Carrion Bird (Empathic Bond)

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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 Entropy Affinity is increased to 2.

Tier 6

At the middle of "very healthy" bond strength:

At "robust" (?) bond strength, the Tier 2 bonus specialty (Thanaturgy) increases to 2

At "resilient" bond strength, the Tier 3 bonus specialty (Memory) 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
  • Channel spiritual energy from yourself to your familiar
  • Channel spiritual energy from your familiar to yourself
  • 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:

At the middle of "fairly healthy" bond strength:

At "very healthy" bond strength:


Late in "very healthy" bond strength:


At the middle of "robust" bond strength:

  • The ability to use the eyebeam of the severed eyestalk of a bezhuldaar

Around "resilient" bond strength: Nineteenth, 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.

PAST THIS POINT MAY BE OUT OF DATE

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

OUT OF DATE

Traits granted

Nemesys' full Bond

You sense that you have one method by which you can form an empathic bond: a full essence bond via witchcraft, a means provided by the Coven. This bond requires a familiar that is avian, animal, and totemic and forbids a familiar that is anthropic. This bond is fulfilled by <§> Meg <§>, with whom your connection is complete. You sense that she is thoroughly satiated and thoroughly quenched. You may break your empathic bond with her by concentrating on doing so.

   You sense that this bond is enabling you to perform loads of charms, arcane feats accomplished by simple mental acts.
   First, 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.

   Second, 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.

   Third, 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.

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

   Sixth, 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.

   Seventh, the ability to channel spiritual energy from yourself to your familiar.  To do this, concentrate on channeling my spiritual energy outward.
   Eighth, the ability to call your familiar to your side.  To do this, concentrate on calling your familiar.
   Ninth, the ability to weave shadows into arrows.  To do this, concentrate on weaving shadow into an arrow or arrows.
   Tenth, the ability to channel spiritual energy from your familiar to yourself.  To do this, concentrate on channeling spiritual energy inward.
   Eleventh, 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.

   Twelfth, the ability to conjure a devilfly from the corpse of a rat.  To do this, concentrate on conjuring a devilfly.
   Thirteenth, the ability to convert spiritual energy into more refined forms.  You sense that this bond is enabling you to acquire entropic energy with this ability.  To do

this, concentrate on channeling my spiritual energy into the desired type of energy.

   Fourteenth, the ability to enchant a staff (or similar object) with the power of the clouds, enabling its holder to fly.  To do this, concentrate on the sky joining the earth

within the desired staff, cane, or walking stick.

   Fifteenth, the ability to recall your conjured followers to your side.  To do this, concentrate on recalling the desired follower or followers.
   Sixteenth, the ability to conjure a hellhound from the corpse of a wolf.  To do this, concentrate on conjuring a hellhound.
   Seventeenth, the ability to rarify your form and become intangible.  To do this, concentrate on rarifying my form.
   Eighteenth, the ability to use the eyebeam of the severed eyestalk of a bezhuldaar.  To do this, concentrate on channeling entropic energy at your target through the

eyestalk.

   Nineteenth, 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.

   Twentieth, the ability to suffuse an item with entropy.  To do this, concentrate on suffusing the item with entropic energy.
   Twenty-first, the ability to conjure a small gate to the underworld.  The gate manifests as a small globe that orbits your person and shines deadly light on your enemies. 

The eye of a fey creature is needed as a component for this charm. To do this, concentrate on bringing the light of the underworld in through the fey eye. To end the effects of this charm, concentrate on closing the conjured sphere.

   Twenty-second, the ability to conjure a banshee from the corpse of a female dana.  To do this, concentrate on conjuring a banshee.
   Twenty-third, the ability to become invisible.  To do this, concentrate on vanishing.  To end the effects of this charm, concentrate on appearing.
   Twenty-fourth, the ability to enchant an ordinary gemstone to orbit around your head and bestow various benefits.  This charm requires the brainstem of a pegasus as a

component. To do this, concentrate on the moving empyrian power rooted within the brainstem into the desired gemstone.

   Twenty-fifth, 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.

   Twenty-sixth, the ability to weave the essence of darkness into arrows.  To do this, concentrate on weaving gloom into an arrow or arrows.
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