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Living Vessel Dedication Feat 2


RareArchetypeDedication
Source Pathfinder Dark Archive (Remastered)

Whether willingly or not, you've become a vessel for a being of unimaginable power. You and your GM should work together to determine the being's nature and decide how much you know and how much remains a mystery to you for now. Some decisions might influence your options later. You might need to decide whether the entity is a demon, for instance, to know if you qualify for later feats.

You need to spend at least an hour each day assuaging the entity within you or you take a –1 penalty to Will saves for 24 hours. The process of assuaging the entity is determined together between you and the GM. It might be as simple as meditating with the entity to learn more about them, but it might be as extreme as committing gruesome, unspeakable sacrifices to keep their unknowable blessings. After a full week of failing to assuage your entity, you become Doomed 1, and you can't remove or ameliorate the condition until you allow your entity to take full possession of your body for 24 hours, during which time it pursues its own agenda.

You also gain the Entity's Resurgence reaction, allowing you to unleash your entity in lieu of falling Unconscious, though at the risk of letting it enact its will.

With the dawning of a new era comes the need for a new seat of power, and what better way to show your coming master your devotion than by sacrificing your entire being for their use? You presented yourself before their altar and they answered your call, flooding your body with their power and granting you the gift of their original form. Or maybe you were abducted in the dark, on a night that the moon refused to shine, when you were taken to a profane location where a mysterious cult bound you to their master against your will. Now you have powers you didn't before and you have new features that scare (and maybe, in a small dark part of your heart, thrill) you.

You might have even become a living vessel through a strange bargain. For instance, perhaps at the brink of death, you received an offer from an entity to spare your life in exchange for inhabiting you. Or you might have offered yourself to the entity in exchange for saving a loved one, for riches, or to fulfill a lifelong dream.

Beings of any alignment can inhabit a living vessel. Evil-aligned beings, especially demons, are most likely to be interested in such an arrangement, especially if it involves forcefully taking over and changing the body and mind of a sapient being. Part of being a living vessel is learning more about your entity and finding what assuages them best and what their ultimate plans might be for your body and the world. Few vessels can fully dictate the terms of the arrangement, but the fact that you give the entity a corporeal form does give you some amount of leverage. Use it wisely.

Additional Feats Your GM might determine that you can take a pact feat from the pactbinder archetype as an additional feat, as long as the pact is made to the entity within you. For instance, if you're hosting a fey, you could make a pact involving fey. These pact feats are at the same level as for a pactbinder.

Living Vessel Dedication Feat 2

Whether willingly or not, you've become a vessel for a being of unimaginable power. You and your GM should work together to determine the being's nature and decide how much you know and how much remains a mystery to you for now. Some decisions might influence your options later. You might need to decide whether the entity is a demon, for instance, to know if you qualify for later feats.

You need to spend at least an hour each day assuaging the entity within you or you take a -1 penalty to Will saves for 24 hours. The process of assuaging the entity is determined together between you and the GM. It might be as simple as meditating with the entity to learn more about them, but it might be as extreme as committing gruesome, unspeakable sacrifices to keep their unknowable blessings. After a full week of failing to assuage your entity, you become Doomed 1, and you can't remove or ameliorate the condition until you allow your entity to take full possession of your body for 24 hours, during which time it pursues its own agenda.

You also gain the Entity's Resurgence reaction, allowing you to unleash your entity in lieu of falling Unconscious, though at the risk of letting it enact its will.

Source: Pathfinder Dark Archive

Entity's Strike Feat 4

Source: Pathfinder Dark Archive

Tap Vitality Feat 6

Source: Pathfinder Dark Archive

Exude Abyssal Corruption Feat 8

Source: Pathfinder Dark Archive

Fey's Trickery Feat 8

Source: Pathfinder Dark Archive

Warped Constriction Feat 8

Source: Pathfinder Dark Archive

Vessel's Form Feat 16

Source: Pathfinder Dark Archive


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Archetype

This feat belongs to an archetype.

Dedication

Each archetype's dedication feat represents your character's dedicated effort learning a new set of abilities, making it impossible to split your focus and pursue another archetype at the same time. Once you take a dedication feat, you can't select a different dedication feat until you complete your dedication by taking two other feats from your current archetype. You can't retrain a dedication feat as long as you have any other feats from that archetype.