Vessel

"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 so doing, 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.
Vessel Entry Talent
After gaining the Vessel Entry talent, you can take talents from any of the Vessel stacks.
Talent | PreReq | Description | Tags |
---|---|---|---|
Vessel Entry | Character Level 2 | When you take this entry talent, you gain the following abilities.
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Vessel, Class Entry |
Antiessence Track

Talent | PreReq | Description | Tags |
---|---|---|---|
Antiessence Aura | Vessel Entry | (END/Rest) By unleashing your strange and corrupt Essence in a torrent around you, you scour the nearby world. You may activate your Antiessence Aura by spending 3 AP on your turn. The Aura lasts for 1 minute or until you choose to end it early (costing 0 AP). Your Aura’s radius is 10 ft.
Your Antiessence Aura imposes TD on hostile creatures within it |
Vessel, Antiessence |
Vulnerability | Antiessence Aura | Choose one type of elemental or energy damage (this choice is permanent): cold, corrosive, fire, lightning, or toxic; necrotic, psychic, radiant, or sonic.
When you activate your Aura, you may use your Aura of Vulnerability power.
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Vessel, Antiessence |
Vitriol | Vulnerability | When a hostile creature starts its turn in your Antiessence Aura, it must make an Aura Avoidance roll. If it makes the same roll from other abilities, it rolls once against all abilities.
|
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. If it makes the same roll from other abilities, it rolls once against all abilities.
|
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 | When 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 (this choice is permanent).
Your Antiessence Aura imposes Vulnerable 1 all types of damage that you chose from taking the Vulnerability or Vulnerability II talents. |
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 ½ 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.
|
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 reactively activate your Aura for 0 AP. If the creature that Bloodied you is in the radius of the 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 equal to or less than ½ your END take the damage too. | 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.
|
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; Antiessence 14 | When you activate your Aura, you may cause it to tear a rupture in reality, using Antiessence Rupture.
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Vessel, Antiessence, Capstone |
Planar Thievery Track

Talent | PreReq | Description | Tags | |
---|---|---|---|---|
Cancel Spell | Vessel Entry | (2/Rest) You can use the Cancel Spell ability. This ability counts as an Occult spell for the purpose of any abilities that interact with or reference spells.
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Vessel, Planar Thievery | |
Energy Theft | Cancel Spell | Gain the Energy Theft ability.
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Vessel, Planar Thievery | |
Energy Theft II | Energy Theft | Energy Theft works on all Spell/Chant attacks that deal damage and only target one creature. | Vessel, Planar Thievery | |
Cancel Spell II | Energy Theft II | Cancel Spell recharges ½ 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.
|
Vessel, Planar Thievery | |
Cancel Spell III | Stamina Theft II | Cancel Spell recharges INT/Rest.
When you use Cancel Spell, you have +4 against Arcane and Divine. 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.
|
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.
You regain all expended uses when you Take a Rest. |
Vessel, Planar Thievery | |
Energy Theft III | Planar Thievery 8 | If you used Cancel Spell on a spell that would deal damage, your Energy Theft ability also deals +1d4 damage of that type. | Vessel, Planar Thievery | |
Stamina Theft III | Energy Theft III | Stamina Theft recharges ½ 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 ½ 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 also increases your physical defenses. | Vessel, Planar Thievery | |
Cancel Spell IV | Planar Thievery 11 | If you fail the contested roll from this spell, you do not lose SP. | Vessel, Planar Thievery | |
Cancel Spell V | Cancel Spell IV | (1/Rest) When making a contested roll from this spell, you can force the other creature to roll 2d20 and use the lower. | Vessel, Planar Thievery | |
Essence Siphon III | Cancel Spell V, Essence Siphon II | You can use Siphon multiple times: ½ INT/Rest.
(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.
(1/Rest) Siphon becomes a max of 35 Essence. (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.)
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Vessel, Planar Thievery, Capstone | |
Crackling Field III | Cancel Spell V, Crackling Field II | Crackling Field recharges ½ INT/Recoup.
Crackling Field also increases your AR. |
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 recharges INT/Recoup. (1/Rest) You may double the bonus that Crackling Field provides you (+2 per ability used). 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.
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Vessel, Planar Thievery, Capstone |
Soul Graft Track

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.
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Vessel, Soul Graft |
Surge of Magic | Surge of Energy | Gain the Surge of Magic ability.
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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.
|
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.
(1/Rest) When you start your turn with any Death Points, you can do this without expending a use of Surge of Magic. |
Vessel, Soul Graft |
Surge of Vitality IV | Surge of Magic II | Surge of Vitality becomes 1d8+CHA HP. (2/Rest) It can also remove 1 Death Point. | Vessel, Soul Graft |
Surge of Energy III | Surge of Vitality IV | When you roll Initiative, gain 1 extra AP on your first turn. | Vessel, Soul Graft |
Occult Vitality | Surge of Energy III | Gain the Occult Vitality ability.
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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.
(1/Rest) You may add your Occult 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.
|
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 get one of its abilities that has no other Prerequisites. | Vessel, Divine Icon, Repeatable |