Marat

Spirit Level: 1st
Constellation: Hero
Binding DC: 15
Special Requirement:
Favored Ally: Construct (any)
Favored Enemy: Humanoid (gnomes)
Totems: You gain a totem bonus on the spirit’s binding check if you meet some or all of these conditions.

  • You are a gnome or possess mechanical know-how, requiring 2 ranks in Knowledge (engineering).
  • You speak Gnomish.
  • You bring many volumes of books into the seal worth a total of 50 gp.

He is the construct who earned himself life beyond metal and gears. Marat grants those who wish to protect others the might of his iron body.
Legend: Gnomes often tell the tale of a mechanic whose name was lost to time, simply referring to him as ‘the Engineer’ instead. According to legends, the Engineer and his wife were unable to have children of their own, so the Engineer set out to build himself a child. A gear golem was the result of the venture and the Engineer quickly fell in love with the ‘son’ he had created. His wife would hear none of this, so she banished her ‘son’ into the attic, hoping her husband would forget him. But he did not, and every day the Engineer taught his son and brought him books, and every night the son read of the beautiful, green world outside his attic. When the Engineer died, the wife wanted nothing to do with her husband’s toys so she let her ‘son’ rust away and he was never heard from again. However, on beautiful summer nights, some gnomes claim you can hear Marat’s joyous voice frolicking with every gentle breeze that sweeps across the green world that he craved to visit.
Special Requirements/Ceremony: You bring a child’s storybook into the seal and open it to the tale of a woman with a green thumb.
Manifestation: The shifting of great gears echoes throughout the seal as two massive eyes open on the ground. A mechanical voice signals for negotiations to begin, saying, “I am awake and ready.”
Sign: Your skin takes on a metallic sheen. Whenever you activate one of Marat’s granted abilities, a ghostly visage of Marat’s chassis enshrouds you.
Influence: You lose all sense of empathy, compassion, mercy, and similar requests for reduced pain and suffering.
Major Granted Abilities;
Defend the Ward: As a move action, select 1 ally within 30 feet of you. You immediately swap places with the selected ally without provoking attacks of opportunity. This is a teleportation effect. After using this ability, it is exhausted for 5 rounds.
Capstone Empowerment: You can use defend the ward as a swift action instead of a move action. If your binder level is 10 or more, you can use this ability as an immediate action. If used in response to an attack against the target creature, the attack is made against you instead.
Minor Granted Abilities
Bodyguard: While you are bound to Marat, if an ally that is adjacent to you is attacked you may use an attack of opportunity to attempt an aid another action to improve your ally’s AC. You may not use this action to improve your ally’s attack roll. If you possess the Bodyguard feat, add your Charisma bonus (minimum 0) to the number of attacks of opportunity that you may take during a round instead. These attacks of opportunity can only be used to improve an ally’s AC via Bodyguard.
Marat’s Body: You can summon Marat’s armored body as a full-round action. This is a masterwork suit of full-plate with which you are always proficient, improving based on your binder level. The armor’s benefit improves with your binder level as noted below.

  • 4th level: +1 light fortification full-plate
  • 8th level: +2 light fortification full-plate
  • 12th level: +3 moderate fortification full-plate
  • 16th level: +5 moderate fortification full-plate
  • 20th level: +5 moderate fortification full-plate with spell resistance 13
    The full-plate ceases to exist if it is removed or if you summon a new suit.
    Marat’s Shield: While you are wearing Marat’s body (see above), you gain a constant shield of force energy, as a shield spell.
    Unimpeded: While you are bound to Marat, armor does not impede your speed and the armor check penalty you suffer from wearing armor or shields is reduced by half your binder level (minimum 0).
    Vestigial Companion
    You gain the service of an arbiter familiar for the duration of the pact. See the monster entry in Pathfinder roleplaying game bestiary 2. Treat your binder level as your wizard level to determine your familiar’s abilities and if you qualify for the familiar. You are treated as lawful neutral for the purpose of adjudicating the familiar. You cannot select Marat’s vestigial companion if your binder level is not 7th level or greater. This ability replaces bodyguard.

Marat

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