At the middle of "fairly healthy" bond strength:
At "very healthy" bond strength, the bonus specialty for extropic affinity is increased to 2.
Tier 6
At the middle of "very healthy" bond strength:
- Daemonology
- Mortuary
- Necromancy increases to 2
Significant access for all these skills is also provided.
Charms
Carrion birds fly in flocks, and are social creatures; the carrion bird familiar is able to charm other carrion birds into following its consort. Initially on bonding:
Shortly after:
- Call
- Send
- Kinsee
- Convert spiritual energy into entropic resource energy
- Hallow Remains of departed creatures, adding to entropic resource energy
- Weave shadow into arrows, enchanting them to do esoteric damage types
Towards the end of "very frail" bond strength:
- Conjure a Devilfly from the remains of a rat
At the middle of "fairly healthy" bond strength:
- Cloudweave a staff, enchanting it with the power to grant wingless flight
At "very healthy" bond strength:
- Conjure a Banshee from the remains of a dana
- Recall Conjured Followers
Late in "very healthy" bond strength:
- Rarify one's form to become intangible
At the middle of "robust" bond strength:
- The ability to use the eyebeam of the severed eyestalk of a bezhuldaar
Around "resilient" bond strength:
- The ability to summon a bildwyrm from the corpse of a slain dragon is acquired. A bildwyrm is a powerful undead dragon animated by ordered enregies. It will follow your commands and is mountable.
After "resilient" bond strength:
- The ability to summon a small gate to the underworld is acquired. This requires the eye of a fey creature. Faerie, dana, and drow eyes are confirmed to meet this requirement, but others may also work. This gateway requires a small amount of entropic energy to stay open, but will fire blasts at any attackers while it is maintained. These blasts vary in damage type, but all seem to have an unholy component.
Prior to "intimate" bond strength:
- The power of invisibility is acquired. This charm will also affect your familiar, but not any summoned followers. The combat benefits of this are clear, but it has a variety of other helpful (and sometimes detrimental) side effects. Attempting to buy, sell, or train while invisible will be met with frustration.
As your bond approaches the "intimate" bond strength:
- The ability to create iouns stones from a ordinary gem and the brainstem of a pegasus is acquired.
Additional Bonuses and Powers
Combat Maneuvers
At the middle of "somewhat frail" bond strength, a new attack maneuver called "Gust of Black Wind" is added. This attack does a mix of entropic and elemental air damage, uses telesmatic weapon and necromancy as its core skills, and is fueled by the entropic resource energy collected by the Convert and Hallow Remains charms. It has a moderate activity cost, a very low resource energy cost, is very accurate, and does damage to a very large area.
Around "resilient" bond strength, a second attack maneuver called "Wisp of Soulfire" is added. This attack does a mix of entropic, holy, and fire damage, uses telesmatic weapon and necromancy as its core skills, and is fueled by entropic and a small amount of spiritual energy. While the damage is much greater than "Gust of Black Wind" its resource cost is also significantly higher.