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PFS StandardCoffin Bound Feat 12

Uncommon Archetype Divine Necromancy Negative 
Source Book of the Dead pg. 59
Archetype Vampire
Prerequisites Vampire Dedication

You bind your spirit to a coffin filled with soil of your homeland, making it a place of recovery. If you rest inside your coffin for 10 minutes, you regain Hit Points equal to your Constitution modifier × half your level. You can still be healed in other ways during that time, though you're unconscious and therefore unable to heal yourself. The GM might allow you to Refocus while resting, depending on whether it's a type of Refocusing you can achieve while you slumber.

If you would be destroyed, you instead remain near death. This doesn't change your dying or wounded value, and you remain unconscious. After 1 hour, you're destroyed. If returned to your coffin before that hour is up, you avoid destruction; if you spend 1 hour resting in your coffin, you regain 1 HP and lose the dying and wounded conditions. You can't be healed in any other way when near death.

Your coffin can't heal you if you're staked through the chest. You can be staked only if unconscious, and it takes three actions. You lose all benefits of this feat if your coffin is destroyed or the soil is lost. You must procure a new coffin and fill it with soil of your homeland to restore the feat's function.

Coffin Bound Leads To...

Mist Escape

Traits

Archetype:

This feat belongs to an archetype.

Divine:

This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.

Necromancy:

Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death.

Negative:

Effects with this trait heal undead creatures with negative energy, deal negative damage to living creatures, or manipulate negative energy. Planes with this trait are vast, empty reaches that suck the life from the living. Creatures with this trait are natives of the Negative Energy Plane. They can survive the basic environmental effects of the Negative Energy Plane.

Uncommon:

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.