Graven

During a previous quest or on some side quest between your major expeditions, you came into possession of a suit of magical armor. The armor has an odd, uneven style, with great flaring shoulder guards, flanges on the greaves and leggings, and a breastplate wrought to show the face of a wizened man with wild hair. Unusual appearance aside, the armor appeared of the finest quality and fitted you perfectly when you donned it.
But as you secured the final piece, the armor bound itself to your body, forming a second skin. Although you cannot remove it, it discomfits you not at all. You and the armor have become one.
The armor has mysterious origins, though the longer you wear it, the more you learn about its capabilities. It could have come from Kaen himself, since that god merged with his armor too. The armor might also have some great purpose that will reveal itself as you undertake more and more dangerous quests.

Level 7 Graven

Attributes: Increase three attributes by 1 each.
Health: +18, Bonus Damage: +1d6
Graven Armor (Magical): You become encased in a suit of graven armor and remain so until you die, at which point the armor disappears. If you are restored to life, the armor returns to encase you. If you transform, the armor transforms to accommodate your new form.
The graven armor counts as light armor that grants Defense 18. The armor sustains you; you become immune to hunger and thirst. You ignore the consequences for resting in armor and you ignore the effects of exposure.
Finally, you can use a reaction when a creature you can see attacks you to increase your Defense to 25 for that attack. If the result is a success, a wave of force rushes through a Size 5 space centered on you. Each creature in this space makes a Strength roll. On a failure, the creature falls prone; at level 8, the creature also takes 1d6 damage. Once you use this aspect of the talent, you lose access to it for 1 minute.

Level 8 Graven

Health: +18, Bonus Damage: +1d6
Protection from Magic (Magical): You take half damage from magical sources, impose 1 bane on rolls made against you from magical effects, and make rolls to resist or end magical effects with 1 boon.

Level 10 Graven

Health: +18, Bonus Damage: +1d6
Empty Armor (Magical): You can use an action to become ethereal for 1 minute. You take half damage from ordinary weapons and gain the Insubstantial and Slippery traits. Once you use this talent, you lose access to it for 1 hour.