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Marat, Guardian of Shields

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Marat was a living, thinking construct who was the life’s work of a gnome technician. He earned himself a soul beyond his metallic gears and frame.

How to read this stat block

Summoning Rules[T]

The following describes the requirements and rituals for binding Marat.

Spirit Level: 1st
Constellation: Hero
Alignment: LN
Binding DC: 15
Totems: You gain a totem bonus on the spirit’s binding check if you meet some or all of these conditions. (+2 insight bonus for at least one, +4 for all)

  • You are a gnome or possess mechanical know-how, requiring 2 ranks in Knowledge (engineering). Note if you are a gnome that gnomes are also this spirit’s favored enemy.
  • You read to Marat during his ceremony in Gnome, requiring the ability to speak Gnome.
  • You place 50 gp of books around Marat’s seal during his ceremony.

Ceremony: You bring a child’s storybook into Marat’s seal and read aloud the Tale of Green Glomairah.

Manifestation: The shifting of great gears echoes throughout the seal as you finish the story. Two massive eyes open on the ground within the seal as a mechanical voice says, “I am awake and ready.”

Granted Abilities

Marat grants the following abilities.

Major Granted Abilities

Beating the DC by 10 or more grants access to the Capstone Empowerment

Defend the Ward: As a move action, you switch places with one ally within 30 feet without provoking attacks of opportunity. If you target an ally that is being grappled, you become grappled instead. This ability is a teleportation effect. After using this ability, it becomes expended for 5 rounds.

Capstone Empowerment: You can use defend the ward as a swift action. At 10th level, you can use defend the ward as an immediate action. If the target was targeted by an attack or spell when you used defend the ward, you become the target instead.

Minor Granted Abilities

Bodyguard: While you are bound to Marat, you gain the benefits of Bodyguard.

Marat’s Body: You can summon and equip Marat’s body as a full-round action, which offers you the same protection and restrictions as a masterwork breastplate. You cannot have more than one instance of Marat’s body active at a time. If this ability is used again or the armor is removed, any existing armor immediately vanishes. At 3rd level and every four levels thereafter, armor summoned by this ability gains a +1 enhancement bonus to its AC, to a maximum of +5 at 19th level. At 9th level, you can summon Marat’s body as a suit of full-plate instead of a breastplate.

Marat’s Precautions: While you are bound to Marat, you gain the ability to cast alarm and shield of fortification as spell-like abilities a number of times per day equal to 3 + your Charisma modifier.

Armor Training: While you are bound to Marat, you gain proficiency with medium and heavy armor. At 7th level, you gain armor training as though you were a 3rd-level fighter. At 14th level, you gain armor training 2 as though you were a 7th-level fighter.

Signs and Influence

The spirit affects you in the following ways:

Physical Sign: Your body and equipment become metallic and cold to the touch. When you activate one of Marat’s granted abilities, a ghostly visage of Marat’s chassis enshrouds you with whirling gears and ghostly humming.

Personality: You mind wanders constantly, causing your eyes to glaze over. You must read whenever your friends aren’t in direct danger.

Favored Ally: Construct (any)

Favored Enemy: Humanoid (gnomes)

Vestigial Bond (Companion)

While you are bound to Marat, you gain a constant mage armor effect for the duration of your pact with Marat. This ability replaces Marat’s body and armor training.