Vessel

From MythCraft Online SRD
Jump to navigation Jump to search
Dungrel Razevow, magic thief

"The gods themselves handle their power irresponsibly. Why any would put their faith in such fickle beings is utterly beyond me. If you want something done right, do it yourself." - Dungrel Razevow, magic thief

You have always known that something is not right with the world. Deity and demon alike seem utterly concerned with their own plans and care not for the mortal world. In response, you have grown increasingly bitter and have finally taken it upon yourself to rewrite the world as you see fit. By siphoning power from gods and planar entities, you will become a god in your own right, and will act with more justice and care than any before you.

Being a vessel is a dangerous affair. You are constantly stealing traces of power from tremendous, unfathomable planar entities. In doing so, you run the risk of their retaliation. How do you recognize your own role in the grand scheme of the cosmos? Do you steal power with a sense of resignation that one day you will be caught and punished, or do you boldly believe that eventually you might become as powerful as a demigod yourself? Do you steal from many different gods to hide your tracks, or do you find yourself returning to the same deity over and over?

Would you ever enter into some form of mutual agreement with a deity in exchange for a reliable stream of power, or is this too limiting for your aspirations? What exactly do you hope to achieve from taking godly power into your own hands? If you pursue some kind of abstract moral goal, how will you know when you have achieved it? How much power do you need from the gods in order to achieve this goal, and is there truly no safer way to do so?

Or, maybe you steal from the gods just because you like it.

Vessel Tracks/Talents

Antiessence. You channel your corrupted Essence into a scouring aura that damages and weakens your foes.

Divine Icons. Through thievery or trickery, you gain access to one or more divine icons, siphoning power from the gods.

Planar Thievery. By stealing energy from spells and planar creatures around you, you can enhance your own powers.

Soul Graft. You use the external energy that you have attached to your soul to enhance your physical stamina far beyond what you could naturally achieve.

Demon Soul. Harker's Guide to Vampire Hunting. You have invited a fiend to dwell within you in a tense, cosmic symbiosis. Keeping its needs satiated can be challenging, but the rewards are great.

Nightcomer. Harker's Guide to Vampire Hunting. As Nightcomers progress in power, they gain fine control over their own bodies and the bodies of others, and the most skilled Nightcomers are known to create strange and powerful constructs of flesh, or even to turn themselves into disconnected collections of limbs and organs moving in unison.

Core Subclass Tracks

Vessel Entry Talent

After gaining the Vessel Entry talent, you can take talents from any of the Vessel subclass tracks.

Talent PreReq Description Tags
Vessel Entry Character Level 2 When you take this entry talent, you gain the following benefits.

Divine Icon. Choose one Divine Icon from the Cleric stack. Gain one of that Icon’s abilities.

Surge of Vitality. Gain the Surge of Vitality ability.

  • Surge of Vitality (2/Rest). If Bloodied, you may spend 2 AP to regain 1d4+CHA HP.

Initiate. Gain the Initiate of the Occult talent if you did not already have it. If you already had it, gain +5 SP and +1 Occult Power instead. CHA is your magic attribute.

Occult Power. Each time you level up and spend your Talent Point on a vessel talent, you gain +5 SP and +1 Occult Power.

Soul Sacrifice. Some talents in the Vessel stack have the soul sacrifice tag. When you take a talent with this tag, you lose the ability to ever be resurrected by any means, as your soul has suffered too much alteration to function as a normal soul would.

Vessel, Class Entry

Antiessence Track

Antiessence Track Progression
Antiessence Track Progression
Talent PreReq Description Tags
Antiessence Aura Vessel Entry By unleashing your strange and corrupt Essence in a torrent around you, you scour the nearby world. Gain the Antiessence Aura ability.
  • Antiessence Aura (END/Rest). Spend 3 AP to activate an aura on your turn. The Aura lasts for 1 minute or until you choose to end it early for 0 AP. Your Aura’s radius is 10 ft. Your aura imposes 1 TD on all hostile creatures within it.
Vessel, Antiessence
Vulnerability Antiessence Aura Choose one type of elemental or energy damage: cold, corrosive, fire, lightning, or toxic; necrotic, psychic, radiant, or sonic.

When you activate your Aura, you may use your Aura of Vulnerability power.

  • Aura of Vulnerability. Take 1d6 damage of the type you chose. You cannot negate or reduce this damage in any way. Your Antiessence Aura imposes Vulnerable 1 of the same type of damage. Creatures that are Immune to a type of damage do not gain Vulnerable from this ability.
Vessel, Antiessence
Vitriol Vulnerability When a hostile creature starts its turn in your Antiessence Aura, it must make an Aura Avoidance roll.
  • Aura Avoidance. The creature makes an END roll against a DC of your magic attribute+10.

On a failure, it takes 1d4 damage of the type you chose for Vulnerability. If you have other talents that require an Aura Avoidance roll, the creature makes one roll against all abilities. Taking all effects on a failure.

Vessel, Antiessence
Prolong Vitriol or Trepidation Your Aura lasts for 2 minutes. Vessel, Antiessence
Terror Antiessence Aura When a hostile creature starts its turn in your Antiessence Aura, it must make an Aura Avoidance roll.

Aura Avoidance. The creature makes an END roll against a DC of your magic attribute+10.

On a failure, it is Shaken until the start of its next turn. If you have other talents that require an Aura Avoidance roll, the creature makes one roll against all abilities. Taking all effects on a failure.

Vessel, Antiessence
Trepidation Vulnerability or Terror Hostile creatures in your Aura suffer -1 to all of their defenses. Vessel, Antiessence
Extend Vitriol or Trepidation Your Aura’s radius extends by +5 ft. Vessel, Antiessence
Antiessence Aura II Antiessence 4 Gain the Essence Exertion ability.
  • Essence Exertion. While Recouping, you may take 1d10 damage to regain one use of your Aura.
Vessel, Antiessence
Vulnerability II Antiessence Aura II, Vulnerability Repeatable. Choose another type of elemental or energy damage.

Your Antiessence Aura imposes Vulnerable 1 for this damage type as well.

Vessel, Antiessence, Repeatable
Vitriol II Vulnerability II or Terror II; Vitriol Vitriol damage becomes 1d6, and creatures that succeed the Aura Avoidance check still take 1⁄2 damage. Vessel, Antiessence
Prolong II Vitriol II or Trepidation II; Prolong Your Aura lasts for 3 minutes. Vessel, Antiessence
Terror II Antiessence Aura II, Terror Gain the Terrorize ability.
  • Terrorize (2/Recoup). Spend 2 AP to cause a creature that is Shaken from your Aura to become Frightened of you until the end of their next turn.
Vessel, Antiessence
Trepidation II Vulnerability II or Terror II; Trepidation Hostile creatures in your Aura suffer an additional -1 to all of their defenses. Vessel, Antiessence
Extend II Vitriol II or Trepidation II; Extend Your Aura’s radius extends by +5 ft. Vessel, Antiessence
Antiessence Aura III Antiessence 8 When you become Bloodied, you may activate your Aura for 0 Reactive AP. If the creature that Bloodied you is in the radius of your Aura, then they take 1d12 damage of a type that you chose with a Vulnerability talent. If you have no Vulnerability talents, then the damage is necrotic. Vessel, Antiessence, Soul Sacrifice
Vulnerability III Antiessence Aura III, Vulnerability II You may choose not to take damage when you activate Aura of Vulnerability, but if you do take damage, a creature of your choice in your Aura takes the same damage. Vessel, Antiessence
Vitriol III Vulnerability III or Terror III; Vitriol II Your Aura exudes destructive, reddish mist that imposes the Concealed condition on all creatures in the aura. However, you ignore Concealed when it is caused by this ability. Vessel, Antiessence
Prolong III Vitriol III or Trepidation III; Prolong II Repeatable. Your Aura lasts for +1 minute. Vessel, Antiessence, Repeatable
Vulnerability IV Prolong III or Extend III; Vulnerability III If you take damage when you use Aura of Vulnerability, a number of creatures within the aura up to 1⁄2 END take the damage as well. Vessel, Antiessence
Vitriol IV Vulnerability IV or Terror IV; Vitriol III Your Vitriol damage also deals 1d4 damage of a different type. Choose any elemental or energy type each time you cast the aura. Vessel, Antiessence
Terror III Antiessence Aura III, Terror II Terrorize is END/Recoup. Vessel, Antiessence
Trepidation III Vulnerability III or Terror III; Trepidation II Hostile creatures in your Aura suffer an additional -1 to all of their defenses. Vessel, Antiessence
Extend III Vitriol III or Trepidation III; Extend II Repeatable. Your Aura’s radius expands by +5 ft. Vessel, Antiessence, Repeatable
Terror IV Prolong III or Extend III; Terror III Gain the Break Will ability.
  • Break Will (1/Rest). Spend 3 AP to make a magic attack against the WILL of a creature Frightened by your Terrorize. On a hit, they are Broken and Helpless until the end of your next turn.
Vessel, Antiessence
Trepidation IV Vulnerability IV or Terror IV; Trepidation III Hostile creatures in your Aura suffer an additional -1 to all of their defenses. Vessel, Antiessence
Antiessence Rupture Vitriol IV or Trepidation IV When you activate your Aura, you may cause it to tear a rupture in reality, using Antiessence Rupture.
  • Antiessence Rupture (1/Rest). The area within your Aura is Hazardous Terrain (1d4 necrotic, 1d4 fire) for all other creatures and hostile creatures in the Aura are Sickened. Any area that was in the Aura at any point during its duration remains Difficult Terrain even after the Aura moves on or fades. Any area that was in the aura at any point is also corrupted: Plant life withers, and vegetation cannot grow normally there for a year.
  • Level 30: Your Antiessence Aura no longer has a recharge.
Vessel, Antiessence, Capstone

Planar Thievery Track

Planar Thievery Track Progression
Planar Thievery Track Progression
Talent PreReq Description Tags
Cancel Spell Vessel Entry Gain the Cancel Spell occult spell. You can innately cast this unique spell 2/Rest.
Cancel Spell

Tags: Occult, Spell, Warding

APC: 2 Reactive AP, which you spend when another creature within range casts a spell

Range: 60 ft

Requires: Visual, Line of Effect

Duration: Instantaneous

Make a magic attribute check; the caster who triggered this spell does the same. If the caster can cast divine magic or arcane magic, you add +2 to your roll. If they can cast primal magic or psionic magic, then they add +2. If they cast can cast occult magic, roll unmodified. If you roll higher, the triggering caster’s spell fails, they do not spend SP, and you regain 2d6 SP. If you roll lower, then their spell succeeds and you lose 2d6 SP.

Vessel, Planar Thievery
Energy Theft Cancel Spell For 1 minute after you cast Cancel Spell, you deal +1d4 psychic damage on the first occult spell or chant attack that you make on your turn, provided that the attack only targets one creature. Vessel, Planar Thievery
Energy Theft II Energy Theft Energy Theft works on all occult spell and chant attacks for 1 minute after you cast Cancel Spell. Vessel, Planar Thievery
Cancel Spell II Energy Theft II Cancel Spell recharges 1⁄2 INT/Rest.

When you cancel a spell, you can then cast that spell 1 time before the next time you use Cancel Spell, spending the spell’s normal SP.

Vessel, Planar Thievery
Stamina Theft Cancel Spell II The next time you use magic or make a weapon attack after using Cancel Spell, it costs 1 fewer AP. Vessel, Planar Thievery
Stamina Theft II Stamina Theft When you use Cancel Spell, you may use Stamina Theft.
  • Stamina Theft (2/Rest). The target creature loses 1 AP or 1 monster action. Gain +2 AP at the start of your next turn.
Vessel, Planar Thievery
Cancel Spell III Stamina Theft II Cancel Spell recharges INT/Rest.

When you use Cancel Spell, you have +4 against casters who use arcane magic or divine magic. You can use the spell that you canceled any number of times, spending normal SP each time, until you Take a Rest or use Cancel Spell again.

Vessel, Planar Thievery, Soul Sacrifice
Essence Siphon Cancel Spell III

Incompatible: Crackling Field

You can drain the Essence from a magical item, using the Siphon ability.
  • Siphon (1/Rest). Touch an unbonded magic item that has 10 or fewer Essence and make an INT/Arcana check. The DC equals the item’s Essence +1d6. On a hit, it loses all magical properties. Gain SP equal to 1⁄2 the item’s Essence and gain the item’s properties until you Take a Rest.
Vessel, Planar Thievery
Crackling Field Cancel Spell III

Incompatible: Essence Siphon

You can mix your multiple sources of power together to great effect. On your turn, you may use the Crackling Field ability.
  • Crackling Field (1⁄2 INT/Rest). Once on your turn for 0 AP, for each of the following that you have used this turn, your mental defenses increase by +1 until the end of your next turn.

• Occult Magic.

• Divine Magic.

• Primal Magic.

• Psionic Magic.

• Arcane Magic.

• “Surge of Magic” ability.

• “Surge of Energy” ability.

• “Surge of Vitality” ability.

• Divine Icon.

• Aura.

Vessel, Planar Thievery
Energy Theft III Planar Thievery 8 If you used Cancel Spell on a spell that would deal damage, Energy Theft also deals +1d4 damage of that type. Vessel, Planar Thievery
Stamina Theft III Energy Theft III Stamina Theft becomes 1⁄2 INT/Rest. Vessel, Planar Thievery
Essence Siphon II Stamina Theft III, Essence Siphon Siphon becomes a max of 15 Essence, and you regain SP equal to the Essence instead of 1⁄2 the Essence. Vessel, Planar Thievery
Crackling Field II Stamina Theft III, Crackling Field Regain one use of your Crackling Field each time you Recoup. Your Crackling Field now increases your physical defenses as well. Vessel, Planar Thievery
Cancel Spell IV Planar Thievery 11 If you fail the contested roll from Cancel Spell, you no longer lose SP. Vessel, Planar Thievery
Cancel Spell V Cancel Spell IV Gain the Unequivocate ability.
  • Unequivocate (1/Rest). When making a contested roll from Cancel Spell, you can force the other creature to roll 2d20 and take the lower.
Vessel, Planar Thievery
Essence Siphon III Cancel Spell V, Essence Siphon II Siphon becomes 1⁄2 INT/Rest.

Gain the Deplete ability.

  • Deplete (1/Rest). When you use Siphon, you may increase the maximum Essence to 25.
Vessel, Planar Thievery
Essence Hoard Essence Siphon III You are unparalleled in the art of drawing arcane energy out of objects and into yourself.

Deplete becomes a max of 35 Essence.

Gain the Effuse ability.

  • Effuse (1/Month). You can make an effect from an item with 15 or fewer Essence permanent on you after siphoning it. When you die, your soul becomes a set of physical, embodied crystalline shards that have magical properties of the MC’s choosing. (This will reflect the abilities you gathered over your lifetime.)
  • Level 30: While you are still living, a portion of your soul fractures out of your body as a physical magical item with 25 Essence. Its particular abilities are up to your MC, and its unique appearance is up to you.
Vessel, Planar Thievery, Capstone
Crackling Field III Cancel Spell V, Crackling Field II Crackling Field becomes 1⁄2 INT/Recoup.

Your Crackling Field now increases your AR as well.

Vessel, Planar Thievery
Crackling Miasma Crackling Field III Your capacity to blend the Essence of many different powers and magical sources make you a terrifying, but highly sought after, instructor in the ways of magic. Crackling Field becomes INT/Recoup.

Gain the Crackling Miasma ability.

  • Crackling Miasma (1/Rest). Double the bonus that Crackling Field provides you. When you die, your crackling field explodes. All allies within 40 ft of you regain 4d10 HP, all enemies within 20 ft take 4d10 psychic damage.
  • Level 30: The final cap for your INT increases from 12 to 14.
Vessel, Planar Thievery, Capstone

Soul Graft Track

Soul Graft Track Progression
Soul Graft Track Progression
Talent PreReq Description Tags
Surge of Vitality II Vessel Entry Regain one use of your Surge of Vitality when you Recoup. Vessel, Soul Graft
Surge of Energy Surge of Vitality II Gain the Surge of Energy ability.
  • Surge of Energy (2/Rest). When you start your next turn, gain +2 AP.
Vessel, Soul Graft
Surge of Magic Surge of Energy Gain the Surge of Magic ability.
  • Surge of Magic (2/Rest). When Bloodied, you may spend 3 AP to regain 1d4 SP.
Vessel, Soul Graft
Surge of Vitality III Surge of Magic Surge of Vitality becomes 1d6+CHA HP, and recharges on CHA/Rest. Vessel, Soul Graft
Energy Conversion Surge of Vitality III Gain the Energy Conversion ability.
  • Energy Conversion (CHA/Rest). When you take energy damage you may spend 0 Reactive AP to regain 1d4 SP.
Vessel, Soul Graft
Surge of Energy II Energy Conversion Surge of Energy becomes +4 AP. Vessel, Soul Graft
Cracked Soul Surge of Energy II When you start your turn in combat and are Bloodied, gain SP equal to your current Death Points. Vessel, Soul Graft, Soul Sacrifice
Surge of Magic II Cracked Soul Surge of Magic becomes 1d6 SP.

Gain the Repurpose Essence ability.

  • Repurpose Essence (1/Rest). When you start your turn with any Death Points, you can use Surge of Magic without expending a use.
Vessel, Soul Graft
Surge of Vitality IV Surge of Magic II Surge of Vitality becomes 1d8+CHA HP.

Gain the Essence Vitality ability.

  • Essence Vitality (2/Rest). When you use Surge of Vitality, remove 1 Death Point.
Vessel, Soul Graft
Surge of Energy III Surge of Vitality IV When you roll Initiative, gain +1 AP on your first turn. Vessel, Soul Graft
Occult Vitality Surge of Energy III Gain the Occult Vitality ability.
  • Occult Vitality (2/Rest). Spend 2 AP and X SP to gain X HP.
Vessel, Soul Graft
Surge of Magic III Occult Vitality Surge of Magic becomes CHA/Rest. Vessel, Soul Graft
Energy Conversion II Surge of Magic III Energy Conversion becomes 1d6 SP and can be triggered by elemental damage. Vessel, Soul Graft
Occult Vitality II Energy Conversion II Occult Vitality becomes CHA/Rest.

Gain the Superior Vitality ability.

  • Superior Vitality (1/Rest). When you use Occult Vitality, you may add your Occult Power level to the HP regained.
Vessel, Soul Graft
Immortal Surge Occult Vitality II Your Essence is made of sterner stuff than most, and you can push yourself beyond the limits of your mortal body. When you are reduced to 0 HP, you may trigger your Immortal Surge.
  • Immortal Surge. Regain all your HP, regain 4d10+CHA SP, and remove all conditions that you wish to remove, gain Resist Damage +4, and gain +4 to all d20 rolls for the next 10 minutes. At the end of this time, you immediately return to 0 HP and gain +4 Death Points (killing you if this would put you over the number you need to die). You also gain the Sickened condition for the next 24 hours after you use this ability.
  • Level 30: Immortal Surge only gives you +2 Death Points and no longer gives you the Sickened condition.
Vessel, Soul Graft. Capstone

Divine Icon Talents

Talent PreReq Description Tags
Icons Vessel Entry Repeatable. Gain two additional Divine Icon abilities of your choice, provided that you can access that Icon. Vessel, Divine Icon, Repeatable
Siphon Divinity Vessel Entry Repeatable. Choose one new Divine Icon from the Cleric stack. Gain access to that Icon and gain one of its Icon abilities that has no other prerequisites. Vessel, Divine Icon, Repeatable

*Updated to v1.2

Additional Subclass Tracks

Demon Soul Track

Source: Harker's Guide to Vampire Hunting

You have invited a fiend to dwell within you in a tense, cosmic symbiosis. This fiend offers you tremendous power, but occasionally demands that it be unleashed. Keeping its needs satiated can be challenging, but the rewards are great

Talent PreReq Description Tags
Otherworldly Passenger Vessel Entry Your occult machinations have drawn the attention of a fiendish spirit that resides in your body. In exchange for dwelling within you, this demon lends you its power and expertise. This demon soul’s vast and fickle knowledge may manifest itself in different ways over your years of adventuring.

Gain the Adept of the Psionic talent if you did not already have it. Adept of the Psionic does not grant you additional SP when you gain it in this way. If you already have it, gain +1 Psionic Power. Each time you level up and spend a talent point on a Demon Soul talent, you gain +1 Psionic Power in addition to the +1 Occult Power you get from the Occult Power ability.

Vessel, Demon Soul, Soul Sacrifice
Otherworldly Expertise Otherworldly Passenger Choose three specialization talents with the skill tag. Your demon soul knows these talents and may give you one of these talents.
  • (1/Week) You may reselect which talent your demon soul has given you.
Vessel, Demon Soul
Fiendish Claws Otherworldly Expertise

Incompatibilities: Gaze of Malice and Unholy Magic

Gain the Fiendish Claws ability.
  • Fiendish Claws (1/Recoup). For 1 AP, you may allow your fiend to manifest physical characteristics in the form of your hands turning into vicious claws, and your forearms becoming covered with spikes. This lasts for 2 minutes.

While your claws are manifested, your unarmed or natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6, max 1d12) and deal sharp damage. If your unarmed damage previously did not have a damage die, then this feature causes your unarmed attacks to deal 1d4 damage.

When you activate your Fiendish Claws, you may simultaneously activate one of your Surge abilities without spending additional AP.

Vessel, Demon Soul
Gaze of Malice Otherworldly Expertise

Incompatibilities: Fiendish Claws and Unholy Magic

Gain the Gaze of Malice ability.
  • Gaze of Malice (1/Recoup). For 1 AP, you may allow your fiend to manifest physical characteristics in the form of your eyes burning with hateful flames, and a third eye of equally malicious force opening on your forehead. This lasts for 2 minutes.

While you use your Gaze of Malice, you gain the following special attack for the duration.

  • Malicious Stare: (3 AP) Ranged 200 ft Natural Weapon. +CHA vs WILL. Hit: 1d6 psychic and 1d6 fire damage.
Vessel, Demon Soul
Unholy Magic Otherworldly Expertise

Incompatibilities: Fiendish Claws and Gaze of Malice

Learn three additional spells, choosing from occult and psionic spells.

Gain the Unholy Magic ability.

  • Unholy Magic (1/Recoup). For 1 AP, you may allow your fiend to manifest physical characteristics in the form of harmless, spectral flames wreathing your body. This lasts for 2 minutes.

While your Unholy Magic is manifested, occult and psionic spells cost 1 fewer SP and 1 fewer AP for you to cast (min 1 each), and you add your CHA to any damage you deal with occult or psionic magic.

Vessel, Demon Soul
Dark Wisdom Demon Soul 3 Choose another specialization talent with the skill tag, and add it to the list of talents that your demon soul knows.

Your demon soul may now give you two of the talents that it knows, and you may reassign one or both 1/week.

Vessel, Demon Soul
Infernal Ward Dark Wisdom Increase your AR by +1. Increase one physical or mental defense of your choice by +2.

Choose a specialization talent with the defense tag, and add it to the list of talents that your demon soul knows.

Vessel, Demon Soul
Demonic Aspect Infernal Ward Gain the Primal Aspect talent. You may now spend talent points on talents with the primal aspect tag.

Whenever you are actively using one of your primal aspects, your demon soul’s frightening visage briefly manifests as an incorporeal form around you. Non- hostile creatures that witness this are likely to treat you with suspicion or fear, potentially harming your social interactions or causing you to lose Goodwill.

Vessel, Demon Soul
Domain of the Carnal Claw Demonic Aspect, Fiendish Claws The crit range for your Fiendish Claws increases by +1.

Gain the Domain of the Carnal Claw ability.

  • Domain of the Carnal Claw (1/Recoup). When you crit with your Fiendish Claws, you may draw your target into a demiplane, the domain of the demon soul living within you. You and the target both vanish from your current plane of existence. You appear in a pocket dimension that aesthetically reflects the preferences of the demon within you. Space is relative in this dimension. Both you and the target creature can always reach one another with melee attacks while in this dimension, and you are the same Size.

Upon entering this dimension, your demon soul takes control, replacing you in battle. It is Immune to all conditions, has HP equal to your number of Vessel talents x10, and all of its defenses are 11. It otherwise has your stats, weapons, and talents.

If you kill the target creature, you reappear in your previous plane of existence along with the creature’s corpse. You regain your normal abilities and defenses, and your HP returns to what it was before your demon soul took control.

If the target creature kills your demon soul, then it reappears in your previous plane of existence. Your demon soul dies and your Essence shatters, leaving you in a vegetative state. You lose all talents and all of your attributes become -1. Treat this as a hero death and create a new character.

Vessel, Demon Soul
Domain of the All-Seeing Stalker Demonic Aspect, Gaze of Malice When you make an attack with Malicious Stare, you may choose to use Malicious Summons.
  • Malicious Summons (1/Rest) . If you hit, you may draw your target into a demiplane, the domain of the demon soul living within you.

You and the target both vanish from your current plane of existence. You appear in a pocket dimension that aesthetically reflects the preferences of the demon within you.

Upon entering this dimension, your demon soul takes control, replacing you in battle. It has HP equal to to your number of Vessel talents x4, and its crit range with Gaze of Malice increases by +1. It otherwise has your stats, weapons, and talents.

The dimension is 200 ft long by 5 ft wide. Your target becomes Medium sized and occupies one end of the dimension. Your demon soul becomes Medium and occupies the opposite side. Your demon soul is Concealed while in this dimension, and the ground is considered Difficult Terrain for your target.

If you kill the target creature, you reappear in your previous plane of existence along with the creature’s corpse. You regain your normal abilities and defenses, and your HP returns to what it was before your demon soul took control.

If the target creature kills your demon soul, then it reappears in your previous plane of existence. Your demon soul dies and your Essence shatters, leaving you in a vegetative state. You lose all talents and all of your attributes become -1. Treat this as a hero death and create a new character.

Vessel, Demon Soul
Domain of the Flaming Soul Demonic Aspect, Unholy Magic Gain the Domain of the Flaming Soul ability.
  • Domain of the Flaming Soul (1/Recoup). By spending 10 SP, you may choose a target creature within 60 ft of you and draw it into a demiplane, the domain of the demon soul living within you. You and the target both vanish from your current plane of existence. You appear in a pocket dimension that aesthetically reflects the preferences of the demon within you.

Upon entering this dimension, your demon soul takes control, replacing you in battle. It has HP equal to to your number of Vessel talents x6. It otherwise has your stats, weapons, and talents.

The dimension is a 20 ft radius circular arena. Your target becomes Medium sized and begins combat on one side of the arena, while your demon soul becomes Medium and occupies the opposite side. The arena is Hazardous Terrain for your target, dealing 1d6 damage of an elemental or energy type of your choice based on your demon soul’s personality and preferences.

If you kill the target creature, you reappear in your previous plane of existence along with the creature’s corpse. You regain your normal abilities and defenses, and your HP returns to what it was before your demon soul took control.

If the target creature kills your demon soul, then it reappears in your previous plane of existence. Your demon soul dies and your Essence shatters, leaving you in a vegetative state. You lose all talents and all of your attributes become -1. Treat this as a hero death and create a new character.

Vessel, Demon Soul
Dark Wisdom II Demon Soul 6 Choose another specialization talent with the skill or defense tag, and add it to the list of talents that your demon soul knows.

Your demon soul may now give you three of the talents that it knows, and you may reassign any or all 1/week.

Vessel, Demon Soul
Infernal Wrath Dark Wisdom II Choose a specialization talent with the combat tag, and add it to the list of talents that your demon soul knows. Vessel, Demon Soul
Occult Realignment Infernal Wrath Count up the number of occult rituals and psionic invocations that you know.
  • (1/Month) You may reselect which occult rituals and psionic invocations you know, so that your total number does not change.
Vessel, Demon Soul
Infernal Wrath II Occult Realignment Choose a specialization talent with the combat tag, and add it to the list of talents that your demon soul knows. Vessel, Demon Soul
Soulrending Claws Infernal Wrath II, Domain of the Carnal Claw
  • (2/Rest). You may choose to activate your Domain of the Carnal Claw when you hit a creature, even if you did not crit.
Vessel, Demon Soul
Paralyzing Gaze Infernal Wrath II,  Domain of the All-Seeing Stalker The crit range on your Malicious Stare attack increases by +1. When you crit with this attack, the target creature is Suppressed until the start of your next turn. Vessel, Demon Soul
Unholy Transformation Infernal Wrath II, Domain of the Flaming Soul
  • (1/Rest). When you activate your Unholy Magic ability, you may also instantaneously cast an occult ritual or psionic invocation, ignoring its casting time. You must still observe any other casting requirements.
Vessel, Demon Soul
Occult Realignment II Demon Soul 12 Count up the number of occult and psionic spells that you know. When you use Occult Realignment, you may also reselect which occult and psionic spells you know, so that your total number does not change. Vessel, Demon Soul
Unfathomed Knowledge Occult Realignment II Choose another specialization talent with the skill, defense, combat, or primal aspect tag, and add it to the list of talents that your demon soul knows.

You may now reassign any or all of the talents that you know from your demon soul 1/Rest.

Vessel, Demon Soul
Consuming Carnage Unfathomed Knowledge, Soulrending Claws When you are Bloodied and damage a creature with your Fiendish Claws, gain 1d6 Shield HP.

When you kill a creature in your Domain of the Carnal Claw, you consume the creature’s Essence. Regain 2d10 HP. If you are Bloodied when you gain this benefit, also add your CHA to the HP regained.

  • Level 30: Your Domain of the Carnal Claw ability becomes 2/Recoup. Your demon soul has 300 HP in this domain, instead of your number of Vessel talents x10.
Vessel, Demon Soul, Capstone
Eversight of Inferno Unfathomed Knowledge, Paralyzing Gaze Your Malicious Stare range becomes 300 ft, and it now only costs you 2 AP.

Gain +30 ft Darkvision. Any Darkvision you have allows you to see in magical darkness.

  • Level 30: Unseen creatures within range of your Darkvision are visible to you. If you hit such a creature with your Malicious Stare, deal +1d6 psychic and +1d6 fire damage to them, and they lose the Unseen condition.
Vessel, Demon Soul, Capstone
Soul of Immolation Unfathomed Knowledge, Unholy Transformation When you kill a creature in your Domain of the Flaming Soul, you consume the creature’s Essence. Regain 2d10 SP. If you are Bloodied when you gain this benefit, also add your CHA to the SP regained.
  • (1/Recoup). When you cast an occult or psionic spell, you may roll 2d20 and take the higher for the spell’s attack roll. In exchange, you take 1d10 psychic damage that cannot be reduced in any way.
  • Level 30: Your Domain of the Flaming Soul ability no longer has a recharge period, and you can use it at will. While in your Domain of the Flaming Soul, you can cast occult and psionic spells that cost 8 or fewer SP for 0 SP.
Vessel, Demon Soul, Capstone

Nightcomer Track

Source: Harker's Guide to Vampire Hunting Individuals might begin on this path after an encounter with the otherworldly creature known as Davra, or after being Marked for the Nightcomers, although some individuals might stumble upon it after some kind of exposure to the Pale. As Nightcomers progress in power, they gain fine control over their own bodies and the bodies of others, and the most skilled Nightcomers are known to create strange and powerful constructs of flesh, or even to turn themselves into disconnected collections of limbs and organs moving in unison.

Talent PreReq Description Tags
Endure Pain Vessel Entry Gain a unique spell, Endure Pain. This counts as an occult spell. You can cast this 2/Rest.

Endure Pain

Occult Spell, Warding

APC: 1, which you spend reactively when you take damage.

SPC: Special

Range: Self

Requires: Gesture

Duration: Instantaneous

When you cast this spell, spend SP equal to the amount of damage you took to gain Shield HP equal to double that amount.

If the damage was inflicted by an occult spell you cast or a Nightcomer ability you used, gain additional Shield HP equal to your CHA.

Vessel, Nightcomer
Graft Endure Pain You gain the Graft ability.
  • Graft (2/Rest). You may spend one minute to remove a body part from a creature that has been dead for no longer than one hour and attach it to your own body. When you use this ability, take 1d12 toxic damage as your body adjusts to the new change.

You may have only one additional body part attached at a time, and in order to attach a new body part that would exceed your maximum, you must first remove a previous graft. Removing a graft takes one minute.

The attached body parts give you benefits according to their type, as described on the following list:

Eye: You can harvest the eye of a creature and Graft it to yourself. When you do so, you gain +4 Skill Points that you can spend on Investigating or Perceiving. The grafted eye counts as an additional eye for features such as Puppeteer.

Ear: You can harvest the ear of a creature and Graft it to yourself. When you do so, you gain +4 Skill Points that you can spend on Eavesdropping or Perceiving. The grafted ear counts as an additional ear for features such as Puppeteer.

Nose: You can harvest the nose of a creature and Graft it to yourself. When you do so, you gain +4 Skill Points that you can spend on Tracking, Intuiting, or Perceiving.

Skin: You can harvest the skin of a creature with natural resistances, and Graft it to yourself. When you do so, you gain Resist 4 against a damage type that the creature had resistance against.

Vessel, Nightcomer
Graft II Graft The number of body parts you can Graft to your body becomes 2. You also gain +4 Skill Points that can be spent on Biology, Leatherworking, or Medicine. Vessel, Nightcomer
Graft III Graft II The number of body parts you can Graft to your body becomes 3. Additionally, you have gained the expertise required to attach larger body parts. The following options are added to your list of choices when you use Graft:

Leg: Your walking speed is increased by +5 ft. The bonus to your walking speed from grafted legs cannot exceed +10 ft.

Hand: You may carry an additional item requiring a hand, or use actions requiring a free hand while using two-handed weapons. Additionally, grafted hands may be used for the Puppeteer ability without impeding the use of your original hands.

Vessel, Nightcomer
Graft IV Graft III The number of body parts you can Graft to your body becomes 4. Additionally, you may gain 5 Shield HP per body part currently Grafted onto you when you finish a Recoup. Vessel, Nightcomer
Graft V Graft IV, Nightcomer 11 The number of body parts you can Graft to your body becomes 5. Additionally, you have gained the expertise required to attach more complicated body parts. The following options are added to your list of choices when you use Graft:

Wings: For 1 hour, you gain a flying speed equal to your walking speed. (1/Recoup)

Head: If the creature you obtained the head from had any special Senses, you gain those senses for 1 hour. (1/Recoup)

Vessel, Nightcomer
Puppeteer Endure Pain You gain the Puppeteer ability.
  • Puppeteer (2/Recoup). You may expend 4 AP to detach a body part while retaining a mental connection to it, creating a puppet. When you do so, take 1d12 necrotic damage. The puppet is not an independent creature. A creature who targets the puppet with an attack or ability rolls against your defenses, and applies damage or conditions directly to you. The puppet acts on your turn as an extension of yourself.

When making a puppet, you may choose either one of your eyes or one of your ears. If you use an eye, you will see what the puppet sees. If you use an ear, you will hear what the puppet hears. The puppet has a walking speed equal to your walking speed and hovers at approximately the height it is placed in your body.

You have control over the puppet while it is within 100 ft of you.

Puppeteer lasts for 10 minutes or until you end it early by spending 1 AP to recall the body part. It ends early if you die.

Vessel, Nightcomer
Puppeteer II Puppeteer You can control two puppets at once and their range becomes 250 ft.

When you use your Puppeteer ability you can detach a hand, which can be used to manipulate objects but not to attack.

Vessel, Nightcomer
Puppeteer III Puppeteer II, Marked III You can control three puppets at once and their range becomes 500 ft. Additionally, you may use your detached hand to make weapon attacks if it is holding a weapon that does not require two hands. Vessel, Nightcomer
Mark of the Nightcomer Endure Pain Gain the Inflict the Mark ability.
  • Inflict the Mark (1/Recoup). For 2 AP, you may inflict the Nightcomers’ mark on a creature.

A creature that bears this mark is Frightened of you for as long as the mark persists. Additionally, you know the general direction of any creature you have marked in this way within 1 mile.

The mark persists for 24 hours, or until you use this feature to mark another creature.

Vessel, Nightcomer
Mark of the Nightcomer II Mark of the Nightcomer You have +1 TA when attacking a creature who bears your mark. Additionally, Inflict the Mark becomes a number of creatures equal to 1⁄2 your CHA per Recoup. Vessel, Nightcomer
Mark of the Nightcomer III Mark of the Nightcomer II
  • (2/Rest). You may use the Far Sense spell without expending SP, targeting a creature who bears your mark. If you do not know this spell, this is the only way you can cast it unless you learn it.
Vessel, Nightcomer
Mark of the Nightcomer IV Mark of the Nightcomer III Inflict the Mark becomes a number of creatures equal to your CHA and the mark lasts for 7 days, or until you use the feature to mark another creature past your max. Vessel, Nightcomer
Mark of the Nightcomer V Mark of the Nightcomer IV, Nightcomer 11
  • (2/Rest) You may use the Dominate Person spell without expending SP, targeting a creature who bears your mark. If you do not know this spell, this is the only way you can cast it unless you learn it. Additionally, when you cast the spell in this manner, you take corrosive damage equal to the spell’s SPC.
Vessel, Nightcomer
Pale-Touched Endure Pain When you are Frightened, or when your Fear exceeds a value of 1⁄2 your Fear threshold, you have Resist Psychic 5.

Additionally, when you take a Psyche talent, you may choose to take a Nightcomer talent with the anguish tag instead of one of the standard options.

Vessel, Nightcomer
Pale-Touched II Pale-Touched You may add your CHA to your SAN when determining your Fear threshold. Additionally, when making a skill check with an influence tag, you may add your Fear to the result of the roll. Vessel, Nightcomer
Pale-Touched III Pale-Touched II, Anguish III
  • (CHA/Rest) When you or a creature you can see gains Fear, you may regain 5 SP.
Vessel, Nightcomer
Anguish Pale-Touched When you deal damage to yourself as an effect of a Nightcomer talent or an occult spell, gain +1 Fear if your Fear value is less than or equal to 1⁄2 of your Fear threshold. Vessel, Nightcomer, Psyche, Anguish, -1 Fear
Anguish II Anguish When you deal damage to yourself as an effect of a Nightcomer talent or an occult spell, take additional damage equal to your Fear. Vessel, Nightcomer, Psyche, Anguish, -2 Fear
Anguish III Anguish II Your Endure Pain spell gains the dark power tag, and the following effect:

Dark Power: When you cast this spell, roll 1d20 and add your Fear. If the result is 10 or lower, you gain +1 Fear.

Vessel, Nightcomer, Psyche, Anguish, -1 Fear
Flesh-Tailor Graft V, Pale-Touched III, Nightcomer 14 Your expert control of flesh and attunement with the Pale allows you to exert precise control over your creations. You have a Stitched that obeys your commands. The Stitched begins with one option from the One of a Kind feature. You may use your Graft ability to add additional limbs to the Stitched.

When you do so, instead of gaining the benefits you would gain from adding a limb, you may choose an additional choice from the One of a Kind feature to add to the Stitched, to a max of three.

The Stitched has separate stats from you and acts on your turn. It can move and take one of the actions listed in its stats.

If the Stitched is destroyed, you can create a new one. When you Take a Rest while you have access to corpses that have been dead for no longer than 24 hours, you may create a new Stitched if you do not have one.

  • Level 30: Provided that you have enough corpses, you may now create two Stitched using this talent.
Vessel, Nightcomer, Capstone
Swarm Marked V, Puppeteer III, Nightcomer 14 You gain the Swarm ability .
  • Swarm (2/Rest). For 2 AP, you transform yourself into a swarm of floating limbs. Your body explodes into pieces, all of which are under your control. While in this form, you are considered a Large swarm of tiny creatures. You can occupy other creatures’ spaces. When another creature attempts to move through your space, it treats the space as Difficult Terrain. While in this form, you cannot be Grappled, Pinned, Prone, or Restrained. If you kill a creature while in this form, you regain 2d8 HP, as you incorporate pieces of their body into the swarm. After 1 minute, the transformation ends and your body reforms.
  • Level 30: Your Swarm ability becomes 2/Recoup.
Vessel, Nightcomer, Capstone