Yet if an animal was mistreated during its time as a companion, or is treated poorly after its awakening, that friendliness is mixed with a sense of confusion that can last anywhere from a few moments to a few hours as the animal reconciles the abuse with the great gift it’s been given. After awakening, animals are predisposed to be friendly toward whoever cast the spell- in this case, presumably their masters. Further, an intelligent animal can be difficult to manage. Most pointedly, awakened animals can no longer serve as companions, and the character must follow the rules for Leadership if he wishes to take the animal as an official cohort. The moment the spell takes effect, an animal companion ceases to be a class feature, and instead becomes a person-an NPC whose Intelligence has increased by 3d6 (potentially making it as smart as or smarter than the caster), and who has an increased Charisma score and knows at least one spoken language.Īn adventurer considering awakening his animal companion should keep in mind the awaken spell’s potential drawbacks. One of the surest ways to complicate the relationship between an adventurer and her animal companion is to cast awaken on the beast. Once it’s awakened, it can either spend a feat on armor proficiency or take class levels in a class that grants armor proficiency, just like any intelligent creature. Only the animal’s type changes to magical beast, it doesn’t gain all the mathematical benefits for this type change (think of it as a “quick rules” version of adding a template to a creature).Īn animal trained to wear barding can continue to do so without penalty once it is awakened. Do you change its HD to d10s, increase its BAB to that of a magical beast, and gain other features of the magical beast type? It also gains two Hit Dice are these d8s or d10s? If the animal was trained to wear barding, does it retain this ability once it is awakened? If the animal wasn’t trained to wear barding, how can the awakened creature learn how to wear armor? If you cast awaken, an animal’s type changes to magical beast. This spell does not function on an animal or plant with an Intelligence greater than 2. An awakened animal can’t serve as an animal companion, familiar, or special mount.Īn awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any). Its type becomes magical beast (augmented animal). An awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human’s.Īn awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. If you cast awaken again, any previously awakened creatures remain friendly to you, but they no longer undertake tasks for you unless it is in their best interests.Īn awakened tree has characteristics as if it were an animated object, except that it gains the plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it. The awakened animal or tree is friendly toward you. To succeed, you must make a Will save (DC 10 + the animal’s current HD, or the HD the tree will have once awakened). You awaken a tree or animal to human-like sentience. Saving Throw Will negates Spell Resistance yes School transmutation Level druid 5, shaman 6 Mystery nature 5Ĭomponents V, S, M (herbs and oils worth 2,000 gp), DF
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