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 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.
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

| 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.
|
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.
|
Vessel, Antiessence |
| Vitriol | Vulnerability | When a hostile creature starts its turn in your Antiessence Aura, it must make an Aura Avoidance roll.
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.
|
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.
|
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.
|
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.
|
Vessel, Antiessence, Capstone |
Planar Thievery Track

| Talent | PreReq | Description | Tags | |
|---|---|---|---|---|
| Cancel Spell | Vessel Entry | Gain the Cancel Spell occult spell. You can innately cast this unique spell 2/Rest.
|
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.
|
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.
|
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.
• 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.
|
Vessel, Planar Thievery | |
| Essence Siphon III | Cancel Spell V, Essence Siphon II | Siphon becomes 1⁄2 INT/Rest.
Gain the Deplete ability.
|
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.
|
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.
|
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.
|
Vessel, Soul Graft |
| Surge of Magic | Surge of Energy | Gain the Surge of Magic ability.
|
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 SP.
Gain the Repurpose Essence ability.
|
Vessel, Soul Graft |
| Surge of Vitality IV | Surge of Magic II | Surge of Vitality becomes 1d8+CHA HP.
Gain the Essence Vitality ability.
|
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.
|
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.
|
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 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.
|
Vessel, Demon Soul |
| Fiendish Claws | Otherworldly Expertise
Incompatibilities: Gaze of Malice and Unholy Magic |
Gain the Fiendish Claws ability.
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.
While you use your Gaze of Malice, you gain the following special attack for the duration.
|
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.
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.
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.
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.
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.
|
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 |
|
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 |
|
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.
|
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.
|
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.
|
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.
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.
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.
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 |
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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 |
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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 |
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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.
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Vessel, Nightcomer, Capstone |
| Swarm | Marked V, Puppeteer III, Nightcomer 14 | You gain the Swarm ability .
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Vessel, Nightcomer, Capstone |