Eishund (Empathic Bond)
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Contents |
Bonding Requirements
Judging from the bond test/failure info, probably some combination of ice affinity, cold tolerance, arctic fieldcraft, killer instinct, tenacity, intimidation, and/or tactics. Note that the more difficult part of bonding an eishund is extracting it from the Exoma without becoming separated, as the animal is quite heavy and not easily picked up; and it will not follow the consort through Exoma exits. Also, since it requires air to breathe, it will flee from the current Exoma room if no air is present, which is frequently the case.
Known Abilities
The eishund is a powerful extraplanar canine animal native to the elemental plane of Ice; it can also be found in the Exoma. It is a large, powerful physical combatant with its teeth and the cryomer spikes mounted on its forelegs. The leg spikes do ice damage masked as piercing. It has a carnivorous diet and can see in the dark. It requires air to breathe and cannot fly.
Contact Damage
You pet Griff with your right claw. You feel yourself slowing down from the effects of ice. Your right claw is chilled somewhat by contact with Griff's white fur, though you resist the attack slightly.
This effect is applied in combat when opponents hit the eishund, and will damage the limb used to perform the attack.
Attribute Modifications
The eishund familiar grants its consort a large bonus to constitution (100% of bond strength) and a large bonus to perception.
Combat Bonuses
The eishund's consort gains a bonus to attack and damage ratings based on Tactics and Courage skills; and a bonus to defense ratings (dodge and deflection) based on Lack of Weakness skill. Also, the Intelligence statistic is a much larger factor in all types of combat ratings. Your familiar must be present in your current environment to receive these bonuses.
Skill Effects
Skill | Access | Bonus |
---|---|---|
Arctic Fieldcraft | 16 | 75 + 10% base |
Ice Affinity | 16 | 75 + 10% base |
Cold Tolerance | 15 | 75 |
Hardiness | 15 | 75 |
Tenacity | 14 | 70 |
Courage | 12 | 60 |
Killer Instinct | 12 | 60 |
Combat Reflexes | 11 | 55 |
Stamina | 11 | 55 |
Tactics | 11 | 55 |
Intimidation | 10 | 50 |
Recuperation | 10 | 50 |
Find Weakness | 9 | 45 |
Lack of Weakness | 9 | 45 |
Legend Lore | 9 | 45 |
Pain Tolerance | 9 | 45 |
Spirit Lore | 9 | 45 |
Tracking | 9 | 45 |
Bludgeon | 8 | 40 |
Elude Pursuit | 8 | 40 |
Exoma Fieldcraft | 8 | 40 |
Hammer | 8 | 40 |
Leadership | 8 | 40 |
Somatesthesia | 8 | 40 |
Subordination | 8 | 40 |
Massive Blow | 7 | 35 |
Massive Exertion | 7 | 35 |
Mountaineering | 7 | 35 |
Quickness | 7 | 35 |
Resilience | 7 | 35 |
Steadiness | 7 | 35 |
Awareness | 6 | 30 |
Breath Control | 6 | 30 |
Dodge | 6 | 30 |
Stealth | 6 | 30 |
Blindfighting | 5 | 25 |
Centering | 5 | 25 |
Channeling | 5 | 25 |
Discipline | 5 | 25 |
Glaciaturgy | 4 | 20 |
Meditation | 4 | 20 |
Norska | 4 | 20 |
Regeneration | 4 | 20 |
Charms
Initially the eishund grants the following charms:
Shortly after:
Late 'Very Frail':
At 'fairly healthy':
- Rime, the ability to surround yourself with an icy shroud.
At 'resilient':
At 'deep':