TEXT: 1
  Hybrid Class: Vessel
  Aaron Hollingsworth
  
  2
  Hybrid Class: Vessel
  Author
  Aaron Hollingsworth
  Development
  N. Jolly, Perry Fehr
  Editing
  Perry Fehr, Mark Gedak
  Porphyra Logo Rick Hershey
  Art
  Brett Neufeld
  Layout
  Mark Gedak
  Publisher
  Purple Duck Games
  Hybrid Class: Vessel is compatible with 
  the Porphyra Campaign Setting and 
  the Porphyra Wiki located at:
  http://porphyra.wikidot.com/
  If you have trouble locating reference content on the site 
  drop me an email at gedakm@gmail.com and I will get 
  the content updated and point you to it.
  
  3
  Classically, it has always been the function of oracles 
  and mediums to obtain information from supernatural 
  sources and merely relay that information to others. 
  With the advent of the oracle and medium base classes, 
  these mysterious seers gained supernatural function 
  along with their insight, allowing them the opportu-
  nity for adventure. They ceased to be plot devices, and 
  became active characters in their own right. 
  The following hybrid class maintains this role while 
  amalgamating the mechanical and thematic functions 
  of these two parent classes, allowing the versatility of 
  the medium and the divine might of the oracle to shine 
  in a single base class.
  The Vessel
  [1] And my/The Lost Twin’s voice came out of my/Our 
  mouth, and did speak the intent of the Herald of Yolana, 
  [2] as I/It was a spirit lost in the Calling, lost in the Jour-
  ney from the world-that-was to Porphyra: 
  [3] And I/It did speak, and wield the power of Transfor-
  mation, and the Transformation was the transformation of 
  Will to Spirit, and lo, the wayward did tremble. [4] And 
  My/Its body did part ways, and my flesh fell away from Its 
  will…
   
  -From The Divine Record, Volume LVXXII, 
  Canticle LXI, After the Calling (AC) 57
  There are worlds of experience beyond the world of the 
  aggressive man, beyond history, and beyond alchemy. The 
  moods and qualities of nature and the revelations of those 
  that have gone before are equally difficult to define; we can 
  grasp them only in the depths of possession by a perceptive- 
  or deceptive- Spirit.
   
  -from Quotations of the Vessel of Khoresh, 
  AC 990
  The multiverse teems with cursed spirits, be they cosmic 
  abominations, long-forgotten deities, or the wispy 
  phantoms of dead gods. These misfit entities are too 
  detached from the living to gain religious followings, 
  too unfocused to serve as witch patrons, and too in-
  complete to have any substantial effect on reality. They 
  must seek out vessels if they wish to get anything done. 
  Vessels go through life feeling strangely empty and 
  unfulfilled, despite their natural affability. When they 
  learn that they are living receptacles that can host these 
  Table: Vessel
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day
  1st
  2nd
  3rd
  4th
  1st
  +0
  +0
  +0
  +2
  Knacks, cursed spirits, spirit bonus +1, revelation
  —
  —
  —
  —
  2nd
  +1
  +0
  +0
  +3
  Spirit surge 1d4
  —
  —
  —
  —
  3rd
  +2
  +1
  +1
  +3
  Revelation
  —
  —
  —
  —
  4th
  +3
  +1
  +1
  +4
  Empty cup
  1
  —
  —
  —
  5th
  +3
  +1
  +1
  +4
  Location channel
  1
  —
  —
  —
  6th
  +4
  +2
  +2
  +5
  Empty cup
  1
  —
  —
  —
  7th
  +5
  +2
  +2
  +5
  Revelation, spirit bonus +2
  1
  1
  —
  —
  8th
  +6/+1
  +2
  +2
  +6
  Connection channel
  1
  1
  —
  —
  9th
  +6/+1
  +3
  +3
  +6
  Empty cup
  2
  1
  —
  —
  10th
  +7/+2
  +3
  +3
  +7
  Spirit surge 1d6, spirit bonus +3
  2
  1
  1
  —
  11th
  +8/+3
  +3
  +3
  +7
  Revelation
  2
  1
  1
  —
  12th
  +9/+4
  +4
  +4
  +8
  Empty cup
  2
  2
  1
  —
  13th
  +9/+4
  +4
  +4
  +8
  Ask the spirits
  3
  2
  1
  1
  14th
  +10/+5
  +4
  +4
  +9
  Astral journey
  3
  2
  1
  1
  15th
  +11/+6/+1
  +5
  +5
  +9
  Revelation, spirit bonus +4
  3
  2
  2
  1
  16th
  +12/+7/+2
  +5
  +5
  +10
  Empty cup
  3
  3
  2
  1
  17th
  +12/+7/+2
  +5
  +5
  +10
  Spacious soul
  4
  3
  2
  1
  18th
  +13/+8/+3
  +6
  +6
  +11
  Empty cup
  4
  3
  2
  2
  19th
  +14/+9/+4
  +6
  +6
  +11
  Revelation
  4
  3
  3
  2
  20th
  +15/+10/+5
  +6
  +6
  +12
  Mystery beacon, spirit surge 1d8, spirit bonus +5
  4
  4
  3
  2
   
  
  4
  cursed spirits, strange partnerships and even friendships 
  are made. Using their psychic potential to serve as host 
  bodies for these cursed spirits, vessels achieve powers and 
  abilities both psychic and divine.  
  Role: To let the spirits guide one’s self. To bear their 
  curses and trust in their influence. To use the proper 
  spirit for each endeavor, and find mutual satisfaction in 
  mastering every task. 
  Parent Classes: Medium and Oracle.
  Alignment: Any.
  Hit Die: d8.
  Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addi-
  tion, each character begins play with an outfit worth 10 
  gp or less.
  Class Skills
  The vessel’s class skills are Bluff (Cha), Craft (Int), 
  Diplomacy (Cha), Fly (Dex), Heal (Wis), Intimidate 
  (Cha), Knowledge (arcana) (Int), Knowledge (planes) 
  (Int), Knowledge (religion) (Int), Linguistics (Int), Per-
  ception (Wis), Perform (Cha), Profession (Wis), Sense 
  Motive (Wis), Spellcraft (Int), and Use Magic Device 
  (Wis).
  Skill Ranks per Level: 4 + Int modifier.
  Class Features
  The following are the class features of the vessel.
  Weapon and Armor Proficiency: Vessels are proficient 
  with all simple weapons, light armor, and medium ar-
  mor, but not with shields.
  Spells: A vessel can cast a small number of spells drawn 
  from the medium and cleric spell lists (see p. 13) creat-
  ing the vessel class spell list. All of these spells become 
  psychic spells. To learn or cast a spell, a vessel must have 
  a Charisma score equal to at least 10 + the spell’s level. 
  He can cast any spell he knows without preparing it 
  ahead of time. The saving throw DC against a vessel’s 
  spell is equal to 10 + the spell level + the vessel’s Cha-
  risma modifier.
     When a vessel learns or casts spells drawn from the 
  cleric spell list, his alignment can restrict him from cast-
  ing certain spells opposed to his moral or ethical beliefs; 
  he cannot learn or cast cleric spells that are not compat-
  ible with his alignment.  
     A vessel’s highest level of cleric spells is 4th. Cleric 
  spells of 5th level and above are not on the vessel class 
  spell list, and a vessel cannot use spell completion or 
  spell trigger magic items (without making a successful 
  Use Magic Device check) of cleric spells of 5th level or 
  higher.
     A vessel can cast only a certain number of spells of 
  each level per day. His base daily spell allotment is given 
  on Table: Vessel. In addition, he receives bonus spells per 
  day if he has a high Charisma score.
     The vessel’s selection of spells is limited. At 1st level, a 
  vessel knows two 0-level spells of his choice. At each new 
  level, the vessel learns one or more new spells, as indi-
  cated on Table: Vessel Spells Known. Unlike his spells per 
  day, the number of spells a vessel knows is not affected 
  by his Charisma score; the numbers on the table are 
  fixed. At 5th level and every 3 levels thereafter, a vessel 
  can learn a single new spell in place of one he already 
  knows. The new spell’s level must be the same as that of 
  the spell being exchanged, and he must choose whether 
  to swap the spell at the same time he gains new spells 
  Vessel Spells Known
  Level
  Spells Known
  0th
  1st
  2nd
  3rd
  4th
  1st
  2
  —
  —
  —
  —
  2nd
  3
  —
  —
  —
  —
  3rd
  4
  —
  —
  —
  —
  4th
  4
  2
  —
  —
  —
  5th
  5
  3
  —
  —
  —
  6th
  5
  4
  —
  —
  —
  7th
  6
  4
  2
  —
  —
  8th
  6
  4
  3
  —
  —
  9th
  6
  5
  4
  —
  —
  10th
  6
  5
  4
  2
  —
  11th
  6
  5
  4
  3
  —
  12th
  6
  6
  5
  4
  —
  13th
  6
  6
  5
  4
  2
  14th
  6
  6
  5
  4
  3
  15th
  6
  6
  6
  5
  4
  16th
  6
  6
  6
  5
  4
  17th
  6
  6
  6
  5
  4
  18th
  6
  6
  6
  6
  5
  19th
  6
  6
  6
  6
  5
  20th
  6
  6
  6
  6
  5
  
  5
  known for the level.
     The vessel casts all spells as psychic spells, even spells 
  temporarily gained from revelations.
  Knacks: Vessels learn a number of knacks, or 0-level 
  spells, as noted on Table: Vessel Spells Known. These spells 
  are cast like any other spell, but they don’t consume slots 
  and can be used again. 0-level orisons drawn from the 
  cleric spell list count as psychic knacks for this class.
  Cursed Spirits (Su): Each day when the vessel medi-
  tates for 1 hour for his spells, he also calls forth one of 
  six cursed spirits to inhabit his body to grant him spirit 
  bonuses and divine powers called revelations (see Cursed 
  Spirits, p. 7). Each spirit comes with a set of revelations 
  that the vessel can choose and prepare from each day, as 
  well as a curse that the vessel must bear. At 1st level, the 
  vessel can prepare one revelation from the cursed spirit’s 
  list each day, plus one additional revelation per day at 
  3rd, 7th, 11th, 15th, and 19th level. Unless otherwise 
  noted, activating the power of a revelation is a standard 
  action. The vessel can dismiss a cursed spirit as a full 
  round action, or the spirit will automatically depart after 
  the vessel gets 8 hours of rest. Feats, abilities, and other 
  benefits granted by a revelation are lost when the spirit 
  departs. 
     Unless otherwise noted, the DC to save against these 
  revelations is equal to 10 + 1/2 the vessel’s level + the 
  vessel’s Charisma modifier.
  Spirit Bonus (Su): When a vessel channels a spirit, he 
  gains a bonus on certain checks and to certain statistics, 
  depending on the spirit. A 1st-level vessel’s spirit bonus 
  is +1; it increases by 1 at 5th level and every 5 levels 
  thereafter.
  Spirit Surge (Su): At 2nd level, the vessel can avoid 
  failure by aid of his cursed spirit. After failing a d20 roll, 
  a vessel can allow his cursed spirit to add 1d4 to the 
  check’s result without taking an action.
     This can cause the check to succeed instead of fail. The 
  vessel must be conscious and aware to use this ability, 
  and he can use this ability a number of times per day 
  equal to 2 + his Charisma bonus. At 10th level, the ves-
  sel’s spirit surge die increases to 1d6, and at 20th level it 
  increases to 1d8.
  Empty Cup (Ex): At 4th level, the vessel perfects a men-
  tal discipline to reconfigure his skill set. As part of an 8 
  hour meditative ritual, the vessel can remove all his skill 
  ranks from his skills and reallocate them (as if building 
  an entirely new character). The vessel can perform this 
  ritual an additional time at 6th, 9th, 12, 16th, and 18th 
  level.  
  Location Channel (Sp): At 5th level, a vessel can per-
  form a special seance at the site of a person’s death—or a 
  location that was precious to that person in life—to call 
  forth that person’s spirit into the vessel’s body so his allies 
  can ask it questions. The effects are similar to the spell 
  call spirit, except that the duration is 1 round per vessel 
  level and the spirit possesses the vessel’s body instead of 
  appearing in a wispy form. The other participants of the 
  seance must ask the questions. Once the vessel attempts 
  to call a spirit, he cannot attempt to call the same spirit 
  again for 24 hours. Once per round, the vessel can at-
  tempt to end the seance early by succeeding at a Will 
  save (DC = 20 + 1/2 the vessel’s class level).
  Connection Channel (Sp): At 7th level, a vessel can use 
  his location channel ability at any location, so long as 
  he possesses some connection to the deceased. If an-
  other participant in the seance is more familiar with the 
  deceased than the vessel, the vessel can substitute that 
  participant’s familiarity in place of his own to determine 
  the DC of the call spirit effect.
  Ask the Spirits (Sp): At 13th level, a vessel can send his 
  consciousness to the Astral Plane any number of times 
  per day to ask the spirits for advice, as if using contact 
  other plane to contact the Astral Plane. The vessel auto-
  matically succeeds at the Intelligence check to avoid the 
  possible decrease to his Intelligence and Charisma. 
   
  Astral Journey (Sp) At 14th level, a vessel can enter a 
  deep coma in order to project himself onto the Astral 
  Plane as astral projection, except he can project only him-
  self, he can’t enter other planes, and his projected gear 
  has no magical properties.
  Spacious Soul (Su): At 18th level, a vessel’s soul is spa-
  cious enough to provide a foothold for his fallen allies, if 
  he so chooses. If one of the allies who participated in the 
  vessel’s seance that day dies within line of effect and line 
  of sight of the vessel, the vessel can spend an immediate 
  action to accept that ally’s spirit within him. Since the 
  ally inhabits the portion of the vessel’s soul normally re-
  served for a spirit, this suppresses the vessel’s curse spirit, 
  spirit bonus, and spirit surge abilities as long as the vessel 
  maintains this ability. The ally’s spirit and the vessel share 
  
  6
  the vessel’s body and can decide each round on the ves-
  sel’s turn which of them will take the vessel’s actions for 
  that round. If they don’t agree on who should act, they 
  attempt opposed Charisma checks to determine who is 
  dominant for the next hour, and the dominant character 
  decides who acts on each round. The ally’s spirit has all 
  the spells and limited use abilities (such as uses of chan-
  nel energy, ki, and panache) that it possessed at the time 
  of death, but it is incapable of regaining any abilities, 
  points, spells, or uses of abilities it expends. When the 
  ally’s spirit acts, it uses the ally’s base attack bonus, caster 
  level, and special abilities (such as weapon proficiency), 
  but uses the vessel’s physical ability scores. If the ally 
  returns to life, this ability immediately ends. Otherwise, 
  the vessel can maintain this ability indefinitely. The ves-
  sel can end this effect as a standard action, though if the 
  ally is unwilling to depart, the vessel must succeed at a 
  Will saving throw (DC = 10 + 1/2 the ally’s hit dice + 
  the ally’s Charisma modifier) or the attempt fails and the 
  ally becomes dominant for 24 hours.
  Spirit’s Boon (Su): At 20th level, the vessel accepts 
  a boon from one of the six cursed spirits. This boon 
  remains functional, no matter which spirit is currently in 
  his body. 
  Babbling Priest’s Boon
  Your rapport with the heavens grants you perfect 
  harmony with the universe. You receive a bonus on 
  all saving throws equal to your Charisma modifier. 
  You automatically stabilize if you are below 0 hit 
  points, are immune to fear effects, and automati-
  cally confirm all critical hits. Should you die, you 
  are reborn 3 days later in the form of a star child, 
  who matures over the course of 7 days (treat as the 
  reincarnate spell).
  Blinded Warlord’s Boon
  You become an avatar of battle. You can take a 
  full-attack action and move up to your speed as a 
  full-round action (you can move before or after the 
  attacks). Whenever you score a critical hit, you can 
  ignore any DR the target might possess. You gain a 
  +4 insight bonus to your AC for the purpose of con-
  firming critical hits against you. When you are below 
  0 hit points, you do not die until your negative total 
  is in excess of twice your Constitution score.
  Hobbled Lictor’s Boon
  You become a master of iron and steel. You gain the 
  benefits of Weapon Focus, Greater Weapon Focus, 
  and Improved Critical with any one metal weapon 
  that you are proficient with. Your armor is like a 
  second skin to you—while wearing metal armor you 
  are proficient with, the armor’s maximum Dexter-
  ity bonus increases by +5 and you take no armor 
  check penalty. In addition, any metal you create with 
  your magic (such as wall of iron) has its hardness 
  increased by +10.
  Disturbed Captain’s Boon
  You become one with the spirits of your ancestors. 
  You gain a bonus on Will saving throws equal to 
  your Charisma modifier, blindsense out to a range 
  of 60 feet, and a +4 bonus on your caster level for 
  all divination spells. You can cast astral projection 
  as a spell-like ability once per day without requiring 
  material components.
  Unhearing Criminal’s Boon
  You become an avatar of the city. When you speak 
  the name of a creature and a city out loud, you know 
  whether that creature is in that city. You can also 
  learn about any settlement you are in at will; this 
  functions as commune with nature, operating only 
  in towns and settlements rather than natural terrain.
  Wasting Sage’s Boon
  You gain the ability to take 20 on all Knowledge skill 
  checks. Your understanding of the fundamental un-
  derpinnings of reality has also become so advanced 
  that once per day, you can cast wish. This ability 
  does not require a material component, but the wish 
  cannot be used to grant ability score bonuses, nor 
  can it be used to replicate spells with expensive mate-
  rial components.
  
  7
  Cursed Spirits
  The following cursed spirits represent only some of the 
  possible sources of power that a vessel can draw upon. 
  The Babbling Priest
  Fanatical and fervent, this ecclesiastical spirit preaches 
  her divine truth with sacred words, asserting that faith 
  alone can achieve heavenly glory.
  Curse - Tongues: In times of stress or unease, you speak 
  in tongues. Pick one of the following languages: Abys-
  sal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or 
  Terran.
     Whenever you are in combat, you can only speak and 
  understand the selected language. This does not inter-
  fere with spellcasting, but it does apply to spells that are 
  language dependent. You gain the selected language as a 
  bonus language.
     At 5th level, pick an additional language to speak in 
  combat and add it to your list of known languages.
     At 10th level, you can understand any spoken lan-
  guage, as if under the effects of tongues, even during 
  combat. 
     At 15th level, you can speak and understand any lan-
  guage, but your speech is still restricted during combat.
  Spirit Bonus: When you channel the Babbling Priest, 
  your spirit bonus applies on Wisdom checks, Wisdom-
  based skill checks, and Will saves.
  Revelations
  A vessel with the Babbling Priest cursed spirit can pre-
  pare from the following list of revelations.
     Awesome Display (Su): Your phantasmagoric displays 
  accurately model the mysteries of the night sky, dumb-
  founding all who behold them. Each creature affected 
  by your illusion (pattern) spells is treated as if its total 
  number of Hit Dice were equal to its number of Hit 
  Dice minus your Charisma modifier (if positive).
     Coat of Many Stars (Su): You conjure a coat of starry 
  radiance that grants you a +4 armor bonus. At 7th level, 
  and every four levels thereafter, this bonus increases by 
  +2. At 13th level, this armor grants you DR 5/slashing. 
  You can use this coat for 1 hour per day per vessel level. 
  The duration does not need to be consecutive; it can 
  instead be spent in 1-hour increments.
     Dweller in Darkness (Sp): Once per day, you cast 
  your psyche into the void of space to attract the atten-
  tion of a terrible otherworldly being. The dweller in 
  darkness behaves in all ways as if you had cast phantas-
  mal killer. At 17th level, the dweller in darkness can be 
  perceived by more than one creature, as if you had cast 
  weird. You must be at least 11th level to choose this 
  revelation.
     Guiding Star (Su): Whenever you can see the open 
  sky at night, you can determine your precise location. 
  When the night sky is visible to you, you may also add 
  your Charisma modifier to your Wisdom modifier on all 
  Wisdom-based checks. In addition, once per night while 
  outdoors, you can cast one spell as if it were modified 
  by the Empower Spell, Extend Spell, Silent Spell, or Still 
  Spell feat without increasing the spell’s casting time or 
  level.
     Interstellar Void (Su): You call upon the frigid depths 
  of outer space to bring a terrible chill to your enemies. 
  As a standard action, one target within 30 feet is cloaked 
  in the void and takes 1d6 points of cold damage per 
  level. A successful Fortitude save halves this damage. At 
  10th level, the interstellar void is so extreme that en-
  emies who fail their saving throw are fatigued. At 15th 
  level, creatures who fail their save are exhausted and 
  stunned for 1 round. You can use this ability once per 
  day plus one additional time per day at 10th level.
     Lure of the Heavens (Su): Your connection to the 
  skies above is so strong that your feet barely touch the 
  ground. At 1st level, you no longer leave tracks. At 5th 
  level, you can hover up to 6 inches above the ground or 
  even above liquid surfaces, as if levitating. At 10th level, 
  you gain the ability to fly, as per the spell, for a num-
  ber of minutes per day equal to your vessel level. This 
  duration does not need to be consecutive, but it must be 
  spent in 1-minute increments.
     Mantle of Moonlight (Su): Your innate understand-
  ing of the moon renders you immune to lycanthropy. 
  Additionally, you may disrupt a lycanthrope’s connection 
  to the moon with a successful touch attack. This action 
  automatically forces the lycanthrope into its humanoid 
  form, which it must remain in for a number of rounds 
  equal to your vessel level. Upon reaching 5th level, you 
  can use this ability to force others into a rage, as per the 
  spell. Using this ability is a melee touch attack. You can 
  use this ability once per day at 5th level plus one addi-
  tional time per day for every 5 levels above 5th.
     Moonlight Bridge (Su): You summon a bridge of 
  shimmering moonlight. The 10-foot-wide span touches 
  the ground at a point adjacent to your position. From 
  this point it can extend in any direction for 10 feet per 
  vessel level. The path persists until you have crossed over 
  
  8
  the bridge or for 24 hours, whichever is shorter. You may 
  summon a moonlight bridge a number of times per day 
  equal to your Charisma bonus. Should the bridge be at-
  tacked, treat it as a wall of force.
     Spray of Shooting Stars (Su): As a standard action, 
  you can unleash a ball of energy that explodes in a 5-foot 
  radius burst dealing 1d4 points of fire damage per level. 
  A successful Reflex save halves this damage. This attack 
  has a range of 60 feet. You can fire one explosive ball 
  per day, plus one additional ball per day at 5th level and 
  for every 5 levels thereafter. You can fire more than one 
  ball at a time, but creatures caught inside more than one 
  simultaneous explosions only take damage once.
     Star Chart (Ex): Your copious notes contain a working 
  model of the night sky expressed in artistic scribbles and 
  arcane mathematical formulae. Once per day, you may 
  spend 10 minutes contemplating your star chart to gain 
  the benefit of the spell commune. You must be at least 
  7th level to prepare this revelation.
  The Blinded Warlord
  This brave and boastful spirit is as courageous as he is 
  short-sighted, for he acknowledges nothing beyond the 
  constant haze of ghostly battle surrounding him.
  Curse - Clouded Vision: When this cursed spirit enters 
  your body, your eyes become obscured, making it dif-
  ficult for you to see. You cannot see anything beyond 30 
  feet, but you can see as if you had darkvision.
     At 5th level, this distance increases to 60 feet.
     At 10th level, you gain blindsense out to a range of 30 
  feet.
     At 15th level, you gain blindsight out to a range of 15 
  feet.
  Spirit Bonus: When you channel the Blinded Warlord, 
  your spirit bonus applies on attack rolls, non-spell dam-
  age rolls, Strength checks, Strength-based skill checks, 
  and Fortitude saves.
  Revelations
  A vessel with the Blinded Warlord spirit can prepare 
  from the following list of revelations.
     Battlecry (Ex): As a standard action, you can unleash 
  an inspiring battlecry. All allies within 100 feet who hear 
  your cry gain a +1 morale bonus on attack rolls, skill 
  checks, and saving throws for a number of rounds equal 
  to your Charisma modifier. At 10th level, this bonus in-
  creases to +2. You can use this ability once per day, plus 
  one additional time per day at 5th level and for every 
  five levels thereafter.
     Battlefield Clarity (Ex): Once per day, as an im-
  mediate action, whenever you fail a saving throw that 
  causes you to become blinded, deafened, frightened, 
  panicked,paralyzed, shaken, or stunned, you may at-
  tempt that saving throw again, with a +4 insight bonus 
  on the roll. You must take the second result, even if it is 
  worse. At 7th and 15th level, you can use this ability one 
  additional time per day.
     Combat Healer (Su): Whenever you cast a cure spell 
  (a spell with “cure” in its name), you can cast it as a swift 
  action. This does not increase the level of the spell. You 
  can use this ability once per day at 7th level and one 
  additional time per day for every four levels beyond 7th. 
  You must be at least 7th level to prepare this revelation.
     Iron Skin (Su): Once per day, your skin hardens and 
  takes on the appearance of iron, granting you DR 10/
  adamantine. This functions as stoneskin, using your vessel 
  level as the caster level. At 15th level, you can use this 
  ability twice per day. You must be at least 11th level to 
  prepare this revelation.
     Maneuver Mastery (Ex): Select one type of combat 
  maneuver. When performing the selected maneuver, you 
  treat your vessel level as your base attack bonus when 
  determining your CMB. At 7th level, you gain the Im-
  proved feat (such as Improved Trip) that grants you a bo-
  nus when performing that maneuver. At 11th level, you 
  gain the Greater feat (such as Greater Trip) that grants 
  you a bonus when performing that maneuver. You do 
  not need to meet the prerequisites to receive these feats.
     Resiliency (Ex): You are not disabled and you do not 
  gain the staggered condition if you are reduced to exactly 
  0 hit points. At 7th level, you gain Diehard as a bonus 
  feat. At 11th level, you do not lose a hit point when you 
  take a standard action while disabled. You do not need 
  to meet the prerequisite to receive the Diehard feat.
     Skill at Arms (Ex): You gain proficiency in all martial 
  weapons and heavy armor.
     Surprising Charge (Ex): Once per day, you can move 
  up to your speed as an immediate action. You can use 
  this ability one additional time per day at 7th level and 
  15th level.
     War Sight (Su): Whenever you roll for initiative, you 
  can roll twice and take either result. At 7th level, you can 
  always act in the surprise round, but if you fail to notice 
  the ambush, you act last, regardless of your initiative 
  result (you act in the normal order in following rounds). 
  At 11th level, you can roll for initiative three times and 
  take any one of the results.
  
  9
     Weapon Mastery (Ex): Select one weapon with which 
  you are proficient. You gain a +1 bonus to attack with 
  that weapon. This bonus increases by 1 at 8th and 12th 
  level.
  The Disturbed Captain
  This charismatic, yet distraught spirit is a leader of the 
  people, for he honors the fallen and inspires the brave. 
  Curse - Haunted: Malevolent spirits follow you wher-
  ever you go, causing minor mishaps and strange occur-
  rences (such as unexpected breezes, small objects moving 
  on their own, and faint noises). Retrieving any stored 
  item from your gear requires a standard action, unless it 
  would normally take longer. Any item you drop lands 
  10 feet away from you in a random direction. Add mage 
  hand and ghost sound to your list of spells known.
     At 5th level, add levitate and minor image to your list 
  of spells known.
     At 10th level, add telekinesis to your list of spells 
  known, as a 4th level spell.
     At 15th level, you can cast reverse gravity once per day 
  as a spell-like ability.
  Spirit Bonus: When you channel  the Disturbed Cap-
  tain, your spirit bonus applies on Charisma checks and 
  Charisma-based skill checks, as well as on spirit surge 
  rolls. This allows the bonus to apply twice to the total 
  result if you use a spirit surge on a Charisma check or on 
  a Charisma-based skill check.
  Revelations
  A vessel with the Disturbed Captain spirit can prepare 
  from the following list of revelations.
     Ancestral Weapon (Su): You can summon a simple or 
  martial weapon from your family’s history that is appro-
  priate for your current size. You are considered proficient 
  with this weapon. At 3rd level, the weapon is considered 
  masterwork. At 7th level, 15th level, and 19th level, the 
  weapon gains a cumulative +1 enhancement bonus. At 
  11th level, the weapon gains the ghost touch weapon 
  property. You can use this ability for a number of min-
  utes per day equal to your vessel level. This duration 
  does not need to be consecutive, but it must be used in 
  1-minute increments. The weapon disappears after 1 
  round if it leaves your grasp.
     Blood of Heroes (Su): As a move action, you can call 
  upon your ancestors to grant you extra bravery in battle. 
  You gain a +1 morale bonus on attack rolls, damage 
  rolls, and Will saves against fear for a number of rounds 
  equal to your Charisma bonus. At 7th level, this bonus 
  increases to +2, and at 14th level this bonus increases 
  to +3. You can use this ability once per day, plus one 
  additional time per day at 5th level, and every five levels 
  thereafter.
     Phantom Touch (Su): As a standard action, you can 
  perform a melee touch attack that causes a living crea-
  ture to become shaken. This ability lasts for a number 
  of rounds equal to 1/2 your vessel level (minimum 1 
  round). You can use this ability a number of times per 
  day equal to 3 + your Charisma modifier.
     Sacred Council (Su): As a move action, you can call 
  upon your ancestors to provide council. This advice 
  grants you a +2 bonus on any one d20 roll. This effect 
  lasts for 1 round. You can use this ability a number of 
  times per day equal to your Charisma bonus.
     Spirit of the Warrior (Su): You can summon the 
  spirit of a great warrior ancestor and allow it to possess 
  you, becoming a mighty warrior yourself. You gain a +4 
  enhancement bonus to Strength, Dexterity, and Consti-
  tution, and a +4 natural armor bonus to AC. Your base 
  attack bonus while possessed equals your vessel level 
  (which may give you additional attacks), and you gain 
  the Improved Critical feat with a weapon of your choice.   
  You can use this ability for 1 round for every 2 vessel 
  levels you possess. This duration does not need to be 
  consecutive, but it must be spent in 1-round increments. 
  You must be at least 11th level to prepare this revelation.
     Spirit Shield (Su): You can call upon the spirits of 
  your ancestors to form a shield around you that blocks 
  incoming attacks and grants you a +4 armor bonus. At 
  7th level, and every four levels thereafter, this bonus 
  increases by +2. At 13th level, this shield causes arrows, 
  rays, and other ranged attacks requiring an attack roll 
  against you to have a 50% miss chance. You can use this 
  shield for 1 hour per day per vessel level. This duration 
  does not need to be consecutive, but it must be spent in 
  1-hour increments.
     Spirit Walk (Su): You can become incorporeal and 
  invisible. While in this form, you can move in any direc-
  tion and pass through solid objects. You can take no ac-
  tion other than to move while in this form. You remain 
  in this form for a number of rounds equal to your vessel 
  level, but you can end this effect prematurely as a stan-
  dard action. You can use this ability once per day at 11th 
  level, and twice per day at 15th level. You must be at 
  least 11th level to prepare this revelation.
     Storm of Souls (Su): You can summon the spirits of 
  your ancestors to attack in a ghostly barrage—their fury 
  
  10
  creates physical wounds on creatures in the area. The 
  storm has a range of 100 feet and is a 20-foot-radius 
  burst. Objects and creatures in the area take 1d8 hit 
  points of damage for every two vessel levels you possess. 
  Undead creatures in the area take 1d8 points of damage 
  for every vessel level you possess. A successful Fortitude 
  save reduces the damage to half. You must be at least 7th 
  level to prepare this revelation. You can use this ability 
  once per day, plus one additional time per day at 11th 
  level and every four levels thereafter.
     Voice of the Grave (Su): You can speak with the dead, 
  as per the spell, for a number of rounds per day equal to 
  your vessel level. These rounds do not need to be con-
  secutive. At 5th level, and every five levels thereafter, the 
  dead creature you question takes a cumulative –2 penalty 
  on its Will save to resist this effect.
     Wisdom of the Ancestors (Su): Once per day, you 
  can enter a trance in which you commune with the 
  spirits of your ancestors. This trance lasts for 10 minutes, 
  which must be uninterrupted and during which you 
  can take no other actions. When you come out of this 
  trance, you have gained mystical insight into the future. 
  At 1st level, this insight acts as an augury spell with 80% 
  effectiveness. At 5th level, the insight takes the form of 
  a divination with 90% effectiveness. At 8th level, the 
  knowledge you gain is equivalent to a commune spell. 
  None of these spell effects require material components.
  The Hobbled Lictor
  Always limping from a nobly-earned wound, this stal-
  wart spirit is as dependable and unyielding as tempered 
  steel.
  Curse - Lame: When this cursed spirit enters your body, 
  one of your legs becomes wounded, hobbling you. Your 
  base land speed is reduced by 10 feet if your base speed 
  is 30 feet or more. If your base speed is less than 30 
  feet, your speed is reduced by 5 feet. Your speed is never 
  reduced due to encumbrance.
     At 5th level, you are immune to the fatigued condition 
  (but not exhaustion).
     At 10th level, your speed is never reduced by armor.
     At 15th level, you are immune to the exhausted condi-
  tion.
  Spirit Bonus: When you channel the Hobbled Lictor, 
  your spirit bonus applies to AC and on Constitution 
  checks, Fortitude saves, and Reflex saves.
  Revelations
  A vessel with the Hobbled Lictor spirit can prepare from 
  the following list of revelations.
     Armor Mastery (Ex): You become more maneuver-
  able while wearing armor. You can move at your normal 
  speed in medium armor that is made of metal. This does 
  not grant proficiency in armor. At 5th level, whenever 
  you are wearing metal armor, you reduce the armor 
  check penalty by 1 (to a minimum of 0) and increase the 
  maximum Dexterity bonus allowed by your armor by 
  1. At 10th level, and again at 15th level, these bonuses 
  increase by 1.
     Dance of the Blades (Ex): Your base speed increases 
  by 10 feet. At 7th level, you gain a +1 bonus on attack 
  rolls with a metal weapon in any round in which you 
  move at least 10 feet. This bonus increases by +1 at 11th 
  level, and every four levels thereafter. At 11th level, as a 
  move action, you can maneuver your weapon to create 
  a shield of whirling steel around yourself until the start 
  of your next turn; non-incorporeal melee and ranged 
  attacks against you have a 20% miss chance while the 
  shield is active. You must be wielding a metal weapon to 
  use this ability.
     Iron Constitution (Su): You gain a +1 bonus on 
  Fortitude saves. At 7th level, and again at 14th level, this 
  bonus increases by +1.
     Iron Skin (Sp): Once per day, your skin hardens and 
  takes on the appearance of iron, granting you DR 10/
  adamantine. This ability functions as stoneskin, using 
  your vessel level as the caster level, except it only affects 
  you. At 15th level, you can use this ability twice per day. 
  You must be at least 11th level to prepare this revelation.
     Iron Weapon (Su): You can create a melee simple or 
  martial weapon that lasts for 1 minute for every vessel 
  level you possess. This weapon is appropriate for your 
  size and entirely made of metal (even if it would normal-
  ly include non-metal parts, such as a spear’s shaft) but 
  functions as if it were a normal weapon of its type. You 
  are considered proficient with this weapon. The weapon 
  disappears after 1 round if it leaves your grasp. At 3rd 
  level, the blade is made of cold iron. At 7th level, 15th 
  level, and 19th level, the blade gains a +1 enhancement 
  bonus. At 11th level, the blade is made of adamantine. 
  You can use this ability a number of times per day equal 
  to 3 + your Charisma modifier.
     Riddle of Steel (Su): Your psychic bond with metal 
  gives you insight into its form and function. Once per 
  day, you may spend 10 minutes meditating on the struc-
  ture of a piece of unworked metal or ore to gain a +5 
  insight bonus on your next Craft check to make some-
  
  11
  thing using that metal.
     Rusting Grasp (Sp): Once per day as a standard ac-
  tion, you can perform a melee touch attack that rusts 
  iron, as the rusting grasp spell. At 11th level, and every 
  four levels thereafter, you can use this ability an ad-
  ditional time per day. You must be at least 7th level to 
  prepare this revelation.
     Skill at Arms (Ex): You gain proficiency in all martial 
  weapons and heavy armor.
     Steel Scarf (Su): As a swift action, you can harden a 
  scarf, sleeve, cloak, or other piece of your clothing into 
  something as hard as steel that stretches out to be up to 
  30 feet long. You can then strike outward with it as if 
  it were a weapon making a melee attack. For the pur-
  pose of this ability, you are proficient with this weapon. 
  You can use the weapon to perform combat maneuvers. 
  Make a melee attack roll against a creature within 30 
  feet; you may use Weapon Finesse with this attack. If 
  you hit, the weapon deals 1d8 points of slashing damage 
  + 1 point for every two vessel levels you possess. After 
  this attack, the clothing returns to its normal length and 
  hardness. You do not threaten an area with this weapon 
  and cannot use it to make attacks of opportunity. You 
  can use this ability a number of times per day equal to 3 
  + your Charisma modifier.
     Vision in Iron (Sp): You can use any piece of polished 
  metal at least the size of a dagger as a scrying device, as 
  if using the spell scrying. At 15th level, this functions 
  like greater scrying. You can scry for a number of rounds 
  per day equal to your vessel level; these rounds do not 
  need to be consecutive. You must be at least 7th level to 
  prepare this revelation.
  The Unhearing Criminal
  Clever and sly, this deceitful spirit gets what she wants 
  with skill and guile. Any attempt to dissuade her from 
  her thieving ways falls upon deaf ears.  
  Curse - Deaf: You cannot hear and suffer all of the usual 
  penalties for being deafened. You cast all of your spells as 
  if they were modified by the Silent Spell feat. This does 
  not increase their level or casting time.
     At 5th level, you receive a +3 competence bonus on 
  Perception checks that do not rely upon hearing, and the 
  initiative penalty for being deaf is reduced to –2.
     At 10th level, you gain scent and you do not suffer any 
  penalty on initiative checks due to being deaf.
     At 15th level, you gain tremorsense out to a range of 
  30 feet.
  Spirit Bonus: When you channel the Unhearing Crimi-
  nal, your spirit bonus applies on Dexterity checks, skill 
  checks, and Reflex saves.
  Revelations
  A vessel with the Unhearing Criminal spirit can prepare 
  from the following list of revelations.
     The City Provides (Ex) Once per day as a full-round 
  action when in an urban environment, you can scrounge 
  up any non-magical item of your choosing with a value 
  of up to 10 gp per vessel level. You cannot obtain coins 
  or trade goods, and the item is too tattered to resell 
  (though fully functional). If you scrounge a new item, 
  any item previously obtained in this way becomes use-
  less.
     Eyes of the Streets (Su) Once per day as a full-round 
  action, you can summon a spirit rat, pigeon, or similar 
  tiny creature to serve as your eyes on, above, and beneath 
  the streets—this spirit serves as an arcane eye. At 10th 
  level, you can summon multiple such spirits; this ability 
  functions as prying eyes. At 15th level, this ability func-
  tions as greater prying eyes.
     Face in the Crowd (Ex) You gain a +4 bonus on 
  Stealth checks, and can attempt a Stealth check in a 
  crowd even while being observed.
     Keep to the Corners (Su) Once per day when you fail 
  a Reflex saving throw, you can reroll the saving throw 
  with a +4 insight bonus. You must take the second 
  result, even if it is worse. At 7th level and 15th level, you 
  can use this ability one additional time per day.
     Knife in the Dark (Ex) As a standard action, you can 
  make a sneak attack as if you were a rogue of your vessel 
  level. You can use this ability once per day, plus one ad-
  ditional time per day at 5th level and for every 5 levels 
  thereafter.
     Nooks and Crannies (Ex) You can move through any 
  sort of obstacle or difficult terrain in an urban environ-
  ment (including crowds) at your normal speed and with-
  out taking damage or suffering any other impairment. 
  Areas that are enchanted or magically manipulated to 
  impede motion still affect you.
     Secrets of City (Su) Once per day when you cast a 
  divination spell affecting creatures or areas in urban envi-
  ronments, you can double the spell’s range. At 7th level 
  and 15th level, you can use this ability one additional 
  time per day.
     Shroud of the City (Sp) You can melt into the streets 
  and alleys. You can cast veil once per day, but can affect 
  only yourself and one willing ally per vessel level within 
  30 feet. You can make the targets appear only as typical 
  
  12
  members of a settlement with which you are familiar, 
  and can’t match the appearance of specific creatures. At 
  7th level and 15th level, you can use this ability one ad-
  ditional time per day.
     The Streets Are Your Friend (Ex) As long as you are 
  in an urban environment, you can call upon the city to 
  help an ally within 30 feet succeed at a task. The ally gets 
  a +2 competence bonus on skill checks with a particular 
  skill as long as you concentrate. This bonus increases to 
  +3 at 9th level, and to +4 at 15th level.
  The Withered Sage
  This frail and studious spirit is obsessed with learning 
  secrets and collecting lore. He asserts that applied knowl-
  edge is mightier than borish forms of physical exertion, 
  and that the mage’s quill is keener than the warrior’s axe.  
  Curse - Wasting: When this cursed spirit enters you, 
  your body begins to rot and wither. You take a –4 pen-
  alty on Charisma-based skill checks, except for Intimi-
  date. You gain a +4 competence bonus on saves made 
  against disease.
     At 5th level, you are immune to the sickened condi-
  tion (but not nauseated).
     At 10th level, you gain immunity to disease.
     At 15th level, you are immune to the nauseated condi-
  tion.
  Spirit Bonus: When you channel the Withered Sage, 
  your spirit bonus applies on concentration checks, Intel-
  ligence checks, and Intelligence-based skill checks.
  Revelations
  A vessel with the Withered Sage spirit can prepare from 
  the following list of revelations.
     Arcane Archivist (Su): You are granted the ability to 
  cast arcane spells as if they were on your spell list. Once 
  per day, you can cast a spell from the wizard spell list 
  that is 4th level or lower as if it were on your list of spells 
  known. You must be at least 11th level to prepare this 
  revelation.
     Automatic Writing (Su): Once per day, you can 
  spend a full hour in uninterrupted meditation. During 
  this period, your hands produce mysterious writing that 
  pertains to the future. At 1st level, the prophetic writing 
  manifests as an augury spell with 90% effectiveness. At 
  5th level, the writing takes the form of a divination with 
  90% effectiveness. At 8th level, the writing manifests 
  as a casting of commune with no material component 
  required.
     Brain Drain (Su): You can take a standard action to 
  violently probe the mind of a single intelligent enemy 
  within 100 feet. The target receives a Will save to ne-
  gate the effect and immediately knows the source of 
  this harmful mental prying. Those who fail this save are 
  wracked with pain, taking 1d4 points of damage per ves-
  sel level. After successfully attacking with this ability, you 
  may use a full round action to sort through the jumble 
  of stolen thoughts and memories to make a single 
  Knowledge check using the victim’s skill bonus. The ran-
  domly stolen thoughts remain in your mind for a num-
  ber of rounds equal to your Charisma modifier. Treat the 
  knowledge gained as if you used detect thoughts. This is 
  a mind-affecting effect. You can use this ability once per 
  day at 1st level, plus one additional time per day at 5th 
  level and for every 5 levels beyond 5th.
     Focused Trance (Ex): You can enter a deep medita-
  tion, blocking out visual and auditory stimuli and 
  allowing you to concentrate on a single problem, philo-
  sophical issue, or memory. This trance lasts 1d6 rounds, 
  during which time you can only take move actions. 
  During this period, you gain a bonus equal to your level 
  on all saves against sonic effects and gaze attacks. When 
  you come out of your trance, you may make a single 
  Intelligence-based skill check with a +20 circumstance 
  bonus. You may enter your focused trance a number of 
  times per day equal to your Charisma modifier.
     Lore Keeper (Ex): Instead of encyclopedic knowl-
  edge, you access most of your information through tales, 
  songs, and poems. You may use your Charisma modifier 
  instead of your Intelligence modifier on all Knowledge 
  checks.
     Mental Acuity (Ex): You gain a +1 temporary bo-
  nus to Intelligence when preparing this revelation and 
  another at every third vessel level gained thereafter. You 
  must be at least 7th level to prepare this revelation.
     Sidestep Secret (Su): Add your Charisma modifier 
  (instead of your Dexterity modifier) to your Armor Class 
  and all Reflex saving throws. Your armor’s maximum 
  Dexterity bonus applies to your Charisma instead of 
  your Dexterity.
     Spontaneous Symbology (Sp): You can cast any 
  “symbol” spell using a spell slot of the appropriate level, 
  even if the spell is not on your list of spell’s known. A 
  symbol spell is any spell with the word “symbol” in its 
  name. You must be at least 11th level to prepare this 
  revelation.
     Think On It (Ex): Once per day, you can reattempt 
  any previously failed Knowledge check. On this attempt, 
  
  13
  add a +10 competence bonus on the check.
     Whirlwind Lesson (Ex): You can quickly browse 
  through a magical tome or manual, gaining its benefits 
  with only a single 8-hour study session (rather than the 
  usual 48 hours over a period of 6 days). At 7th level, you 
  may allow another character to join in your study; both 
  of you gain the full benefit of having read the book. At 
  15th level, you may share your whirlwind lesson with 
  a number of characters equal to your vessel level. The 
  benefits to you are permanent, whereas your students 
  gain the tome or manual’s benefits for a number of days 
  equal to your Charisma modifier but then forget what 
  they have learned.
  Vessel Spell List
  The following spells make up the vessel’s spell list.
   
  0-Level Vessel Spells (knacks)
  • 
  Bleed: Cause a stabilized creature to resume dying.
  • 
  Create Water: Creates 2 gallons/level of pure water.
  • 
  Detect Magic: Detects spells and magic items within 
  60 ft.
  • 
  Detect Poison: Detects poison in one creature or 
  object.
  • 
  Detect Psychic Significance: Find psychically 
  charged items.
  • 
  Grave Words: Force a corpse to babble.
  • 
  Guidance: +1 on one attack roll, saving throw, or 
  skill check.
  • 
  Light: Object shines like a torch.
  • 
  Mending: Makes minor repairs on an object.
  • 
  Purify Food and Drink: Purifies 1 cu. ft./level of 
  food or water.
  • 
  Read Magic: Read scrolls and spellbooks.
  • 
  Resistance: Subject gains +1 on saving throws.
  • 
  Stabilize: Cause a dying creature to stabilize.
  • 
  Virtue: Subject gains 1 temporary hp. 
  1st-Level Vessel Spells
  • 
  Bane: Enemies take –1 on attack rolls and saves 
  against fear.
  • 
  Bless: Allies gain +1 on attack rolls and saves against 
  fear.
  • 
  Bless Water: Makes holy water.
  • 
  Burst of Insight: Gain a +8 bonus to Int, Wis, or 
  Cha for one roll, then be dazed for 1 round.
  • 
  Calm Spirit: Postpone hostile action by a haunt or 
  incorporeal undead.
  • 
  Cause Fear: One creature of 5 HD or less flees for 
  1d4 rounds.
  • 
  Charge Object: Infuse psychic energy and owner-
  ship history into an item.
  • 
  Command: One subject obeys selected command 
  for 1 round.
  • 
  Comprehend Languages: You understand all spo-
  ken and written languages.
  • 
  Cure Light Wounds: Cures 1d8 damage + 1/level 
  (max +5).
  • 
  Curse Water: Makes unholy water.
  • 
  Deathwatch: Reveals how near death subjects within 
  30 ft. area.
  • 
  Decrepit Disguise: Make an object seem worthless.
  • 
  Detect Chaos/Evil/Good/Law: Reveals creatures, 
  spells, or objects of selected alignment.
  • 
  Detect Undead: Reveals undead within 60 ft. 
  • 
  Divine Favor: You gain +1 per three levels on attack 
  and damage rolls.
  • 
  Doom: One subject takes –2 on attack rolls, damage 
  rolls, saves, and checks.
  • 
  Endure Elements: Exist comfortably in hot or cold 
  regions.
  • 
  Entropic Shield: Ranged attacks against you have 
  20% miss chance. 
  • 
  Hide from Undead: Undead can’t perceive one 
  subject/level.
  • 
  Inflict Light Wounds: Touch deals 1d8 damage +1/
  level (max +5).
  • 
  Magic Stone: Three stones gain +1 on attack, deal 
  1d6 +1 damage.
  • 
  Magic Weapon: Weapon gains +1 bonus.
  • 
  Mindlink: Communicate a great deal of information 
  in an instant.
  • 
  Object Reading: Read psychic impressions left on 
  an object.
  • 
  Obscuring Mist: Fog surrounds you.
  • 
  Oneiric Horror: Distract and fatigue the target with 
  a creature from its nightmares.
  • 
  Paranoia: Target becomes hostile to all creatures.
  • 
  Protection from Chaos/Evil/Good/Law: +2 to AC 
  and saves, plus additional protection against selected 
  alignment.
  • 
  Psychic Reading: Read surface thoughts to learn 
  information about a subject.
  • 
  Quintessence: Mask any flaws of or damage to a 
  creature or object.
  • 
  Remove Fear: Suppresses fear or gives +4 on saves 
  against fear for one subject + one per four levels.
  • 
  Sanctuary: Opponents can’t attack you, and you 
  
  14
  can’t attack.
  • 
  Shield of Faith: Aura grants +2 or higher deflection 
  bonus.
  • 
  Summon Monster I: Summons extraplanar creature 
  to fight for you. 
  2nd-Level Vessel Spells
  • 
  Aid: +1 on attack rolls and saves against fear, 1d8 
  temporary hp +1/level (max +10).
  • 
  Align Weapon: Weapon becomes good, evil, lawful, 
  or chaotic.
  • 
  Analyze Aura: Read a creature’s or an object’s align-
  ment, emotion, health, and magic auras.
  • 
  Apport Objects: Send or receive a small object via 
  teleportation.
  • 
  Augury: Learns whether an action will be good or 
  bad.
  • 
  Bear’s Endurance: Subject gains +4 to Con for 1 
  min./level.
  • 
  Bull’s Strength: Subject gains +4 to Str for 1 min./
  level.
  • 
  Calm Emotions: Calms creatures, negating emotion 
  effects.
  • 
  Catatonia: Make a willing target appear to be dead.
  • 
  Cognitive Block: Add a thought component to all 
  of the target’s spells.
  • 
  Consecrate: Fills area with positive energy, weaken-
  ing undead.
  • 
  Cure Moderate Wounds: Cures 2d8 damage + 1/
  level (max +10).
  • 
  Darkness: 20-ft. radius of supernatural shadow.
  • 
  Death Knell: Kills dying creature; you gain 1d8 
  temporary hp, +2 to Str, and +1 caster level.
  • 
  Delay Poison: Stops poison from harming target for 
  1 hour/level.
  • 
  Desecrate: Fills area with negative energy, making 
  undead stronger.
  • 
  Detect Mindscape: Sense the presence and attri-
  butes of mindscapes.
  • 
  Eagle’s Splendor: Subject gains +4 to Cha for 1 
  min./level.
  • 
  Enshroud Thoughts: Ward yourself against thought 
  detection and memory alteration.
  • 
  Enthrall: Captivates all within 100 ft. + 10 ft./level. 
  • 
  Find Traps: Notice traps as a rogue does.
  • 
  Gentle Repose: Preserves one corpse.
  • 
  Hold Person: Paralyzes one humanoid for 1 round/
  level.
  • 
  Hypercognition: Rapidly recall everything you 
  know about a subject.
  • 
  Inflict Moderate Wounds: Touch attack, 2d8 dam-
  age + 1/level (max +10).
  • 
  Inflict Pain: Target takes a –4 penalty on attack 
  rolls, skill checks, and ability checks.
  • 
  Instigate Psychic Duel: Start a psychic duel between 
  yourself and another creature.
  • 
  Make Whole: Repairs an object.
  • 
  Object Possession, Greater: Project your soul into 
  an object, animating it.
  • 
  Oneiric Horror, Greater: As oneiric horror, plus Str 
  damage.
  • 
  Owl’s Wisdom: Subject gains +4 to Wis for 1 min./
  level.
  • 
  Placebo Effect: Temporarily suppress an affliction or 
  condition.
  • 
  Purge Spirit: Deal 1d6 points of damage per level to 
  one haunt or spirit creature and stagger it.
  • 
  Remove Paralysis: Frees creatures from paralysis or 
  slow effect.
  • 
  Resist Energy: Ignores 10 (or more) points of dam-
  age/attack from specified energy type.
  • 
  Restoration, Lesser: Dispels magical ability penalty 
  or repairs 1d4 ability damage.
  • 
  Riding Possession: As possession, but you observe 
  instead of control the subject.
  • 
  Sealed Life: Prevent a creature from transferring life 
  force to or from others.
  • 
  Sessile Spirit: Cause a spirit inhabiting a creature or 
  an object to go dormant.
  • 
  Shatter: Sonic vibration damages objects or crystal-
  line creatures.
  • 
  Shield Other: You take half of subject’s damage.
  • 
  Silence: Negates sound in 20-ft. radius.
  • 
  Sound Burst: Deals 1d8 sonic damage to subjects; 
  may stun them.
  • 
  Spiritual Weapon: Magic weapon attacks on its 
  own.
  • 
  Status: Monitors condition, position of allies.
  • 
  Summon Monster II: Summons extraplanar crea-
  ture to fight for you.
  • 
  Undetectable Alignment: Conceals alignment for 
  24 hours.
  • 
  Zone of Truth: Subjects within range cannot lie. 
   
  3rd-Level Vessel Spells
  • 
  Animate Dead: Creates undead skeletons and zom-
  bies.
  • 
  Apport Animal: Send or receive a Tiny or smaller 
  animal via teleportation.
  • 
  Aura Alteration: Masks a creature’s or an object’s 
  
  15
  alignment, emotion, health, and magic auras.
  • 
  Bestow Curse: –6 to an ability score; –4 on attack 
  rolls, saves, and checks; or 50% chance of losing 
  each action.
  • 
  Blindness/Deafness: Makes subject blinded or 
  deafened.
  • 
  Call Spirit: Make the spirit of one creature manifest.
  • 
  Contagion: Infects subject with chosen disease.
  • 
  Continual Flame: Makes a permanent, heatless 
  light.
  • 
  Create Food and Water: Feeds three humans (or 
  one horse)/level.
  • 
  Cure Serious Wounds: Cures 3d8 damage + 1/level 
  (max +15).
  • 
  Daylight: 60-ft. radius of bright light.
  • 
  Deeper Darkness: Object sheds supernatural 
  shadow in 60-ft. radius.
  • 
  Dispel Magic: Cancels one magical spell or effect.
  • 
  Erase Impressions: Erase psychic impressions from 
  an object.
  • 
  Glyph of Warding: Inscription harms those who 
  pass it.
  • 
  Helping Hand: Ghostly hand leads subject to you.
  • 
  Inflict Serious Wounds: Touch attack, 3d8 damage 
  + 1/level (max +15).
  • 
  Invisibility Purge: Dispels invisibility within 5 ft./
  level.
  • 
  Locate Object: Senses direction toward object (spe-
  cific or type).
  • 
  Magic Circle against Chaos/Evil/Good/Law: As 
  protection spells, but 10-ft. radius and 10 min./level.
  • 
  Magic Vestment: Armor or shield gains +1 enhance-
  ment per four levels.
  • 
  Meld into Stone: You and your gear merge with 
  stone.
  • 
  Mind Probe: Learn answers from a subject’s memo-
  ries.
  • 
  Mind Swap: Switch minds with another creature for 
  1 hour per level.
  • 
  Mindscape Door: Create a portal allowing entry to 
  and exit from a mindscape.
  • 
  Node of Blasting: Place a trap on an object to men-
  tally damage a creature that touches it.
  • 
  Obscure Object: Masks object against scrying.
  • 
  Possession: Project your soul into a creature’s body
  • 
  Prayer: Allies get +1 bonus on most rolls, enemies 
  –1 penalty.
  • 
  Protection from Energy: Absorb 12 points/level of 
  damage from one kind of energy.
  • 
  Remove Blindness/Deafness: Cures normal or 
  magical blindness or deafness.
  • 
  Remove Curse: Frees object or person from curse.
  • 
  Remove Disease: Cures all diseases affecting subject
  • 
  Retrocognition: Gain psychic impressions from past 
  events in a location.
  • 
  Searing Light: Ray deals 1d8/two levels damage 
  (more against undead).
  • 
  Speak with Dead: Corpse answers one question/two 
  levels.
  • 
  Stone Shape: Sculpts stone into any shape.
  • 
  Summon Monster III: Summons extraplanar crea-
  ture to fight for you.
  • 
  Thaumaturgic Circle: As magic circle, but affecting 
  a non-alignment subtype or outsider race.
  • 
  Water Breathing: Subjects can breathe underwater
  • 
  Water Walk: Subject treads on water as if solid.
  • 
  Wind Wall: Deflects arrows, smaller creatures, and 
  gases. 
  4th-Level Vessel Spells
  • 
  Air Walk: Subject treads on air as if solid (climb or 
  descend at 45-degree angle).
  • 
  Chaos Hammer: Harms and slows lawful creatures 
  (1d8 damage/2 levels).
  • 
  Control Water: Raises or lowers bodies of water.
  • 
  Create Mindscape: Form an immersive mindscape.
  • 
  Cure Critical Wounds: Cures 4d8 damage + 1/level 
  (max +20).
  • 
  Death Ward: Grants bonuses against death spells 
  and negative energy.
  • 
  Dimensional Anchor: Bars extradimensional move-
  ment.
  • 
  Discern Lies: Reveals deliberate falsehoods.
  • 
  Dismissal: Forces a creature to return to native 
  plane.
  • 
  Divination: Provides useful advice for specific pro-
  posed actions.
  • 
  Divine Power: You gain attack bonuses and 1 hp/
  level.
  • 
  Dream Council: Communicate with multiple sleep-
  ing creatures.
  • 
  Dream Scan: Read a dreaming creature’s thoughts.
  • 
  Entrap Spirit: Trap an incorporeal creature or a 
  haunt in a mirror.
  • 
  Freedom of Movement: Subject moves normally 
  despite impediments to movement.
  • 
  Giant Vermin: Turns centipedes, scorpions, or spi-
  ders into giant vermin.
  • 
  Holy Smite: Harms and possibly blinds evil crea-
  tures (1d8 damage/2 levels).
  
  16
  • 
  Imbue with Spell Ability: Transfer spells to subject.
  • 
  Inflict Critical Wounds: Touch attack, 4d8 damage 
  + 1/level (max +20).
  • 
  Inflict Pain, Mass: As inflict pain, but affecting one 
  creature per level.
  • 
  Magic Weapon, Greater: Weapon gains +1 bonus/
  four levels (max +5).
  • 
  Mindwipe: Erase a portion of the target’s mind and 
  experiences, inflicting negative levels.
  • 
  Neutralize Poison: Immunizes subject against poi-
  son, detoxifies venom in or on subject.
  • 
  Object Possession: As lesser object possession, but 
  with a larger object.
  • 
  Order’s Wrath: Harms and dazes chaotic creatures 
  (1d8 damage/2 levels).
  • 
  Planar Ally, Lesser: Exchange services with a 6 HD 
  extraplanar creature.
  • 
  Poison: Touch deals 1d3 Con damage 1/round for 6 
  rounds.
  • 
  Remote Viewing: Gain psychic impressions from a 
  distant location.
  • 
  Repel Vermin: Insects, spiders, and other vermin 
  stay 10 ft. away.
  • 
  Restoration: Restores level and ability score drains.
  • 
  Sending: Delivers short message anywhere, instantly.
  • 
  Spell Immunity: Subject is immune to one spell per 
  4 levels.
  • 
  Spirit-Bound Blade: Give a weapon ghost touch 
  and another ability tied to an emotion.
  • 
  Summon Monster IV: Summons extraplanar crea-
  ture to fight for you.
  • 
  Telepathy: Communicate mentally with creatures 
  within 100 ft.
  • 
  Thoughtsense: Automatically detect nearby con-
  scious creatures.
  • 
  Tongues: Speak and understand any language.
  • 
  Unholy Blight: Harms and sickens good creatures 
  (1d8 damage/2 levels).
  Archetype 
  The following is an archetype for the vessel hybrid class.
  Primal Vessel
  Primal vessels hail from less civilized or technologically 
  developed regions, often serving as chieftains or spiritual 
  leaders of tribal cults with strong elemental ties. 
  Primal Spirits (Su): Instead of six cursed spirits, a 
  primal vessel hosts the near-mindless forces of creation, 
  destruction, and the four elements between, all hailing 
  from planes beyond (see Primal Spirits, p. 17). Primal 
  vessels also must bear a curse, for the great power of 
  these spirits mars their frail mortal forms.
     This alters and replaces cursed spirits.
  Primal Spirit’s Boon (Su): At 20th level, the vessel 
  accepts a boon from one of the six primal spirits. This 
  boon remains functional, no matter which spirit is cur-
  rently in his body.
     This replaces cursed spirit’s boon.
  Air’s Boon 
  You become a master of air and electricity. You can 
  apply any one of the following feats to any air or 
  electricity spell without increasing the level or cast-
  ing time: Enlarge Spell, Extend Spell, Silent Spell, or 
  Still Spell.
  Creation’s Boon 
  You have discovered the intrinsic secrets of life itself, 
  granting you incredible control over your own body. 
  Once per day, you can surround yourself with an or-
  ganic cocoon as a full-round action. While enclosed 
  in the cocoon, you are considered helpless. Eight 
  hours later, you emerge having changed your type 
  to plant, animal, or humanoid, gaining superficial 
  physical characteristics as appropriate (see the Path-
  finder RPG Pathfinder Roleplaying Game Bestiary). 
  This change does not alter your Hit Dice, hit points, 
  saving throws, skill points, class skills, or proficien-
  cies. Each time the transformation is made, you are 
  cleansed of all poisons or diseases, are restored to 
  full hit points, and heal all ability damage. You must 
  select a new type every time the transformation is 
  made.
  Earth’s Boon 
  Upon reaching 20th level, you become a master of 
  acid and earth. You can apply any one of the follow-
  ing feats to any acid or earth spell without increasing 
  the level or casting time: Enlarge Spell, Extend Spell, 
  Silent Spell, or Still Spell.
  Destruction’s Boon
  You become a herald of destruction and wield the 
  awesome power to fulfill such prophecy. Anytime 
  you successfully cast a spell or use an ability that 
  
  17
  bestows 1 or more negative levels, the effect bestows 
  1d4 additional negative levels. 
     Whenever you confirm a critical hit against a 
  creature (including with a melee, ranged, or spell 
  attack), as a swift action you can curse the target 
  of your attack, as the bestow curse spell, except the 
  target doesn’t receive a Will saving throw to negate 
  the effects and spell resistance does not apply against 
  this ability.
  Fire’s Boon 
  You become a master of fire. You can apply any 
  one of the following feats to any fire spell you cast 
  without increasing the level or casting time: Enlarge 
  Spell, Extend Spell, Silent Spell, or Still Spell. You do 
  not need to possess these feats to use this ability.
  Water’s Boon 
  You become a master of cold and water. You can 
  apply any one of the following feats to any cold or 
  water spell without increasing the level or casting 
  time: Enlarge Spell, Extend Spell, Silent Spell, or 
  Still Spell.
  Primal Spirits
  The following primal spirits lend power to the primal 
  vessel.
  Air 
  The Spirit of Air fills one’s lungs and spirit with liberat-
  ing elation. 
  Curse - Wasting: When this cursed spirit enters you, 
  your body begins to rot and wither, like eroded earth 
  from harsh winds. You take a –4 penalty on Charisma-
  based skill checks, except for Intimidate. You gain a +4 
  competence bonus on saves made against disease.
     At 5th level, you are immune to the sickened condi-
  tion (but not nauseated).
     At 10th level, you gain immunity to disease.
     At 15th level, you are immune to the nauseated condi-
  tion.
  Spirit Bonus: When you channel the spirit of air, your 
  spirit bonus applies on Dexterity checks, skill checks, 
  and Reflex saves.
  Revelations 
  A primal vessel with the spirit of air can prepare from 
  the following list of revelations. 
     Air Barrier (Ex): You can create an invisible shell of 
  air that grants you a +4 armor bonus. At 7th level, and 
  every four levels thereafter, this bonus increases by +2. At 
  13th level, this barrier causes incoming arrows, rays, and 
  other ranged attacks requiring an attack roll against you 
  to have a 50% miss chance. You can use this barrier for 
  1 hour per day per vessel level. This duration does not 
  need to be consecutive, but it must be spent in 1-hour 
  increments. 
     Gaseous Form (Su): As a standard action, you can 
  assume gaseous form (as the spell). You can remain gas-
  eous for 1 minute per day per vessel level. This duration 
  does not need to be consecutive, but it must be spent 
  in 1-minute increments. You must be at least 7th level 
  to prepare this revelation. You can bring other creatures 
  with you in gaseous form, but each passenger costs an 
  additional minute per minute of travel. 
     Invisibility (Su): As a standard action, you can be-
  come invisible (as per the invisibility spell). You can re-
  main invisible for 1 minute per day per vessel level. This 
  duration does not need to be consecutive, but it must be 
  spent in 1-minute increments. Starting at 9th level, each 
  time you activate this ability you can treat it as greater 
  invisibility, though each round spent this way counts as 
  1 minute of your normal invisibility duration. You must 
  be at least 3rd level to prepare this revelation. 
     Lightning Breath (Su): As a standard action, you can 
  breathe a 30-foot line of electricity. This line deals 1d4 
  points of electricity damage per vessel level. A Reflex save 
  halves this damage. You can use this ability once per day, 
  plus one additional time per day at 5th level and every 
  five levels thereafter. 
     Spark Skin (Ex): You gain resist electricity 5. This re-
  sistance increases to 10 at 5th level and 20 at 11th level. 
  At 17th level, you gain immunity to electricity. 
     Thunderburst (Ex): As a standard action, you can 
  create a blast of air accompanied by a loud peal of thun-
  der. The blast has a range of 100 feet and has a 20-foot 
  radius, increasing by 5 feet for every 4 vessel levels after 
  7th. Creatures in the area take 1d6 points of bludgeon-
  ing damage per vessel level and are deafened for 1 hour, 
  with a Fortitude save resulting in half damage and no 
  deafness. You must be at least 7th level to prepare this 
  revelation. You can use this ability once per day, plus 
  one additional time per day at 11th level and every four 
  levels thereafter. 
     Touch of Electricity (Su): As a standard action, you 
  
  18
  can perform a melee touch attack that deals 1d6 points 
  of electricity damage +1 point for every two vessel levels 
  you possess. You can use this ability a number of times 
  per day equal to 3 + your Charisma modifier. At 11th 
  level, any weapon that you wield is treated as a shock 
  weapon. 
     Vortex Spells (Ex): Whenever you score a critical hit 
  against an opponent with an attack spell, the target is 
  staggered for 1 round. At 11th level, the duration in-
  creases to 1d4 rounds. 
     Wind Sight (Ex): You ignore penalties on Perception 
  checks based on wind and the first 100 feet of distance. 
  At 7th level, as a standard action, you can see and hear 
  into any area (as if using clairaudience and clairvoyance) 
  within range as long as there is an unobstructed path for 
  air to travel between you and the target area (this does 
  not require line of effect, meaning the path can turn 
  corners and go through spaces no smaller than 1 inch in 
  diameter). You can use this ability a number of rounds 
  per day equal to your vessel level, but these rounds do 
  not need to be consecutive. 
     Wings of Air (Su): As a swift action, you can manifest 
  a pair of translucent, cloud-like wings that grant you a 
  fly speed of 60 feet with good maneuverability. At 10th 
  level, your speed increases to 90 feet and your maneuver-
  ability increases to perfect. You can use these wings for 
  1 minute per day per vessel level. This duration does not 
  need to be consecutive, but it must be spent in 1-minute 
  increments. You must be at least 7th level to prepare this 
  revelation. 
  Creation
  The spirit of creation promotes natural growth and life 
  itself.
  Curse - Tongues: In times of unease, you exclaim some 
  of the first uttered words of creation. Pick one of the fol-
  lowing languages: Abyssal, Aklo, Aquan, Auran, Celes-
  tial, Ignan, Infernal, or Terran.
     Whenever you are in combat, you can only speak and 
  understand the selected language. This does not inter-
  fere with spellcasting, but it does apply to spells that are 
  language dependent. You gain the selected language as a 
  bonus language.
     At 5th level, pick an additional language to speak in 
  combat and add it to your list of known languages.
     At 10th level, you can understand any spoken lan-
  guage, as if under the effects of tongues, even during 
  combat.
     At 15th level, you can speak and understand any lan-
  guage, but your speech is still restricted during combat.
  Spirit Bonus: When you channel  the spirit of creation, 
  your spirit bonus applies on Wisdom checks, Wisdom-
  based skill checks, and Will saves.
  Revelations 
  A primal vessel with the spirit of creation can prepare 
  from the following list of revelations. 
     Channel (Su): You can channel positive energy like a 
  cleric, using your vessel level as your effective cleric level 
  when determining the amount of damage healed (or 
  caused to undead) and the DC. You can use this ability 
  a number of times per day equal to 1 + your Charisma 
  modifier. 
     Energy Body (Su): As a standard action, you can 
  transform your body into pure life energy, resembling a 
  golden-white fire elemental. In this form, you gain the 
  elemental subtype and give off a warm, welcoming light 
  that increases the light level within 10 feet by one step, 
  up to normal light. Any undead creature striking you 
  with its body or a handheld weapon deals normal dam-
  age, but at the same time the attacker takes 1d6 points 
  of positive energy damage + 1 point per vessel level. 
  Creatures wielding melee weapons with reach are not 
  subject to this damage if they attack you. If you grapple 
  or attack an undead creature using unarmed strikes or 
  natural weapons, you may deal this damage in place of 
  the normal damage for the attack. Once per round, if 
  you pass through a living allied creature’s square or the 
  ally passes through your square, it heals 1d6 hit points + 
  1 per vessel level. You may use this ability to heal your-
  self as a move action. You choose whether or not to heal 
  a creature when it passes through your space. You may 
  return to your normal form as a free action. You may 
  remain in energy body form for a number of rounds per 
  day equal to your vessel level. 
     Friend to the Animals (Ex): Add summon nature’s ally 
  I-IV level spells to your spell list. You must still select 
  these spells using your allotment of spells known. Ani-
  mals within 30 feet of you receive a bonus on all saving 
  throws equal to your Charisma modifier. 
     Life Leech (Su): You can draw life force from the 
  bodies of enemies and channel it into yourself. As a 
  standard action, you can drain the life essence from one 
  living target within 30 feet. The target takes 1d6 points 
  of damage per two levels you possess (maximum 10d6). 
  You gain temporary hit points equal to the damage you 
  deal. You can’t gain more than the target’s current hit 
  
  19
  points + the target’s Constitution score (which is enough 
  to kill the subject). The temporary hit points last a num-
  ber of hours equal to your Charisma modifier. The target 
  receives a Fortitude save to halve the damage (and the 
  temporary hit points you gain). You may use this ability 
  once per day at 7th level, plus one additional time per 
  day for every 4 levels you possess beyond 7th. You must 
  be at least 7th level before preparing this revelation. 
     Natural Divination (Ex): You can read the entrails of 
  a freshly killed animal or humanoid to gain an insight 
  bonus equal to your Charisma modifier on one saving 
  throw. Alternatively, by observing and interpreting the 
  flights of birds, you may apply a +10 competence bonus 
  on any one skill check. Finally, by charting marks in 
  dirt or stone, or observing the behavior of sand when 
  thrown into the wind, you gain a +4 insight bonus on 
  one initiative check. These bonuses must be used during 
  the next 24 hours and you must declare you are using 
  the bonus before the check or save is made. Making a 
  natural divination takes 10 minutes. You may use natural 
  divination (in any combination) once per day plus one 
  additional time per day for every four vessel levels you 
  have attained. 
     Nature’s Whispers (Ex): You have become so attuned 
  to the whispers of the natural world, from the croak-
  ing of frogs to the groaning of great boulders, that your 
  surroundings constantly keep you preternaturally aware 
  of danger. You may add your Charisma modifier, instead 
  of your Dexterity modifier, to your Armor Class and 
  CMD. Any condition that would cause you to lose your 
  Dexterity modifier to your Armor Class instead causes 
  you to lose your Charisma modifier to your Armor 
  Class. 
     Speak with Animals (Ex): Choose a specific kind of 
  animal (eagle, fox, dog, and so on). You gain the ability 
  to converse with that type of animal as if you were under 
  the effects of speak with animal. You gain the ability 
  to communicate with an additional kind of animal for 
  every 3 vessel levels you have attained. 
     Spirit of Nature (Su): When in a natural setting, 
  whenever you are reduced to negative hit points, you 
  automatically stabilize. At 5th level, you gain fast healing 
  1 for 1d4 rounds whenever you are reduced to negative 
  hit points. At 10th level, the ability works everywhere, 
  even in civilized or wholly artificial realms. At 15th level, 
  you gain fast healing 3 for 1d4 rounds when reduced to 
  negative hit points. 
     Transcendental Bond (Su): You become so attuned 
  to the common spirit shared by all living things that you 
  can use it to communicate with allies. You may commu-
  nicate with your allies for a number of rounds per day 
  equal to your vessel level as if using telepathic bond. You 
  may designate a number of creatures as your ally equal 
  to your Charisma modifier. Designating a creature is a 
  standard action that requires a touch. At 10th level, you 
  may use this bond to cast a touch spell on a designated 
  ally once per day. 
     Life Link (Su): As a standard action, you may cre-
  ate a bond between yourself and another creature. Each 
  round at the start of your turn, if the bonded creature is 
  wounded for 5 or more hit points below its maximum 
  hit points, it heals 5 hit points and you take 5 hit points 
  of damage. You may have one bond active per vessel 
  level. This bond continues until the bonded creature 
  dies, you die, the distance between you and the other 
  creature exceeds medium range, or you end it as an im-
  mediate action (if you have multiple bonds active, you 
  may end as many as you want as part of the same imme-
  diate action).
  Destruction 
  The Spirit of Destruction yearns to break down all 
  things, that they might start anew.
  Curse - Haunted: You bring about the end, and the 
  dead follow you wherever you go, causing minor mis-
  haps and strange occurrences (such as unexpected 
  breezes, small objects moving on their own, and faint 
  noises). Retrieving any stored item from your gear 
  requires a standard action, unless it would normally take 
  longer. Any item you drop lands 10 feet away from you 
  in a random direction. Add mage hand and ghost sound 
  to your list of spells known.
     At 5th level, add levitate and minor image to your list 
  of spells known.
     At 10th level, add telekinesis to your list of spells 
  known, as a 4th level spell.
     At 15th level, you can cast reverse gravity once per day 
  as a spell-like ability.
  Spirit Bonus: When you channel the spirit of destruc-
  tion, your spirit bonus applies on attack rolls, non-spell 
  damage rolls, Strength checks, Strength-based skill 
  checks, and Fortitude saves.
  Revelations 
  A primal vessel with the spirit of destruction can prepare 
  from the following list of revelations. 
     Defy Elements (Ex) Choose one energy type (acid, 
  
  20
  cold, fire, electricity, or sonic). You gain resistance 5 to 
  the selected energy type. At 5th level and every 5 levels 
  thereafter, you can choose an additional energy type for 
  which to gain resistance 5, or you can choose a previ-
  ously chosen energy type and increase that resistance by 
  5 (to a maximum resistance of 20 for any one energy 
  type). 
     Destructive Roots (Su) You can root yourself to your 
  current spot and cause the world around you to fall 
  apart. As a standard action, you can cause the ground 
  in a 5-foot radius burst centered on you to crumble and 
  rupture, becoming difficult terrain. As a move action on 
  subsequent rounds, you can continue to concentrate on 
  this area as though concentrating on a spell; doing so 
  increases the radius of difficult terrain by 5 feet (maxi-
  mum 30-foot-radius). You immediately cease concen-
  trating if you move from the square you started in when 
  you activated this ability. Difficult terrain created by 
  this ability remains for 24 hours before returning to its 
  original state. You must be at least 7th level to prepare 
  this revelation. 
     Doomsayer (Su) As a standard action, you can utter 
  a dire prophecy that strikes fear in your enemies and 
  causes them to become shaken. To be affected, an enemy 
  must be within 30 feet and able to hear you. This effect 
  persists as long as the enemy is within 30 feet and you 
  use a move action each round to continue your doom-
  saying. This ability cannot cause a creature to become 
  frightened or panicked, even if the target was already 
  shaken from another effect. This is a mind-affecting fear 
  effect that relies on audible components. At 15th level, 
  continuing your doomsaying each round is a swift action 
  instead. You must be at least 7th level to prepare this 
  revelation. 
     Dust to Dust (Su) Once per day as a standard action, 
  you can cause the weapons around you to shatter in their 
  wielders’ hands. When you use this ability, attempt a 
  single sunder combat maneuver, using your caster level 
  in place of your base attack bonus and your Charisma 
  modifier in place of Strength. Every creature except 
  you in a 10-foot radius that is wielding a manufactured 
  weapon is targeted by the same attempt. You deal an 
  amount of damage to each weapon affected equal to 1d4 
  × your Charisma modifier (minimum 1d4). At 11th 
  level, this damage increases to 1d6 × your Charisma 
  modifier (minimum 1d6). At 10th level, you can use this 
  ability twice per day. 
     Erosion Touch (Su) As a melee touch attack, you can 
  deal 1d6 points of damage per level to objects or con-
  structs. If used against an object in another creature’s 
  possession, treat this attack as a sunder combat maneu-
  ver. You can use this ability once per day, plus one time 
  per day for every three levels you possess. 
     Near Death (Su) You gain a +2 insight bonus on saves 
  against diseases, mind-affecting effects, and poisons. At 
  7th level, this bonus also applies on saves against death 
  effects, sleep effects, and stunning. At 11th level, the 
  bonus increases to +4. 
     Pass the Torch (Su) Once per day as a swift action, 
  you can channel the energy of destruction into your 
  body, causing you to ignite. You take 1d4 points of fire 
  damage when you activate this ability and again at the 
  beginning of your turn until you end the effect. Any 
  creature that begins its turn adjacent to you takes 1d6 
  points of fire damage as the fire spreads, plus 1 addition-
  al point of fire damage for each previous round you have 
  had this ability active. For example, adjacent creatures 
  take 1d6+5 points of damage if you have had this ability 
  active for 5 rounds. You can use this ability for a number 
  of rounds equal to 1/2 your vessel level, and you can end 
  this ability as a free action. At 5th level and every 5 levels 
  thereafter, you can use this ability one additional time 
  per day. 
     Power of the Fallen (Sp) You can touch a dying 
  creature and channel its life energy into another living 
  creature. This ability acts as death knell, except you can 
  choose any ally (including yourself ) within 30 feet to 
  gain the benefit of this effect, and you can apply the +2 
  enhancement bonus to either Strength, Dexterity, or 
  Constitution. You can use this ability a number of times 
  per day equal to your Charisma modifier. You must be at 
  least 5th level to prepare this revelation. 
     Spell Blast (Su) As a swift action whenever you con-
  firm a critical hit against an opponent with a spell that 
  requires an attack roll, you can immediately attempt to 
  bull rush your opponent in any direction. You don’t pro-
  voke an attack of opportunity for this bull rush attempt. 
     Unstoppable Overrun (Ex) You can attempt overrun 
  combat maneuvers against opponents that are up to two 
  size categories larger than you. At 5th level, you gain Im-
  proved Overrun as a bonus feat. At 10th level, you gain 
  Greater Overrun as a bonus feat. You don’t need to meet 
  the prerequisites to gain these feats.
   
  Earth 
  The spirit of earth desires a firm foundation on which to 
  mount a strong defense.
  Curse - Lame: Your gait becomes slow and ungainly, as 
  
  21
  though a boulder is rested upon your shoulders. Your 
  base land speed is reduced by 10 feet if your base speed 
  is 30 feet or more. If your base speed is less than 30 
  feet, your speed is reduced by 5 feet. Your speed is never 
  reduced due to encumbrance.
     At 5th level, you are immune to the fatigued condition 
  (but not exhaustion).
     At 10th level, your speed is never reduced by armor.
     At 15th level, you are immune to the exhausted condi-
  tion.
  Spirit Bonus: When you channel the spirit of stone, 
  your spirit bonus applies to AC and on Constitution 
  checks, Fortitude saves, and Reflex saves.
  Revelations 
  A primal vessel with the spirit of stone can prepare from 
  the following list of revelations. 
     Acid Skin (Ex): You gain resist acid 5. This resistance 
  increases to 10 at 5th level and 20 at 11th level. At 17th 
  level, you gain immunity to acid. 
     Clobbering Strike (Ex): Whenever you score a criti-
  cal hit against an opponent with a spell that requires an 
  attack roll, you may immediately attempt to trip your 
  opponent as a swift action. You do not provoke an attack 
  of opportunity as normal for this trip attempt. You can-
  not be tripped in return when using this ability. 
     Crystal Sight (Ex): You can see through stone, earth, 
  or sand as easily as if it were transparent crystal. Your 
  gaze can penetrate a number of feet equal to your vessel 
  level, or 1/12th this thickness of metal. You can use this 
  ability a number of rounds per day equal to your vessel 
  level, but these rounds do not need to be consecutive. 
      Earth Glide (Su): You can pass through stone, dirt, or 
  almost any other sort of earth except worked stone and 
  metal as easily as a fish swims through water. If protected 
  against fire damage, you can even glide through lava. You 
  glide at your base land speed. While gliding, you breathe 
  stone as if it were air (you do not need to hold your 
  breath). Your burrowing leaves behind no tunnel or hole, 
  nor does it create any ripple or sign of your presence. A 
  move earth spell cast on an area where you are flings you 
  back 30 feet, stunning you for 1 round unless you suc-
  ceed on a DC 15 Fortitude save. Activating this ability 
  is a free action. You can glide for 1 minute per day per 
  vessel level. This duration does not need to be consecu-
  tive, but it must be spent in 1-minute increments. You 
  must be at least 7th level to prepare this revelation. You 
  can bring other creatures with you when you glide, but 
  each passenger costs an additional minute per minute of 
  travel. 
     Mighty Pebble (Su): As a standard action, you can 
  charge and throw a pebble (or other stone of similar size) 
  that detonates when it strikes a target as a ranged attack. 
  The pebble has a range increment of 20 feet and has a 
  +1 enhancement bonus to attack and damage for every 
  four vessel levels you possess. Any creature struck by the 
  pebble takes 1d6 points of bludgeoning damage per two 
  vessel levels you possess (minimum 1d6). Creatures in 
  squares adjacent to the target take half damage, or no 
  damage if they make a Reflex saving throw. If the attack 
  roll misses, treat the pebble as a thrown splash weapon 
  to determine where it lands. You can use this ability once 
  per day, plus one additional time per day at 5th level and 
  every five levels thereafter. 
     Rock Throwing (Ex): You are an accomplished rock 
  thrower and have a +1 racial bonus on attack rolls with 
  thrown rocks. You can hurl rocks up to two categories 
  smaller than your own size. The range increment for a 
  rock is 20 feet, and you can hurl it up to 5 range incre-
  ments. Damage for a hurled rock is 2d4 for a Medium 
  creature or 2d3 for a Small creature, plus 1-1/2 your 
  Strength bonus. 
     Shard Explosion (Su): As a swift action, you can cause 
  jagged pieces of stone to explode outward from your 
  body. These shards deal 1d6 points of piercing damage 
  per two vessel levels (minimum 1d6) to all creatures 
  within a 10-foot burst. A Reflex save halves this damage. 
  In addition, the broken shards make the area difficult 
  terrain until your next turn. You can use this ability once 
  per day, plus one additional time per day at 5th level and 
  every five levels thereafter. 
     Steelbreaker Skin (Su): As a standard action, you 
  can harden your flesh so that weapons that strike you 
  are damaged or destroyed. Anytime a melee or ranged 
  weapon strikes you, the weapon takes an amount of 
  damage equal to your vessel level. This ability does not 
  prevent the weapon from harming you unless the dam-
  age destroys the weapon attacking you. You can use this 
  ability once per day, but the duration is 1 minute/level. 
  You must be at least 7th level to prepare this revelation. 
  At 15th level, the damage from this ability ignores up to 
  10 points of hardness. 
     Stone Stability (Ex): You receive a +4 bonus to your 
  Combat Maneuver Defense when resisting a bull rush or 
  trip attempt while standing on the ground. At 5th level, 
  you gain Improved Trip as a bonus feat. At 10th level, 
  you gain Greater Trip as a bonus feat. You do not need 
  to meet the prerequisites to gain these feats. 
      Touch of Acid (Su): As a standard action, you can 
  
  22
  perform a melee touch attack that deals 1d6 points of 
  acid damage +1 point for every two vessel levels you pos-
  sess. You can use this ability a number of times per day 
  equal to 3 + your Charisma modifier. At 11th level, any 
  weapon that you wield deals +1d6 points of acid dam-
  age, similar to how a flaming weapon operates. 
  Fire
  The spirit of fire blazes with a fiery and hungry heat. 
  Curse - Clouded Vision: When the spirit of fire enters 
  your body, your vision becomes hazy and blurred, as 
  though your eyes were seared by bright flames. You can-
  not see anything beyond 30 feet, but you can see as if 
  you had darkvision.
     At 5th level, this distance increases to 60 feet.
     At 10th level, you gain blindsense out to a range of 30 
  feet.
     At 15th level, you gain blindsight out to a range of 15 
  feet.
  Spirit Bonus: When you channel  the spirit of fire, your 
  spirit bonus applies on Charisma checks and Charisma-
  based skill checks, as well as on spirit surge rolls. This 
  allows the bonus to apply twice to the total result if you 
  use a spirit surge on a Charisma check or on a Charisma-
  based skill check.
  Revelations 
  A primal vessel with the spirit of fire can prepare from 
  the following list of revelations. 
     Burning Magic (Su): Whenever a creature fails a sav-
  ing throw and takes fire damage from one of your spells, 
  it catches on fire. This fire deals 1 point of fire damage 
  per spell level at the beginning of the burning creature’s 
  turn. The fire lasts for 1d4 rounds, but it can be extin-
  guished as a move action if the creature succeeds at a 
  Reflex save (using the spell’s DC). Dousing the creature 
  with water as a standard action grants a +2 bonus on this 
  save, while immersing the creature in water automati-
  cally extinguishes the fire. Spells that do not grant a save 
  do not cause a creature to catch on fire. 
     Cinder Dance (Ex): Your base speed increases by 10 
  feet. At 5th level, you receive Nimble Moves as a bo-
  nus feat. At 10th level, you receive Acrobatic Steps as a 
  bonus feat. You do not need to meet the prerequisites to 
  receive these feats. 
     Fire Breath (Su): As a standard action, you can 
  unleash a 15-foot cone of flame from your mouth. This 
  flame deals 1d4 points of fire damage per level. A Reflex 
  save halves this damage. You can use this ability once per 
  day, plus one additional time per day at 5th level and ev-
  ery five levels thereafter. The save DC is Charisma-based. 
     Firestorm (Su): As a standard action, you can cause 
  fire to erupt around you. You can create one 10-foot 
  cube of fire per vessel level. These cubes can be arranged 
  in any pattern you desire, but each cube must be adja-
  cent to another and one must be adjacent to you. Any 
  creature caught in these flames takes 1d6 points of fire 
  damage per vessel level, with a Reflex save resulting in 
  half damage. This fire lasts for a number of rounds equal 
  to your Charisma modifier. You can use this ability once 
  per day. You must be at least 11th level to prepare this 
  revelation. 
     Form of Flame (Su): As a standard action, you can 
  assume the form of a Small fire elemental, as elemen-
  tal body I. At 9th level, you can assume the form of a 
  Medium fire elemental, as elemental body II. At 11th 
  level, you can assume the form of a Large fire elemental, 
  as elemental body III. At 13th level, you can assume the 
  form of a Huge fire elemental, as elemental body IV. You 
  can use this ability once per day, but the duration is 1 
  hour/level. You must be at least 7th level to prepare this 
  revelation. 
     Gaze of Flames (Su): You can see through fire, fog, 
  and smoke without penalty as long as the light is suffi-
  cient to allow you to see normally. At 7th level, you can 
  gaze through any source of flame within 10 feet per ves-
  sel level, as if using clairvoyance. You can use this abil-
  ity for a number of rounds per day equal to your vessel 
  level, but these rounds do not need to be consecutive. 
     Heat Aura (Su): As a swift action, you can cause waves 
  of heat to radiate from your body. This heat deals 1d4 
  points of fire damage per two vessel levels (minimum 
  1d4) to all creatures within 10 feet. A Reflex save halves 
  the damage. In addition, your form wavers and blurs, 
  granting you 20% concealment until your next turn. 
  You can use this ability once per day, plus one additional 
  time per day at 5th level and every five levels thereafter. 
     Molten Skin (Ex): You gain resist fire 5. This resis-
  tance increases to 10 at 5th level and 20 at 11th level. At 
  17th level, you gain immunity to fire. 
     Touch of Flame (Su): As a standard action, you can 
  perform a melee touch attack that deals 1d6 points of 
  fire damage +1 point for every two vessel levels you pos-
  sess. You can use this ability a number of times per day 
  equal to 3 + your Charisma modifier. At 11th level, any 
  weapon that you wield is treated as a flaming weapon. 
     Wings of Fire (Su): As a swift action, you can mani-
  
  23
  fest a pair of fiery wings that grant you a fly speed of 
  60 feet with average maneuverability. You can use these 
  wings for 1 minute per day per vessel level. This duration 
  does not need to be consecutive, but it must be spent 
  in 1 minute increments. You must be at least 7th level 
  before preparing this revelation. 
  Water
  The spirit of water desires fluid motion and form-with-
  out-form.
  Curse - Deaf: You hear nothing, as though your head is 
  submerged in the ocean deep, and suffer all of the usual 
  penalties for being deafened.  You cast all of your spells 
  as if they were modified by the Silent Spell feat. This 
  does not increase their level or casting time.
     At 5th level, you receive a +3 competence bonus on 
  Perception checks that do not rely upon hearing, and the 
  initiative penalty for being deaf is reduced to –2.
     At 10th level, you gain scent and you do not suffer any 
  penalty on initiative checks due to being deaf.
     At 15th level, you gain tremorsense out to a range of 
  30 feet.
  Spirit Bonus: When you channel the spirit of water, 
  your spirit bonus applies on concentration checks, Intel-
  ligence checks, and Intelligence-based skill checks.
  Revelations 
  A primal vessel with the spirit of water can prepare from 
  the following list of revelations.
     Blizzard (Su): As a standard action, you can create a 
  blizzard of snow and ice. You can create one 10-foot-
  cube of storm per vessel level. These cubes can be ar-
  ranged in any pattern you desire, but each cube must be 
  adjacent to another and one must be adjacent to you. 
  Any creature caught in the blizzard takes 1d4 points of 
  cold damage per vessel level, with a Reflex save resulting 
  in half damage. The storm lasts for a number of rounds 
  equal to your Charisma modifier; the ground remains icy 
  (+5 to Acrobatics DCs) as long as local conditions per-
  mit. The blizzard obscures sight beyond 5 feet, providing 
  total concealment. A creature within 5 feet has conceal-
  ment. You can use this ability once per day. You must be 
  11th level to prepare this revelation. 
     Fluid Nature (Ex): You receive a +4 bonus to your 
  Combat Maneuver Defense against bull rush, drag, 
  grapple, reposition, and trip attempts. A creature trying 
  to confirm a critical hit against you has a –4 penalty on 
  its confirmation roll. At 5th level, you gain Dodge as a 
  bonus feat. You do not need to meet the prerequisite to 
  gain this feat. 
     Fluid Travel (Su): You can walk on liquid as if it were 
  a solid surface. Walking on the liquid does not harm 
  you; you can walk on acid or even lava (as if walking on 
  a solid temporary crust), though you would still take fire 
  damage from being near the lava. You can move across 
  this surface at your normal land speed. At 7th level, 
  while this ability is in effect, you can instead go under-
  water, gaining a swim speed of 60 feet and the ability 
  to breathe water. You can use this ability for 1 hour per 
  day per vessel level. This duration does not need to be 
  consecutive, but it must be spent in 1-hour increments. 
     Freezing Spells (Su): Whenever a creature fails a 
  saving throw and takes cold damage from one of your 
  spells, it is slowed (as the slow spell) for 1 round. Spells 
  that do not allow a save do not slow creatures. At 11th 
  level, the duration increases to 1d4 rounds. 
     Ice Armor (Su): You can conjure armor of ice that 
  grants you a +4 armor bonus. At 7th level, and every 
  four levels thereafter, this bonus increases by +2. At 13th 
  level, this armor grants you DR 5/piercing. In cold con-
  ditions, the armor bonus (and DR bonus) increases by 2; 
  in very hot conditions it decreases by 2. You can use this 
  armor for 1 hour per day per vessel level. This duration 
  does not need to be consecutive, but it must be spent in 
  1-hour increments. 
     Icy Skin (Ex): You gain resist cold 5. This resistance 
  increases to 10 at 5th level and 20 at 11th level. At 17th 
  level, you gain immunity to cold. 
     Punitive Transformation (Su): You can transform 
  an opponent into a harmless animal as if using baleful 
  polymorph. This transformation lasts 1 round per vessel 
  level. Transforming another creature causes the first to 
  immediately revert to normal. You may use this ability a 
  number of times per day equal to your Charisma modi-
  fier. You must be at least 7th level before preparing this 
  revelation. 
     Water Form (Su): As a standard action, you can as-
  sume the form of a Small water elemental, as elemental 
  body I. At 9th level, you can assume the form of a Me-
  dium water elemental, as elemental body II. At 11th level, 
  you can assume the form of a Large water elemental, 
  as elemental body III. At 13th level, you can assume the 
  form of a Huge water elemental, as elemental body IV. 
  You can use this ability once per day, but the duration 
  is 1 hour/level. You must be at least 7th level to prepare 
  this revelation. 
   
  
  24
     Water Sight (Su): You can see through fog and mist 
  without penalty as long as there is enough light to allow 
  you to see normally. At 7th level, you can use any calm 
  pool of water at least 1 foot in diameter as a scrying de-
  vice, as if using the scrying spell. At 15th level, this func-
  tions like greater scrying. You can use the scrying abilities 
  for a number of rounds per day equal to your vessel 
  level, but these rounds do not need to be consecutive. 
     Wintry Touch (Su): As a standard action, you can 
  perform a melee touch attack that deals 1d6 points of 
  cold damage + 1 point for every two vessel levels you 
  possess. You can use the wintry touch ability a number 
  of times per day equal to 3 + your Charisma modifier. At 
  11th level, any weapon that you wield is treated as a frost 
  weapon. 
  New Feats
  The following feats are for the the vessel class.
  Exhaust Spirit
  You can call upon your spirit to exert itself to greater effect.
  Prerequisite: Vessel level 1.
  Benefit: As a swift or immediate action, you can choose 
  to double your spirit bonus for a single d20 roll. Doing 
  so negates your spirit bonus for 1 hour.
  Extra Spirit Revelation
  You draw more power from your spirits.
  Prerequisite: Vessel level 3.
  Benefit: You can prepare one additional revelation per 
  day.
  Mixed Spirits
  You allow two spirits to enter your body to mix and mingle.
  Prerequisite: Vessel level 2.
  Benefit: You can allow 2 of your 6 spirits to inhabit 
  your body instead of just 1. You gain the curse and spirit 
  bonus of one spirit, and the revelations list of  the other 
  spirit. Once this choice is made, it cannot be changed 
  for 24 hours. 
  Wakeful Spirit
  Your spirit watches over you as you sleep.
  Prerequisite: Vessel level 1.
  Benefit: While a spirit is inside your body, you can make 
  Perception checks based on sight while unconscious. If 
  you are merely sleeping, you can wake up as a move ac-
  tion.
  Alternate Favored 
  Class Bonuses
  Instead of adding a hit point or a skill point when 
  increasing in the favored class of vessel, a vessel may 
  instead choose the alternate class bonus, based on their 
  race. Fractional increases must reach whole numbers to 
  be effective.
     Avoodim: Gain a +1/3 bonus on all skill checks using 
  occult skill unlocks.
     Dhampir: Add +1/6 to the vessel’s level for the pur-
  pose of determining the effects of one revelation.
     Dhosari: Gain a +1/2 bonus on Bluff, Diplomacy, 
  Intimidate, and Sense Motive skill checks against spirits, 
  undead, phantoms, and creatures native to the Astral 
  Plane.
     Drow: Gain a +1/3 bonus on all skill checks using oc-
  cult skill unlocks.
     Dwarf: Gain a +1/2 bonus on saving throws against 
  possession and charm effects and a +1/2 bonus on saving 
  throws to end location channel and spacious soul.
     Elf: Gain a +1/3 bonus on all skill checks using occult 
  skill unlocks.
     Erkunae: Gain a +1/2 bonus on Bluff, Diplomacy, 
  Intimidate, and Sense Motive skill checks against spirits, 
  undead, phantoms, and creatures native to the Astral 
  Plane.
     Eventual: Gain a +1/2 bonus on saving throws against 
  possession and charm effects and a +1/2 bonus on saving 
  throws to end location channel and spacious soul.
     Goblin: Gain a +1/3 bonus on all skill checks using 
  occult skill unlocks.
     Gnome: Gain a +1/2 bonus on saving throws against 
  possession and charm effects and a +1/2 bonus on saving 
  throws to end location channel and spacious soul.
     Grippli: Add +1/6 to the vessel’s level for the purpose 
  of determining the effects of one revelation.
     Half-Elf: Gain a +1/3 bonus on all skill checks using 
  occult skill unlocks.
     Half-Orc: Add +1/6 to the vessel’s level for the pur-
  pose of determining the effects of one revelation.
     Halfling: Gain a +1/2 bonus on saving throws against 
  possession and charm effects and a +1/2 bonus on saving 
  throws to end location channel and spacious soul.
  
  25
     Hobgoblin: Gain a +1/2 bonus on Bluff, Diplomacy, 
  Intimidate, and Sense Motive skill checks against spirits, 
  undead, phantoms, and creatures native to the Astral 
  Plane.
     Human: Gain a +1/3 bonus on all skill checks using 
  occult skill unlocks.
     Ifrit:  Gain a +1/2 bonus on saving throws against 
  possession and charm effects and a +1/2 bonus on saving 
  throws to end location channel and spacious soul.
     Ith’n ya’roo: Add +1/6 to the vessel’s level for the pur-
  pose of determining the effects of one revelation.
     Kobold: Gain a +1/3 bonus on all skill checks using 
  occult skill unlocks.
     Kripar: Gain a +1/2 bonus on saving throws against 
  possession and charm effects and a +1/2 bonus on saving 
  throws to end location channel and spacious soul.
     Nagaji: Add +1/6 to the vessel’s level for the purpose 
  of determining the effects of one revelation.
     Orc: Add +1/6 to the vessel’s level for the purpose of 
  determining the effects of one revelation.
     Polkan: Gain a +1/2 bonus on saving throws against 
  possession and charm effects and a +1/2 bonus on saving 
  throws to end location channel and spacious soul.
     Qit’ar: Add +1/6 to the vessel’s level for the purpose of 
  determining the effects of one revelation.
     Ratfolk: Gain a +1/3 bonus on all skill checks using 
  occult skill unlocks.
     Tiefling: Gain a +1/2 bonus on saving throws against 
  possession and charm effects and a +1/2 bonus on saving 
  throws to end location channel and spacious soul.
     Urisk: Add +1/6 to the vessel’s level for the purpose of 
  determining the effects of one revelation.
     Xesa: Gain a +1/2 bonus on Bluff, Diplomacy, Intimi-
  date, and Sense Motive skill checks against spirits, un-
  dead, phantoms, and creatures native to the Astral Plane.
     Zendiqi: Gain a +1/2 bonus on saving throws against 
  possession and charm effects and a +1/2 bonus on saving 
  throws to end location channel and spacious soul.
  Sample Vessel NPC
  Below is a sample vessel NPC. Madame Xemu is cur-
  rently designed as being a vessel for the disgruntled 
  captain.
  Madame Xemu (CR 1/2; XP 200)
  N Medium humanoid (human)
  Init +1; Senses none; Perception +2
  Defense
  AC 15, touch 11, flat-footed 14
  (+4 armor, +1 Dex); spirit shield active
  hp 11 (1d8+3)
  Fort +0, Ref +1, Will +4
  Offense
  Speed 30 ft.
  Melee light mace +1 (1d6+1)
  Ranged dagger +1 (1d4+1/19-20)
  Spells Known (CL 1st; concentration +3)
    0th (at will)—ghost sound (Wd-DC 13), grave words, 
  guidance, mage hand 
  Cursed Spirit disgruntled captain; Curse haunted
  Statistics
  Str 12, Dex 13, Con 10, Int 10, Wis 14, Cha 15
  Base Atk +0; CMB +1; CMD 12
  Feats Extra Revelation, Toughness
  Skills Bluff +7, Diplomacy +7, Perform (act) +7, Profes-
  sion (fortune teller) +6, Sense Motive +6; Skill Modi-
  fiers +1 spirit bonus
  Languages Common
  SQ heart in the fields (Profession [fortune teller]), revela-
  tion (blood of heroes, spirit shield)
  Combat Gear acid (2), antitoxin, potion of cure light 
  wounds; Gear backpack, 2 daggers, light mace, rider-
  waite tarot deck, scroll case; Coins 7 gp
  Demographics
  Faith Black Crow
  Homeland New Wathis
  Madame Xemu operates the Phantoms of The Calling, 
  fortune-teller’s venue. She employs a number of enig-
  mon and elemental-kin con artists to help her relieve the 
  foolish of their gold. It has served her well as a profes-
  sion for many years, recently though during a sceane she 
  actually became the host for a zendiqi warrior that led 
  one small faction of the elemental host against the deist 
  powers during the NewGod Wars. Since that time, she 
  has been visited each day by spirit. No longer content to 
  simply to exist and get by, Madame Xemu is looking for 
  an opportunity to join a group of adventurers exploring 
  the world. Perhaps she will either learn to control her 
  powers or discover their source so she can get back to 
  having a normal life.
  
  26
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  content does not embody the Product Identity and is an enhancement over the prior art 
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  modify, translate and otherwise create Derivative Material of Open Game Content. (h) 
  “You” or “Your” means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice 
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  No other terms or conditions may be applied to any Open Game Content distributed 
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  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance 
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  4. Grant and Consideration: In consideration for agreeing to use this License, the Con-
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  5. Representation of Authority to Contribute: If You are contributing original material as 
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  13. Termination: This License will terminate automatically if You fail to comply with all 
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  All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provi-
  sion shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bul-
  mahn.
  Angel, Monadic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Ian McDowall.
  Daemon, Hydrodaemon from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Demon, Shadow from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Neville White.
  Flind and Flindbar from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by J.D. Morris.
  Grippli from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis 
  Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim 
  Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom 
  Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, 
  Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Core Rulebook © 2011, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Monster Codex © 2014, Paizo Inc.; Authors: Dennis Baker, 
  Jesse Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. 
  Emerson, Jonathan H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen 
  Radney-MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork 
  Shaw, Neil Spicer, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Ben-
  nett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam 
  Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, 
  Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, 
  Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.
  Poltergeist from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Lewis Pulsipher.
  The Book of Experimental Might © 2008, Monte J. Cook. All rights reserved.
  The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, 
  Chris Pramas, and Robert J. Schwalb.
  Tome of Horrors © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  Troll, Ice from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Russell Cole.
  Yeti from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Gary Gygax.
  Hybrid Class: Vessel © 2017, Purple Duck Games; Author Aaron Hollingsworth.
  Open Game Content: All text is open game content.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Porphyra Campaign Setting/Hybrid Class Vessel.pdf