Enduring Bond

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Required Wolf Discipline 4
Range Touch
Target Area 1 Pack Member
Duration Permanent
Action Full Round
Cost 3 Mana
Effect A deepened connection to the natural world allows the adept to form a lasting bond with one member of her Pack. A single animal Ally that has been successfully controlled by Pack Mentality may be bonded indefinitely to the adept, allowing it to be kept as the adept’s Companion until it is either dismissed or killed. When both the adept and Companion are threatening the same target, they gain 1 Parry and a +1 Morale bonus to skill checks. These bonuses do not stack, however, the Morale bonus increases to +2 at Rank 5.

Only one Companion may be bound to the adept at a time. If the Adept and Companion are unwillingly separated or turned against one another (e.g. by the Companion’s death, extreme distance, or mind-controlling effects), the Adept's mental state is affected and she is considered a Lone Wolf. While a Lone Wolf, she takes a -2 morale penalty to CHA but gains +1 morale bonus to WILL until reunited with her Companion or a new Companion is bound. If a Companion is willingly released from the adept's Enduring Bond, she does not gain the morale modifiers of a Lone Wolf.

The Companion gains one Companion Power from the below list when the Bond is first established. When the adept reaches Rank 5, the Companion may obtain a second ability from the list.

Companion Powers

  • Bowl Over: If the target is the same size as or smaller than the Companion, dealing at least 3 lethal damage will knock a target prone. Large or greater Size Class creatures only.
  • Dive: Attacking a target from at least 3 yards above gives the Companion enough momentum to gain +2 Ignore Dodge. This increases to +3 at Rank 5.
  • Go for the Eyes: When the Companion’s attack deals at least 1 lethal damage, the target suffers a -2 penalty on its next attack roll.
  • Harrier: Melee attacks by the Companion reduce the target's dodge by 2 instead of 1, unless countered by Parry.
  • Menace: Once per encounter, the Companion may attempt an Intimidate skill check using the adept’s skill with a +2 Proficiency bonus. This increases to +3 at Rank 5. If the target fails a Mental Resistance roll, its Fear level is raised by one.
  • Razor Sharp: Gain +1 Armor Piercing. This increases to +2 at Rank 5.
  • Sneaky: The Companion may attempt Stealth Skill checks using the adept’s dice with a +2 Proficiency Bonus. This increases to +3 at Rank 5.
  • Subduing Bite: Once per target, when at least 1 lethal damage is dealt, the Companion may attempt to grapple and immobilize its target using the Companion’s Attack successes vs. the target’s Unarmed Combat: Grapple or Escape Artist skill.
  • Surefooted: The Companion ignores movement penalties for rough terrain.
  • Venomous Bite: If an attack deals at least 1 damage, apply a Poison effect equal to the animal’s Rank -1. The effect must be determined when the bonus is selected and may not be changed.

Companion Power selection must be approved by the Storyteller as appropriate to the Companion animal’s size/species when the Companion is bound. Companion Powers that are triggered by a successful attack may not be applied simultaneously.