Teuvel'Kiira'Khilat / Thaelkiira / Animal Companions

From House of Khilat


Powers

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.
  • Hit dice equal to the wearer’s level at the time the companion is acquired.
  • 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.

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.

Talking Animal Friends

Twelve animals (or animal like creatures) associated with the kiira wearer can be imbued with Intelligence 2-4 points above the intelligence of typical animals of their kind. They will learn to speak the primary language of the wielder at a rate and skill commensurate with their new intelligence. They understand their new intelligence and speaking ability comes from the kiira wearer and will generally remain exceedingly loyal unless deliberately put into harms way. They can be left alone for extended periods of time and resume their friendship upon the return of their master. Their life span is extended to 30% above the maximum normal lifespan of their animal kind. Talking animal friends are only replace when one dies.

These animals often serve as the pool of selection for any of the five following animal companions, which are part of the twelve. Once each of the five special roles are filled, only seven will remain in the base role.

Familiar

If the kiira wearer has the ability to cast arcane spells and is eligible to have a familiar, then the familiar will be bound to the kiira. Separation from the wielder causes the familiar to loose a hit point each day until they have the same number of hit points as a typical creature of their kind, then they will enter into a form of hibernation and loose 1 point per month until they reach 0 and die. The death of the familiar requires the wielder to make a make a successful roll for system shock or loose 1 point of constitution for as many weeks as the familiar had hit points above the number normal for their kind.

The familiar will be magically bound to a Coure Eladrin in Arborea who will serve as an advisor that the familiar can commune with by concentration. Further, the Coure can use its magical abilities, both arcane and divine, through the familiar.

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.

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.
  • Minimum of 9 hit die.
  • A large companion can serve as a mount.
Mount
Large +
  • Available at 7th level, unless the owner's class or kit grants a qualifying animal companion, such as a paladin's bonded mount (warhorse) which may be called as soon as 4th level.
  • Minimum of 4 hit die.
  • A large companion will serve as a loyal trained mount, similar to a paladin's bonded mount.

The mount is bound to an animal spirit in Arborea that has the same body type as the mount. Horse like mounts are almost always bound to a Favonian in Arborea. Dragon like mounts will be bound to a Battle Dragon.

Woodland Summons

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

Teuvel'Khilat

Tuevel'Kiira'Khilat

Avarphyn’Khilat