Teuvel'Khilat - Nature's Friend: Difference between revisions

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=Powers=
=Powers=
== Nature's Friend ==
== Nature's Friend ==
The wielder is naturally attuned to plants and animals within 1 mile, and has wilderness survival proficiency in the immediate terrain by observing the plants and animals.
Similar to a ''Commune With Nature'' spell, the wielder is attuned to nature in the area with a range of half a mile per level of the owner. Each day, the owner can learn one fact per level of experience about nature within the area of effect, as per the spell, including the presence of unnatural creatures or influence. The owner gains the benefits of the ''wilderness survival'' proficiency in the immediate terrain by observing the plants and animals.


=== Locate Animals or Plants ===
=== Locate Animals or Plants ===
One specific type of animal or plant can be located per round. A 20' wide path can be checked in a single round, and if the animal or plant sought is within 240 yards, the general distance will be known to the sword wielder.
One specific type of animal or plant can be located per round. A 20' wide path can be checked in a single round, and if the animal or plant sought is within 240 yards, the general distance will be known to the sword wielder.


=== Speak with Plants ===
The range is expanded to half a mile per level of the wielder when locating plant and animal friends/companions.
The sword wielder can ''speak with plants'' on a very rudimentary level and exercise limited control over them such as causing thickets to part to allow passage, or vines to entangle pursuers.




=== Call Woodland Beings ===
=== Locate Water ===
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:
The sword owner can locate bodies of water. There must be at least 10 gallons of water in one connected body to be detected. Knowledge is gained to find the direction of the largest or nearest body of water within the range of half a mile per level of the owner. Only volume matter, with no consideration if the water is salty, fresh or suitable for drinking.
* 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 [http://www.lomion.de/cmm/unicorn.php Unicorns] of any variety desired, including winged and even evil.
* 1d3 [http://www.lomion.de/cmm/catgcash.php Cath Shee]
* 3d10 animals of the same type as the tiny companion obtained below.  
* 2d6 animals of the same type as the medium companion obtained below.
* 1d4 animals of the same type as the 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.
=== Weather ===
Similar to the ''Weathertell'' spell, the wielder can predict naturally occurring weather for the upcoming one hour per level, within the same range of half a mile per level.  All magical influences will invalidate the reading.


== Animal Friend ==
== Plant 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 more than a day's journey from their home. Enamored animals can be silently dismissed at will, only returning when called and if they remain 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 ''call animal or bird'' spell, after which they will leave and not be subject to further influence from the sword.  
Plants and vegetable based creatures such as fungi, molds and plant like monsters will generally ignore the sword owner, failing to attack or trigger defensive mechanisms unless attacked first.  


Natural wolves and dogs, rams, owls, hummingbirds and snakes will never attack the blade owner, even when under magical compulsion.  
=== Herbalism Bonus ===
Owners that have the ''Herbalism'' proficiency gain a +2 bonus on proficiency rolls.


=== Animal Friendship ===
=== Speak with Plants ===
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.
The sword wielder can speak with plants on a very rudimentary level, learning basic facts and history of events happening to the plant. Once per week, the wielder can ''speak with plants'' in order to exercise limited control over normal plants (not monsters or plant like creatures) such as causing thickets to part to allow passage, or vines to entangle pursuers.


 
=== 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.  Only animals within a 5 mile range will respond. Specific animals types can be specified for the call, but after the third attempt for a specific animal 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.


==== Special Companions ====
=== Plant Friendship ===  
Three of the wielder's animal companions, one each of the sizes listed below, will become special companions. If the wielder doesn't already have an animal companion in a particular size category, then one of that type can be called to serve.
Any plant like creatures with animal intelligence or lower can be friended after three months of habitual interaction. Such creatures can be trained within their nature to perform very simple tasks, such as obscuring enterances, not attacking certain animals or people, etc. Plant memories are very long, and such friendship can be renewed even after very great periods of separation, and will often survive plant reproductive processed involving division or budding, but not typically retained in new plants produced by seeds.
* tiny-small: Available at 1st level and has 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.
* medium: Available at 5th level and has 5 hit die.
* large-huge: Available at 10th level with 9 hit die, unless this is a Paladin's bonded mount (warhorse) which may be called as soon as 4th level.
** The companion will serve as a loyal trained mount, similar to a Paladin's bonded mount.


These special companions will have the following characteristics and benefits:
== Animal Fellowship ==
* 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 who's normal intelligence rating is low (5-7) or less, will show increased intelligence of 1d3 points. Creature of average to high intelligence will be above normal with an additional point
Natural animals encountered will generally ignore the sword owner, failing to attack or trigger defensive mechanisms unless attacked first. When the owner is actively hunting, animals will be wary so chances of success will not be improved by the influence of the sword. Reaction rolls for natural animals are improved by 3 in favor of the sword owner.  
* The wielder can communicate with these special companions, even if such creatures do not normally speak. The quality of the communication is determined by the intelligence, and language skills of the creature.
* Companion creatures can be enhanced by ''familiar enhancer'' spells. Other spells affecting familiars may also apply to these special companions.  


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.  
Natural wolves and dogs, rams, owls, hummingbirds and snakes will never attack the blade owner, even when under magical compulsion.


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 Bonus ===
Owners that have the ''Animal Lore'' proficiency gain a +2 bonus on proficiency rolls.


== Interactions ==
== Interactions ==

Latest revision as of 16:05, 17 February 2017

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

Powers

Nature's Friend

Similar to a Commune With Nature spell, the wielder is attuned to nature in the area with a range of half a mile per level of the owner. Each day, the owner can learn one fact per level of experience about nature within the area of effect, as per the spell, including the presence of unnatural creatures or influence. The owner gains the benefits of the wilderness survival proficiency in the immediate terrain by observing the plants and animals.

Locate Animals or Plants

One specific type of animal or plant can be located per round. A 20' wide path can be checked in a single round, and if the animal or plant sought is within 240 yards, the general distance will be known to the sword wielder.

The range is expanded to half a mile per level of the wielder when locating plant and animal friends/companions.

Locate Water

The sword owner can locate bodies of water. There must be at least 10 gallons of water in one connected body to be detected. Knowledge is gained to find the direction of the largest or nearest body of water within the range of half a mile per level of the owner. Only volume matter, with no consideration if the water is salty, fresh or suitable for drinking.

Weather

Similar to the Weathertell spell, the wielder can predict naturally occurring weather for the upcoming one hour per level, within the same range of half a mile per level. All magical influences will invalidate the reading.

Plant Friend

Plants and vegetable based creatures such as fungi, molds and plant like monsters will generally ignore the sword owner, failing to attack or trigger defensive mechanisms unless attacked first.

Herbalism Bonus

Owners that have the Herbalism proficiency gain a +2 bonus on proficiency rolls.

Speak with Plants

The sword wielder can speak with plants on a very rudimentary level, learning basic facts and history of events happening to the plant. Once per week, the wielder can speak with plants in order to exercise limited control over normal plants (not monsters or plant like creatures) such as causing thickets to part to allow passage, or vines to entangle pursuers.



Plant Friendship

Any plant like creatures with animal intelligence or lower can be friended after three months of habitual interaction. Such creatures can be trained within their nature to perform very simple tasks, such as obscuring enterances, not attacking certain animals or people, etc. Plant memories are very long, and such friendship can be renewed even after very great periods of separation, and will often survive plant reproductive processed involving division or budding, but not typically retained in new plants produced by seeds.

Animal Fellowship

Natural animals encountered will generally ignore the sword owner, failing to attack or trigger defensive mechanisms unless attacked first. When the owner is actively hunting, animals will be wary so chances of success will not be improved by the influence of the sword. Reaction rolls for natural animals are improved by 3 in favor of the sword owner.

Natural wolves and dogs, rams, owls, hummingbirds and snakes will never attack the blade owner, even when under magical compulsion.

Animal Lore Bonus

Owners that have the Animal Lore proficiency gain a +2 bonus on proficiency rolls.

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