Teuvel'Kiira'Khilat / Thaelkiira / Speak with Nature: Difference between revisions

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=== Familiar Enhancement ===
=== Speak with Animals ===
Familiars and similar animal companions with special bonds to their master can be enhanced by this mantle power. Enhancements are granted at the rate of one per month where the animal has daily contact with the kiira wearer.


* ''Familiar Enhancer I''
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 answersUnless 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.
** Intelligence minimum of low (4 + 1d3)
** ''Mind Blank''
** ''Commune with Nature'' - personal radius of quarter mile
** ''Speak with Animals'' (same family; cat to feline)
** Special Power from tables
* ''Familiar Enhancer II''
** Intelligence minimum of average  (7 + 1d3)
** ''Speak with Animals'' (same class; cat to mammals)
** ''Change Self'' to alter appearance, color/pattern, and size +-25%.
** Special Power from tables
* ''Familiar Enhancer III''
** Intelligence minimum of very (10 + 1d2)
** Special Power from tables
* ''Familiar Enhancer IV''
** ''Alter Self'' to
*** any animal with a similar size and body form, adding or removing up to two appendages such as tail or wings
*** tiny fairy being (Brownie, Forest Gnome, Sprite, etc.)
*** any medium sized demi-human form when polymorphed
** Special Power from tables
* ''Familiar Enhancer V''
** Intelligence minimum of high  (12 + 1d2)
** Special Power from tables
* ''Familiar Enhancer VI''
** Sing in harmony with anyone bound to the kiira
** Special Power from tables
* ''Familiar Enhancer VII''
** Intelligence minimum of exceptional  (14 + 1d2)
** Special Power from tables
* ''Familiar Enhancer VIII''
** Cast 1 wizard spell and 1 priest spell per day. Must be within 30’  of kiira for 1 hour to gain spells.
** Special Power from tables


=== Kiira Binding ===
=== Call Animal Companion ===
Familiars are bonded to the kiira and can access some of its powers.
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.  


=== Thaelkiira ===
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.
A set of spells are made available to the bonded animal companions.


==== 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 ===


==== Spells ====
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.
 
===== Offensive 1/day =====
 
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# Eyefire
 
===== Defensive 3/day =====
 
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# Mordenkainen's Faithful Phantom Defenders
 
===== Utility 3/day =====
 
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== Interactions ==
== Interactions ==

Latest revision as of 04:49, 24 December 2020


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