Teuvel'Khilat - Animal Friend

From House of Khilat

Dates: -8,406 to - DR (years)

Powers

Animal Friend

Natural animals encountered will become enamored and treat the sword owner in a friendly manner. They will approach with curiosity and often follow from a comfortable distance as long as barriers do not hinder them, and never following for more than a day's journey from their home. Enamored animals can be silently dismissed at will, only returning when called and if they remained in range. Enamored animals can automatically be influenced to become friends, followers or special companions as indicated below. Animals under the sword's influence will act harmoniously with each other, going so far as to defend each other against predators not under the sword's influence. Once per day, these animals can be given a task with the same criteria and duration of a Nature Call spell, after which they will leave and not be subject to further influence from the sword.

Animal Proficiency Bonus

If the owner has Animal Handling or Animal Training proficiencies, the proficiency checks are made with a +2 bonus.

Animal Friendship

Up to 40 hit dice of natural animals of neutral alignment and animal intelligence can be attracted as companions, with durable bonding occurring after 3 months of daily attention. Wolves and dogs, rams, owls, hummingbirds and snakes are treated as half their actual hit dice, allowing twice the number to be attracted. All animal friends will become docile and follow the blade owner about unless the habitat is not suitable or the blade owner dismisses them. Neither will they attempt to harm each other while under the friendship influence. Animals can be taught tricks within the first 3 months, as per the spell. Animals that were dismissed or left behind can be restored as friends so long as hit dice capacity for such friendship is available, though regaining the animals trust may take some coaxing depending on how the animal previously parted ways.

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.

Special Companions

In addition to any regular animal companions, the wielder can attract three special animal companions, either promoted from existing animal companions or specifically called to service. Special companions in general size categories become available depending on the wielder's level.

Special companions will remain loyal for life, though they will typically retire when their age limits their abilities to perform their duties. If they have been actively involved in combat, this period will not usually exceed 10 years, and permanent disabling injuries will result in early retirement. Companions can be dismissed from service at any time, but when service has been less than one year, a replacement can't be sought until the one year period has elapsed.

Abuse or neglect of companion creatures is considered evil, and the sword will punish such actions, typically with the immediate death of the wielder. Companions lost by old age or accident, can be replaced either by promotion of an existing follower creature, or calling a replacement in the case where a creature of the appropriate size is not available.

Animal Lore

The owner gains the Animal Lore proficiency with respect to animals of the same type as current and past special companions. The owners is also proficient with regards to animals matching the special companions of previous owners at a penalty of -3 on the proficiency roll.

If the owner already has the Animal Lore proficiency, then proficiency checks for similar animals (different variety of the same type) are made with a +3 bonus, going to +5 for animals of the same exact type. This bonus replaces the +2 general bonus received from the Nature's Friend power.

Common Characteristics

These special companions will have the following characteristics and benefits:

  • Companion creatures gain an enhanced life span, adding 5d10 years to their normal lifespan.
  • Companions creatures will always have above normal intelligence, so if they would have a range of intelligence, they will always start with a base intelligence at the top of the range normal for their type; thus creatures rated at low will be at the top with a rating of 7.
    • Those having an intelligence rating of 1-4 gain 2d6 intelligence points.
    • Those who's normal intelligence rating is low (5-7) will show increased intelligence of 2d3 points.
    • Creature of average to high intelligence will be above normal with an additional point
  • Companion creatures gain the ability to speak Elvish. They can learn additional languages or the ability to read, depending on their intelligence.
  • Companion creatures can be enhanced by familiar enhancer spells. Other spells affecting familiars may also apply to these special companions.

Tiny-Small

  • Available starting at 1st level.
  • Minimum of 1 hit die.
  • Like a familiar, the companion gains the benefit of the wielder's saving throws and magical protections while in contact with its master. The creature takes half damage on a failed saving throw, and no damage on a successful roll.
  • The wielder gains sensory powers like having a familiar of a similar type.

Small-Medium

  • Available starting at 5th level, unless the owner's class or kit grants a qualifying animal companion.
  • Minimum of 5 hit die.
  • Like a familiar, a small companion gains the benefit of the wielder's saving throws and magical protections while in contact with its master. The creature takes half damage on a failed saving throw, and no damage on a successful roll.

Medium-Large

  • Available at 10th level, unless the owner's class or kit grants a qualifying animal companion. A paladin's bonded mount (warhorse) which may be called as soon as 4th level.
  • Minimum of 9 hit die.
  • A large companion will serve as a loyal trained mount, similar to a paladin's bonded mount.

Summoning Selection

Once per week, the wielder can call woodland beings to his location. Creatures appearing have the same parameters as the call woodland beings spell, or the wielder may choose to call any of the following:

  • Specific woodland beings can be summoned, using the same criteria as the spell.
  • Any and all animal friends, followers and companions within range.
  • 1d6+1 Unicorns of any variety desired, including winged and even evil.
  • 1d3 Cath Shee
  • 3d10 animals of the same type as the owner's tiny companion obtained below.
  • 2d6 animals of the same type as the owner's medium companion obtained below.
  • 1d4 animals of the same type as the owner's large companion obtained below.

Once the duration of the spell is complete, or the called beings complete their task, they can return to their original location.

Interactions

  • Flame Tongue - Light from the blade will allow green plants to grow one inch per hour.

Lathander's blessing allows the wielder to use the light of the blade to cause plants to flower as if it was spring time.

Appearance

Rune

Nature - on front. 


Feature

Fine lines of gold, electrum and bronze tracery form images of vines and woodland animals on the pommel piece between the gems near the handle. Small pieces of amber with leaves, flowers and insects are arranged on the vines. 


Rite