Vessel: Difference between revisions
Spazztaztic (talk | contribs) (Created page with "After gaining the Vessel Entry talent, you can take talents from any of the vessel stacks. {| class="wikitable" |+ !Feature !PreReq !Description |- |Vessel Entry |Prerequisite: Character Level 2 |When you take this entry talent, you gain the following abilities. |- |Divine Icon | |Choose one Divine Icon from the Cleric stack. Gain one of that Icon’s abilities. Surge of Vitality. If Bloodied, you may spend 2 AP to regain 1d4+CHA HP. (2/Rest) |- |Initiate | |Gain the I...") |
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Revision as of 22:35, 15 November 2023
After gaining the Vessel Entry talent, you can take talents from any of the vessel stacks.
| Feature | PreReq | Description |
|---|---|---|
| Vessel Entry | Prerequisite: Character Level 2 | When you take this entry talent, you gain the following abilities. |
| Divine Icon | Choose one Divine Icon from the Cleric
stack. Gain one of that Icon’s abilities. Surge of Vitality. If Bloodied, you may spend 2 AP to regain 1d4+CHA HP. (2/Rest) | |
| Initiate | Gain the Initiate of the Occult talent if you did not already have it. 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. |
ANTIESSENCE TRACK
| Feature | Tags | PreReq | Discreption |
|---|---|---|---|
| ANTIESSENCE AURA | Vessel, Antiessence | Vessel Entry | 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. (END/Rest) Your Antiessence Aura imposes TD on hostile creatures within it. |
| VULNERABILITY | Vessel, Antiessence | 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.
Aura of Vulnerability take 1d6 damage of the type you chose. Your Antiessence Aura imposes Vulnerable 1 on the type of damage that you chose from taking this Talent. Creatures that are Immune to a type of damage do not gain Vulnerable from this ability. |
| VITRIOL | Vessel, Antiessence | 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.
Aura Avoidance END roll against your magic attribute+10. If a creature fails the roll, it takes 1d4 damage of the type you chose in Vulnerability. |
| PROLONG | Vessel, Antiessence | Vitriol or Trepidation | Your Aura lasts for 2 minutes. |
| TERROR | Vessel, Antiessence | 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.
Aura Avoidance END roll against your magic attribute+10. If a creature fails the roll, it is Shaken until the start of its next turn. |
| TREPIDATION | Vessel, Antiessence | Vulnerability or Terror | Hostile creatures in your Aura suffer -1 to all of their defenses. |
| EXTEND | Vessel, Antiessence | Vitriol or Trepidation | Your Aura’s radius extends by +5 ft. |
| ANTIESSENCE AURA II | Vessel, Antiessence | Antiessence 4 | When recouping, you may take 1d10 damage to regain one use of your Aura. |
| VULNERABILITY II | Vessel, Antiessence, Repeatable | Antiessence Aura II, Vulnerability | 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. |
| VITRIOL II | Vessel, Antiessence | Vulnerability II or Terror II; Vitriol | Vitriol damage becomes 1d6, and creatures that succeed the Aura Avoidance check still take 1⁄2 damage. |
| PROLONG II | Vessel, Antiessence | Vitriol II or Trepidation II; Prolong | Your Aura lasts for 3 minutes. |
| TERROR II | Vessel, Antiessence | Antiessence Aura II, Terror | Gain the Terrorize ability.
'Terrorize.' You may 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. (2/Recoup) |
| TREPIDATION II | Vessel, Antiessence | Vulnerability II or Terror II; Trepidation | Hostile creatures in your Aura suffer an additional -1 to all of their defenses. |
| EXTEND II | Vessel, Antiessence | Vitriol II or Trepidation II; Extend | Your Aura’s radius extends by +5 ft. |
| ANTIESSENCE AURA III | Vessel, Antiessence, Soul Sacrifice | 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. |
| VULNERABILITY III | Vessel, Antiessence | 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. |
| VITRIOL III | Vessel, Antiessence | 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. |
| PROLONG III | Vessel, Antiessence, Repeatable | Vitriol III or Trepidation III; Prolong II | Your aura lasts for +1 minute. |
| VULNERABILITY IV | Vessel, Antiessence | 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 1⁄2 your END take the damage too. |
| VITRIOL IV | Vessel, Antiessence | 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. |
| TERROR III | Vessel, Antiessence | Antiessence Aura III, Terror II | Terrorize is END/Recoup. |
| TREPIDATION III | Vessel, Antiessence | Vulnerability III or Terror III; Trepidation II | Hostile creatures in your Aura suffer an additional -1 to all of their defenses. |
| EXTEND III | Vessel, Antiessence, Repeatable | Prerequisites: Vitriol III or Trepidation III; Extend II | Your aura’s radius expands by +5 ft. |
| TERROR IV | Vessel, Antiessence | Prolong III or Extend III; Terror III | Gain Break Will.
Break Will You may spend 3 AP to make a magic attack vs the WILL of a creature Frightened by your Terrorize. On a hit, they are Broken and Helpless until the end of your next turn. (1/Rest) |
| TREPIDATION IV | Vessel, Antiessence | Vulnerability IV or Terror IV; Trepidation III | Hostile creatures in your Aura suffer an additional -1 to all of their defenses. |
| ANTIESSENCE RUPTURE | Vessel, Antiessence, Capstone | 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.
Antiessence Rupture The area currently in the Aura is hazardous terrain (1d4 Necrotic, 1d4 Fire) 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. (1/Rest) Level 30: Your Antiessence Aura becomes an at will ability with no recharge. |
PLANAR THIEVERY TRACK
| Feature | Tags | PreReq | Discreption |
|---|---|---|---|
| CANCEL SPELL | Vessel, Planar Thievery | Vessel Entry | 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. (2/Rest)
Cancel Spell Occult, Spell, Warding APC: 2 Reactive AP, which you spend when another creature within range casts a spell Range: 60 ft Requires: Visual, LoE Duration: Instantaneous Make a magic attack roll; the caster who triggered this spell does the same. If they are Divine or Arcane, you add +2. If they are Primal or Psionic, they add +2. 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. |
| ENERGY THEFT | Vessel, Planar Thievery | Cancel Spell | Gain Energy Theft.
Energy Theft After you use Cancel Spell, you deal +1d4 Psychic damage on your first spell or chant attack each turn, if that spell or chant already deals damage and only targets one creature. This lasts for 1 minute. |
| ENERGY THEFT II | Vessel, Planar Thievery | Energy Theft | Energy Theft works on All Spell/Chant attacks that deal damage and only target one creature. |
| CANCEL SPELL II | Vessel, Planar Thievery | 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. |
| STAMINA THEFT | Vessel, Planar Thievery | Cancel Spell II | The next time you use magic or make a weapon attack after using Cancel Spell, it costs 1 fewer AP. |
| STAMINA THEFT II | Vessel, Planar Thievery | Stamina Theft | When you use Cancel Spell, you may use Stamina Theft. Stamina Theft. The target creature loses 1 AP or 1 Monster Action. Gain +2 additional AP at the start of your next turn. (2/Rest) |
| CANCEL SPELL III | Vessel, Planar Thievery, Soul Sacrifice | 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. |
| ESSENCE SIPHON | Vessel, Planar Thievery | Cancel Spell III
Incompatible: Crackling Field |
You can drain the Essence from a magical item, using the Siphon ability.
Siphon Touch a magic item that has 10 or fewer Essence and make Arcana check. The DC = the item’s Essence +1d6. If you 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. (1/Rest) |
| CRACKLING FIELD | Vessel, Planar Thievery | 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 each of the following abilities that you have used this turn, your Mental defenses increase by +1 until the end of your next turn (this costs 0 AP): 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 |
| ENERGY THEFT III | Vessel, Planar Thievery | 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. |
| STAMINA THEFT III | Vessel, Planar Thievery | Energy Theft III | Stamina Theft recharges 1⁄2 INT/Rest. |
| ESSENCE SIPHON II | Vessel, Planar Thievery | Stamina Theft III, Essence Siphon | Energy Siphon becomes a max of 15 Essence, and you regain SP equal to the Essence instead of 1⁄2 the Essence. |
| CRACKLING FIELD II | Vessel, Planar Thievery | Stamina Theft III, Crackling Field | Regain one use of your Crackling Field each time you Recoup. Your Crackling Field also increases your Physical defenses. |
| CANCEL SPELL IV | Vessel, Planar Thievery | Planar Thievery 11 | If you fail the contested roll from this spell, you do not lose SP. |
| CANCEL SPELL V | Vessel, Planar Thievery | Cancel Spell IV | When making a contested roll from this spell, you can force the other creature to roll 2d20 and use the lower. (1/Rest) |
| ESSENCE SIPHON III | Vessel, Planar Thievery | Cancel Spell V, Essence Siphon II | You can use Energy Siphon multiple times: 1⁄2 INT/Rest. When you use Energy Siphon, you may increase the maximum Essence to 25. (1/Rest) |
| ESSENCE HOARD | Vessel, Planar Thievery, Capstone | Essence siphon III | You are unparalleled in the art of drawing arcane energy out of objects and into yourself. Energy Siphon becomes a max of 35 Essence. (1/Rest) You can make an effect from an item with 15 or fewer Essence permanent on you after siphoning it. (1/Month)
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. |
| CRACKLING FIELD III | Vessel, Planar Thievery | Cancel Spell V, Crackling Field II | Crackling Field recharges 1⁄2 INT/Recoup. Crackling Field also increases your AR. |
| CRACKLING MIASMA | Vessel, Planar Thievery, Capstone | Prerequisites: 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. You may double the bonus that Crackling Field providesyou (+2 per ability used). (1/Rest)
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. |
SOUL GRAFT TRACK"""
| Feature | Tags | PreReq | Discreption |
|---|---|---|---|
| SURGE OF VITALITY II | Vessel, Soul Graft | Vessel Entry | Regain one use of your Surge of Vitality when you Recoup. |
| SURGE OF ENERGY | Vessel, Soul Graft | Surge of Vitality II | Gain Surge of Energy.
Surge of Energy When you start your turn, gain +2 additional AP. (2/Rest) |
| SURGE OF MAGIC | Vessel, Soul Graft | Surge of Energy | Gain Surge of Magic.
Surge of Magic When Bloodied, you may spend 3 AP to regain 1d4 SP. (2/Rest) |
| SUGRE OF VITALITY III | Vessel, Soul Graft | Surge of Magic | Surge of Vitality becomes 1d6+CHA HP, and recharges on CHA/Rest. |
| ENERGY CONVERSION | Vessel, Soul Graft | Surge of Vitality III | Gain Energy Conversion.
Energy Conversion When you take energy damage, regain 1d4 SP. (CHA/Rest) |
| SURGE OF ENERGY II | Vessel, Soul Graft | Energy Conversion | Surge of Energy becomes +4 AP. |
| CRACKED SOUL | Vessel, Soul Graft, Soul Sacrifice | Surge of Energy II | When you start your turn in combat and are bloodied, gain SP equal to your current Death Points. |
| SURGE OF MAGIC II | Vessel, Soul Graft | Cracked Soul | Surge of Magic becomes 1d6. When you start your turn with any Death Points, you can do this without expending a use of Surge of Magic. (1/Rest) |
| SURGE OF VITALITY IV | Vessel, Soul Graft | Surge of Magic II | Surge of Vitality becomes 1d8+CHA HP. It can also remove 1 Death Point. (2/Rest) |
| SURGE OF ENERGY III | Vessel, Soul Graft | Surge of Vitality IV | When you roll initiative, gain 1 extra AP on your first turn. |
| OCCULT VITALITY | Vessel, Soul Graft | Surge of Energy III | Gain Occult Vitality.
Occult Vitality' 2 AP: spend X SP to gain X HP. (2/Rest) |
| SURGE OF MAGIC III | Vessel, Soul Graft | Occult Vitality | Surge of Magic becomes CHA/Rest. |
| ENERGY CONVERSION II | Vessel, Soul Graft | Surge of Magic III | Energy Conversion becomes 1d6 SP and can be triggered by elemental damage. |
| OCCULT VITALITY II | Vessel, Soul Graft | Energy Conversion II | Occult Vitality becomes CHA/Rest. You may add your Occult level to the HP regained. (1/Rest) |
| IMMORTAL SURGE | Vessel, Soul Graft. Capstone | Prerequisites: 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 Damage Resist 4, and gain +4 to all d20 rolls for the next 10 mins. 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. |
DIVINE ICON TALENTS
| Feature | Tags | PreReq | Discreption |
|---|---|---|---|
| ICONS | Vessel, Divine Icon, Repeatable | Vessel Entry | Gain two additional Divine Icon abilities of your choice, provided that you can access that Icon. |
| SIPHON DIVINITY | Vessel, Divine Icon, Repeatable | Vessel Entry | 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. |