Grod_The_Giant
2014-01-15, 10:20 PM
The Ritualist
Hit Die: d4.
Class Skills: A Ritualist's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Speak Language (Int), Spellcraft (Int), and Use Magical Device (Cha)
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.
Level
BAB
Fort
Ref
Will
Special
Ritual Level
Stored Ritual Level
Mystic Reserve
Bonus Feats
1st
+0
+0
+0
+2
Rituals, Mystic Reserve, Bonus Feats, Lore
1
—
1
2
2nd
+1
+0
+0
+3
Mystic Focus
1
—
1
3
3rd
+1
+1
+1
+3
Knowledge Focus
2
—
2
3
4th
+2
+1
+1
+4
Versatile Craftsman
2
—
3
4
5th
+2
+1
+1
+4
Imbued Item
3
1
3
4
6th
+3
+2
+2
+5
Knowledge Focus
3
1
4
5
7th
+3
+2
+2
+5
Improved Mystic Focus
4
2
5
5
8th
+4
+2
+2
+6
Transfer Essence
4
2
6
6
9th
+4
+3
+3
+6
Knowledge Focus
5
3
6
6
10th
+5
+3
+3
+7
Rapid Ritual
5
3
7
7
11th
+5
+3
+3
+7
Sage
6
4
8
7
12th
+6/+1
+4
+4
+8
Improved Mystic Focus, Knowledge Focus
6
4
9
8
13th
+6/+1
+4
+4
+8
Master Craftsman
7
5
9
8
14th
+7/+2
+4
+4
+9
Transfer Charges
7
5
10
9
15th
+7/+2
+5
+5
+9
Knowledge Focus
"8"
6
11
9
16th
+8/+3
+5
+5
+10
Signature Rituals
"8"
6
12
10
17th
+8/+3
+5
+5
+10
Improved Mystic Focus
"9"
7
12
10
18th
+9/+4
+6
+6
+11
Knowledge Focus
"9"
7
13
11
19th
+9/+4
+6
+6
+11
Improved Transfer Essence
"10"
"8"
14
11
20th
+10/+5
+6
+6
+12
Instant Ritual
"10"
"8"
15
12
Weapon and Armor Proficiency: Ritualists are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield.
Rituals: Ritualists are the most versatile spellcasters of all, but at a price— they cannot cast their spells normally. Instead, they must convert them into rituals.
Rituals are drawn from the Sorcerer/Wizard list. A Ritualist may cast a ritual with a spell level equal to one-half his class level, as shown on the table above. Spells above seventh level may not be made into rituals— they are too complicated, and require too much power. However, a Ritualist may cast lower-level spells with metamagic applied to increase the effective spell level to eight level or above.
A ritual is essentially identical to the spell it is adapted from, but casting a ritual takes ten minutes per spell level (minimum 1 minute for 0-level spells), and its duration is increased by half. If the spell’s casting time is normally more than one full round, add that time to the total casting time of the ritual. Material components and focuses must be provided normally, and the Ritualist must be able to supply verbal and somatic components if the original spell required them. At the conclusion of the ritual, the spell is cast normally. A Ritualst may apply any metamagic feat he knows to the spell being emulated, taking the increased time to cast a spell of the adjusted level. A Ritualist may cast any ritual he knows without preparing it ahead of time, provided he has access to his spellbook. To cast a ritual, a Ritualist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ritual is 10 + the spell level + Intelligence modifier. Abilities which increase a caster's save DC, such as the Spell Focus feat, also apply to rituals-- both when cast directly, and when stored in a Mystic Focus (see below)
A Ritualist begins his career with (Intelligence Modifier) rituals in his spellbook. Each time he levels up, he may add two new rituals of any level he can cast to his spellbook for free. Further rituals must be added to his spellbook in the same manner as a wizard adding spells to his spellbook. A Ritualist may use a wizard's spellbook, and vice versa, with a -5 penalty on the associated Spellcraft checks.
This ability qualifies the Ritualist as an arcane spellcaster with a caster level equal to his Ritualist level. Prestige classes that advance arcane spellcasting advance the highest level ritual you have access to. You may use rituals in place of their equivalent spells to qualify for feats, classes, and so on which require specific spells, or a caster capable of casting a specific level of spell.
Mystic Reserve (Su): A Ritualist's specialty is his rituals, but he is not entirely devoid of power. He may learn and power Reserve Feats (Complete Mage) as though he had a spell of the appropriate type available with a spell level shown on the table above. Thus, a fifth level Ritualist could use the Storm Bolt feat to fire a line of electricity dealing 3d6 electricity damage. Any feat, class, item, or similar effect which increases a Ritualist's arcane caster level also increases his Mystic Reserve as though he were a higher-level character.
As a special case, from 1st to 3rd level, a Ritualist counts as having a second-level spell available for the purpose of qualifying for Reserve Feats and activating them, although not for determining damage, duration, or other qualities dependent on the highest-level spell available. Thus, a first-level Ritualist could take the Fiery Burst feat, but would only deal 1d6 damage.
Bonus Feats: A Ritualist learns two bonus metamagic, item crafting, or reserve feats at first level. At second level, and every subsequent even-numbered level, he learns an additional metamagic, item crafting, or reserve feat.
Lore (Ex): Thanks to long hours of study, a Ritualist has a wide range of stray knowledge. This ability is identical to the Bard's Bardic Knowledge class feature, using the Ritualist's class level in place of the Bard level.
Mystic Focus: At 2nd level, a Ritualist creates a Mystic Focus, a sentient object that helps you in your studies and practices. Any object can by a Mystic Focus, although most Ritualists choose appropriately "magical" items such as rings, staffs, amulets, or wands. Doing so takes 24 hours and uses up magical materials that cost 100 gp. You may only have one Mystic Focus at a time-- if you make a second, the first becomes inert.
Your Mystic Focus has hardness as normal for an item of its type, with a bonus equal to your Intelligence modifier. It has a number of hit points equal to your own. If your Mystic Focus is destroyed, you must attempt a DC 15 Fortitude saving throw. Failure means you're stunned for one round and take 1d4 points of Wisdom damage. A destroyed Mystic Focus can be replaced the next day, in a process costing fifty gold per Ritualist level.
Your Mystic Focus is an intelligent item (http://www.d20srd.org/srd/magicItems/intelligentItems.htm), with two mental abilities at 12 and one at 10, the ability to communicate empathically and see and hear out to a distance of 30 feet. In addition, it has one lesser power of your choice. Your item familiar has an ego score, but is always considered Helpful towards you. The caster level of any of its special abilities is equal to your Ritualist level, and the save DC against said abilities (if relevant) is 10+1/2 Ritualist level + the item's highest ability modifier.
As he advances in level, a Ritualist's Mystic Familiar continues to improve in power:
At 7th level, he may increase one of his item's ability scores by two, and its range of sight and hearing increases to 120 feet. It gains the ability to speak, and a second lesser power.
At 12th level, he may increase one of his item's ability scores by two, and it gains 60ft darkvision, the ability to communicate by telepathy, and one greater power.
At 17th level, he may increase one of his item's ability scores by two, and it gains 60ft blindsense, and one greater power.
A Ritualist may enchant his Mystic Focus as a magic item, using normal item crafting rules. If he chooses to do so, he may treat the item's market price as if it were 10% lower when calculating gold and experience point costs. If he enchants his Focus as a limited use item, such as a wand or staff, it is not destroyed when the last charge is expended-- instead, it merely returns to its normal, unenchanted (but still intelligent) state.
Finally, if a Ritualist has his Mystic Focus available while using a Reserve feat that deals damage, he deals extra damage equal to his Intelligence modifier.
Knowledge Focus (Ex): At 3rd level, and every subsequent third level, a Ritualist gains a permanent +3 bonus to one Intelligence-based skill of his choice. These bonuses can be stacked, or they can be applied to different skills. This ability counts as having Skill Focus in the appropriate skill for the purposes of prerequisites.
Versatile Craftsman (Ex): Beginning at 4th level, a Ritualist may use any Craft skill in the place of any other, although he takes a -5 penalty when he does so. If the new skill is trained-only, he must still be trained in it to make checks.
Imbued Focus (Su): Beginning at 5th level, a Ritualist learns how to imbue his Mystic Focus with additional, temporary power. When casting a ritual, he has the option of channeling it into his Mystic Focus. He may "store" multiple rituals in this manner, as long as their total spell level is less than or equal to one-half his Ritualist level plus his Intelligence modifier. The maximum level of any individual ritual he can store is two lower than the highest level of ritual he can normally cast, as shown on the table above. As a full-round action which provokes an attack of opportunity, he may release a stored ritual as though he were casting the ritual as a normal spell. If the spell's casting time is normally greater than one full-round action, use that casting time instead. Spells cast in this fashion have a DC of 10 + 1/2 Ritualist Level + his Intelligence Modifier. Note that while the process is similar to conventional spellcasting, a Ritualist does not need to speak to release a spell in this fashion, nor does he need somatic components, so long as he has his Mystic Focus in his possession.
Releasing a stored ritual in this way leaves behind fragments of the power, allowing the Ritualist to replace expended rituals with fresh versions of the same ritual much faster than normal— when doing so, the ritual has a casting time of only one minute per spell level, rather than the usual ten minutes per spell level. For example, if a Ritualist had stored a fireball ritual in your Mystic Focus, and released it to barbeque some ogres, it would only take three minutes to replace it with another fireball. However, if he choose to fill the now-empty slots with a fly ritual, it would take thirty minutes.
A Ritualist is not the only one who can use an Imbued Item— anyone who makes a Use Magic Device check with a DC of 15 + Ritualist Level + Intelligence Modifier may release stored spells. Other Ritualists get a +5 bonus to this check. Anyone whom the Focus wishes to allow access to the power gains a bonus to their check equal to the Focus' Ego score. Similarly, if the Focus does not wish to have its power drawn upon, anyone trying to do so takes a penalty to their check equal to the Focus' Ego score. However, only the Ritualist can partially cast rituals as described above. Other characters, whether or not they are assisted by your Focus, completely expend stored spells, and not even the Ritualist can replace them quickly.
Transfer Essence (Su): At 8th level, a Ritualist gains the ability to salvage the experience points from a magic item and use those points to create another magic item. When crafting a magic item, a Ritualist may drain experience points which were used to craft a different magic item and apply them towards creating the first. Up to one-half the experience points originally used to craft the second item may be transferred in this manner. He must have the second item with him for the entire process, at the end of which the item is destroyed— any remaining experience points are simply lost.
Beginning at 19th level, you may drain all experience points used to craft the second item.
Rapid Ritual (Su): Beginning at 10th level, when casting a ritual-- including one to be stored in his Mystic Focus-- a Ritualist may spend 25 experience per spell level to do so more quickly— one minute per spell level for a completely new ritual, and one round per spell level to refill an expended ritual.
Sage:At 11th level, a Ritualst may use his Lore ability in place of any normal Knowledge check, albeit at a -5 penalty.
Master Craftsman (Ex): Beginning at 13th level, a Ritualist can make Craft checks as though he had rolled a natural 20. He may use this ability a number of times per week equal to his Intelligence modifier. In addition, he no longer takes a penalty when using his Versatile Craftsman ability.
Transfer Charges (Su): Beginning at 14th level, a Ritualist may transfer charges between from one wand or staff to another. Charges can even be transferred between wands and staffs, in which case one staff charge is equal to two wand charges. He may not fill an item beyond its original capacity (ie, 50 charges).
Signature Rituals: At 16th level, a Ritualist may select five rituals as his signature rituals. He may use his Rapid Ritual ability to cast signature rituals without paying an experience point cost.
Instant Ritual (Sp): At 20th level, a Ritualist's mastery of rituals is so great that he can do away with all props and diagrams, replacing them with nothing but willpower and his own life's energy. As a one round long action which provokes attacks of opportunity, he may spend cast a single ritual from his spellbook, regardless of whether or not it is stored in his Mystic Focus. He may use this ability a number of times per day equal to one-half his Intelligence modifier.
------
Ritualist Variant: The Archivist
Not all Ritualists seek out arcane lore. Some instead dedicate their lives to searching out forgotten gods and other lost divine lore. These souls are known as Archivists.
Changed: Archivists count as divine casters, not arcane, and draw their Rituals from the Cleric and Druid class lists, rather than the Sorcerer/Wizard. They cannot learn Domain spells unless they also appear on the main class lists. If a spell appears on both the Cleric and Druid lists, use whichever level is lower.
Ritualist Variant: The Scholar
Not all Ritualists are craftsmen. Some dedicate themselves wholly to the pursuit of knowledge.
Lose: Versatile Craftsman, Transfer Essence, Master Craftsman, Transfer Charges
Gain: Dark Knowledge (as the Archivist), with the following changes: Dark Knowledge may be used Level+Int Mod times/day as a standard action, and the bonus is as per the Knowledge Devotion feat.
Hit Die: d4.
Class Skills: A Ritualist's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Speak Language (Int), Spellcraft (Int), and Use Magical Device (Cha)
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.
Level
BAB
Fort
Ref
Will
Special
Ritual Level
Stored Ritual Level
Mystic Reserve
Bonus Feats
1st
+0
+0
+0
+2
Rituals, Mystic Reserve, Bonus Feats, Lore
1
—
1
2
2nd
+1
+0
+0
+3
Mystic Focus
1
—
1
3
3rd
+1
+1
+1
+3
Knowledge Focus
2
—
2
3
4th
+2
+1
+1
+4
Versatile Craftsman
2
—
3
4
5th
+2
+1
+1
+4
Imbued Item
3
1
3
4
6th
+3
+2
+2
+5
Knowledge Focus
3
1
4
5
7th
+3
+2
+2
+5
Improved Mystic Focus
4
2
5
5
8th
+4
+2
+2
+6
Transfer Essence
4
2
6
6
9th
+4
+3
+3
+6
Knowledge Focus
5
3
6
6
10th
+5
+3
+3
+7
Rapid Ritual
5
3
7
7
11th
+5
+3
+3
+7
Sage
6
4
8
7
12th
+6/+1
+4
+4
+8
Improved Mystic Focus, Knowledge Focus
6
4
9
8
13th
+6/+1
+4
+4
+8
Master Craftsman
7
5
9
8
14th
+7/+2
+4
+4
+9
Transfer Charges
7
5
10
9
15th
+7/+2
+5
+5
+9
Knowledge Focus
"8"
6
11
9
16th
+8/+3
+5
+5
+10
Signature Rituals
"8"
6
12
10
17th
+8/+3
+5
+5
+10
Improved Mystic Focus
"9"
7
12
10
18th
+9/+4
+6
+6
+11
Knowledge Focus
"9"
7
13
11
19th
+9/+4
+6
+6
+11
Improved Transfer Essence
"10"
"8"
14
11
20th
+10/+5
+6
+6
+12
Instant Ritual
"10"
"8"
15
12
Weapon and Armor Proficiency: Ritualists are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield.
Rituals: Ritualists are the most versatile spellcasters of all, but at a price— they cannot cast their spells normally. Instead, they must convert them into rituals.
Rituals are drawn from the Sorcerer/Wizard list. A Ritualist may cast a ritual with a spell level equal to one-half his class level, as shown on the table above. Spells above seventh level may not be made into rituals— they are too complicated, and require too much power. However, a Ritualist may cast lower-level spells with metamagic applied to increase the effective spell level to eight level or above.
A ritual is essentially identical to the spell it is adapted from, but casting a ritual takes ten minutes per spell level (minimum 1 minute for 0-level spells), and its duration is increased by half. If the spell’s casting time is normally more than one full round, add that time to the total casting time of the ritual. Material components and focuses must be provided normally, and the Ritualist must be able to supply verbal and somatic components if the original spell required them. At the conclusion of the ritual, the spell is cast normally. A Ritualst may apply any metamagic feat he knows to the spell being emulated, taking the increased time to cast a spell of the adjusted level. A Ritualist may cast any ritual he knows without preparing it ahead of time, provided he has access to his spellbook. To cast a ritual, a Ritualist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ritual is 10 + the spell level + Intelligence modifier. Abilities which increase a caster's save DC, such as the Spell Focus feat, also apply to rituals-- both when cast directly, and when stored in a Mystic Focus (see below)
A Ritualist begins his career with (Intelligence Modifier) rituals in his spellbook. Each time he levels up, he may add two new rituals of any level he can cast to his spellbook for free. Further rituals must be added to his spellbook in the same manner as a wizard adding spells to his spellbook. A Ritualist may use a wizard's spellbook, and vice versa, with a -5 penalty on the associated Spellcraft checks.
This ability qualifies the Ritualist as an arcane spellcaster with a caster level equal to his Ritualist level. Prestige classes that advance arcane spellcasting advance the highest level ritual you have access to. You may use rituals in place of their equivalent spells to qualify for feats, classes, and so on which require specific spells, or a caster capable of casting a specific level of spell.
Mystic Reserve (Su): A Ritualist's specialty is his rituals, but he is not entirely devoid of power. He may learn and power Reserve Feats (Complete Mage) as though he had a spell of the appropriate type available with a spell level shown on the table above. Thus, a fifth level Ritualist could use the Storm Bolt feat to fire a line of electricity dealing 3d6 electricity damage. Any feat, class, item, or similar effect which increases a Ritualist's arcane caster level also increases his Mystic Reserve as though he were a higher-level character.
As a special case, from 1st to 3rd level, a Ritualist counts as having a second-level spell available for the purpose of qualifying for Reserve Feats and activating them, although not for determining damage, duration, or other qualities dependent on the highest-level spell available. Thus, a first-level Ritualist could take the Fiery Burst feat, but would only deal 1d6 damage.
Bonus Feats: A Ritualist learns two bonus metamagic, item crafting, or reserve feats at first level. At second level, and every subsequent even-numbered level, he learns an additional metamagic, item crafting, or reserve feat.
Lore (Ex): Thanks to long hours of study, a Ritualist has a wide range of stray knowledge. This ability is identical to the Bard's Bardic Knowledge class feature, using the Ritualist's class level in place of the Bard level.
Mystic Focus: At 2nd level, a Ritualist creates a Mystic Focus, a sentient object that helps you in your studies and practices. Any object can by a Mystic Focus, although most Ritualists choose appropriately "magical" items such as rings, staffs, amulets, or wands. Doing so takes 24 hours and uses up magical materials that cost 100 gp. You may only have one Mystic Focus at a time-- if you make a second, the first becomes inert.
Your Mystic Focus has hardness as normal for an item of its type, with a bonus equal to your Intelligence modifier. It has a number of hit points equal to your own. If your Mystic Focus is destroyed, you must attempt a DC 15 Fortitude saving throw. Failure means you're stunned for one round and take 1d4 points of Wisdom damage. A destroyed Mystic Focus can be replaced the next day, in a process costing fifty gold per Ritualist level.
Your Mystic Focus is an intelligent item (http://www.d20srd.org/srd/magicItems/intelligentItems.htm), with two mental abilities at 12 and one at 10, the ability to communicate empathically and see and hear out to a distance of 30 feet. In addition, it has one lesser power of your choice. Your item familiar has an ego score, but is always considered Helpful towards you. The caster level of any of its special abilities is equal to your Ritualist level, and the save DC against said abilities (if relevant) is 10+1/2 Ritualist level + the item's highest ability modifier.
As he advances in level, a Ritualist's Mystic Familiar continues to improve in power:
At 7th level, he may increase one of his item's ability scores by two, and its range of sight and hearing increases to 120 feet. It gains the ability to speak, and a second lesser power.
At 12th level, he may increase one of his item's ability scores by two, and it gains 60ft darkvision, the ability to communicate by telepathy, and one greater power.
At 17th level, he may increase one of his item's ability scores by two, and it gains 60ft blindsense, and one greater power.
A Ritualist may enchant his Mystic Focus as a magic item, using normal item crafting rules. If he chooses to do so, he may treat the item's market price as if it were 10% lower when calculating gold and experience point costs. If he enchants his Focus as a limited use item, such as a wand or staff, it is not destroyed when the last charge is expended-- instead, it merely returns to its normal, unenchanted (but still intelligent) state.
Finally, if a Ritualist has his Mystic Focus available while using a Reserve feat that deals damage, he deals extra damage equal to his Intelligence modifier.
Knowledge Focus (Ex): At 3rd level, and every subsequent third level, a Ritualist gains a permanent +3 bonus to one Intelligence-based skill of his choice. These bonuses can be stacked, or they can be applied to different skills. This ability counts as having Skill Focus in the appropriate skill for the purposes of prerequisites.
Versatile Craftsman (Ex): Beginning at 4th level, a Ritualist may use any Craft skill in the place of any other, although he takes a -5 penalty when he does so. If the new skill is trained-only, he must still be trained in it to make checks.
Imbued Focus (Su): Beginning at 5th level, a Ritualist learns how to imbue his Mystic Focus with additional, temporary power. When casting a ritual, he has the option of channeling it into his Mystic Focus. He may "store" multiple rituals in this manner, as long as their total spell level is less than or equal to one-half his Ritualist level plus his Intelligence modifier. The maximum level of any individual ritual he can store is two lower than the highest level of ritual he can normally cast, as shown on the table above. As a full-round action which provokes an attack of opportunity, he may release a stored ritual as though he were casting the ritual as a normal spell. If the spell's casting time is normally greater than one full-round action, use that casting time instead. Spells cast in this fashion have a DC of 10 + 1/2 Ritualist Level + his Intelligence Modifier. Note that while the process is similar to conventional spellcasting, a Ritualist does not need to speak to release a spell in this fashion, nor does he need somatic components, so long as he has his Mystic Focus in his possession.
Releasing a stored ritual in this way leaves behind fragments of the power, allowing the Ritualist to replace expended rituals with fresh versions of the same ritual much faster than normal— when doing so, the ritual has a casting time of only one minute per spell level, rather than the usual ten minutes per spell level. For example, if a Ritualist had stored a fireball ritual in your Mystic Focus, and released it to barbeque some ogres, it would only take three minutes to replace it with another fireball. However, if he choose to fill the now-empty slots with a fly ritual, it would take thirty minutes.
A Ritualist is not the only one who can use an Imbued Item— anyone who makes a Use Magic Device check with a DC of 15 + Ritualist Level + Intelligence Modifier may release stored spells. Other Ritualists get a +5 bonus to this check. Anyone whom the Focus wishes to allow access to the power gains a bonus to their check equal to the Focus' Ego score. Similarly, if the Focus does not wish to have its power drawn upon, anyone trying to do so takes a penalty to their check equal to the Focus' Ego score. However, only the Ritualist can partially cast rituals as described above. Other characters, whether or not they are assisted by your Focus, completely expend stored spells, and not even the Ritualist can replace them quickly.
Transfer Essence (Su): At 8th level, a Ritualist gains the ability to salvage the experience points from a magic item and use those points to create another magic item. When crafting a magic item, a Ritualist may drain experience points which were used to craft a different magic item and apply them towards creating the first. Up to one-half the experience points originally used to craft the second item may be transferred in this manner. He must have the second item with him for the entire process, at the end of which the item is destroyed— any remaining experience points are simply lost.
Beginning at 19th level, you may drain all experience points used to craft the second item.
Rapid Ritual (Su): Beginning at 10th level, when casting a ritual-- including one to be stored in his Mystic Focus-- a Ritualist may spend 25 experience per spell level to do so more quickly— one minute per spell level for a completely new ritual, and one round per spell level to refill an expended ritual.
Sage:At 11th level, a Ritualst may use his Lore ability in place of any normal Knowledge check, albeit at a -5 penalty.
Master Craftsman (Ex): Beginning at 13th level, a Ritualist can make Craft checks as though he had rolled a natural 20. He may use this ability a number of times per week equal to his Intelligence modifier. In addition, he no longer takes a penalty when using his Versatile Craftsman ability.
Transfer Charges (Su): Beginning at 14th level, a Ritualist may transfer charges between from one wand or staff to another. Charges can even be transferred between wands and staffs, in which case one staff charge is equal to two wand charges. He may not fill an item beyond its original capacity (ie, 50 charges).
Signature Rituals: At 16th level, a Ritualist may select five rituals as his signature rituals. He may use his Rapid Ritual ability to cast signature rituals without paying an experience point cost.
Instant Ritual (Sp): At 20th level, a Ritualist's mastery of rituals is so great that he can do away with all props and diagrams, replacing them with nothing but willpower and his own life's energy. As a one round long action which provokes attacks of opportunity, he may spend cast a single ritual from his spellbook, regardless of whether or not it is stored in his Mystic Focus. He may use this ability a number of times per day equal to one-half his Intelligence modifier.
------
Ritualist Variant: The Archivist
Not all Ritualists seek out arcane lore. Some instead dedicate their lives to searching out forgotten gods and other lost divine lore. These souls are known as Archivists.
Changed: Archivists count as divine casters, not arcane, and draw their Rituals from the Cleric and Druid class lists, rather than the Sorcerer/Wizard. They cannot learn Domain spells unless they also appear on the main class lists. If a spell appears on both the Cleric and Druid lists, use whichever level is lower.
Ritualist Variant: The Scholar
Not all Ritualists are craftsmen. Some dedicate themselves wholly to the pursuit of knowledge.
Lose: Versatile Craftsman, Transfer Essence, Master Craftsman, Transfer Charges
Gain: Dark Knowledge (as the Archivist), with the following changes: Dark Knowledge may be used Level+Int Mod times/day as a standard action, and the bonus is as per the Knowledge Devotion feat.