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* '''''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.
* '''''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'''''
|''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.
{| class="wikitable"
!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.''' For 2 AP, you may inflict the Nightcomers’ mark on a creature. (1/Recoup)
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 ½ your CHA per Recoup.
|''Vessel, Nightcomer''
|-
|'''Mark of the Nightcomer III'''
|Mark of the Nightcomer II
|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. (2/Rest)
|''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
|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. (2/Rest)
|''Vessel, Nightcomer''
|-
|'''Pale-Touched'''
|Endure Pain
|When you are Frightened, or when your Fear exceeds a value of ½ 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
|When you or a creature you can see gains Fear, you may regain 5 SP. (CHA/Rest)
|''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.''' 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. (2/Rest)
'''''Level 30:''''' Your Swarm ability becomes 2/Recoup.
|''Vessel, Nightcomer, '''Capstone'''''
|}
|}