Craftsmen and Chimeras Wiki

Gilles Bastien

Level 2 Fleshsticher

Gilles

Combat stats

Strength: 0
Dext.: 1

Contn.: 1
Intel.: 5

Hybrid pseudostats

Might: 5
Prws.: 1

Power: 6
Cun.: 6

Noncombat skills

Interpers.: 0
Trickery: 0

Survival: 0
Education: 0

Other stats

HP: 18

Speed: 6

Size: 1

Race: Human

Armor (e/m): 7/0
Reflex (e/m): 1/1

Fort. (e/m): 1/1
Will. (e/m): 3/1

Abilities[]

Level 1[]

Corpse Butchery - Medium

Tier 1 Passive

You stitch grotesque new forms out of the dismembered bodies of your foes.

Passive ✦ Unlife
Passive Ability

You can raise zombies as an at-will action. You can create new raise-able corpses as long as they have a head, body, and locomotive mechanism. You can create Tiny, Small, and Medium, or Large sized undead abominations. This process takes 1d6 minutes per individual part involved.

Zombie Creation: The corpse to be raised should have a head, body, and some kind of locomotive mechanism, and must have some flesh remaining. These zombies have half the hitpoints of the caster, do 1d4+caster's int in damage, and act independently on their owner's turn as long as the constroller is conscious. They can be given extremely rudimentary commands but are otherwise unintelligent and cannot speak. They do not need to be vocally commanded. Any one person can have their Intelligence in zombies at any time. Zombies die if their creator is killed, but continue to operate on their most recent orders under the effects of silences, anti-magic fields, and if their creator is unconscious, although in neither cases can they be issued new orders.



Overwhelm

Tier 1 Attack

All must succumb and be saved! Bring the enemies of the Prophet low before Him!

At-Will ✦ Magic, Unlife
Standard Action
Target: One enemy

Places an Overwhelm mark on the target. Only one of each of Gilles' marks can be active at a time. Only one mark can be on any one target at a time. Marks do not need to be maintained, and their effects continue even if Gilles is rendered unconscious. This mark may be dismissed as a minor action or automatically if the target is rendered unconscious.

Overwhelm Mark: This mark has multiple cumulative effects depending on the number of zombies adjacent to the target:

  • If the marked target has at least two zombies adjacent to it (diagonals count), they take a -1/tier penalty to accuracy for each adjacent zombie.
  • If the marked target has at least three zombies adjacent to it, the target is considered to be on difficult terrain.
  • If the marked target has at least four zombies adjacent to it, they must make a fortitude save every round to avoid being dragged to the ground. If they fail, they are considered prone for that round and cannot move or attack.
  • Every additional (past 4) adjacent zombie adds +1/tier to the DC of this fortitude save.

Determining Adjacency: Any zombies in a close burst 1 around a target are considered adjacent. If the whole burst is filled, this extends to close burst 2 and so on.



Protect

Tier 1 Defense

Come and lay down your lives for the holy Prophet! Spill your blood in defense of our salvation!

At-Will ✦ Magic, Unlife
Standard Action
Target: One ally

Places a Protection mark on the target. Only one of each of Gilles' marks can be active at a time. Only one mark can be on any one target at a time. Marks do not need to be maintained, and their effects continue even if Gilles is rendered unconscious. This mark may be dismissed as a minor action but it will remain in effect if the target is rendered unconscious.

Protection Mark: This mark has multiple cumulative effects depending on the number of zombies adjacent to the target:

  • If the marked target has at least two zombies adjacent to it (diagonals count), they take a +1/tier bonus to armor for each adjacent zombie.
  • If the marked target has at least three zombies adjacent to it, the target gains resistance of +1/tier for each adjacent zombie.
  • If the marked target has at least four zombies adjacent to it, they may choose to redirect a maximum of their Intelligence of damage taken per round to adjacent zombies. This damage is equally distributed among all adjacent zombies and rounded up.

Determining Adjacency: Any zombies in a close burst 1 around a target are considered adjacent. If the whole burst is filled, this extends to close burst 2 and so on.


Level 2[]

Corpse Explosion

Tier 1 Attack

You cause a corpse to shudder and then shatter outward in a vile explosion of gore.

Encounter ✦ Magic, Unlife
Standard Action      Close burst 2 on target within 5 units
Target: One dead creature
Attack: Accuracy vs. Armor

2d6 Unlife damage to all enemies within burst, all including allies area bathed in gore.



Conduit

Tier 1 Attack

Give up your flesh to the will of the Prophet! Make yourself the conduit for His salvation!

At-Will ✦ Magic, Unlife, Shadow, Nonsolid, Critical Straights
Standard Action      Close burst 3 on target within 5 units
Target: One allied undead creature
Attack: Accuracy vs. Armor

Causes an undead creature which does not have a mark applied to it to pulse with shadow energy. If another undead creature you control and which has no mark applied to it is caught in the explosion, it triggers another Conduit explosion. This secondary explosion can trigger other Conduit explosions in the same way. The explosion has different effects based on how many Conduit explosions the target is ultimately exposed to. They are:

  • One explosion - 1d4 + Intelligence Shadow damage
  • Two explosions - 1d6 + Intelligence Shadow damage
  • Three explosions - 1d6 + Intelligence Shadow damage and Blinds for 1 turn.
  • Four explosions - 6 + Intelligence Shadow damage and Blinds for 1 turn


Level 3[]

Major Enhancement

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Daily ✦ Magic, Unlife
Full Action
Target: One undead creature under your control

Enhance one undead creature with one of the following properties. These are cumulative and unless otherwise indicated can be applied multiple times. The available enhancements are:

  • Size Increase: Increase size category to large or by 1, whichever would result in a larger size. Each size category above medium gives the zombie a bonus to their damage and HP. (+2/tier damage and +4/tier HP per increase above medium).
  • Necrotic Bloat: Gain +10/tier HP and deal 1d4/tier Acid damage when hit by melee attacks. Automatic Corpse Explosion upon death. Can only be applied once.
  • Automaton Brain: Gains rudimentary, robotic intelligence. Can perform very simple tasks (for example "gather sticks" mostly correctly, although it will still have no adaptability). Can only be applied once.
  • Reinforced Forelimbs: Gains +2 speed when charging and can jump twice as far. Can only be applied once.
  • Undead Vitality: Gains regeneration 2/tier. Can be applied up to 3 times for regeneration 6/tier.
  • Natural Weapon: Attack dice changes to 1d6. Accuracy bonus changes to 0.


Level 9[]

(WIP)

Advance

Tier 1 Utility

Go forth and spread the word of the Prophet! Bring sweet death to His enemies that they might be saved!

At-Will ✦ Magic, Unlife
Standard Action
Target: One square, line, enemy, or structure

If an undead creature you control moves towards the target on its turn, it gets an Advance mark until the end of its next turn.

Advance Mark: Gives different effects based on the size category of undead. These effects are cumulative. The effects are:

  • Medium or smaller: Gain +3 speed if moving towards the target and cannot be slowed
  • Large: Gain resistance 4/tier to all ranged attacks
  • Huge or larger: Can knock prone with a successful charge attack


Levels[]

  • Level 1 - N/A
  • Level 2 - Allocation - 1 int 1 defense

Items[]

Backpack

Satchel

3x Dagger

3x Zombie Follower, 1x Zombie Weinerdog

5x Rations

1x Sleeping Roll

50 ft rope

3x bottles

Wand of Unwoven Deaths

Tier 1 Weapon

This wand warps the very nature of death, such that its slain victims bend to its master's whim before they even have a chance to fall to the ground.

WeaponMain handed, Ranged only, Ethereal, Arsenic
Hit die: 1d4Range: 4
Accuracy mod.: +2
Enhancement: +1 to Accuracy and Damage
Critical: +1d4 Death damage, and all minions within 2 units of the target gain this damage as HP.
Properties: Enemies slain by this weapon or by spells cast using this weapon as an implement are immediately raised as zombies under the wielder's control.

Power (Daily ✦ Undeath): Minor action. Raise the corpse of a slain enemy within 6 units as a zombie.



Explosive Cloth Armor

Tier 1 Armor

This beautifully-woven set of cloth robes teems with power that defies the sorcerer's control.

Armor ✦ Light
Armor:
Enhancement: +1 to Armor
Properties: Resist 1 Omnielemental

Power (Daily ✦ Fire): Free action. You can use this action when you take non-physical damage. You and all enemies within close burst 2 take 1d12 Fire damage.



Distorted Candlestick

Tier 1 Item

A candlestick with ornate but indecipherable carvings. It hums with power.

This candlestick, when held in just the right way, emits an otherworldly light that illuminates the surroundings as well as any lit torch.