Teuvel'Kiira'Khilat / Thaelkiira / Speak with Nature

From House of Khilat


Powers

Speak with Animals

The wearer can speak to any normal or giant animal that isn’t mindless. Creatures include birds, fish, mammals and reptiles. He can ask questions and receive answers. Unless some cause is given to mistrust the speaker, creatures will be inclined to answer willingly and truthfully, though not always in details or elaborating beyond the original question. If the animal it friendly, it may do a favor or service for the wearer.

Call Animal Companion

Once per week, the wielder can summon an animal companion. Creatures called can fill an empty slot for any class that normally retains animal followers, including Rangers, Meistersingers, and even Paladins and Wizards. The creature arriving can be normal or magical, as deemed appropriate for the class and companion slot being filled, excluding human and demi-human type followers, unless they have a significant animal component such as lycanthropes. Only creatures within a 5 mile range will respond. Specific creature types can be specified for the call, but after the third attempt for a specific creature type that is not available from the surrounding wilderness, the summoning magic expires and can't be reattempted for another week.

Animal companions will always be exceptional creatures of their type. They will be the healthiest, strongest and often the biggest. If the type of creature has special or enhanced varieties, or the chance of special abilities now or as they mature, they will be the exceptional examples of their kind. They will be the most intelligent, falling at the very top of any ranges that are normal for their type, with a 25% chance they will fall at the bottom of the next highest range; thus creatures of animal intelligence have a chance of being at the bottom of semi (2-4) intelligence with a rating of 2.

Call Companion

Instead of calling a new companion, the wielder can summon an existing animal companion, henchman or follower that has an animal component. Companions within 5 miles can hear the call and will know the location of the caller and the quickest path to follow. Intelligent companions can choose to ignore the call.

Speak with Plants

The wearer can have rudimentary conversations with all sorts of living vegetation such as fungi, molds, plants and plantlike creatures. The wearer can question plants about creatures and events within the immediate vicinity of the plant. Unless some good cause is given to the plant, it will answer willingly and truthfully. Plants will not have a strong concept of time, so the order of events and how recent may be questionable, while plantlike creatures may have better notions.

Interactions

Teuvel'Khilat

Tuevel'Kiira'Khilat

Avarphyn’Khilat