Vessel

**Vessel (12 RP)**

*Created to thwart a deity controlling the minds of the kingdom, the Vessels have dark power and enhanced resistance to mental influence.*

**Type (0 RP):** Humanoid (Vessel)

**Ability Scores (4 RP):** +2 Str, +2 Dex, +2 Con, +4 Wis, -2 Cha

**Size (0 RP):** Small, +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.

**Speed (0 RP):** 30 ft base speed

**Languages (-1 RP):** Vessels begin play knowing Hallowscript. Vessels with high Int may select Common, . See below.

**No Mind to Think (-4 RP):** Vessels take a -4 penalty on Diplomacy, Bluff, Sense Motive, and linguistics checks.

**No Will to Break (3 RP):** Vessels gain a +2 bonus to Will saving throws as well as an additional +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a member of this race fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the member of the race has a similar ability from another source (such as a rogue's slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.

**No Voice to Cry Suffering (-2 RP):** Vessels cannot communicate verbally or cast spells with a verbal component. The race can still understand languages normally and can communicate in other ways, such as writing, sign language, or a code of grunts and clicks. Another creature not familiar with a special kind of communication cannot communicate effectively without making a DC 10 linguistics or sense motive check for basic ideas, or DC 20 for more complex ideas.

**Born of God and Void (1 RP):** Vessels gain the following supernatural ability: Once per day as an immediate action, a member of this race can treat positive and negative energies as if it did not have the Negative Energy Affinity trait, taking damage from negative energy and healing damage from positive energy. This ability lasts for 1 minute once activated.

**No Cost Too Great (5 RP):** Vessels have past lives that grant them two particular skills. Each member of this race picks two skills. The member of this race gains a +2 racial bonus on both of these skills, and those skills are treated as class skills regardless of what class the member of this race actually takes.

**Negative Energy Affinity (–1 RP):** Vessels are alive, but react to positive and negative energy as if they were undead—positive energy harms them, while negative energy heals them.

**Light Blindness (–2 RP):** Abrupt exposure to bright light blinds Vessels for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

**Hardened Shell (2 RP):** Vessels gain a +1 Natural armor bonus to AC.

**Nail Training (4 RP):** Vessels are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).

**Higher Being (3 RP)** Vessels have Spell Resistance equal to 11+their HD.

### Half-Breed Rules:

Vessels cannot be half breeds due to their physiology being incompatible with all other creatures. The rules included below are for use with the Gene Splicing feats.

Dominant: Lose Higher Being and No Cost Too Great (-8 RP)

Non-Dominant: Gain No Will to Break, Hardened Shell, and Born of God and Void (+6 RP)