Celestial Huge Androsphinx: Difference between revisions
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{{Animal_Companion_Research | {{Animal_Companion_Research | ||
|Name_of_Creature= Celestial Huge Androsphinx | |Name_of_Creature= Celestial Huge Androsphinx | ||
|Companion_Submission_Status= | |Companion_Submission_Status= accepted | ||
|CTS_Code= 364 | |CTS_Code= 364 | ||
|Type_of_Creature= Magical Beast | |Type_of_Creature= Magical Beast | ||
|Subtype_of_Creature= Feline | |Subtype_of_Creature= Feline | ||
|Author= Dust, as recorded by Auryna Ak'hanrye (Dust is the chosen name of the character whose floaty name is "Opodomus" gamespy account | |Author= Dust, as recorded by [[PCs:Auryna_Ak'hanrye|Auryna Ak'hanrye]] ((Dust is the chosen name of the character whose floaty name is "Opodomus"; gamespy account Opodomus PM forum name Lucidic)) | ||
|Image= Celestial_Huge_Androsphinx.PNG | |Image= Celestial_Huge_Androsphinx.PNG | ||
|Most_Compatible_Fylgia= | |Most_Compatible_Fylgia= Hawk | ||
|Most_Compatible_Notes= | |Most_Compatible_Notes= While obviously predominantly feline in build, the androsphinx does not behave in a stealthy manner or try to make precise strikes in combat. It's spiritual nature attunes it most closely with the hawk. | ||
|Least_Compatible_Fylgia= Dire Rat | |Least_Compatible_Fylgia= Dire Rat | ||
|Least_Compatible_Notes= The Dire Rat is everything the androsphinx is not. The androsphinx is not small, not sneaky, and would quite possibly eat anything that referred to it as low class. | |Least_Compatible_Notes= The Dire Rat is everything the androsphinx is not. The androsphinx is not small, not sneaky, and would quite possibly eat anything that referred to it as low class. | ||
|Introduction= All androsphinx are, by definition, male. The Celestial Huge Androsphinx is specifically a male sphinx that is native to the divine planes. All specimens studied were summoned via | |Introduction= All androsphinx are, by definition, male. The Celestial Huge Androsphinx is specifically a male sphinx that is native to the divine planes. All specimens studied were summoned via druidic magic. They are all innately creatures of good, and as their animalistic nature implies they pursue what they believe to be good regardless of the laws of whatever land they have been summoned to. | ||
The androsphinx is unique in that while it is a fully sentient creature, it can still be dominated by a druid with sufficient talent in animal empathy. It is quite aware of this vulnerability however and is able to ward itself against hostile intrusions into its mind. It also has the ability to use several divine spells. It is attuned to the air and animal clerical domains, suggesting that androsphinx serve and are granted the ability to channel divine magic from both O'Ma and Dru'El. Observed spells included Hammer of the Gods, Shield of Faith, Searing Light, Dispel Magic, Divine Favor, Resistance, Aid, Bull's Strength, and various levels of healing magic. | The androsphinx is unique in that while it is a fully sentient creature, it can still be dominated by a druid with sufficient talent in animal empathy. It is quite aware of this vulnerability however and is able to ward itself against hostile intrusions into its mind. It also has the ability to use several divine spells. It is attuned to the air and animal clerical domains, suggesting that androsphinx serve and are granted the ability to channel divine magic from both O'Ma and Dru'El. Observed spells included Hammer of the Gods, Shield of Faith, Searing Light, Dispel Magic, Divine Favor, Resistance, Aid, Bull's Strength, and various levels of healing magic. | ||
In combat, the androsphinx prefers not to cast protective magic until the moment the fight has begun. Before striking the androsphinx will roar in an attempt to frighten the foe. After that, it will use its most devastating offensive spells in an attempt to end the fight as quickly as possible. | In combat, the androsphinx prefers not to cast protective magic until the moment the fight has begun. Before striking the androsphinx will roar in an attempt to frighten the foe. After that, it will use its most devastating offensive spells in an attempt to end the fight as quickly as possible. Enemies may think they have won if they survive the intial fury of the androsphinx's divine assault, however the fangs and claws of the androsphinx are not just for show. When engaging in physical combat the androsphinx continues to approach the fight with the desire to end it quickly, preferring powerful swipes and bites intended to kill with a single blow if possible. Enemies attempting a stealthy attack will find it difficult to surprise the androsphinx. Though it has no magical sixth sense allowing it to detect life or invisibility, it does have the eyes and ears of a predator allowing it to hear the quietest scurrying of a rat or to spot the slightest motion in the shadows. | ||
Though sentient creatures usually lack enough animal nature to be bonded to a druid as a companion, the androsphinx, like all sphinx, has a strong natural tendency towards guardianship. This is usually guardianship of a place or an entrance, but a talented enough druid with enough dedication can convince an androsphinx to allow itself to be bonded. Androsphinx are proud, so the druid must prove that it is worthy to be the focus of guardianship. Compatible fylgia plays a large role in this. The androsphinx can sense a rat and has no desire to associate with one. If an androsphinx decides to assume guardianship of a druid, it makes the conscious decision to | Though sentient creatures usually lack enough animal nature to be bonded to a druid as a companion, the androsphinx, like all sphinx, has a strong natural tendency towards guardianship. This is usually guardianship of a place or an entrance, but a talented enough druid with enough dedication can convince an androsphinx to allow itself to be bonded. Androsphinx are proud, so the druid must prove that it is worthy to be the focus of guardianship. Compatible fylgia plays a large role in this. The androsphinx can sense a rat and has no desire to associate with one. If an androsphinx decides to assume guardianship of a druid, it makes the conscious decision to allow its animalistic nature become more dominant so that the druid may perform the bonding ritual. Because of this added component, a druid who has bonded a celestial androsphinx as an animal companion experiences a relationship of trust and respect that grants a feeling of sanctuary whenever the androsphinx is near. | ||
|Feeding_Habits= The androsphinx is carnivorous but rarely actually needs to eat. They have adapted to lives of long guardianship where it may happen that they only eat when an unfortunate creature tries to get past them. | |Feeding_Habits= The androsphinx is carnivorous but rarely actually needs to eat. They have adapted to lives of long guardianship where it may happen that they only eat when an unfortunate creature tries to get past them. | ||
|Disposition_Social_Habits= The unbonded androsphinx is solitary and territorial. They often spend their entire lives guarding one location and only interacting with those who threaten the place they guard. | |Disposition_Social_Habits= The unbonded androsphinx is solitary and territorial. They often spend their entire lives guarding one location and only interacting with those who threaten the place they guard. | ||
|Habitat= As a celestial being, its natural habitat is somewhere in the upper planes. Given their alignment, animalistic nature, and likely source of their divine magic, it would be expected that many of them could be found in the Beastlands. | |Habitat= As a celestial being, its natural habitat is somewhere in the upper planes. Given their alignment, animalistic nature, and likely source of their divine magic, it would be expected that many of them could be found in the Beastlands. | ||
|Other_Notes= Dust was responsible for summoning all specimen and as both Dust and the celestial androsphinx share an affinity to the domain of air, Dust had great success in the study of the magical beast. As he is rather private and anti social Dust requested that I, Auryna Ak'hanrye, record and pass the results of his research on to others. | |Other_Notes= Dust was responsible for summoning all specimen and as both Dust and the celestial androsphinx share an affinity to the domain of air, Dust had great success in the study of the magical beast. As he is rather private and anti social Dust requested that I, Auryna Ak'hanrye, record and pass the results of his research on to others. | ||
ooc notes: The Celestial Androsphinx when summoned normally with Summon Creature 9, has INT 12, Clerical levels, Clerical spells and turning undead abilities, and a Sonic Roar ability that IIRC frightens enemies, causes sonic damage and possibly deafness. When befriended as a CTS companion, their INT drops to 3, they are no longer allowed to speak or be spoken for by the player emote system (that's handled by the player's RP, not mechanically) and they lose all clerical levels, instead gaining Monk levels as they gain levels. | |||
Special CTS tricks are also limited, with only one of three available (Kehol). | |||
}} | }} |
Latest revision as of 20:58, 29 August 2022
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Research
Creature Name: Celestial Huge Androsphinx
Observations by: Dust, as recorded by Auryna Ak'hanrye ((Dust is the chosen name of the character whose floaty name is "Opodomus"; gamespy account Opodomus PM forum name Lucidic))
Creature Type: Magical Beast ((364))
Creature Subtype: Feline
CTS trainable: Yes (compatible with CTS).
Introduction
All androsphinx are, by definition, male. The Celestial Huge Androsphinx is specifically a male sphinx that is native to the divine planes. All specimens studied were summoned via druidic magic. They are all innately creatures of good, and as their animalistic nature implies they pursue what they believe to be good regardless of the laws of whatever land they have been summoned to.
The androsphinx is unique in that while it is a fully sentient creature, it can still be dominated by a druid with sufficient talent in animal empathy. It is quite aware of this vulnerability however and is able to ward itself against hostile intrusions into its mind. It also has the ability to use several divine spells. It is attuned to the air and animal clerical domains, suggesting that androsphinx serve and are granted the ability to channel divine magic from both O'Ma and Dru'El. Observed spells included Hammer of the Gods, Shield of Faith, Searing Light, Dispel Magic, Divine Favor, Resistance, Aid, Bull's Strength, and various levels of healing magic.
In combat, the androsphinx prefers not to cast protective magic until the moment the fight has begun. Before striking the androsphinx will roar in an attempt to frighten the foe. After that, it will use its most devastating offensive spells in an attempt to end the fight as quickly as possible. Enemies may think they have won if they survive the intial fury of the androsphinx's divine assault, however the fangs and claws of the androsphinx are not just for show. When engaging in physical combat the androsphinx continues to approach the fight with the desire to end it quickly, preferring powerful swipes and bites intended to kill with a single blow if possible. Enemies attempting a stealthy attack will find it difficult to surprise the androsphinx. Though it has no magical sixth sense allowing it to detect life or invisibility, it does have the eyes and ears of a predator allowing it to hear the quietest scurrying of a rat or to spot the slightest motion in the shadows.
Though sentient creatures usually lack enough animal nature to be bonded to a druid as a companion, the androsphinx, like all sphinx, has a strong natural tendency towards guardianship. This is usually guardianship of a place or an entrance, but a talented enough druid with enough dedication can convince an androsphinx to allow itself to be bonded. Androsphinx are proud, so the druid must prove that it is worthy to be the focus of guardianship. Compatible fylgia plays a large role in this. The androsphinx can sense a rat and has no desire to associate with one. If an androsphinx decides to assume guardianship of a druid, it makes the conscious decision to allow its animalistic nature become more dominant so that the druid may perform the bonding ritual. Because of this added component, a druid who has bonded a celestial androsphinx as an animal companion experiences a relationship of trust and respect that grants a feeling of sanctuary whenever the androsphinx is near.
Feeding Habits
The androsphinx is carnivorous but rarely actually needs to eat. They have adapted to lives of long guardianship where it may happen that they only eat when an unfortunate creature tries to get past them.
Disposition and Social Habits
The unbonded androsphinx is solitary and territorial. They often spend their entire lives guarding one location and only interacting with those who threaten the place they guard.
Habitat
As a celestial being, its natural habitat is somewhere in the upper planes. Given their alignment, animalistic nature, and likely source of their divine magic, it would be expected that many of them could be found in the Beastlands.
Fylgia
Most compatible: Hawk
- While obviously predominantly feline in build, the androsphinx does not behave in a stealthy manner or try to make precise strikes in combat. It's spiritual nature attunes it most closely with the hawk.
Other notes
Dust was responsible for summoning all specimen and as both Dust and the celestial androsphinx share an affinity to the domain of air, Dust had great success in the study of the magical beast. As he is rather private and anti social Dust requested that I, Auryna Ak'hanrye, record and pass the results of his research on to others.
ooc notes: The Celestial Androsphinx when summoned normally with Summon Creature 9, has INT 12, Clerical levels, Clerical spells and turning undead abilities, and a Sonic Roar ability that IIRC frightens enemies, causes sonic damage and possibly deafness. When befriended as a CTS companion, their INT drops to 3, they are no longer allowed to speak or be spoken for by the player emote system (that's handled by the player's RP, not mechanically) and they lose all clerical levels, instead gaining Monk levels as they gain levels. Special CTS tricks are also limited, with only one of three available (Kehol).