Craftsmen and Chimeras Wiki

Vanitus

Death Ward

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Combat stats

Strength: 5
Dext.: 0

Contn.: 6
Intel.: 0

Hybrid pseudostats

Might: 6(5)
Prws.: 5

Power: 6(5)
Cun.: 0

Noncombat skills

Interpers.: 1
Trickery: 1

Survival: 9
Education: 1

Other stats

HP: 33

Speed: 6

Size: 1

Race: Magical construct

Armor (e/m): 6/5
Reflex (e/m): 6/6

Fort. (e/m): 8/6
Will. (e/m): 6/6

Vanitus (called the Death Ward) is a centuries-old spirit, bound by an unknown magician to the armor that he wears. Forsaken from death and cast out from society, he has slumbered until a force thought lost to him called. It seems his creator has returned, and Vanitus's tale is just beginning.

Equipment[]

Anima Guard

Level 1 armor

Vanitus's orginal suit of armor he was bound to

Armor
Armor: +6 evasion, +5 mitigation

This armor requires 5 Strength to wear.


Tomb Guard's Shield

Shield

ancient steel shield of remarkable robustness, looted off of a suit of armor found in a tomb

Armor ✦ Off-hand
Armor: +1 evasion +1 mitigation

This shield requires 5 Strength to use.


Greatsword of Enemus

Level 1 weapon

A magnificent greatsword with a runed blade and an inlaid hilt and pommel. The owner must surely miss it. badly

WeaponTwo-handed, Mighty
Hit die: 1d12Range: 1
Accuracy mod.: -1
Enhancement: +1 Might
Critical: +1d12 damage

Power (Daily ✦ Magic, Life, Death): Standard action. Swap the HP of one ally or yourself and a foe. Both targets must be within radius 6. This ability cannot be used on a target whose current HP exceeds your maximum HP.


Abilities[]

Strength of the Spirits

Class feature

Tales tell of beings not of this plane able to wield weapons bigger than those used by mortals.

Passive
Passive ability

You may treat Main-handed weapons as One-handed weapons, and Two-handed weapons, except bows, as Main-handed weapons.


Death Ward

Passive

Drawing from the atrophy of injuries draw damage from allies and bolster your resistance

Passive ✦ Magic, Immediate action
Passive ability      Radius 4
Trigger: An ally in radius is attacked

Effect: Negate up to 2 damage from the attack, but take the same amount as true damage.


Shockwave

Attack

..

At-will ✦ Martial
Standard action      Blast 3 by 3
Target: All foes in blast

Effect: 1d6 damage, and target(s) are pushed 2 tiles away from you.


Death Pact

Attack

The closer one is to those forsaken, the closer one is to death.

At-will ✦ Magic, Death
Standard action      Ranged 4
Target: One foe in range
Attack: Strength vs. Endurance

Hit: 1d6 damage, and the target is afflicted by Death Pact.

Death Pact: Only one foe may be afflicted by Death Pact at a time. While a foe is afflicted with Death Pact, for every 2 points of HP you lose, your foe takes 1 true Death damage.


Shield-Wall

passive

Hunker behind your shield and ready yourself for all that comes your way

passive
passive ability      Shield

reduce speed to 2 and add 2 mitigation


Ominous Aura

Passive

Imposing and chilling, a nexus of foreboding emanates around you in combat

Passive ✦ Magic, Mark
Passive ability      Radius 2
Trigger: A foe enters or ends its turn in radius
Target: Triggering foe

Effect: The target is marked until the end of your next turn.


Call of the Dying

Attack

Slip from reality, you are dying

Standard action ✦ Magic
Standard action      Ranged 6
Trigger: opponent under half health
Target: One bloodied foe in range
Attack: Strength vs. Willpower

Hit: The target is afflicted with Call of the Dying. Note this ability's accuracy roll.

Call of the Dying: Stunned indefinitely, and all direct damage taken is increased by 2. You may attempt to recover from this effect with a minor action by rolling 3d6-8+Intelligence vs this ability's original accuracy roll. If their roll equals or exceeds this ability's original accuracy roll, this effect immediately ends.