Sleipnir (Empathic Bond)

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-== Familiar ==+= Bonding Requirements =
- This is a sleipnir mare with a white coat, brown mane and tail, and brown+The sleipnir are a race of powerful eight-legged horses said to be kept as personal stock by the god Odin. They do not occur in the world naturally and must be summoned by those with [[ELF|some pull with Odin]].
- 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.+Requires a large sum of [[theology]] and a moderate amount of [[law]], [[tracking]], [[rune lore]], [[legend lore]], [[diplomacy]], [[mortuary]], [[strategy]], and [[tactics]] 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 ===+Zetasai have no theology access so be prepared to join [[Agnihotri]], [[Haruspex]], [[Questors of Axa]], or some other theology access granting association.
-+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.+One was bonded to with 138 theology, 30 law, 20 tracking, 17 rune lore, 17 legend lore, 20 diplomacy, 12 mortuary, 14 strategy, and 17 tactics.
-+5~ Luck? (not sure)+
 +If you can find someone with phylacteries of theosophy, they'll each give 20 bonus theology when worn/held.
-( Zetesai Channel Crasher Twilight ) female sleipnir consorts with bond > 50 get a valkyrie honorific+= Assim Skills =
 +Definite increase: [[Poetry]]
 +No visible change: [[Strategy]], [[Prose]], [[Rune Lore]], [[mounted combat]], [[riding]], [[equestrian]], [[entropy affinity]], [[Thanaturgy]]
-First, the ability to tame creatures over which your familiar is sovereign. To do this, concentrate on taming the+= Known Abilities =
-creature.+The sleipnir is a very quick steed, has a small amount of [[night vision]], and can fly if equipped with horseshoes of flight. Only four horseshoes are required to impart flight to the creature, but up to eight can be equipped to provide redundancy.
-Second, the ability to command a friendly creature over which your familiar is sovereign to undertake a specific+==Attribute Modifications==
-action. You can command multiple creatures at once in this manner. To do this, concentrate on commanding your follower+The sleipnir grants its consort a large bonus to [[Willpower]], a sizeable bonus to [[Vitality]], as well as moderate bonuses to [[Strength]], [[Agility]] and [[Perception]].
-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+==Skill Bonuses==
-your familiar is. To do this, concentrate on urging your familiar to undertake the desired action.+{|border="1" cellpadding="10" cellspacing="2" text-align="center"
 +|-
 +! scope="col" style="text-align="center";" | Skill
 +! scope="col" style="text-align="center";" | Access
 +! scope="col" style="text-align="center";" | Bonus
 +|-
 +| style="text-align: center;background-color: #33EE33;" | [[Strategy]]
 +| style="text-align: center;background-color: #33EE33;" | 16
 +| style="text-align: center;background-color: #33EE33;" | 37.5 + 5% base
 +|-
 +| style="text-align: center;background-color: #00AA00;" | [[Mounted Combat]]
 +| style="text-align: center;background-color: #00AA00;" | 14
 +| style="text-align: center;background-color: #00AA00;" | 35
 +|-
 +| style="text-align: center;background-color: #00AA00;" | [[Metasenses]]
 +| style="text-align: center;background-color: #00AA00;" | 13
 +| style="text-align: center;background-color: #00AA00;" | 0
 +|-
 +| style="text-align: center;background-color: #00AA00;" | [[Entropy Affinity]]
 +| style="text-align: center;background-color: #00AA00;" | 12
 +| style="text-align: center;background-color: #00AA00;" | 30
 +|-
 +| style="text-align: center;background-color: #00AA00;" | [[Extropy Resistance]]
 +| style="text-align: center;background-color: #00AA00;" | 12
 +| style="text-align: center;background-color: #00AA00;" | 30
 +|-
 +| style="text-align: center;background-color: #00AA00;" | [[Riding]]
 +| style="text-align: center;background-color: #00AA00;" | 12
 +| style="text-align: center;background-color: #00AA00;" | 30
 +|-
 +| style="text-align: center;background-color: #00AA00;" | [[Rune Lore]]
 +| style="text-align: center;background-color: #00AA00;" | 12
 +| style="text-align: center;background-color: #00AA00;" | 30
 +|-
 +| style="text-align: center;background-color: #00AA00;" | [[Spear]]
 +| style="text-align: center;background-color: #00AA00;" | 12
 +| style="text-align: center;background-color: #00AA00;" | 30
 +|-
 +| style="text-align: center;background-color: #00AA00;" | [[Thanaturgy]]
 +| style="text-align: center;background-color: #00AA00;" | 12
 +| style="text-align: center;background-color: #00AA00;" | 30
 +|-
 +| style="text-align: center;background-color: #BBEEBB;" | [[Tracking]]
 +| style="text-align: center;background-color: #BBEEBB;" | 10
 +| style="text-align: center;background-color: #BBEEBB;" | 25
 +|-
 +| style="text-align: center;background-color: #BBEEBB;" | [[Magick Resistance]]
 +| style="text-align: center;background-color: #BBEEBB;" | 9
 +| style="text-align: center;background-color: #BBEEBB;" | 22.5
 +|-
 +| style="text-align: center;background-color: #BBEEBB;" | [[Abjuration]]
 +| style="text-align: center;background-color: #BBEEBB;" | 8
 +| style="text-align: center;background-color: #BBEEBB;" | 20
 +|-
 +| style="text-align: center;background-color: #BBEEBB;" | [[Divination]]
 +| style="text-align: center;background-color: #BBEEBB;" | 8
 +| style="text-align: center;background-color: #BBEEBB;" | 20
 +|-
 +| style="text-align: center;background-color: #BBEEBB;" | [[Law]]
 +| style="text-align: center;background-color: #BBEEBB;" | 8
 +| style="text-align: center;background-color: #BBEEBB;" | 20
 +|-
 +| style="text-align: center;background-color: #BBEEBB;" | [[Poetry]]
 +| style="text-align: center;background-color: #BBEEBB;" | 8
 +| style="text-align: center;background-color: #BBEEBB;" | 20
 +|-
 +| style="text-align: center;background-color: #BBEEBB;" | [[Prose]]
 +| style="text-align: center;background-color: #BBEEBB;" | 8
 +| style="text-align: center;background-color: #BBEEBB;" | 20
 +|-
 +| style="text-align: center;background-color: #BBEEBB;" | [[Staff]]
 +| style="text-align: center;background-color: #BBEEBB;" | 8
 +| style="text-align: center;background-color: #BBEEBB;" | 20
 +|-
 +| style="text-align: center;background-color: orange;" | [[Armour Use]]
 +| style="text-align: center;background-color: orange;" | 5
 +| style="text-align: center;background-color: orange;" | 17.5
 +|-
 +| style="text-align: center;background-color: orange;" | [[Hardiness]]
 +| style="text-align: center;background-color: orange;" | 5
 +| style="text-align: center;background-color: orange;" | 17.5
 +|-
 +| style="text-align: center;background-color: orange;" | [[Stamina]]
 +| style="text-align: center;background-color: orange;" | 5
 +| style="text-align: center;background-color: orange;" | 17.5
 +|-
 +| style="text-align: center;background-color: orange;" | [[Steadiness]]
 +| style="text-align: center;background-color: orange;" | 7
 +| style="text-align: center;background-color: orange;" | 17.5
 +|-
 +| style="text-align: center;background-color: orange;" | [[Equestrian]]
 +| style="text-align: center;background-color: orange;" | 5
 +| style="text-align: center;background-color: orange;" | 12.5
 +|-
 +| style="text-align: center;background-color: orange;" | [[Centering]]
 +| style="text-align: center;background-color: orange;" | 4
 +| style="text-align: center;background-color: orange;" | 10
 +|-
 +| style="text-align: center;background-color: orange;" | [[Chaoturgy]]
 +| style="text-align: center;background-color: orange;" | 4
 +| style="text-align: center;background-color: orange;" | 10
 +|-
 +| style="text-align: center;background-color: orange;" | [[Cold Tolerance]]
 +| style="text-align: center;background-color: orange;" | 4
 +| style="text-align: center;background-color: orange;" | 10
 +|-
 +| style="text-align: center;background-color: orange;" | [[Combat Reflexes]]
 +| style="text-align: center;background-color: orange;" | 4
 +| style="text-align: center;background-color: orange;" | 10
 +|-
 +| style="text-align: center;background-color: orange;" | [[Diplomacy]]
 +| style="text-align: center;background-color: orange;" | 4
 +| style="text-align: center;background-color: orange;" | 10
 +|-
 +| style="text-align: center;background-color: orange;" | [[Discipline]]
 +| style="text-align: center;background-color: orange;" | 4
 +| style="text-align: center;background-color: orange;" | 10
 +|-
 +| style="text-align: center;background-color: orange;" | [[Introspection]]
 +| style="text-align: center;background-color: orange;" | 4
 +| style="text-align: center;background-color: orange;" | 10
 +|-
 +| style="text-align: center;background-color: orange;" | [[Killer Instinct]]
 +| style="text-align: center;background-color: orange;" | 4
 +| style="text-align: center;background-color: orange;" | 10
 +|-
 +| style="text-align: center;background-color: orange;" | [[Meditation]]
 +| style="text-align: center;background-color: orange;" | 4
 +| style="text-align: center;background-color: orange;" | 10
 +|-
 +| style="text-align: center;background-color: orange;" | [[Quickness]]
 +| style="text-align: center;background-color: orange;" | 4
 +| style="text-align: center;background-color: orange;" | 10
 +|-
 +| style="text-align: center;background-color: orange;" | [[Recuperation]]
 +| style="text-align: center;background-color: orange;" | 4
 +| style="text-align: center;background-color: orange;" | 10
 +|-
 +| style="text-align: center;background-color: orange;" | [[Running]]
 +| style="text-align: center;background-color: orange;" | 4
 +| style="text-align: center;background-color: orange;" | 10
 +|-
 +| style="text-align: center;background-color: orange;" | [[Tenacity]]
 +| style="text-align: center;background-color: orange;" | 4
 +| style="text-align: center;background-color: orange;" | 10
 +|-
 +| style="text-align: center;background-color: orange;" | [[Theology]]
 +| style="text-align: center;background-color: orange;" | 4
 +| style="text-align: center;background-color: orange;" | 10
 +|-
 +|}
-Fourth, the ability to call your familiar to your side. To do this, concentrate on calling your familiar.+==Traits Granted==
-Fifth, the ability to send your familiar to safety. This ability can be used even if you do not know where your++1 [[Luck]] at/around "fairly healthy" that increases with bond strength.
-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++1 [[Chaos Favour]] starting partway through "very healthy", another +1 at late into "deep".
-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+Female sleipnir consorts with bond strength over 50 get a valkyrie honorific.
-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+==Sovereignty==
-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+Sleipnir are sovereign over ravens and crows.
-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+==Charms==
-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. +'''Initially on bonding:'''
-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+*[[Tame (Empathic Bonds)|Tame]]
-for.+*[[Command (Empathic Bonds)|Command]]
 +*[[Urge (Empathic Bonds)|Urge]]
-Thirteenth, the ability to scry a person's possessions. To do this, concentrate on learning the possessions of the+'''Just after bonding:'''
-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+*[[Call (Empathic Bonds)|Call Familiar]]
-you yourself have named, or an item you are keeping. To do this, concentrate on locating the item you are interested in+*[[Send (Empathic Bonds)|Send Familiar]]
-finding.+
-=== Specialty Access and Bonuses ===+'''Mid-way through very frail:'''
-==== Full List (Temporary) ====+
-Broken down by speccing attribute+*[[Conjoin (Empathic Bonds)|Conjoin]]
 +*[[Kinsee (Empathic Bonds)|Kinsee]]
-Strength:+'''Late into very healthy:'''
-* [[Armour Adaptation]] +1+
-Intelligence:+*[[Soul Shroud (Empathic Bonds)|Soul Shroud]]
-* [[Abjuration]] +2+*[[Hallow Remains (Empathic Bonds)|Hallow Remains]]
-* [[Law]] +2+
-* [[Necromancy]] +3+
-* [[Poetry]] +2+
-* [[Prose]] +2+
-* [[Rune Lore]] +3+
-* [[Strategy]] +4+
-Constitution:+'''Shortly after robust:'''
-* [[Cold Tolerance]] +1+
-* [[Hardiness]] +1+
-* [[Stamina]] +1+
-* [[Steadiness]] +1+
-* [[Recuperation]] +1+
-Dexterity:+*[[Tachypodes (Empathic Bonds)|Tachypodes, the ability to travel at incredible speeds on land when mounted]]
-* [[Combat Reflexes]] +1+
-* [[Quickness]] +1+
-* [[Spear]] +3+
-Willpower:+'''Part-way through resilient:'''
-* [[Centering]] +1+
-* [[Channeling]] +1+
-* [[Discipline]] +1+
-* [[Entropic Affinity]] +3+
-* [[Extropy Resistance]] +3+
-* [[Magick Resistance]] +3+
-* [[Meditation]] +1+
-* [[Tenacity]] +1+
-Charisma:+*[[Scry Warding (Empathic Bonds)|Scry Ward]]
-* [[Diplomacy]] +1+
-Perception:+'''Mid-way through very deep:'''
-* [[Metasenses]] +3+
-* [[Mounted Combat]] +3+
-* [[Riding]] +2+
-* [[Tracking]] +2+
-* [[Divination]] +2+
-* [[Equestrian]] +1+
-* [[Killer Instinct]] +1+
-This is what I have, my bond being nearly complete. -Aglareb+*[[Starsee (Empathic Bonds)|Starsee]]
 +'''Mid-way through nearly complete:'''
-{{stub}}+*[[Scry Person (Empathic Bonds)|Scry Person]]
 +*[[Scry Possessions (Empathic Bonds)|Scry Possessions]]
 +*[[Scry Item (Empathic Bonds)|Scry Item]]
 + 
 +[[Category: Empathic Bond Familiars]]
 +[[Category: Zetesai Familiars]]
 +[[Category: Mountable Familiars]]

Current revision

Contents

Bonding Requirements

The sleipnir are a race of powerful eight-legged horses said to be kept as personal stock by the god Odin. They do not occur in the world naturally and must be summoned by those with some pull with Odin.

Requires a large sum of theology and a moderate amount of law, tracking, rune lore, legend lore, diplomacy, mortuary, strategy, and tactics skill to be bonded to.

Zetasai have no theology access so be prepared to join Agnihotri, Haruspex, Questors of Axa, or some other theology access granting association.

One was bonded to with 138 theology, 30 law, 20 tracking, 17 rune lore, 17 legend lore, 20 diplomacy, 12 mortuary, 14 strategy, and 17 tactics.

If you can find someone with phylacteries of theosophy, they'll each give 20 bonus theology when worn/held.

Assim Skills

Definite increase: Poetry

No visible change: Strategy, Prose, Rune Lore, mounted combat, riding, equestrian, entropy affinity, Thanaturgy

Known Abilities

The sleipnir is a very quick steed, has a small amount of night vision, and can fly if equipped with horseshoes of flight. Only four horseshoes are required to impart flight to the creature, but up to eight can be equipped to provide redundancy.

Attribute Modifications

The sleipnir grants its consort a large bonus to Willpower, a sizeable bonus to Vitality, as well as moderate bonuses to Strength, Agility and Perception.

Skill Bonuses

Skill Access Bonus
Strategy 16 37.5 + 5% base
Mounted Combat 14 35
Metasenses 13 0
Entropy Affinity 12 30
Extropy Resistance 12 30
Riding 12 30
Rune Lore 12 30
Spear 12 30
Thanaturgy 12 30
Tracking 10 25
Magick Resistance 9 22.5
Abjuration 8 20
Divination 8 20
Law 8 20
Poetry 8 20
Prose 8 20
Staff 8 20
Armour Use 5 17.5
Hardiness 5 17.5
Stamina 5 17.5
Steadiness 7 17.5
Equestrian 5 12.5
Centering 4 10
Chaoturgy 4 10
Cold Tolerance 4 10
Combat Reflexes 4 10
Diplomacy 4 10
Discipline 4 10
Introspection 4 10
Killer Instinct 4 10
Meditation 4 10
Quickness 4 10
Recuperation 4 10
Running 4 10
Tenacity 4 10
Theology 4 10

Traits Granted

+1 Luck at/around "fairly healthy" that increases with bond strength.

+1 Chaos Favour starting partway through "very healthy", another +1 at late into "deep".

Female sleipnir consorts with bond strength over 50 get a valkyrie honorific.

Sovereignty

Sleipnir are sovereign over ravens and crows.

Charms

Initially on bonding:

Just after bonding:

Mid-way through very frail:

Late into very healthy:

Shortly after robust:

Part-way through resilient:

Mid-way through very deep:

Mid-way through nearly complete:

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