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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.  
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?
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?


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?
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.
Or, maybe you steal from the gods just because you like it.
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'''[[Vessel#Demon Soul Track|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.
'''[[Vessel#Demon Soul Track|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.
'''[[Vessel#Nightcomer Track|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 ==
== Core Subclass Tracks ==


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


{| class="wikitable"
{| class="wikitable"
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|'''Vessel Entry'''
|'''Vessel Entry'''
|Character Level 2
|Character Level 2
|When you take this entry talent, you gain the following abilities.
|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.


* '''Divine Icon.''' Choose one Divine Icon from the [[Cleric]] stack. Gain one of that Icon’s abilities.
'''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.
* '''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 have 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''
|''Vessel, Class Entry''
|}
|}


=== Antiessence Track ===
=== Antiessence Track ===
[[File:Antiessence Track.png|thumb|794x794px|Antiessence Track Progression]]
[[File:AntiEssenceTrack.png|center|frameless|547x547px|Antiessence Track Progression]]
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
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|'''Antiessence Aura'''
|'''Antiessence Aura'''
|Vessel Entry
|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.
|By unleashing your strange and corrupt Essence in a torrent around you, you scour the nearby world. Gain the Antiessence Aura ability.
Your Antiessence Aura imposes TD on hostile creatures within it
 
* '''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''
|''Vessel, Antiessence''
|-
|-
|'''Vulnerability'''
|'''Vulnerability'''
|Antiessence Aura
|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.  
|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.
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
 
* '''''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''
|''Vessel, Antiessence''
|-
|-
|'''Vitriol'''
|'''Vitriol'''
|Vulnerability
|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.
|When a hostile creature starts its turn in your Antiessence Aura, it must make an Aura Avoidance roll.


* '''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.
* '''''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''
|''Vessel, Antiessence''
|-
|-
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|'''Terror'''
|'''Terror'''
|Antiessence Aura
|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.
|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.  


* '''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.
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''
|''Vessel, Antiessence''
|-
|-
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|'''Antiessence Aura II'''
|'''Antiessence Aura II'''
|Antiessence 4
|Antiessence 4
|When Recouping, you may take 1d10 damage to regain one use of your Aura.
|Gain the Essence Exertion ability.
 
* '''Essence Exertion.''' While Recouping, you may take 1d10 damage to regain one use of your Aura.
|''Vessel, Antiessence''
|''Vessel, Antiessence''
|-
|-
|'''Vulnerability II'''
|'''Vulnerability II'''
|Antiessence Aura II, Vulnerability
|Antiessence Aura II, Vulnerability
|''Repeatable.'' Choose another type of elemental or energy damage (this choice is permanent).  
|''Repeatable.'' Choose another type of elemental or energy damage.
Your Antiessence Aura imposes Vulnerable 1 all types of damage that you chose from taking the Vulnerability or Vulnerability II talents.
Your Antiessence Aura imposes Vulnerable 1 for this damage type as well.
|''Vessel, Antiessence, Repeatable''
|''Vessel, Antiessence, Repeatable''
|-
|-
|'''Vitriol II'''
|'''Vitriol II'''
|Vulnerability II or Terror II; Vitriol
|Vulnerability II or Terror II; Vitriol
|Vitriol damage becomes 1d6, and creatures that succeed the Aura Avoidance check still take ½ damage.
|Vitriol damage becomes 1d6, and creatures that succeed the Aura Avoidance check still take 1⁄2 damage.
|''Vessel, Antiessence''
|''Vessel, Antiessence''
|-
|-
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|Gain the Terrorize ability.
|Gain the Terrorize ability.


* <u>Terrorize</u>: (2/Recoup) 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.
* '''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''
|''Vessel, Antiessence''
|-
|-
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|'''Antiessence Aura III'''
|'''Antiessence Aura III'''
|Antiessence 8
|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.
|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''
|''Vessel, Antiessence, Soul Sacrifice''
|-
|-
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|'''Vulnerability IV'''
|'''Vulnerability IV'''
|Prolong III or Extend III; Vulnerability III
|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.
|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''
|''Vessel, Antiessence''
|-
|-
|'''Vitriol IV'''
|'''Vitriol IV'''
|Vulnerability IV or Terror IV; Vitriol III
|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
|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''
|''Vessel, Antiessence''
|-
|-
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| '''Extend III'''
| '''Extend III'''
|Vitriol III or Trepidation III; Extend II
|Vitriol III or Trepidation III; Extend II
|''Repeatable.'' Your aura’s radius expands by +5 ft.
|''Repeatable.'' Your Aura’s radius expands by +5 ft.
|''Vessel, Antiessence, Repeatable''
|''Vessel, Antiessence, Repeatable''
|-
|-
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|Gain the Break Will ability.
|Gain the Break Will ability.


* '''Break Will.''' (1/Rest) 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.
* '''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''
|''Vessel, Antiessence''
|-
|-
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|-
|-
|'''Antiessence Rupture'''
|'''Antiessence Rupture'''
|Vitriol IV or Trepidation IV; Antiessence 14
|Vitriol IV or Trepidation IV
|When you activate your Aura, you may cause it to tear a rupture in reality, using Antiessence Rupture.
|When you activate your Aura, you may cause it to tear a rupture in reality, using Antiessence Rupture.


* '''Antiessence Rupture.''' (1/Rest) 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.
* '''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 becomes an at will ability with no recharge.
 
* '''''Level 30:''''' Your Antiessence Aura no longer has a recharge.
|''Vessel, Antiessence, '''Capstone'''''
|''Vessel, Antiessence, '''Capstone'''''
|}
|}


=== Planar Thievery Track ===
=== Planar Thievery Track ===
[[File:Planar Thievery Track.png|thumb|539x539px|Planar Thievery Track Progression]]
[[File:PlanarThieveryTrack.png|center|frameless|550x550px|Planar Thievery Track Progression]]
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
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|'''Cancel Spell'''
|'''Cancel Spell'''
|Vessel Entry
|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.
|Gain the Cancel Spell occult spell. You can innately cast this unique spell 2/Rest.
{| class="wikitable"
{| class="wikitable"
|+
|+
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<u>Duration</u>: Instantaneous
<u>Duration</u>: 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.  
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.
 
If you roll lower, then their spell succeeds and you lose 2d6 SP
|}
|}
|''Vessel, Planar Thievery''
|''Vessel, Planar Thievery''
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|'''Energy Theft'''
|'''Energy Theft'''
|Cancel Spell
|Cancel Spell
|Gain the Energy Theft ability.
|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.
 
* '''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.
|''Vessel, Planar Thievery''
|''Vessel, Planar Thievery''
|-
|-
|'''Energy Theft II'''
|'''Energy Theft II'''
|Energy Theft
|Energy Theft
|Energy Theft works on all Spell/Chant attacks that deal damage and only target one creature.
|Energy Theft works on all occult spell and chant attacks for 1 minute after you cast Cancel Spell.
|''Vessel, Planar Thievery''
|''Vessel, Planar Thievery''
|-
|-
|'''Cancel Spell II'''
|'''Cancel Spell II'''
|Energy Theft II
|Energy Theft II
|Cancel Spell recharges ½ INT/Rest.  
|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
 
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''
|''Vessel, Planar Thievery''
|-
|-
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|'''Stamina Theft II'''
|'''Stamina Theft II'''
|Stamina Theft
|Stamina Theft
|When you use Cancel Spell, you may use 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 additional AP at the start of your next turn.
* '''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''
|''Vessel, Planar Thievery''
|-
|-
|'''Cancel Spell III'''
|'''Cancel Spell III'''
|Stamina Theft II
|Stamina Theft II
|Cancel Spell recharges INT/Rest.  
|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.
 
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''
|''Vessel, Planar Thievery, Soul Sacrifice''
|-
|-
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|You can drain the Essence from a magical item, using the Siphon ability.
|You can drain the Essence from a magical item, using the Siphon ability.


* '''Siphon.''' (1/Rest) Touch a magic item that has 10 or fewer Essence and make an INT/Arcana check. The DC = the item’s Essence +1d6. If you hit, it loses all magical properties. Gain SP equal to ½ the item’s Essence and gain the item’s properties until you Take a Rest.
* '''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''
|''Vessel, Planar Thievery''
|-
|-
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|You can mix your multiple sources of power together to great effect. On your turn, you may use the Crackling Field ability.
|You can mix your multiple sources of power together to great effect. On your turn, you may use the Crackling Field ability.


* '''Crackling Field.''' (½ 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):
* '''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
Occult Magic.
** Primal Magic
 
** Psionic Magic
Divine Magic.
** Arcane Magic
 
** “Surge of Magic” Ability
Primal Magic.
** “Surge of Energy” Ability
 
** “Surge of Vitality” Ability
Psionic Magic.
** Divine Icon  
 
** Aura
Arcane Magic.
You regain all expended uses when you Take a Rest.
 
“Surge of Magic” ability.
 
“Surge of Energy” ability.
 
“Surge of Vitality” ability.
 
Divine Icon.
 
Aura.
|''Vessel, Planar Thievery''
|''Vessel, Planar Thievery''
|-
|-
|'''Energy Theft III'''
|'''Energy Theft III'''
|Planar Thievery 8
|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.
|If you used Cancel Spell on a spell that would deal damage, Energy Theft also deals +1d4 damage of that type.
|''Vessel, Planar Thievery''
|''Vessel, Planar Thievery''
|-
|-
|'''Stamina Theft III'''
|'''Stamina Theft III'''
|Energy Theft III
|Energy Theft III
|Stamina Theft recharges ½ INT/Rest.
|Stamina Theft becomes 1⁄2 INT/Rest.
|''Vessel, Planar Thievery''
|''Vessel, Planar Thievery''
|-
|-
|'''Essence Siphon II'''
|'''Essence Siphon II'''
|Stamina Theft III, Essence Siphon
|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.
|Siphon becomes a max of 15 Essence, and you regain SP equal to the Essence instead of 1⁄2 the Essence.
|''Vessel, Planar Thievery''
|''Vessel, Planar Thievery''
|-
|-
|'''Crackling Field II'''
|'''Crackling Field II'''
|Stamina Theft III, Crackling Field
|Stamina Theft III, Crackling Field
|Regain one use of your Crackling Field each time you Recoup. Your Crackling Field also increases your physical defenses.
|Regain one use of your Crackling Field each time you Recoup. Your Crackling Field now increases your physical defenses as well.
|''Vessel, Planar Thievery''
|''Vessel, Planar Thievery''
|-
|-
|'''Cancel Spell IV'''
|'''Cancel Spell IV'''
||Planar Thievery 11
||Planar Thievery 11
|If you fail the contested roll from this spell, you do not lose SP.
|If you fail the contested roll from Cancel Spell, you no longer lose SP.
|''Vessel, Planar Thievery''
|''Vessel, Planar Thievery''
|-
|-
|'''Cancel Spell V'''
|'''Cancel Spell V'''
|Cancel Spell IV
|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.  
|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''
|''Vessel, Planar Thievery''
|-
|-
|'''Essence Siphon III'''
|'''Essence Siphon III'''
|Cancel Spell V, Essence Siphon II
|Cancel Spell V, Essence Siphon II
|You can use Siphon multiple times: ½ INT/Rest.
|Siphon becomes 1⁄2 INT/Rest.
(1/Rest) When you use Siphon, you may increase the maximum Essence to 25.  
 
Gain the Deplete ability.
 
* '''Deplete (1/Rest).''' When you use Siphon, you may increase the maximum Essence to 25.
|''Vessel, Planar Thievery''
|''Vessel, Planar Thievery''
|-
|-
|'''Essence Hoard'''
|'''Essence Hoard'''
|Essence Siphon III
|Essence Siphon III
|You are unparalleled in the art of drawing arcane energy out of objects and into yourself.  
|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.  
 
Deplete 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.
Gain the Effuse ability.


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.)
* '''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.
* '''''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'''''
|''Vessel, Planar Thievery, '''Capstone'''''
|-
|-
|'''Crackling Field  III'''
|'''Crackling Field  III'''
|Cancel Spell V, Crackling Field II
|Cancel Spell V, Crackling Field II
|Crackling Field recharges ½ INT/Recoup.  
|Crackling Field becomes 1⁄2 INT/Recoup.
Crackling Field also increases your AR.
 
Your Crackling Field now increases your AR as well.
|''Vessel, Planar Thievery''
|''Vessel, Planar Thievery''
|-
|-
|'''Crackling Miasma'''
|'''Crackling Miasma'''
|Crackling Field III
|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.  
|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.
Crackling Field recharges INT/Recoup.


(1/Rest) You may double the bonus that Crackling Field provides you (+2 per ability used).  
Gain the Crackling Miasma ability.


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.
* '''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.
 
* '''''Level 30:''''' The final cap for your INT increases from 12 to 14.
|''Vessel, Planar Thievery, '''Capstone'''''
|''Vessel, Planar Thievery, '''Capstone'''''
|}
|}


=== Soul Graft Track ===
=== Soul Graft Track ===
[[File:Soul Graft Track.png|thumb|544x544px|Soul Graft Track Progression]]
[[File:SoulGraftTrack.png|center|frameless|571x571px|Soul Graft Track Progression]]
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
Line 376: Line 407:
|Gain the Surge of Energy ability.
|Gain the Surge of Energy ability.


* '''Surge of Energy.''' (2/Rest) When you start your turn, gain +2 additional AP.  
* '''Surge of Energy (2/Rest).''' When you start your next turn, gain +2 AP.
|''Vessel, Soul Graft''
|''Vessel, Soul Graft''
|-
|-
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|Gain the Surge of Magic ability.
|Gain the Surge of Magic ability.


* '''Surge of Magic.''' (2/Rest) When Bloodied, you may spend 3 AP to regain 1d4 SP.  
* '''Surge of Magic (2/Rest).''' When Bloodied, you may spend 3 AP to regain 1d4 SP.
|''Vessel, Soul Graft''
|''Vessel, Soul Graft''
|-
|-
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|Gain the Energy Conversion ability.
|Gain the Energy Conversion ability.


* '''Energy Conversion.''' (CHA/Rest) When you take energy damage, regain 1d4 SP.  
* '''Energy Conversion (CHA/Rest).''' When you take energy damage you may spend 0 Reactive AP to regain 1d4 SP.
|''Vessel, Soul Graft''
|''Vessel, Soul Graft''
|-
|-
Line 410: Line 441:
|'''Surge of Magic II'''
|'''Surge of Magic II'''
|Cracked Soul
|Cracked Soul
|Surge of Magic becomes 1d6.  
|Surge of Magic becomes 1d6 SP.
(1/Rest) When you start your turn with any Death Points, you can do this without expending a use of Surge of Magic.  
 
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''
|''Vessel, Soul Graft''
|-
|-
|'''Surge of Vitality IV'''
|'''Surge of Vitality IV'''
|Surge of Magic II
|Surge of Magic II
|Surge of Vitality becomes 1d8+CHA HP. (2/Rest) It can also remove 1 Death Point.  
|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''
|''Vessel, Soul Graft''
|-
|-
|'''Surge of Energy III'''
|'''Surge of Energy III'''
|Surge of Vitality IV
|Surge of Vitality IV
|When you roll Initiative, gain 1 extra AP on your first turn.
|When you roll Initiative, gain +1 AP on your first turn.
|''Vessel, Soul Graft''
|''Vessel, Soul Graft''
|-
|-
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|Gain the Occult Vitality ability.
|Gain the Occult Vitality ability.


* '''Occult Vitality.''' (2/Rest) 2 AP: spend X SP to gain X HP  
* '''Occult Vitality (2/Rest).''' Spend 2 AP and X SP to gain X HP.
|''Vessel, Soul Graft''
|''Vessel, Soul Graft''
|-
|-
Line 443: Line 481:
|'''Occult Vitality II'''
|'''Occult Vitality II'''
|Energy Conversion II
|Energy Conversion II
|Occult Vitality becomes CHA/Rest.  
|Occult Vitality becomes CHA/Rest.
(1/Rest) You may add your Occult level to the HP regained.
 
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''
|''Vessel, Soul Graft''
|-
|-
|'''Immortal Surge'''
|'''Immortal Surge'''
|Occult Vitality II
|Occult Vitality II
|Your Essence is made of sterner stuff than most, and you can push yourself beyond the limits of your mortal body.  
|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.
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.
* '''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.
|''Vessel, Soul Graft. '''Capstone'''''
|''Vessel, Soul Graft. '''Capstone'''''
|}
|}
Line 466: Line 505:
|'''Icons'''
|'''Icons'''
|Vessel Entry
|Vessel Entry
|''Repeatable.'' Gain two additional [[Cleric#Divine Icon List|Divine Icon]] abilities of your choice, provided that you can access that Icon.
|''Repeatable.'' Gain two additional Divine Icon abilities of your choice, provided that you can access that Icon.
|''Vessel, Divine Icon, Repeatable''
|''Vessel, Divine Icon, Repeatable''
|-
|-
|'''Siphon Divinity'''
|'''Siphon Divinity'''
|Vessel Entry
|Vessel Entry
|''Repeatable.'' Choose one new [[Cleric#Divine Icon List|Divine Icon]] from the Cleric stack. Gain access to that Icon and get one of its abilities that has no other Prerequisites.
|''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''
|''Vessel, Divine Icon, Repeatable''
|}
|}
<nowiki>*</nowiki>''Updated to v1.2''


== Additional Subclass Tracks ==
== Additional Subclass Tracks ==
[[File:DemonSoul.png|thumb|342x342px]]


=== Demon Soul Track ===
=== Demon Soul Track ===
Line 490: Line 531:
|Vessel Entry
|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.
|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. If you already have it, gain +5 SP and +1 Psionic Power instead. 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.
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''
|''Vessel, Demon Soul, Soul Sacrifice''
|-
|-
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* '''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.
* '''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 1 to your number of Vessel talents x10, and all of its defenses are 11. It otherwise has your stats, weapons, and talents.
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 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.
Line 674: Line 715:
|''Vessel, Demon Soul, '''Capstone'''''
|''Vessel, Demon Soul, '''Capstone'''''
|}
|}
[[File:Nightcomer2.png|thumb|250x250px]]


=== Nightcomer Track ===
=== Nightcomer Track ===
Line 857: Line 899:
|Marked V, Puppeteer III, Nightcomer 14
|Marked V, Puppeteer III, Nightcomer 14
|You gain the Swarm ability .
|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)
* '''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.
* '''''Level 30:''''' Your Swarm ability becomes 2/Recoup.
|''Vessel, Nightcomer, '''Capstone'''''
|''Vessel, Nightcomer, '''Capstone'''''
|}
|}