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Stratovarius
2014-09-03, 05:55 AM
The COMPLETE Tome of Ritual Magic! (https://1drv.ms/b/s!AiRF2tz6n4u1lrpaDqnBQsI9fcgdfg)
Canere hid, silent, as the raiders carried a gift towards their leader. The "gift" was a humanoid, wrapped in a net and bound tightly. Clearly, Canere had stumbled upon the kidnappers who hhad been working this area in recent weeks.

Placing the creature flat on the ground, the raiders backed away, bowing and scraping to their lord, their faces fearful, although Canere could not tell of what.

Stripping away the cloth from the bound creature's face, the leader nodded in satisfaction at what he saw, and began to spread unguents about the creature, creating diagrams and mystical symbols that Canere had never seen before.

The process took perhaps fifteen minutes or more, the captive squirming against its bonds, but able to do more than writhe in place. Such writhings did not stop the blade that slit its throat, nor hide the bitter tang of fresh blood in the air.

A savage grin split the leader's mouth as his form changed, twisted, until it was a strange melding of his own and the dead captive, revealed to be a gnoll after it spilt from the bindings in death.

Canere staggered, his thoughts rippling wildly. What magic was this?

Ritual magic is an old form of magic, perhaps the first there was. It began when the first shaman danced around a fire, calling upon the spirits and souls of ancestors past and great beasts of the present to come and aid him. What answered him is uncertain, but it was called up both from within himself and from without, from the sacrifice that he laid upon the altar. It was there that the true power of the ritual was discovered, in a sanctified symbol upon the ground with powerful unguents that help trap and hold the spirit of the sacrifice, binding it to the wielder's will. There was much refining of the process and powders until the current times, where it now resides as a powerful yet fragmented magic, split between the desire to do good, and the ease with which it can do evil.

It is this idea of sacrifice that holds true throughout the Tome of Ritual Magic, for all of the rituals within require a source to power the desired energies, be it the dead soul of a creature, the energy bound within a magical item, or a sacrifice of the wielder's very essence. Conversely, the power offered by a ritual lasts for days, and often weeks, rewarding the gift of sacrifice with long lasting energies that grant many strange and unusual benefits. The gifts imbued into the wielder vary in the method of sacrifice, with those that give of oneself a boon to help, and those that take from another a more overt and harsh mistress. No one wielder has learned how to manipulate all of the methods of power, with each branch preferring to specialize themselves into a source of sacrificial energy that suits their discipline and temperament.

Like the Expanded Psionics Handbook, this book presents a new system of magic, a novel way of looking at characters who deal with life and death. The heart of this system is the sacrifice, the rules for which will presented in full in Chapter 4.

Sacrifices
Sacrifices are the sources of power to those who wield the knife upon the altar, but despite the image of a priest standing above a creature, a sacrifice need not be a living being. No, sacrifices can come from almost anywhere, be it from unharnessing the magical energy in an artefact to, indeed, killing creatures, to the very essence of a soul that resides in each and every character.

Talented users of ritual magic understand this, and apply themselves so that they can draw upon different sources of energy, should one ever prove to be difficult to acquire.

Rituals
The characters who make use of the options in this book— new classes, prestige classes, feats, and other options—gain the ability to transform sacrifices into ongoing supernatural effects called rituals. Characters who can perform rituals are called ritual-wielders.

A ritual is the bound energy of the sacrifice, slowly being expended either by the will of the ritual-wielder, or over time as the magic is used up. Unlike spells, however, the duration of rituals is measured in days, such is the strength of the sacrifice, although some are dismissed sooner than that.

Character and Campaign Options
Central to the concept behind this book is the idea that you can use as much or as little of it as you want to in your game. Much of the material can be used by characters from existing classes, although ritual magic does perform best when utilized by a specialist character.

A player who is very excited about ritual magic might choose a new race from Chapter 1, one of the ritual-wielder classes from Chapter 2, and feats from the new feats presented in Chapter 3. His character can perform rituals drawn from Chapter 4 and wield magic items from Chapter 5. When he’s ready, he might adopt a prestige class from Chapter 6. For such a player, this book can almost replace the Player’s Handbook—in much the same way that the Expanded Psionics Handbook can for a psionic character. Others might prefer to simply dabble in ritual magic. A player can choose a race and a class from the Player’s Handbook, then choose feats and prestige classes from Chapters 3 & 6 to enhance his character. He can make extensive use of the items in Chapter 5, even if he can’t unlock all the potential of those items. Several of the prestige classes in Chapter 6 are designed for characters with little previous exposure to ritual magic, so they open up additional opportunities. A player who wants his character to dabble in ritual magic can use this book as an additional resource at the table, without having ritual magic dominate the character’s capabilities.

A campaign might introduce ritual magic in tiny fragments: a single villain with a ritual-wielding class from Chapter 2, an encounter with members of a new race from Chapter 1 or monsters from Chapter 7, or a strange item from Chapter 5 that holds the promise of more abilities than it immediately reveals—if a character can learn the secrets of the sacrifice. The player characters might explore an ancient ruin strangely laden with ritual magic-related items and opponents, and learn new capabilities themselves as they progress through the ruins and uncover their secrets. Like Canere in the vignette at the start of this introduction, the PCs in your campaign might stumble upon a tribe that utilizes this strange magic, and choose whether to learn it, or judge the users of it. Chapter 8: Ritual Magic Campaigns includes a wealth of options and advice about incorporating ritual magic into an ongoing or all-new campaign. Whatever options you choose, you’ll find ritual magic injecting a unique flavor and never-before-seen effects into your campaign. Whether you’re as new to the game as ritualists and Caeth or you’ve been playing since psionics made their first appearance, we trust that the arrival of ritual magic will spark your imagination and give new life to your campaigns and adventures to come.

Download Ritual Magic (https://1drv.ms/b/s!AiRF2tz6n4u1lrpaDqnBQsI9fcgdfg)


Relak Traven is a 3rd-level Hastro Ritualist. As a 3rd-level ritualist, he can be under the effects of up to 9 sacrificial hit dice at a given time (his ritual-wielder level of 3 * the 3 sacrificial hit dice allowed per ritual-wielder level). Already under the effect of a 2 sacrificial hit dice Dazzling Fetor and a 4 sacrificial hit dice Streaked Countenance, when the party is able to capture a leopard, a 3 hit dice animal, Relak decides to sacrifice it.

Binding the creature in place with the help of his allies, Relak spends the 5 minutes necessary to create a Wave of Fetor ritual, slaying the leopard at the conclusion of the ritual with a coup de grace and successfully passing the DC 14 Spellcraft check.

Now under the effect of three rituals, when the party encounters a mob of orcs later that day, Relak expends one of his three uses of Wave of Fetor to send the mob sprawling, making the fight easy for his allies.

By evening, Relak’s Dazzling Fetor has run its two day course, and he has 2 sacrificial hit dice available to create another ritual with.


DAZZLING FETOR
Level: Ritualist 1
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal; see text
Effect: Fog spreads in area; see text
Saving Throw: See text
Light sparkles as it passes through the mists that bleed outward from the ritual-wielder, a thin tint of blood catching the light and springing it free into rainbow colors. The fetor acts as per the Obscuring Mist spell with a caster level equal to the sacrificial hit dice, except as follows. Any creature within the area of the fetor must succeed at a Fortitude save each round that he is in the cloud or become dazzled for one round. If dispersed, the cloud reforms after one hour.

STREAKED COUNTENANCE
Level: Ritualist 1
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: See text
The ritual-wielder marks himself with leavings taken from the body of the sacrifice, strange whorls that cover his face. He gains a +1 bonus to Intimidate for each sacrificial hit dice. He may choose to expend the ritual in a single attack against a foe. If the total sacrificial hit dice is six or below, this creates a Fear spell that affects a single creature. If the total sacrificial hit dice is seven or above, this creates a Phantasmal Killer spell. The caster level for these spells is equal to the sacrificial hit dice. Using this effect ends the ritual.

WAVE OF FETOR
Level: Ritualist 1
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None
Once per hit dice of the sacrifice, the ritual-wielder can target a single point within 10 ft. per hit dice of the sacrifice. Any creature within 20 ft. of that point must succeed at a Reflex save or be knocked prone and pushed to the edge of the area. They are pushed outward in a direct line from the center point of the area to its edge.



Rules
Base Rules (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049140#post18049140)
Variant Rules (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049142#post18049142)

Base Classes
Martyr (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049145#post18049145)
Ritual Warrior (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049158#post18049158)
Ritualist (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049159#post18049159)

Prestige Classes
Animus Savant (http://www.giantitp.com/forums/showthread.php?369884-Tome-of-Ritual-Magic-Alternate-Magic-System&p=19796546#post19796546)
Bone Crafter (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049165#post18049165)
Cabalistic Thaumaturge (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049171#post18049171)
Cabalistic Thaumaturge (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049175#post18049175) - Spell point variant.
Carcass Hunter (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049180#post18049180)
Ceremonial Butcher (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049182#post18049182)
Hunger (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049187#post18049187)
Immolator Apostate (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049191#post18049191)
Lifeweaver (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049195#post18049195)
Panegyric (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049198#post18049198)
Planar Animist (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049204#post18049204)
Quietus (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049206#post18049206)
Soul Channeller (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049209#post18049209)

Rituals
Martyr Rituals (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049214#post18049214)
Ritual Warrior Rituals (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049217#post18049217)
Ritualist Rituals (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049224#post18049224)

Feats
Feats (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049228#post18049228)

Skills
Knowledge (Rituals) (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049229#post18049229)

Races
Caeth (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049233#post18049233)
Hastro (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049236#post18049236)
Helfarch (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049243#post18049243)
Niwl (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049248#post18049248)

Magic Items & Artefacts
Magic Items (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049250#post18049250)
Artefacts (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049254#post18049254)

Monsters & Templates
Ritual Creatures & Subtype (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049259#post18049259)
Blood Drained [Template] (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049262#post18049262)
Bloodwalker [Template] (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049265#post18049265)
Cadaver Column [Template] (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049268#post18049268)
Glβn [Monster] (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049272#post18049272)
Hematic [Template] (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049276#post18049276)
Hemic Swarm [Monster] (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049281#post18049281)
Preserver of the Weald [Monster] (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049285#post18049285)
Starving Carcass [Template] (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049287#post18049287)
Tutelary [Template] (http://www.giantitp.com/forums/showthread.php?369884-Ritual-Magic&p=18049290#post18049290)

Stratovarius
2014-09-03, 05:56 AM
Ritual Magic

Ritual magic is an old form of magic, perhaps the first there was. It began when the first shaman danced around a fire, calling upon the spirits and souls of ancestors past and great beasts of the present to come and aid him. What answered him is uncertain, but it was called up both from within himself and from without, from the sacrifice that he laid upon the altar. It was there that the true power of the ritual was discovered, in a sanctified symbol upon the ground with powerful unguents that help trap and hold the spirit of the sacrifice, binding it to the wielder's will. There was much refining of the process and powders until the current times, where it now resides as a powerful yet fragmented magic, split between the desire to do good, and the ease with which it can do evil.

It is this idea of sacrifice that holds true throughout the Tome of Blood Magic, for all of the rituals within require the giving of a source to power the desired energies, be it the dead soul of a creature, the energy bound within a magical item, or a sacrifice of the wielder's very essence. Conversely, the power offered by a ritual lasts for days, and often weeks, rewarding the gift of sacrifice with long lasting energies that grant many strange and unusual benefits. The gifts imbued into the wielder vary in the method of sacrifice, with those that give of oneself a boon to help, and those that take from another a more overt and harsh mistress. No one wielder has learn how to manipulate all of the methods of power, with each branch preferring to specialize themselves into a source of sacrificial energy that suits their discipline and temperament.

For this, the first segment in the Tome of Blood Magic, the class and rituals presented herein focus on the sacrifice of living creatures, drawing strength and knowledge from the dead carcasses. The ritualist can see into the lifeblood of his sacrifices, and wrench out the gifts that make them strong and unique, appropriating them for himself. His intimate acquaintance with the very source of life has allowed him to twist and break it in others, and he has refined his touch into a deadly weapon, when empowered with his magic. As he progresses in power, the ritualist can cause the soul of the sacrifice to twist and writhe in ways that stretch far beyond the beast's basic nature, even, should he wish, pulling itself to cover his allies, an oft unusual decision among this self-centred class. Be it as friend or foe, the ritualist opens a new horizon, a style of magic very different than anything yet seen.

Rituals
Rituals are the spells of the ritual magic world. They are the known sources of power for a ritual-wielding class, and like spells, they possess common factors as well. All rituals and their effects are considered supernatural abilities, and remain within the ritual-wielder or the affected target until dismissed. Only the ritual-wielder can dismiss a ritual, and he may do so at any time as a full-round action.

Sacrificial hit dice is the measuring stick for the power of the ritual-wielder, and in many ways corresponds to caster level, although certainly not in all. Sacrificial hit dice can be created in a number of ways, with the first being sacrificing a living creature, as detailed below in Performing Rituals. In this case, the sacrificial hit dice is simply the creature's hit dice. There are also classes with alternate methods of sacrificial hit dice creation. Regardless of method, the sacrificial hit dice determines the duration and, often, strength of the effect, and is a universal constant, whichever creation method is chosen.

A ritual-wielder's knowledge and power are not unlimited, and due to the need to maintain length control over the energy of the sacrifice, the amount that he can control is limited. A ritual-wielder can have rituals whose sacrificial hit dice total three times his ritual wielder level. Any time he performs a ritual which would take him above the limit, he has the option of either cancelling enough existing rituals that the newly created ritual does not put him above the limit, or he can simply let the new ritual fail. Likewise, certain rituals require a minimum amount of power. In order to create a ritual, a ritual-wielder must sacrifice a creature whose hit dice are at least equal to the level of the ritual, otherwise the ritual simply fails.

A ritual-wielder is a man of strength, but even that strength cannot last indefinitely. All of his rituals have a duration of one day per sacrificial hit dice, and this time period is known as the ritual duration. There are also rituals which have one use per sacrificial hit dice, such as Brume of Broken Blades, and when the last of those effects has been used and completed, the total ritual ends. In the case of Brume of Broken Blades, the ritual would end one round per sacrificial hit dice after the application of the last touch attack, when that effect was finished. At that time, the ritual and its attendant hit dice no longer count against the ritual-wielder's hit dice cap.

The DC of a save against a ritual created effect is 10 + one half sacrificial hit dice + the ritual-wielder's primary ability modifier. The ritual-wielder needs to have a primary ability score equal to or greater than ten + the ritual level in order to perform it.

Lastly, at any level when a ritual-wielder gains access to a new level of rituals, he can also replace a ritual he already knows with another ritual of the same or a lower level. For example, when he gains access to third level rituals, the ritual-wielder can, if he chooses, either replace a 1st level ritual he knows with another 1st level ritual or replace a 2nd level ritual he knows with a ritual of either 1st or 2nd level.

Performing Rituals
As with all forms of magical energy, there is also a cost of time to be paid during the formation and creation of a ritual. For rituals, given their inherently longer natures than other forms of magic, this time cost can be considerable. A ritual takes five minutes per level of the ritual to perform, ranging from a bare five minutes to thirty-five for the most difficult of rituals, unless otherwise specified or altered.

During the performing of the ritual, the ritual-wielders lays down complicated and complex designs that help control and guide the energy of the sacrifice in the proper direction, and to the correct effect. This is a difficult task, and, if completed improperly, will cause the energies loosed by the sacrifice to fly off, not forming the tight and proper bonding that they should. Creating these signs and symbols requires a spellcraft check of five plus one-half the sacrificial hit dice (rounded down) plus the ritual level. This check is performed at the end of the ritual's creation time.

If the sacrifice for the ritual is a living creature, it must be slain at the culmination of the ritual to release the powers of its soul. To do so, the ritual-wielder performs a coup de grace on the victim. Due to the ritual-wielder's skill and the helpless nature of the creature, it has no Fortitude save and is killed if it takes any damage. If the creature does not take any damage, the ritual fails. The creatures used for this cannot have been created, summoned or called, including being gained via any class feature, and they must be alive at the time of sacrifice.

Once a ritual has been performed and is active, if it is performed again while still active, the old ritual is lost and replaced by the new, pursuant to the sacrificial hit dice cap. This is true even should the target of the ritual be a different creature, one unaffected by the original.

Should a sacrificed creature come back to life at any point during the duration of a ritual, that ritual is immediately lost. For the duration of the ritual, the sacrificed creature can be raised by any normal means. However, once the ritual's duration is over, the lifeblood of the sacrifice has been damaged to the point that only a True Resurrection or Miracle spell may bring it back to life.

General Terms
This addendum defines the terms described above, for easy reference

Ritual Creation Time: 5 minutes per level of the ritual
Ritual Creation DC: Spellcraft check of 5 + 1/2 Sacrificial HD + Ritual Level
Sacrificial Hit Dice: The hit dice total of the creature slain to power the ritual
Minimum Sacrificial Hit Dice: A ritual-wielder must use a creature with hit dice equal to the ritual's level in order to create the ritual
Ritual Cap: A ritual-wielder can have no more than 3 HD of rituals per ritual-wielder level
Ritual Duration: 1 day/sacrificial hit dice, unless defined otherwise. Please note that if using the final effect of a ritual (such as Brume of Broken Blades), the ritual ends after the effect duration concludes, not when the final effect is used.
Effect Duration: Unspecified, and always defined in the body of those rituals that have one.
Target: The ritual-wielder unless otherwise specified
Difficulty Class: 10 + one half sacrificial hit dice + the ritual-wielder's primary ability modifier

Stratovarius
2014-09-03, 05:57 AM
Variant Rules

Monetary Sacrifice
All rituals must be performed in an area sanctified by the ritual-wielder. Sanctifying an area must be done separately for each creature to be sacrificed. The cost is 10gp x Hit Die of Sacrifice x Level of Ritual, and requires painting arcane symbols on the ground around the sacrifice. Painting requires a spellcraft check of five plus one-half the sacrificial hit dice (rounded down) plus the ritual level.

This adds a good bit of cost to the performing of rituals, and will have a significant effect on the wealth level of the ritual-wielder over time, putting him well behind other PCs, and will also reduce the advantage of having UMD as a class skill, through less money to spend on consumables.

Self-Sacrifice
For those who don't wish to deal with sacrificing creatures, or who desire a somewhat different flavour to the ritual-wielder, self–sacrifice is an option that allows the ritual-wielder to give of himself to power rituals, as opposed to sacrificing creatures. This will invalidate more than a few of the ritualist and ritual warrior rituals, as many of them rely on the properties of the sacrificed creature. Talk to any players before hand so they can adjust their ritual list.

Ritual-wielders do not sacrifice other creatures in their rituals. Instead, they give of themselves, in health. This option allows them to spend their own life in the form of hit points to create the ritual. When completing a ritual, the ritual-wielder loses hit points equal to the ritual level + the effective hit dice. These hit points are gone for the duration of the ritual and can in no way be restored until the ritual has expired. Once the ritual is expired or cancelled, they are immediately taken as damage to the ritual-wielder. This damage can only be healed naturally. This does not alter the ritual-wielder's hit dice or level in any way, nor do either of these methods allow the ritual-wielder to bypass the cap on sacrificial hit dice at a given time. For those using this method, it should be considered bumping the class hit dice of ritual-wielding classes to accommodate the extra damage being taken.

Stratovarius
2014-09-03, 05:58 AM
Martyr

"A gift from me to you."
– Laria Hiol, elf Martyr

Rituals come in all forms, from the minor, daily, personal rituals of all beings, to those that can summon a demon, commune with a deity, or create an artefact. Many of these have no power beyond what the creator imbues into them through force of habit. There are other rituals that do possess an inherent power, ones performed far less than the daily, ones that call to beings and powers beyond the normal realm of existence. Rituals of this sort demand a sacrifice, given to gain access to what power the ritual offers. These greater rituals of sacrifice are the tool of the Martyr, granting to others in recompense to what he takes upon himself.


Making a Martyr
A Martyr focuses entirely on the internal nature of things, and on the strength that can be found within his own soul and body. This strength is used to help others who are deemed to be worthy of that assistance. A Martyr denies the needs of the material world, shaming those who rely on material things by gladly offering his own as gifts to prove his self–sacrifice worthy of the gifts that are bestowed upon him. To give of one's self to assist and teach others is always among the highest goals of a Martyr, and the drawing upon his own flesh for the assistance of others is his symbol to others of this dedication.

Abilities: A Martyr uses Wisdom to determine what level of ritual he can perform. If he has less than 11 Wisdom, he cannot perform any rituals. Intelligence is useful to a few Martyr abilities skills, especially Spellcraft during rituals, and a Martyr needs a high Constitution, as it partially determines the number of rituals he can have active at any one time.

Races: Martyrs tend to exist in and among many of the same societies that have monks, or orders of clerics where fasting and other forms of self–denial are found. Also often found among the creatures of the higher planes, Martyrs are most often worshippers of Ilmater, a deity closely tied to their own self–beliefs and actions.

Alignment: Martyrs are too focused upon helping others to be evil, and, indeed, it is almost unheard of for one to be anything but good.. Because of the strong self–discipline and will–power needed to commit their ritual acts of self–sacrifice, Martyrs tend towards the lawful, but can be found at any point on the law–chaos spectrum.

Starting Gold: As Wizard.

Starting Age: As Wizard.


Table 1: The Martyr
Hit Die: d12


Level BAB Ref Fort Will Abilities Rituals Known Maximum Ritual Level
–––––––––––––––––––––––––––––––––––––––––––––––––– –––––––––––––––––––––––––––––––––------------------
1 +0 +0 +0 +0 Mettle, Touch of Friendship 2 1
2 +1 +1 +0 +0 Bonus Feat 3 1
3 +1 +1 +1 +1 Healing Touch 5 1
4 +2 +2 +1 +1 Goodness Abounds 7 2
5 +2 +2 +1 +1 Wash the Sins 8 2
6 +3 +3 +2 +2 Bonus Feat 10 2
7 +3 +3 +2 +2 Cleansing Touch 12 3
8 +4 +2 +6 +6 Resilience of Will 13 3
9 +4 +3 +6 +6 Reversing Strike 15 3
10 +5 +3 +7 +7 Bonus Feat 17 4
11 +5 +3 +7 +7 Calming Breeze 18 4
12 +6 +4 +8 +8 Sanctified One 20 4
13 +6 +4 +8 +8 Remove Temptation 22 5
14 +7 +4 +9 +9 Bonus Feat, Improved Mettle 23 5
15 +7 +5 +9 +9 Blessing the Sinful 25 5
16 +8 +5 +10 +10 Returning Anguish 27 6
17 +8 +5 +10 +10 Hand of the Heavens 28 6
18 +9 +6 +11 +11 Gift of Life, Bonus Feat 30 6
19 +9 +6 +11 +11 Blessed Sacrifice 32 7
20 +10 +6 +12 +12 Holy Mantle 34 7
Class skills (2 + Int modifier per level, x4 at first level): Concentration, Craft, Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Knowledge (Rituals), Knowledge (The Planes), Profession, Spellcraft.

Class Features
The focus of your abilities is outward, into assisting and changing those around you into better than they are, attempting to show them the right of your path. Despite your sometimes proselytizing ways, Martyrs tend to be welcome almost anywhere they go, dispensing healing and other gifts among those they pass through.

Weapon and Armour Proficiency: Martyrs are proficient with all simple weapons. If a Martyr wears armour with which he is not proficient, he takes a penalty on all skill checks made within a ritual equal to the Armour Check Penalty.
Gift of Self: Martyrs do not sacrifice other creatures in their rituals. Instead, they give of themselves. The Martyr spends their own life in the form of hit points to create a ritual. When completing a ritual, the Martyr takes damage equal to the ritual level + the effective hit dice (chosen by the Martyr as part of the ritual). This damage can’t be healed by any means other than getting a full night’s rest, and can only be healed after the ritual that caused it has ended. Nor can it be prevented or redirected. Any temporary hit points are ignored when dealing this damage.
Mettle (Ex): Even at the very beginning of their training, a Martyr can resist magical and unusual attacks with great willpower and fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Martyr does not gain the benefit of mettle.
Touch of Friendship (Ex): Often the spiritual leader of his party, the Martyr knows how to bring forth the goodness and righteousness of purpose within his friends. Once per hour, the Martyr can cause powerful emotions in an ally, causing that ally to gain a +2 morale bonus on saving throws, attack rolls, ability checks, and skill checks. This is a standard action that lasts for one minute.
Bonus Feat: At 2nd level, and every four levels after that (6th, 10th, 14th, 18th), the Martyr may choose one Ritual or Exalted feat for which she meets the prerequisites.
Healing Touch (Su): The Martyr gives up some of his body as a gift for those who need it most. Once every five rounds, the Martyr can touch and heal a single target a number of hit points equal to the total number of hit points the Martyr has sacrificed through his class abilities or rituals. This is a standard action that can only affect creatures other than the Martyr.
Goodness Abounds (Su): There is such inherent righteousness in the Martyr's goals that he is able to shelter himself and others from the depredations of evil. All allies within 30 ft. gain the benefits of protection from evil. His caster level is his ritual-wielder level. The Martyr may suppress or resume this aura as a free action.
Wash the Sins (Su): The Martyr offers a brief moment of atonement, washing the sins from the body and mind of those around him. Evil or Neutral creatures within 60 feet are stunned for one round per two Martyr levels. The Martyr must sacrifice one hit point per hit dice of the highest level creature targeted. The saving throw versus this effect is 10 + one half Martyr level + Wisdom modifier. For the duration of the effect, the target improves one step (evil to neutral, neutral to good) on the good–evil alignment axis. This is a standard action, and the hit points stay sacrificed for the duration of the effect. If all the opponents makes their saves, the Martyr immediately takes the damage.
Cleansing Touch (Su): The Martyr grants his purity of body and of mind to those who have it not. The Martyr can touch and remove a number of negative conditions from a single target equal to the total number of hit points the Martyr has sacrificed divided by three. This is a standard action. Those conditions must be either ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, immobilized, nauseated, sickened, stunned, poisoned, one targeted spell effect currently affecting the target with a duration of 1 or more rounds, or a curse affecting the target (treat as the remove curse spell in this case).
Resilience of Will (Su): One of such nobility as the Martyr has seen much, and sacrificed more. But that sacrifice has taught him control, and eased him away from the merely physical rewards into the realm of the spiritual. The Martyr gains Spell Resistance 12 + 1/3rd the total hit dice he has sacrificed. This spell resistance only applies to hostile effects.
Reversing Strike (Su): Taking the pain of a blow from an enemy, he transmutes it into a gift for an ally. When struck by an enemy's attack, the Martyr may instead sacrifice a number of hit points equal to the damage dealt by the attack, and use that to create one ritual that he knows. He must touch an ally (or himself) before the end of his next round for the ritual to take effect. If creating a ritual in this way would put him above the maximum allowed number of hit dice, the Martyr can choose to cancel a number of rituals such that he would be below the hit dice limit. If he does not, he takes damage normally.
Calming Breeze (Su): Those who see and understand the sacrifices of the Martyr are awed by his presence. All hostile creatures within 30 ft. are affected by a calm emotions spell. The saving throw versus this effect is 10 + one half Martyr level + Wisdom modifier. His caster level is his ritual-wielder level. The Martyr may suppress or resume this aura as a free action.
Sanctified One (Sp): The forces of good and right have seen the devotion of the Martyr, and have showered him with bountious gifts. By undergoing a ceremony similar to creating a ritual (use the same rules), the Martyr may instead grant himself a single use of a sanctified spell (Book of Exalted Deeds). The spell is available for 1 day per hit die sacrificed, and he may trigger the spell at any point with a standard action. Activating the spell does not require any components, provoke attacks of opportunity, or allow counterspelling via means other than Dispel effects. Otherwise, the spell takes effect normally with his ritual-wielder level as his caster level and Wisdom as his spellcasting ability modifier. Instead of paying the normal sacrifice cost listed for a sanctified spell, he must pay the spell's level plus his ritual-wielder level in hit dice, as per creating a ritual. A spell created in this way counts against the ritual cap, with sacrificial hit dice equal to the amount paid for his ritual-wielder level. He may create sanctified spells with a spell level up to the maximum ritual level he knows, except that when a Martyr knows 7th level rituals, he may create any level of sanctified spell.
Remove Temptation (Su): An enemy charges, a glittering axe in his hands. It swings down at the Martyr. And shatters. As a standard action that requires sacrificing a number of hit points equal to the market cost of the item divided by 2,000, the Martyr can attempt to destroy a single item within 60 ft. If he does, the item must make a Reflex save versus 10 + one half Martyr level + Wisdom modifier. Should the item fail its save, it is destroyed permanently.
Improved Mettle (Ex): The world holds very little in the way of surprises for the Martyr, and certainly nothing that his will cannot overcome. This ability works like mettle, except that while the Martyr still takes no damage on a successful Will or Fortitude saving throw against attacks henceforth she takes only the lesser effect on a failed save. A helpless Martyr does not gain the benefit of improved mettle.
Blessing the Sinful (Su): Letting his inner piety help those who have fallen by the wayside, the Martyr asks for forgiveness on behalf of the sinful. A single target creature is affected by an Atonement spell. The Martyr must sacrifice a number of hit points equal to six plus the hit dice of the creature forgiven.
Returning Anguish (Su): The Martyr is so inured to the pain that comes with his self–sacrifice that he can simply will pain caused by others to rebound upon them, a touch of sacrifice from a master of the art. If the Martyr succeeds at a Will saving throw versus 10 + Damage Dealt, he splits the damage dealt to him, with the Martyr taking half, and the creature that caused the damage taking the other half. He may still use Reversing Strike on this damage. This only works on melee and ranged attacks.
Hand of the Heavens (Ex): Stretching himself, the Martyr has learned to affect more than one person with each of his rituals. The Martyr can touch one person per hit dice of the sacrifice, granting them the benefit of a ritual he has just created. All affected creatures must be touched within one minute of the Martyr creating his ritual. Should he use this ability, the Ritual counts as double against the hit dice cap.
Gift of Life (Su): Reaching deep into himself, the Martyr grants an ally and a friend the gift of a second life. A single target dead creature is affected by a True Resurrection spell. The Martyr must sacrifice a number of hit points equal to seven plus the hit dice of the creature resurrected. These hit points are lost for two full days. This is a standard action.
Blessed Sacrifice (Su): By reaching within himself, the Martyr can find even the last reserves of strength necessary to carry on. As a standard action, the Martyr can cancel all of his existing rituals and instead create one new ritual, transferring all of his sacrificed hit dice into a single new ritual. If the newly created ritual has uses, he may then use a single one of those uses as a free action. Treat the newly created ritual as if the Martyr had just successfully created that ritual, except that it cannot be affected by any ritual feats or class abilities.
Holy Mantle (Su): Cloaked by the holy purity of his cause, the Martyr simply ignores the lesser distractions of life. He becomes impervious to nonmagical weapon attacks and transforms any nonmagical weapon or missile that strikes him into harmless light, destroying it forever. Magic weapons or missiles are unaffected, but the Martyr is entitled to a Reflex saving throw (DC 15) each time he is struck by such a weapon; success indicates that he takes only half damage from the weapon (rounded down). He may suppress or resume this as a free action.



Ex-Martyr
A martyr who ceases to be good, or who wilfully commits an evil act loses all martyr rituals and abilities. She may not progress any farther in levels as a martyr. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate, and returns to a good alignment.

Stratovarius
2014-09-03, 06:04 AM
Ritual Warrior

"I will sunder your spirit and drink of its energy!"
– Katorn Redblade, Orc Ritual Warrior

Ritual Warriors have broken from the main ritual tradition by no longer sacrificing themselves or their enemies in long, elaborate ceremonies. Instead, they have brought rituals to the battlefield, incorporating them into the mayhem and killing of the melee. Ritual Warriors believe that any who see their friends sacrificed, their souls rent asunder, will be cowed, no longer able to fight to their full potential, and they spend years developing techniques that allow them to enhance this; the theatrical pose as they feel the ritual's power flow into them, the flourish at the end of a Finishing Strike, words and gestures that scare all those who can feel fear. Ritual Warriors can still perform rituals normally, and try to never go into battle completely undefended, but their ability to cow an opponent makes them never worried about anyone they see.


Making a Ritual Warrior
Ritual Warriors blend the art of ritual and the dance of combat from the day they began to be trained. Not focused simply on gory killing as the Ceremonial Butchers that some of them become, they look to use their skill in combat to defeat enemies without ever crossing blades with them. The faster and sooner their enemies flee, the less harm is done to them or to their allies. They practice techniques to this end, cutting away at the strengths of an enemy creature, wearing at both their mind and their body, reducing their enemies step by step, until they collapse and their souls are sucked into the Ritual Warrior, giving him fresh energy for another target.

Abilities: A Ritual Warrior uses intelligence to determine what level of ritual he can perform. If he has less than 11 intelligence, he cannot perform any rituals. Strength is essential to performing well in combat. A Ritual Warrior needs a high Constitution, standing inside of melee range of even the toughest creatures.

Races: Ritual Warriors can be found among almost any race where a ritual magic tradition and a warrior tradition exist, and even where those do not, there are always a select few who learn to imbue themselves with ritual magic as they fight. Even so, they are at best uncommon among any race, although certain areas of Thay and Rasheman have a higher than average concentration, due to the heavy use of arcane rituals (Circle magic).

Alignment: Ritual Warriors can come from any point on the spectrum, but tend towards lawful and, if not evil, at least neutral, for few can reconcile the brutal slaying and disfiguration with the tenets of the higher realms.

Starting Gold: 5d4 x 10.

Starting Age: As Wizard.


Table 1: The Ritual Warrior
Hit Die: d10


Level BAB Ref Fort Will Abilities Rituals Known Maximum Ritual Level
–––––––––––––––––––––––––––––––––––––––––––––––––– –––––––––––––––––––––––––––––––––––––––––––––––––– ––––-----
1 +1 +0 +2 +0 Finishing Strike – –
2 +2 +1 +3 +1 Disfigure Corpse – –
3 +3 +1 +3 +1 Rituals of Combat – –
4 +4 +2 +4 +2 1 1
5 +5 +2 +4 +2 Channelling Crush 2 1
6 +6/+1 +3 +5 +3 Cleaving Sacrifice 2 1
7 +7/+2 +3 +5 +3 Bloodflay 3 1
8 +8/+3 +2 +6 +2 4 2
9 +9/+4 +3 +6 +3 Rituals of Combat 5 2
10 +10/+5 +3 +7 +3 Furious Release 6 2
11 +11/+6/+1 +3 +7 +3 Eviscerator 7 3
12 +12/+7/+2 +4 +8 +4 Cowing Prowess 8 3
13 +13/+8/+3 +4 +8 +4 9 3
14 +14/+9/+4 +4 +9 +4 Strike of Finality 10 4
15 +15/+10/+5 +5 +9 +5 Rituals of Combat 11 4
16 +16/+11/+6/+1 +5 +10 +5 12 4
17 +17/+12/+7/+2 +5 +10 +5 Twinned Sacrifice 13 5
18 +18/+13/+8/+3 +6 +11 +6 14 5
19 +19/+14/+9/+4 +6 +11 +6 Binding 14 5
20 +20/+15/+10/+5 +6 +12 +6 Ritual Attunement 15 5
Class skills (2 + Int modifier per level, x4 at first level): Climb, Concentration, Craft, Jump, Knowledge (Arcana), Knowledge (Religion), Profession, Ride, Spellcraft, Swim.

Class Features
A pure merging of Sword and Ritual, within you they combine to create a series of strikes and flourishes that shake your enemy and steal his soul. Always land the finishing blow, for in that single strike you can do more than in all others hewing away at a foe.

Weapon and Armour Proficiency: Ritual Warriors are proficient with all simple and martial weapons, with all types of armour (heavy, medium, and light), and with shields (except tower shields).
Finishing Strike (Su): If the Ritual Warrior kills a creature with a melee attack, he may choose one ritual that he knows, and for which the creature meets the requirements. He gains the effects of that ritual, but at a highly reduced duration of only one minute per hit dice of the slain creature. Each time the Ritual Warrior gains a ritual through this ability, he gets a +1 bonus to attack that lasts until the end of the encounter (This bonus stacks with itself). The Ritual Warrior can not affect the ritual through feats, and the hit dice cap still applies. The Ritual Warrior must be in combat to use this ability. He may choose not to create a ritual with this ability. If he does so, he instead gains 5 temporary hit points per HD of the creature slain, up to a maximum of 5 hp per ritual warrior level. These HP stack with those from other sources.
Disfigure Corpse (Su): As a swift action, the ritual warrior may mutilate the corpse of a fallen foe, marking himself with the blood of the slain creature. All creatures within 5' per two class levels must make a will save versus 10 + ½ class level + the hit dice of the dead creature or be shaken for 1 minute. The corpse must be within melee range, and must have died within the last minute.
Rituals of Combat (Su): When the Ritual Warrior kills a creature with a Finishing Strike, instead of activating a normal ritual, he may choose instead to have the dead creature's soul power a Ritual of Combat. All of these rituals last for the duration of the encounter, and end when he has been out of combat for one minute. He learns one Ritual of Combat at 3rd level, a 2nd at 9th, and a 3rd at 15. He may only have one Ritual of Combat active at any time, and they count towards his normal sacrificial hitdice maximum.

Warrior's Ritual : The Ritual Warrior's skill and prowess improves as the energy flowing into him gifts him new insight into combat. He learns one new feat for every seven hit dice of the sacrifice (minimum of one feat). He must meet all prerequisites of the new feats.
Berserker's Ritual : The Ritual Warrior gains +1 Strength enhancement bonus for every three hit dice of the sacrifice (minimum of +1).
Defender's Ritual : The Ritual Warrior gains +1 Natural Armour enhancement bonus for every three hit dice of the sacrifice (minimum of +1), and can choose to make one extra attack during a full attack option. If he does so, all attacks are made at a –2 penalty. However, he cannot use any skills or abilities that require patience or focus, such as moving silently or performing Rituals.
Dreadnought's Ritual : The Ritual Warrior simply shrugs off blows under the effect of this ritual, gaining damage reduction of X/-, where X is equal to one point for every three hit dice of the sacrifice (minimum of 1/-).
Dancer's Ritual : The weapon that performed the Finishing Strike is animated as per the Dancing enhancement, except that it dances for the full duration of the ritual.
Duelist's Ritual : The Ritual Warrior strikes with precision and purpose, cutting through to the weak points of a creature's defence. For the duration of the ritual, he deals 1d6 extra damage on weapon attacks for every five hit dice of the sacrifice (minimum of 1d6).

Channelling Crush (Su): Slamming his weapon into a foe as he channels the energy of a ritual through the weapon, the Ritual Warrior deals an extra five damage per hit dice of the expended ritual. This takes a standard action.
Cleaving Sacrifice (Su): If the Ritual Warrior kills a creature with a Channelling Crush, he gets an immediate extra attack against a creature within reach. If he used Finishing Strike on the attack that activated this ability, he may immediately perform another Channelling Crush against the new target. This otherwise functions exactly like the Cleave feat.
Bloodflay (Ex): The ritual warrior pounds away upon the body of his foe, hitting in the same location time and again, widening the vicious wounds caused there. The first time the ritual warrior strikes a foe, he does normal damage. Each subsequent time, he adds a stacking bonus of 1d6 damage of the same type as his weapon deals, with a maximum damage bonus per strike equal to ½ his class level rounded up. When he gains this ability at level 7, after 5 strikes on a foe he does the maximum +4d6 damage per hit. At level 20, he could deal a maximum of +10d6 per blow after 11 strikes. If he attacks another creature, or has not attacked the target for one round, reset the counter.
Furious Release (Su): The Ritual Warrior expends a ritual affecting him in a brilliant burst of energy. Every creature, friend or foe, within 5' per hit dice of the sacrifice used to create the ritual takes 2d6 damage per hit dice of the sacrifice. This takes a standard action, and does not affect the Ritual Warrior. The ritual chosen ends as part of this ability.
Eviscerator (Su): The ritual warrior has learned new techniques for inspiring fear among all his foes. If he critical hits a creature, all enemies within 5' per class level who have the same or less hit dice than the foe struck are sickened for one minute. Whenever the Ritual Warrior kills a creature with a Finishing Strike, it is treated as a critical hit for the purposes of this ability. Creatures immune to critical hits are immune to this ability. This is a Fear effect.
Cowing Prowess (Ex): Depending on the type of weapon wielded, the Ritual Warrior can perform strikes designed to break the foe of any physical gift or strength he may possess. The penalties from these abilities stack with themselves, but cannot reduce the affected statistic below 1. The affected creature recovers from this damage at the normal rate (Treat attack bonus and natural armour damage as ability damage for the purposes of this ability).

Flay the Hide : Slashing and hacking at the limbs of his foe, the Ritual Warrior carves away pieces of flesh and skin. If the Ritual Warrior strikes his foe for more than ten damage from a slashing weapon (after damage reduction and other magical effects), he reduces their Attack Bonus or Natural Armour by 1 (player's choice).
Bonecrusher : Hammering at the bones of his foe, the Ritual Warrior seeks to shatter his opponents resistance and body. If the Ritual Warrior strikes his foe for more than ten damage from a bludgeoning weapon (after damage reduction and other magical effects), he deals 1 point of Constitution damage from cracked bones.
Stab the Vitals : Poking and prodding at the vital areas of a creature, the Ritual Warrior seeks to penetrate flesh, twisting and stabbing into areas that will do the most damage. If the Ritual Warrior strikes his foe for more than ten damage from a piercing weapon (after damage reduction and other magical effects), he deals 1 point of Strength or Dexterity damage (player's choice).

Strike of Finality (Su): Focusing the energy of a ritual into a single melee attack, the Ritual Warrior attempts to slay the struck creature. If it fails on a Fortitude save of 10 + 1/2 Ritual Warrior level + hit dice of expended ritual, the creature dies. This does not work on creatures immune to death effects, and takes a standard action. This cannot be used with Finishing Strike to gain a ritual.
Twinned Sacrifice (Su): Whenever the Ritual Warrior kills a creature using Finishing Strike, he gains the benefits of any two rituals that the sacrifice's hit dice qualified for. Both of these rituals count against the hit dice cap, and if this would exceed the cap, the ability fails (He may still use Finishing Strike normally).
Binding (Su): Any ritual created through a Finishing Strike now has a duration of one hour per hit dice of the sacrifice.
Ritual Attunement (Su): The many hours, weeks, and years of wielding ritual magic and weapons have merged them into one tool, no longer separate in the eyes of the Ritual Warrior. He gains a +1 bonus to attack, damage, and armour class for every four hit dice of rituals affecting him that he has created.

Stratovarius
2014-09-03, 06:05 AM
Ritualist

"Greet your god for me, for I send you to meet him."
– Relak Traven, Human Ritualist

Rituals come in all forms, from the minor, daily, personal rituals of all beings, to those that can summon a demon, commune with a deity, or create an artefact. Many of these have no power beyond what the creator imbues into them through force of habit. There are other rituals that do possess an inherent power, ones performed far less than the daily, ones that call to beings and powers beyond the normal realm of existence. Rituals of this sort demand a sacrifice, given to gain access to what power the ritual offers. These greater rituals of sacrifice are the tool of the ritualist, granting to him what he desires.


Making a Ritualist
A ritualist gathers his power from rituals, strange and macabre ceremonies that can be performed at any time of the day, but are usually seen by the flicker of torchlight as the night grows strong. A ritualist possesses knowledge of very few rituals, yet each one is strong enough to imbue him with powers that last for days or even weeks.
Your abilities roam across the spectrum, from rituals that grant devastating forms for melee combat to ones that steal the power out of a spellcaster and offer it to you.

Abilities: A ritualist uses Charisma to determine what level of ritual a ritualist can perform. If he has less than 11 Charisma, he cannot perform any rituals. Intelligence is useful to a few ritualist abilities skills, especially Spellcraft during rituals, and a ritualist needs Constitution for more hit points.

Races: Ritualists can be found among any race. Tribal shamans of isolated tribes are often ritualists, sacrificing animals or even outsiders to the gods of the village. Humans possess the most ritualists outside of the remote tribal villages and those evil creatures to whom the blood magic calls. They are uncommon among the other standard races.

Alignment: Because of the nature of the ritualist's magic and what is required to perform it, almost no ritualist can be of good alignment. Those extreme few that are tend to focus on the sacrifice of evil creatures exclusively, or have a dispensation from their gods for their acts. Because of the serious and complex requirements inherent in performing rituals, ritualists tend towards the lawful, but can be found at any point on the law–chaos spectrum.

Starting Gold: As Wizard.

Starting Age: As Wizard.


Table 1: The Ritualist
Hit Die: d6


Level BAB Ref Fort Will Abilities Rituals Known Maximum Ritual Level
–––––––––––––––––––––––––––––––––––––––––––––––––– –––––––––––––––––––––––––––––––––––––––––––––––––– ––
1 +0 +0 +0 +2 Bloody Terror, Grasp the Lifeblood 2 1
2 +1 +0 +0 +3 Sacrificial Armour 3 1
3 +1 +1 +1 +3 Ritual Feat 4 1
4 +2 +1 +1 +4 Shatter Resistance 6 2
5 +2 +1 +1 +4 7 2
6 +3 +2 +2 +5 A Heart's Beat 8 2
7 +3 +2 +2 +5 Ritual Feat 10 3
8 +4 +2 +2 +6 Diehard 11 3
9 +4 +3 +3 +6 Hematic Seizure 12 3
10 +5 +3 +3 +7 14 4
11 +5 +3 +3 +7 Ritual Feat, A Heart's Beat 15 4
12 +6 +4 +4 +8 Gift of Cruor 16 4
13 +6 +4 +4 +8 18 5
14 +7 +4 +4 +9 Life's End 19 5
15 +7 +5 +5 +9 Ritual Feat 20 5
16 +8 +5 +5 +10 A Heart's Beat 22 6
17 +8 +5 +5 +10 Staunch 23 6
18 +9 +6 +6 +11 Spread the Lifeblood 24 6
19 +9 +6 +6 +11 Ritual Feat 26 7
20 +10 +6 +6 +12 Bloodform 28 7
Class skills (2 + Int modifier per level, x4 at first level): Concentration, Craft, Intimidate, Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Knowledge (Rituals), Knowledge (The Planes), Profession, Spellcraft, Use Magical Device, Use Rope.

Class Features
Your rituals are the centre of your being and the focus of your character. Because these rituals focus primarily on yourself, you will not always be welcome among friends.

Weapon and Armour Proficiency: Ritualists are proficient with all simple weapons and light armour. If a ritualist wears armour, he takes a penalty on all skill checks made within a ritual equal to the Armour Check Penalty.
Bloody Terror (Ex): Whenever the ritualist is under the effect of a Ritual, he gains a +1 bonus to intimidate for every ritualist level he has. He takes an equal penalty to all other charisma–based skills except Use Magical Device.
Grasp the Lifeblood (Su): As a standard action, the ritualist calls for the blood of the creature to slow and harden, damaging it's ability to move and to think. The target must make a will save of ten plus one-half ritualist level (minimum of one) plus his charisma modifier. If the target fails, it is entangled and slowed. If the target succeeds at the save, remove all effects from Grasp the Lifeblood, and the target is immune to Grasp the Lifeblood for one hour. If the target falls below 20% of its hit points or 10 hit points, whichever is greater, it becomes paralysed instead of entangled or slowed. The duration is concentration. The target must be a living creature, and must be within 60' of the ritualist. This is a mind-affecting ability.

As a move-action, the ritualist may attempt to brain-lock the target. If the target fails a will save of ten plus one-half ritualist level (minimum of one) plus his charisma modifier, that target is paralysed and immobile for six minutes per ritualist level. If the target succeeds at the save, remove all effects from Grasp the Lifeblood, and the target is immune to Grasp the Lifeblood for one hour. Only one creature may be under the effect of Grasp the Lifeblood at a time.

Against undead creatures, this ability serves only to slow them, should they fail their saving throw. It is not considered mind-affecting for these creatures.
Sacrificial Armour: At 2nd level, a ritualist gains a deflection bonus to his armour class equal to the highest level of ritual currently affecting him.
Ritual Feat: At 3rd level, a ritualist gets a bonus ritual–oriented feat in addition to the feat that any 3rd level character gets. The ritualist gains an additional bonus feat at 7th, 11th, 15th and 19th level. These bonus feats must be drawn from the feats noted as ritual feats. The ritualist must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements.
Shatter Resistance (Su): The ritualist clutches the lifeforce of a helpless foe, causing its barriers to his power to crumble. The target must make a will save of ten plus one-half ritualist level plus his charisma modifier. If it fails, the creature becomes charmed by the ritualist. If his ritualist level is nine or above, he instead becomes dominated. This is a mind-affecting ability that can be used twice per day, and has a duration of one minute per ritualist level. If the target makes its save, it does not cost the ritualist one of his two uses per day.
A Heart's Beat (Su): As a move action, the ritualist can detect the location of all living (no undead or constructs) creatures within five feet per ritualist level for one round. This includes invisible creatures, but not those on the ethereal or other planes. At level 11, this ability lasts for one round per ritualist level. At level 16, the duration increases to one minute per ritualist level. He may use this ability once per hour.
Diehard (Ex): The ritualist has gained control of his life's flow to the point that he can stopper any wounds upon his body. He gains the benefit of the Diehard feat. In addition, he dies at -20 as opposed to -10.
Hematic Seizure (Su): As Grasp the Lifeblood, except that the ritualist can affect two creatures at the same time. Each must be within 15' of the other. This supersedes Grasp the Lifeblood.
Gift of Cruor (Ex): Rather than have a newly created ritual affect himself, the ritualist may choose to affect another creature with the benefits of the ritual. That creature must be touched at the completion of the ritual, and gains the benefits of the rituals. The ritual still counts against the sacrificial hit dice cap of the ritualist, and has a duration that is one-half normal.
Life's End (Su): Once per day, the ritualist can direct a creature under the effect of Hematic Seizure to kill itself. The creature attempts a coup de grace on itself. If it successfully kills itself, the ritualist is affected by one ritual of his choice that the sacrifice meets the requirements for. No ritual feat can be used to affect the chosen ritual. The ritualist does not need to pay the gold cost or make any checks as normal for a ritual.
Staunch (Ex): The ritualist has mastered lifeblood, and now sends it to and fro at a whim. Rather than dying at -20, he now dies at -30, and may act normally when reduced below 0 hit points.
Spread the Lifeblood (Ex): The ritualist invites allies to participate in his rituals, anointing them with the blood of the sacrifice and transferring some of its power to them. For each person beyond the ritualist who is involved, increase the Spellcraft DC by 5. All participants gain the full benefits of any ritual, but the duration is the normal total divided among all participants. This often results in a duration in hours instead of days, for example a 5 day ritual divided among four participants results in a 30 hour duration for all participants. A ritual performed in this way counts as double the hit dice against the ritualist's maximum. All creatures who wish to be affected must be present at the end of the ritual, at the time when the ritualist makes the spellcraft check. There is no limit on the number of people that can be affected by this.
Bloodform (Ex): The ritualist has achieved a complete union with the blood that he has used and held for so long, and it has merged into his very being, whether he wishes for it or not. The ritualist gains the bloodwalker template.

Stratovarius
2014-09-03, 06:07 AM
Bone Crafter

"You will be my blade, my shield, and my armour!"
– Erdarg the Skeleton, Bone Crafter

Ritual magic leaves behind many broken left overs, the corpses of the fallen who have been slain. These wasted husks are useless to many, but to the bone crafter, using the shattered leavings of his rituals to shield himself has become second nature. Wrapping himself in the bones of the fallen, the bone crafter uses the bodies of the dead as the armours and weapons that shields his body from harm. He even learns how to create webs and walls from the corpses, striking at foes with shards of the pulverized flesh. Using all that his sacrifices provide to him, the bone crafter marches onwards, armed with vicious weapons of his enemy's corpse.

Becoming a Bone Crafter
There are two paths into the bone crafter: those who come from a more martial and ritual warrior based entrance, or those who are more pure users of ritual magic. Ritual-wielders choose the path in order to augment their capabilities in melee combat, while ritual warriors specialize in a single aspect of their capabilities. Blending heavily enhanced magical weaponry with the ability to control his foes with damaging walls of bone, the bone crafter has something to offer to all of those who take it.

Table 1: The Bone Crafter
Hit Die: d10


Level BAB Ref Fort Will Special Abilities Rituals
–––––––––––––––––––––––––––––––––––––––––––––––––– ––––––––––––––––––––––––––––
1 +1 +0 +2 +0 Ritual Bound Bone –––
2 +2 +0 +3 +0 Bone Visage +1 Ritual Level
3 +3 +1 +3 +1 Ritual Bound Bone +1 Ritual Level
4 +4 +1 +4 +1 Fragments of the Dead –––
5 +5 +1 +4 +1 Ritual Bound Bone +1 Ritual Level
6 +6 +2 +5 +2 Wall of Shackling Bone +1 Ritual Level
7 +7 +2 +5 +2 Ritual Bound Bone +1 Ritual Level
8 +8 +2 +6 +2 Prison of Entrapping Flesh –––
9 +9 +3 +6 +3 Ritual Bound Bone +1 Ritual Level
10 +10 +3 +7 +3 Flesh Evicted +1 Ritual Level

Class skills (2 + Int modifier per level): Concentration, Craft, Intimidate, Knowledge (Religion), Spellcraft, Use Rope.

Requirements:
Rituals: 3rd level rituals or above.
BAB: +4.
Special: Must know the Boneform Gear ritual.

Class Features
Spirit and Bone, the two segments of a creature's life. The bone crafter takes each of them, moulding them to his tasks and his will. Shredding a spirit to force a body to serve, complete domination of his victims comes with the single slash of a sword, rending their throats and their lives.

Rituals Known: The Bone Crafter increases rituals known as if the character had gained a level in the ritual-wielder class at each indicated level.
Ritual Bound Bone (Ex): The weapons and armour granted by the Boneform Gear ritual is bolstered by your focus upon of the craft of working with bone, shaping it more strongly to your needs and imbuing it with greater ties to the spirit that created it. At the levels indicated, you gain an additional +1 that can be used to add weapon or armour enhancements from the tables below. This is only a single +1, and so you cannot apply it to both your armour and your weapon, but must choose one of the two to receive the benefit.

At level 1 you receive an additional +1 enhancement bonus.
At level 3 you receive an additional +2 enhancement bonus.
At level 5 you receive an additional +3 enhancement bonus.
At level 7 you receive an additional +4 enhancement bonus.
At level 9 you receive an additional +5 enhancement bonus.

These tables define what abilities can be added to the Boneform weapons, shields and armour. Your ritual-wielder level must be equal to or higher than the required caster level in order to add these properties to your Boneform Gear.

Armour and Shield

Animated
Arrow Deflection
Bashing
Blinding
Etherealness
Ghost Touch
Glamered
Invulnerable
Undead Controlling
Averter
Mindarmour

Weapons

Bane
Dancing
Ghost Touch
Keen
Mighty Cleaving
Speed
Vicious
Bodyfeeder
Collision
Soulbreaker


Bone Visage (Ex): For every point of enhancement bonus in the Bone Crafter's Boneform Gear, totalling armour, shield, and weapon, you receive a +1 bonus to Intimidate.
Fragments of the Dead (Su): A tiny bone emanates from your outstretched hand and rapidly expands to a 2–foot–diameter ball of bone as it speeds toward the location you designate. You can choose to aim this bone sphere at a single target or at a specific point in space (a grid intersection). If you aim the bone sphere at a single target, you must make a ranged touch attack to strike the target. Any creature or object struck by the ball of bone takes 5d4 points of bludgeoning damage. Whether the bone sphere hits its target, misses, or was aimed at a point in space, it explodes upon arrival at the location you designated. Anyone within 20 feet of the explosion takes 9d4 points of slashing damage from the thousands of bone shards that spray forth. Creatures receive a Reflex save for half against the 9d4 damage. The DC for this save is 10 + Class level + the hit dice of the sacrifice used to create the Boneform Gear. Using this reduces the Enhancement bonus of one of the items created by Boneform Gear by –1. If this causes you to lose a weapon property such as Bodyfeeder, you lose the entire property.
Wall of Shackling Bone (Su): This creates a solid wall of angry bone, slashing and hacking at any who walk near to it. It is up to 20 ft. long/hit dice of the sacrifice used for the Boneform Gear, and it is always 10' high. The wall is 1" deep/hit dice, with 15 hp per inch of thickness and hardness 5. Anyone who walks within 10' of the wall takes 2d6 points of slashing damage. Using this reduces the Enhancement bonus of one of the items created by Boneform Gear by –1. If this causes you to lose a weapon property such as Bodyfeeder, you lose the entire property.
Prison of Entrapping Flesh (Su): A prison of bone wraps itself around the target, pinning it to the ground and piercing it with sharp spikes. The target is wrapped in a cocoon 1" deep/hit dice, with 15 hp per inch of thickness and hardness 5. He can only use light or smaller weapons to fight his way out. For every round within the cocoon, the creature takes 3d6 damage a round. If they struggle or attempt to attack the bone holding them, the trapped creature instead takes 6d6 damage. Using this reduces the Enhancement bonus of one of the items created by Boneform Gear by –1. If this causes you to lose a weapon property such as Bodyfeeder, you lose the entire property.
Flesh Evicted (Ex): The Bone Crafter acquires the skeleton template with the following changes: The type does not become undead, and the hit dice are not altered. Do not change the Bone Crafter's ability scores.

Stratovarius
2014-09-03, 06:08 AM
Cabalistic Thaumaturge

"Magic should never be pure."
– Sillafa, Yuan–Ti Cabalistic Thaumaturge

A creature who focuses on knowledge or faith, and views any form of magic as a tool to be used, may follow the path of the Cabalistic Thaumaturge. Concerned with something greater than the source of power, they grasp at whatever offers them a gift of insight. Within their soul, the tools that they have used blend together, creating a magic that is neither fully based on rituals, nor the gift of spells. That magic, and the knowledge and faith that it grants, becomes their religion, and the centre of their life.

Becoming a Cabalistic Thaumaturge
Those who seek to blend magic and rituals must first seek to master and to know each of those two forms. Some come from the ranks of the divine, seeing the sacrifice of the souls of unbelievers as a way to prove their loyalty to their gods. Arcanists often follow this path as a way to power, or a way to a deeper understanding of the nature of things. Ritualists see this path as a way to augment what they have, and as a weapon to ensure they have a ready supply of sacrifices. A Cabalistic Thaumaturge learns to fuse the two traits together, using each to improve the other.

Table 1: The Cabalistic Thaumaturge
Hit Die: d4


Level BAB Ref Fort Will Special Abilities Rituals Spells
–––––––––––––––––––––––––––––––––––––––––––––––––– –––––––––––––––––––––––––––––––––––––––––––––––––– –––––
1 +0 +0 +0 +2 Rituals of Spell Metamorphosis +1 Ritual Level +1 Spellcasting Class
2 +1 +0 +0 +3 Magic Unto Magic +1 Ritual Level +1 Spellcasting Class
3 +1 +1 +1 +3 Rituals of Spell Metamorphosis +1 Ritual Level +1 Spellcasting Class
4 +2 +1 +1 +4 +1 Ritual Level +1 Spellcasting Class
5 +2 +1 +1 +4 Rituals of Spell Metamorphosis +1 Ritual Level +1 Spellcasting Class
6 +3 +2 +2 +5 Magic Rent Asunder +1 Ritual Level +1 Spellcasting Class
7 +3 +2 +2 +5 Rituals of Spell Metamorphosis +1 Ritual Level +1 Spellcasting Class
8 +4 +2 +2 +6 +1 Ritual Level +1 Spellcasting Class
9 +4 +3 +3 +6 Rituals of Spell Metamorphosis +1 Ritual Level +1 Spellcasting Class
10 +5 +3 +3 +7 Gifted Soul +1 Ritual Level +1 Spellcasting Class

Class skills (2 + Int modifier per level): Concentration, Craft, Intimidate, Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Knowledge (Rituals), Knowledge (The Planes), Spellcraft, Use Magical Device, Use Rope.

Requirements:
Skills: Knowledge (Arcana or Religion) 9.
Feats: At least one metamagic feat.
Rituals: 2nd level Rituals or above.
Spells: 2nd level spells.

Class Features
Magic and Rituals weave themselves around, twisting and combining within you, a new breed of magic born as the unholy child of your studies. Impure and knotted, it is your weapon, your life, and your love.

Rituals Known: The Cabalistic Thaumaturge increases rituals known as if the character had gained a level in the Ritualist class at each indicated level.
Spells: The Cabalistic Thaumaturge increases spellcasting as if the character had gained a level in the spellcasting class used to enter the Cabalistic Thaumaturge.
Rituals of Spell Metamorphosis: These rituals wrap the Cabalistic Thaumaturge in a glowing white shroud. Whenever he casts a spell that is affected by one of these rituals, the shroud pulses brightly, and energy flashes into the spell as it is cast. Only one Ritual of Spell Metamorphosis can affect a spell. The choice of which Ritual (or none) to affect the spell with happens as the spell is being cast. These Rituals have a variable level, up to 7th, and the Ritualist chooses that level before he begins the ritual. He must meet all requirements for the level of a Ritual, including being able to perform rituals of that level, sacrificing a creature of the proper hit dice, and so on. These Rituals can only affect a level of spell equal to or less than the level of a ritual. The Cabalistic Thaumaturge learns one Ritual of Spellmetamorphosis at each odd level.

Ritual of Distant Touch: Spells narrow and extend, reaching out even farther to affect those around you. Spells you cast are Enlarged.
Ritual of Expanded Gaze: Spells you cast expand, entire battlefields disappearing under magic. Spells you cast are widened.
Ritual of Lost Hours: Your magic lives in a different time flow, lasting twice as long as usual. Spells you cast are extended.
Ritual of Siphoned Strength: Your spells sucks at the muscles of those affected. All affected creatures take 1/3rd class level in strength drain.
Ritual of Fearful Shape: Your spells weaken the mind, forming nightmares and twisted thoughts in their head. All affected creatures are shaken for 1 round per class level.
Ritual of Lifeforce Lost: The very existence of those affected by your spells drains away. All affected creatures gain 1 negative level for every 5 class levels, rounded down.
Ritual of Still Silence: The words and gestures of spells are muted by the shroud. Spells you cast are affected by both still and silent metamagic.
Ritual of Boundaries Broken: Spells reach across boundaries, cutting down foes who seek to hide. Spells you cast ignore all barriers, including being able to strike creatures on the Ethereal, Astral, and Shadow planes. However, you must still have line of sight to the target or location.
Ritual of Resistance Sundered: Your spells more easily affect creatures. You gain a bonus to penetrate spell resistance equal to ½ your class level.
Ritual of Harm Punished: Those who seek to harm you are in their turn harmed by you. When you cast a spell, you may choose to hold it in a magical reserve. It will stay in that state for up to one hour per hit dice of the sacrifice used to create the ritual of harm punished. Whenever you are struck by an attack, whether magical or physical, you may unleash the reserved spell(s) as an immediate action, targeting the creature that just struck you. The creature must still be in range of the spell, and you must have line of sight and effect for the spell to function properly.

Magic Unto Magic: When performing a ritual a Cabalistic Thaumaturge may cast a spell of the same or greater level, and affected by a metamagic feat, as the Ritual. That metamagic feat is applied to the results of the ritual.
Magic Rent Asunder: At the completion of a ritual, a Cabalistic Thaumaturge can expend a spell from a spell slot. Treat the hit dice invested in the ritual as if it was one higher for every three levels of the spell sacrificed. The Sacrifice must still meet the hit dice requirement. (Example: A Cabalistic Thaumaturge sacrifices a 3 hit dice creature for a level two ritual, and expends a Bulls Strength spell. That Ritual is treated as if a 4 hit dice creature had been sacrificed to power it).
Gifted Soul: As a move action, the Cabalistic Thaumaturge can expend a ritual, focusing the energy into a spell he casts in the same round. That spell has its Caster Level and DC increased by the level of the ritual expended. If it has a duration, that duration is increased by 50%.

Stratovarius
2014-09-03, 06:09 AM
This version of the Cabalistic Thaumaturge is intended for use in the Arhosa Campaign Setting, or with spell point based casters.

Cabalistic Thaumaturge

"Magic should never be pure."
– Sillafa, Yuan–Ti Cabalistic Thaumaturge

A creature who focuses on knowledge or faith, and views any form of magic as a tool to be used, may follow the path of the Cabalistic Thaumaturge. Concerned with something greater than the source of power, they grasp at whatever offers them a gift of insight. Within their soul, the tools that they have used blend together, creating a magic that is neither fully based on rituals, nor the gift of spells. That magic, and the knowledge and faith that it grants, becomes their religion, and the centre of their life.

Becoming a Cabalistic Thaumaturge
Those who seek to blend magic and rituals must first seek to master and to know each of those two forms. Some come from the ranks of the divine, seeing the sacrifice of the souls of unbelievers as a way to prove their loyalty to their gods. Arcanists often follow this path as a way to power, or a way to a deeper understanding of the nature of things. Ritualists see this path as a way to augment what they have, and as a weapon to ensure they have a ready supply of sacrifices. A Cabalistic Thaumaturge learns to fuse the two traits together, using each to improve the other.

Table 1: The Cabalistic Thaumaturge
Hit Die: d4


Level BAB Ref Fort Will Special Abilities Rituals Spells
–––––––––––––––––––––––––––––––––––––––––––––––––– –––––––––––––––––––––––––––––––––––––––––––––––––– –––––
1 +0 +0 +0 +2 Rituals of Spell Metamorphosis +1 Ritual Level +1 Spellcasting Class
2 +1 +0 +0 +3 Magic Unto Magic +1 Ritual Level +1 Spellcasting Class
3 +1 +1 +1 +3 Rituals of Spell Metamorphosis +1 Ritual Level +1 Spellcasting Class
4 +2 +1 +1 +4 +1 Ritual Level +1 Spellcasting Class
5 +2 +1 +1 +4 Rituals of Spell Metamorphosis +1 Ritual Level +1 Spellcasting Class
6 +3 +2 +2 +5 Magic Rent Asunder +1 Ritual Level +1 Spellcasting Class
7 +3 +2 +2 +5 Rituals of Spell Metamorphosis +1 Ritual Level +1 Spellcasting Class
8 +4 +2 +2 +6 +1 Ritual Level +1 Spellcasting Class
9 +4 +3 +3 +6 Rituals of Spell Metamorphosis +1 Ritual Level +1 Spellcasting Class
10 +5 +3 +3 +7 Gifted Soul +1 Ritual Level +1 Spellcasting Class

Class skills (2 + Int modifier per level): Concentration, Craft, Intimidate, Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Knowledge (Rituals), Knowledge (The Planes), Spellcraft, Use Magical Device, Use Rope.

Requirements:
Skills: Knowledge (Arcana or Religion) 9.
Feats: Focused Seed.
Rituals: 2nd level Rituals or above.
Spells: Ability to cast spells costing at least 3 spell points.

Class Features
Magic and Rituals weave themselves around, twisting and combining within you, a new breed of magic born as the unholy child of your studies. Impure and knotted, it is your weapon, your life, and your love.

Rituals Known: The Cabalistic Thaumaturge increases rituals known as if the character had gained a level in the Ritualist class at each indicated level.
Spells: The Cabalistic Thaumaturge increases spellcasting as if the character had gained a level in the spellcasting class used to enter the Cabalistic Thaumaturge.
Rituals of Spell Metamorphosis: These rituals wrap the Cabalistic Thaumaturge in a glowing white shroud. Whenever he casts a spell that is affected by one of these rituals, the shroud pulses brightly, and energy flashes into the spell as it is cast. Only one Ritual of Spell Metamorphosis can affect a spell. The choice of which Ritual (or none) to affect the spell with happens as the spell is being cast. These Rituals have a variable level, up to 7th, and the Ritualist chooses that level before he begins the ritual. He must meet all requirements for the level of a Ritual, including being able to perform rituals of that level, sacrificing a creature of the proper hit dice, and so on. These Rituals can only affect spells equal to or less than 2 spell points per level of the ritual. The Cabalistic Thaumaturge learns one Ritual of Spellmetamorphosis at each odd level.

Ritual of Distant Touch: Spells narrow and extend, reaching out even farther to affect those around you. Spells you cast are enlarged.
Ritual of Expanded Gaze: Spells you cast expand, entire battlefields disappearing under magic. Spells you cast are widened.
Ritual of Lost Hours: Your magic lives in a different time flow, lasting twice as long as usual. Spells you cast are extended.
Ritual of Siphoned Strength: Your spells drains the muscles of those affected. All affected creatures take 1/3rd class level in strength drain.
Ritual of Fearful Shape: Your spells weaken the mind, forming nightmares and twisted thoughts in their head. All affected creatures are shaken for 1 round per class level.
Ritual of Lifeforce Lost: The very existence of those affected by your spells drains away. All affected creatures gain 1 negative level for every 5 class levels, rounded down.
Ritual of Still Silence: The words and gestures of spells are muted by the shroud. Spells you cast are affected by both still and silent metamagic.
Ritual of Boundaries Broken: Spells reach across boundaries, cutting down foes who seek to hide. Spells you cast ignore all barriers, including being able to strike creatures on the Ethereal, Astral, and Shadow planes. However, you must still have line of sight to the target or location.
Ritual of Resistance Sundered: Your spells more easily affect creatures. You gain a bonus to penetrate spell resistance equal to ½ your class level.
Ritual of Harm Punished: Those who seek to harm you are in their turn harmed by you. When you cast a spell, you may choose to hold it in a magical reserve. It will stay in that state for up to one hour per hit dice of the sacrifice used to create the ritual of harm punished. Whenever you are struck by an attack, whether magical or physical, you may unleash the reserved spell(s) as an immediate action, targeting the creature that just struck you. The creature must still be in range of the spell, and you must have line of sight and effect for the spell to function properly.

Magic Unto Magic: When performing a ritual a Cabalistic Thaumaturge may expend twice the number of spell points as the ritual level, and affected by a metamagic alteration. That metamagic alteration is applied to the results of the ritual.
Magic Rent Asunder: At the completion of a ritual, a Cabalistic Thaumaturge can expend spell points. Treat the hit dice invested in the ritual as if it was one higher for every six spell points sacrificed. The Sacrifice must still meet the hit dice requirement.
Gifted Soul: As a move action, the Cabalistic Thaumaturge can expend a ritual, focusing the energy into a spell he casts in the same round. That spell has its Caster Level and DC increased by +1 if it is a first to third level ritual, +2 if it is a fourth to sixth level ritual, and +3 if it is a seventh level ritual. If it has a duration, that duration is increased by 50%.

Stratovarius
2014-09-03, 06:10 AM
Carcass Hunter

"They breed but to be killed"
- Lanlinariu, elven Carcass Hunter

A single creature is both the bane and the source of a carcass hunter's existence. Their sole purpose is to wound and kill as many of that type as possible, eviscerating their foe's flesh in order to get at the magic that lies within, magic that has become all the sweeter to the carcass hunter as time goes on. They prefer their enemies to die upon their hands, but should they come across the corpse of a dead foe, the carcass hunter has no scruples about using that corpse to his own ends. Those that they do not use will often be defiled and marked, for even if the carcass hunter cannot prevent their foe from having a happy ending in the afterlife, he will do his best to ruin all his foe loves.

Becoming a Carcass Hunter
Carcass hunters come from a fairly narrow range of people, usually from those who have seen a great wrong and wish to avenge it, or from those brought up in a culture that despises another, seeing those creatures as completely beneath their own civilization, and willing to eradicate them. Blending their hatred of a single foe with a specialization in the ruination of that creature's lifeforce, the carcass hunter is a dangerous and often demented adversary, willing even to use the spirits of their enemies as grist to their war.

Table 1: The Carcass Hunter
Hit Die: d10


Level BAB Ref Fort Will Special Abilities Rituals and Spells
--------------------------------------------------------------------------------------
1 +1 +0 +2 +2 Hunting the Chosen ---
2 +2 +0 +3 +3 Drain the Carcass +1 Ritual/Ranger Level
3 +3 +1 +3 +3 Death Vision +1 Ritual/Ranger Level
4 +4 +1 +4 +4 Embittered Force +1 Ritual/Ranger Level
5 +5 +1 +4 +4 Hunting the Chosen +1 Ritual/Ranger Level
6 +6 +2 +5 +5 Life Unto Death +1 Ritual/Ranger Level
7 +7 +2 +5 +5 Foebane +1 Ritual/Ranger Level
8 +8 +2 +6 +6 Drain the Carcass, Greater +1 Ritual/Ranger Level
9 +9 +3 +6 +6 Hunting the Chosen +1 Ritual/Ranger Level
10 +10 +3 +7 +7 Spirit Carcass ---

Class skills (4 + Int modifier per level): Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Knowledge (arcana/dungeoneering/geography/nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Requirements:
Rituals: 2nd level Rituals or above.
Special: Finishing Strike class feature. Favoured Enemy in a creature type.
Feats: Exclusive Sacrifice in the same creature type as your Favoured Enemy.

Class Features
Committed to the precepts of nothing less than racial genocide, the carcass hunters are beholden to no organization or friendship, focused only on killing those whom they see as fit but for death, and enslavement to their betters.

Rituals Known: The Carcass Hunter increases rituals known as if the character had gained a level in a Ritual-using class at each indicated level.
Spells Known: The Carcass Hunter increases spells known as if the character had gained a level of Ranger spellcasting at each indicated level.
Hunting the Chosen (Ex): You gain a +1 bonus to your favoured enemy ability against the chosen creature type. In addition, when you sacrifice a creature of the chosen creature type, you gain a +1 bonus to the hit dice of the sacrificed creature. This stacks with Exclusive Sacrifice. At level 5, the bonuses increase to +2, and to +3 at level 9.
Drain the Carcass (Ex): You may sacrifice (finishing strike does not qualify) the dead body of a creature of your chosen creature type. If you do so, the hit dice of the sacrifice before any outside modifiers is the hit dice of the creature minus the number of days it has been dead. Thus, a four hit dice creature dead for two days acts as a two hit dice creature. A corpse is always treated as if it had been dead for at least one day.
Death Vision (Su): While under the effects of a ritual created by sacrificing a creature of your favoured enemy type, you are able to sense the general effect of all special qualities, as well as the health and condition (treat per the Status spell), of all creatures of the chosen type.
Embittered Force (Su): Whenever you kill a creature of the chosen type with a finishing strike, instead of using it to activate a ritual, you may instead force the creature's spirit back into the creature for a few moments, forcing it to fight for you for 1 round every two class levels. Treat the creature as if it was unharmed, but any abilities that were expended remain so.
Life Unto Death (Ex): Whenever you kill a creature of the chosen type with a finishing strike, the duration of any ritual created this way is doubled.
Foebane (Ex): Any weapon you wield acts as a Bane weapon against a creature of the chosen type.
Drain the Carcass, Greater (Ex): As Drain the Carcass, but the hit dice of the sacrifice is the hit dice of the creature. The creature cannot have been dead for more days than it has hit dice.
Spirit Carcass (Ex): Whenever you kill a creature of the chosen type with a Finishing Strike, the duration of any ritual created this way is as normal (1 day/hit dice). This supersedes Life Unto Death. Also, while under the effect of a ritual created using a creature of your chosen type, you ignore all extraordinary abilities that provide a defensive bonus.

Stratovarius
2014-09-03, 06:11 AM
Ceremonial Butcher

"Feed my blade!"
– Ortok the Gory, orc ceremonial butcher

A Ceremonial Butcher is a warrior enthralled with the grace and skill required to wield ritual magic, the finely tuned movements of weapon and body that recall to his eyes the dance of a sword fight. Seeking to combine the two into one unified whole, a Ceremonial Butcher seeks to wield the sacrificial tool of the Ritualist not only upon an altar, but also on the field of battle, crushing his opponents beneath the force of his blade and giving their souls to power rituals.

Becoming a Ceremonial Butcher
Ceremonial Butchers come from a mixed background of ritual user and weapon wielder, recognizing the benefit that comes from being under the effect of rituals while upon the field of battle. Often a warrior realizes that he has chosen poorly in the ritual performed before, and he seeks a way to alter that power during combat. This is the result. Still able to wield rituals, a Ceremonial Butcher can now discard and change those rituals with the rise and fall of his blade.

Table 1: The Ceremonial Butcher
Hit Die: d10


Level BAB Ref Fort Will Special Abilities Rituals
–––––––––––––––––––––––––––––––––––––––––––––––––– –––––––––––––––––––––––
1 +1 +0 +2 +0 Executioner's Blade –––
2 +2 +0 +3 +0 Bonus Feat +1 Ritual Level
3 +3 +1 +3 +1 Bloody Blow +1 Ritual Level
4 +4 +1 +4 +1 Bonus Feat +1 Ritual Level
5 +5 +1 +4 +1 Steal the Lifeforce –––

Class skills (2 + Int modifier per level): Concentration, Craft, Intimidate, Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Spellcraft, Use Magical Device, Use Rope.

Requirements:
Feats: Power Attack, Skilled Executioner.
BAB: +4.
Skills: Intimidate 5 ranks.
Rituals: 2nd level Rituals or above.

Class Features
Wielding a great blade, soaked in the blood of those who fell before you, rituals come to your call with but an axe's swing. With that swing, you learn to cast off and take on rituals to destroy your enemies.

Rituals Known: The Ceremonial Butcher increases rituals known as if the character had gained a level in the Ritualist class at each indicated level.
Bonus Feat: The Ceremonial Butcher can select any Fighter bonus feat for which he meets the prerequisites.
Executioner's Blade: Once per day per class level, as a standard action, the Ceremonial Butcher can attempt to kill a creature in a single blow and gain the benefits of a chosen ritual. The Ceremonial Butcher must use Power Attack to subtract a number from all melee attack rolls equal to the ritual level. If the attack deals damage equal to half or greater of the target's remaining hit points, it is affected by a coup de grace. If it dies, the Ceremonial Butcher gains the full effects of the chosen ritual. No ritual feat can be used to affect the chosen ritual. The Ceremonial Butcher does not need to pay the gold cost or make any checks as normal for a Ritual. This ability can be used with a Ritual whose level is equal to or lower than his class level. This ability only functions if the Ceremonial Butcher wields a two–handed weapon.
Bloody Blow: The Ceremonial Butcher expends an active ritual, channelling the magical energy into a vicious strike against all of those around him. As a standard action, the Ceremonial Butcher makes a single attack against a chosen target. If that attack connects, the spent energy of the dismissed ritual is focused through the blade, slamming into the creature and tearing the vital fluids from its body. In addition to normal damage, the strike deals 5 damage for each day of duration remaining to the ritual, and every creature within 5' per hit dice of the struck creature must make a Fortitude save vs 10 + Ceremonial Butcher level + Days remaining to expended ritual or be nauseated as they are covered in blood. This ability only functions if the Ceremonial Butcher wields a two–handed weapon, and if the target is living.
Steal the Lifeforce: Whenever a creature is killed by a Bloody Blow, the Ceremonial Butcher is affected by a Steal the Lifeforce ritual. This counts towards the normal limit. If it would exceed the normal limit, there is no effect.

Stratovarius
2014-09-03, 06:12 AM
Hunger

"I sense food! I crave food!"
– Liala, halfling hunger

A Hunger is a ritualist who enjoyed the eating of the dead, even to the point of sometimes using his teeth to complete a ritual by tearing out the sacrifice's throat. This eating eventually took on its own power, as the ritual magic coursed through his body in the flesh of the fallen, and eating that flesh to gain the rush became the end in itself. Addicted to the few moments when a dying creature releases its energy into his body, a Hunger lets nothing stop him from eating and consuming his way, reducing all before him to the level of food.

Becoming a Hunger
Hungers are very, very rare, for there are few indeed who enjoy the flavour of flesh and the power and grace of the ritual. Those who do almost always follow this path, letting the warping and entwining effects of ritual magic and the lifeblood that powers them guide their hand above rational thought. These creatures are almost always on the move, never staying in one place for fear of being killed due to their horrid nature, making them natural adventurers, at least until the hunger becomes too strong and they consume their allies.

Table 1: The Hunger
Hit Die: d8


Level BAB Ref Fort Will Special Abilities Rituals
–––––––––––––––––––––––––––––––––––––––––––––––––– –––––––––––––––––––––––––––––––––
1 +0 +0 +2 +2 Consumptive Gift, Expend Ritual –––
2 +1 +0 +3 +3 Ritual Bound Body +1 Ritual Level
3 +2 +1 +3 +3 Twisted Blood +1 Ritual Level
4 +3 +1 +4 +4 Ritual Bound Body +1 Ritual Level
5 +3 +1 +4 +4 Twisted Blood +1 Ritual Level
6 +4 +2 +5 +5 Ritual Bound Body –––
7 +5 +2 +5 +5 Twisted Blood +1 Ritual Level
8 +6 +2 +6 +6 Ritual Bound Body +1 Ritual Level
9 +6 +3 +6 +6 Twisted Blood +1 Ritual Level
10 +7 +3 +7 +7 Corrupted Body –––

Class skills (2 + Int modifier per level): Concentration, Craft, Intimidate, Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Spellcraft, Use Magical Device, Use Rope.

Requirements:
Feats: Consumptive Fetish.
Rituals: 2nd level Rituals or above.
Special: Must have eaten a creature used as a ritual sacrifice.

Class Features
Consumed and consuming, you scavenge across battlefields, eating the rotting corpses of the dead and waylaying the living equally, a monster focused only on feeding the consuming hunger that drives you onward, a hunger that keeps you alive and in its grasp.

Rituals Known: The Hunger increases rituals known as if the character had gained a level in the Ritualist class at each indicated level.
Consumptive Gift (Su): Whenever the Hunger kills a creature, it must spend 1 round per hit dice of the killed creature to consume it, gaining the effects of one ritual that only affects the caster. There is no gold or spellcraft check required. It cannot dismiss that ritual normally, nor can it use Consumptive Gift again until that ritual is gone. It will only overcome the compulsion to feed when already affected by a ritual or when in serious danger, at which time it will defend itself or run. The ritual is randomly chosen from the highest level he can cast, and cannot exceed his hit dice cap. If it does, he must dismiss an existing ritual. Every day that the Hunger is not affected by Consumptive Gift, it must make a Will save vs 15 + the number of weeks without using Consumptive Gift or go into a frenzy, seeking out the nearest living creature, slaying and eating it.
Expend Ritual (Su): The Hunger must achieve and maintain a grapple for one full round, and be under the effect of a ritual gained through Consumptive Gift. If it does so, it can release a rush of ritual magic and force that ritual into the grappled creature, dealing it 3d6 points of damage per level of the ritual. The Hunger loses the effect of the ritual and is again under compulsion to feed to create a new one.
Ritual Bound Body (Ex): The Hunger has suffered and been warped by the constant energies of ritual magic flowing through his body, and at the same time, those energies have come to give his life strength. A Hunger takes 1 point of Constitution damage per day that he is not under the effect of a ritual, and cannot heal any damage naturally, including ability damage, while not under the effect of a ritual. Due to his mangled form and unclean ways, the Hunger takes a –1 penalty every two levels in the class to Diplomacy, Bluff and Sense Motive. He gains a +1 bonus to Intimidate every two levels. He also gains a number of abilities as more and more powerful ritual energies course through his body.

At level two the Hunger gains a bite attack that deals 1d6 damage as a Medium creature, his jaw distending to more easily allow him to feed on corpses.
At level four the Hunger gains a +2 bonus to Strength, the twisting and and gnarling of his limbs giving him an increase in physical power.
At level six the Hunger gains damage reduction 5/–. A Hunger's anguish and twisted self allow it to shrug off normal attacks.
At level eight the Hunger gains a +2 bonus to Constitution, the energies within his body toughening him against any outside interference.

Twisted Blood (Su): The Hunger learns to warp rituals, altering them within himself. This can only be used on rituals gained with Consumptive Gift. The benefits of these effects last for the remaining duration of the ritual.

At level three the Hunger can warp a ritual to increase the damage his bite attack does to 2d6, his body hardening against any blows, giving him a +1 Natural AC bonus for each hit dice of the sacrifice.
At level five the Hunger can warp a ritual to cloud himself in tiny motes of blood that deals 1d4 damage and 1d2 points of constitution damage to any creature who strikes the Hunger with a melee attack. A Fortitude save vs DC 10 + Sacrifice's hit dice (Of the original, unwarped ritual) + 1/2 class level negates the Constitution damage.
At level seven the Hunger can warp a ritual to strength his ability to shoulder aside damage, increasing his damage reduction to 10/–.
At level nine, the Hunger can warp a ritual such that whenever the Hunger is the target of a spell or ritual, he may attempt a check of the Sacrifice's hit dice + his class level vs a DC of 10 + caster level of the spell. If he succeeds, he heals 5 points of damage per level of the spell. If he fails, he takes a –4 penalty on any save the spell might have, due to leaving himself open to the magic. This can only be used on spells that have the Hunger as a target.

Corrupted Body (Ex): The Hunger undergoes an apotheosis, his type changing to aberration and gains all racial features of the type as the rituals warp him fully. His gnarled and twisted body is so infused with blood and ritual energy that any ritual he performs has its duration doubled if the Hunger is the only target.

Stratovarius
2014-09-03, 06:13 AM
Immolater Apostate

"I was lost, yet through the fires of faith, I am remade anew."
– Ffaglu Benboethyn, Elven Immolator Apostate

Once, the immolator apostate was a man convinced of the goodness of all things, that his dedication, and hard work, self-sacrifice to the point of mystical power, would be enough to change the world and thwart those who brought evil into it. That time has passed, and he had become disillusioned with the increasing ruin that he sees spreading throughout his beloved lands. At the same time, his belief in the rightness of his own abilities is shaking and crumbling. He has come to see fire as a focusing method, one that may restore the purity to his soul, while at the same time purging those who deserve it of their sins. Perhaps now, with the flames in his blood, his faith may be restored, and his land saved.

Becoming a Immolater Apostate
Immolator apostates come from one source: martyrs who have lost their way, and lost the belief in their own abilities. It is within them to recover, and to become once again what they had hoped to be, but they will be irrevocably changed by that process, scarred and charred by the flames that helped them walk a path back to righteousness, a righteousness tinged with a blacker and less wholesome outlook on the world, symbolized in the knowledge of ritual murder that has become a tool in his arsenal.

Table 1: The Immolater Apostate
Hit Die: d12


Level BAB Ref Fort Will Special Abilities Rituals
–––––––––––––––––––––––––––––––––––––––––––––––––– –––––––––––––––––––––––––––––––––––––––––
1 +0 +0 +2 +2 Burn For Thy Sins, Faith Weakened –––
2 +1 +0 +3 +3 Blood and Fire +1 Ritual Level
3 +2 +1 +3 +3 Self–Purgation +1 Ritual Level
4 +3 +1 +4 +4 Cleanse in Fire +1 Ritual Level
5 +3 +1 +4 +4 Blood and Fire +1 Ritual Level
6 +4 +2 +5 +5 Fever in the Flesh +1 Ritual Level
7 +5 +2 +5 +5 Flame Transference –––
8 +6 +2 +6 +6 Blood and Fire +1 Ritual Level
9 +6 +3 +6 +6 Lost in the Flames +1 Ritual Level
10 +7 +3 +7 +7 Immolation +1 Ritual Level

Class skills (4 + Int modifier per level): Concentration, Craft, Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Knowledge (Rituals), Knowledge (The Planes), Spellcraft.

Requirements:
Rituals: 3rd level Rituals or above.
Alignment: Neutral on the Good/Evil axis.
Feats: Burn Essence.
Skills: Knowledge (Religion) 10 ranks.
Special: Must never use Fire Resistance after taking a level in this class.
Special: Must have lost over three quarters of your total hit points to fire damage from a single attack.
Special: Must be able to create rituals through the sacrifice of hit points.

Class Features
Purgation in the flames of retribution, both of himself and of his foes, the immolator apostate is a man of broken faith, on a journey towards a new and dangerous understanding of what it means to sacrifice.

Rituals Known: The Immolator Apostate increases rituals known as if the character had gained a level in a ritual-wielding class at each indicated level.
Burn For Thy Sins (Ex): While it may have been appropriate once upon a time to sacrifice only yourself, there are too many out there who are worthy of being disciplined for that to remain the case. You may now fuel rituals by sacrificing a creature upon a pyre. All other aspects of a ritual remain the same, including the amount of hit dice that must be sacrificed.
Faith Weakened (Ex): It has been a trying time for you and your personal relationship that has allowed you sacrifice yourself for all of those around you. Perhaps they do not deserve an offering of such magnificence. Any sacrifice made via losing your own hit points acts as if it was two hit dice lower than the amount paid. However, you regain access to all Martyr (or other class as appropriate) abilities and rituals.
Blood and Fire (Ex): Those who are burned for their sins offer you a different form of sacrifice than that you make of your own accord. At second level, learn a single ritual of a level one less than the maximum you know of. This ritual comes from the ritualist list. At level five and at level eight, you learn a second and a third ritual off of this list.
Self–Purgation (Su): The flames are the symbol of the purity that you wish to attain, and that you feel you have lost. By rededicating yourself in the burning glow of the fires, you seek to regain your sense of purpose. Benefits listed here are cumulative. You must hold your arms into a fire in order to achieve the benefits, and only rounds in which you take damage from the flame are counted towards the total. This flame deals 1d6 fire damage a round. After three rounds within the flame, you gain fire resistance 2/– (This is the only exception to the Special requirement). After six rounds within the flames, you have achieved a mild insight, granting +2 intelligence and wisdom, as well as +2 to all skills. After nine, you gain the ability to create a charring melee touch attack once per round. The damage from charring touch is capped at 10d6 a round, and can deal a total number of d6 of damage equal to the number of rounds spent in the fire in self–purgation. After twelve rounds, you are cleansed of all disease and poison that flows through your veins. After fifteen you are granted the effects of an Augury spell at caster level eighteen, while after eighteen rounds, you gain the ability to create a single divine spell, targeting only yourself, that is cast at caster level twenty. The spell cannot have a spell level above your maximum ritual known level. The duration of any of these effects is one hour per class level, and cannot be renewed until the effects have worn off. Hit points lost through self-purgation can be used to create a single ritual at the end of the time in the fire. The immolator must still spend the full amount of time necessary to create the ritual.
Cleanse in Fire (Su): Impurities exist within all beings, even yourself. They must be rooted out and cleaned, for they lead to the degradation of those who retain them. To this end, fire is the tool. You gain a special 4th level ritual that you can create, which allows you to deal 1d6 fire damage per hit dice of the sacrifice in a burst 5' wide per hit dice of the sacrifice as a standard action, reflex half. If the hit points sacrificed for this ability are lost through self-purgation, the damage dealt is doubled. You may center the burst anywhere within 20 ft. per hit dice of the sacrifice.
Fever in the Flesh (Su): Fire has been inside your blood ever since that fateful day when it scorched your soul and your faith, leaving a mark that would never be extinguished. With a sacrifice equal to one half of your hit dice, you may enter into a fevered state. While in this state, you take two fire damage a round, as the fire rushes throughout your flesh. You gain a +4 bonus to initiative checks, and deal 1d6 fire damage per two hit dice sacrificed on all melee or ranged attacks. Any creature killed by the fire damage this ability grants counts as being sacrificed as per Burn For Thy Sins, but the duration of any ritual created is 1 minute per hit dice of the sacrifice. The benefits of Fever in the Flesh last for one minute per hit dice sacrificed.
Flame Transference (Ex): Your fury and anger at your faith being damaged assist you in forcing the fire with which you are so acquainted into a form that will help you most. When struck by an enemy's attack that deals fire damage, the Immolator Apostate may instead sacrifice a number of hit points equal to the fire damage dealt by the attack, and use that to create one ritual that he knows. He must touch an ally (or himself) before the end of his next turn for the ritual to take effect. If creating a ritual in this way would put him above the maximum allowed number of hit dice, the Immolator Apostate cannot create this ritual and takes damage normally. This is a free action.
Lost in the Flames (Su): You stare deeply into the flames of a fire, losing yourself in a meditative state as the dance of the flames captures your eyes. You may create an effect identical to either a Scry or Commune spell with a caster level equal to your character level. You must stare into the flames for ten minutes to activate this ability, and it can only be used once per week.
Immolation (Su): You have finally become able to reconcile the lost faith and the new-found interest in fire into one compatible and complete whole. You energize the fire in your soul, taking five fire damage a round. While in this state, anyone who strikes you in melee is hit by a tongue of fire that deals 20 fire damage, while those who approach within 10' take 2d6+10 fire damage for every round that they remain within the area. You gain the melee attack of a fire elemental of the same size and hit dice. Finally, any hit points that are lost through this ability (the five damage a round from immolation) can instead be sacrificed to create Martyr rituals. You must start creating the ritual within one minute of dismissing this ability. This ability lasts until it is dismissed, and is a swift action to activate. While it is active, no healing or fast healing effect will affect you.


Ex-Immolator Apostate
An immolator apostate who is affected by fire resistance loses all immolator apostate rituals and abilities. She may not progress any farther in levels as a immolator apostate. She regains her abilities and advancement potential if she atones for her violations by undergoing self-purgation for 1 round per class level.

Stratovarius
2014-09-03, 06:15 AM
This class has two progressions, one for the Martyr and one for the Ritualist and Ritual Warrior.

Lifeweaver

"I am linked to you as you are linked to me."
– Febiol Heahm, halfling Lifeweaver

All life is interconnected. That is the contributing factor to the Lifeweaver's existence, that he is not separate from those around him, and is in fact connected to them through processes that have taken some great time to understand. The way of using that process has become split, as the gifted who understood the knowledge divided into two factions: those who were focused on selfish ends and those who looked towards the good of others before themselves. That split has come down the years to those who are currently trained in the skills required. The threads of life still call out to one another, and the Lifeweavers still know how to manipulate them. Some have even begun to bridge the gap between the two traditions.

Becoming a Lifeweaver
Lifeweavers come in two distinct forms: Charitable or Narcissistic. The self-focused ones have learned how to draw upon the energy of others around them to power creations for their own benefit and use the web of life as a well from which to pump energy. Those who follow this path most often come from those who wield lifeblood as a weapon: the Ritualist or the Ritual Warrior. Those who treat the web as a gift that can be used to restore health and good fortune to others are mostly drawn from the ranks of Martyrs, heroes who have dedicated themselves to self-sacrifice in order to assist others. For them, this thin net is the means by which they can accomplish that goal, letting their gifts blossom out among all those in whom they confide their gifts.

Table 1: The Lifeweaver
Hit Die: d8


Level BAB Ref Fort Will Special Abilities Rituals
–––––––––––––––––––––––––––––––––––––––––––––––––– ––––––––––––––––––––––––––––––––––
1 +0 +0 +0 +2 Spirit of Giving/Theft of the Soul –––
2 +1 +0 +0 +3 Succour/Red Tinted Wind +1 Ritual Level
3 +1 +1 +1 +3 Personal Boon/Grudging Acceptance +1 Ritual Level
4 +2 +1 +1 +4 House of the Holy/Friendly Spirit +1 Ritual Level
5 +2 +1 +1 +4 Leading the Ritual/Acceptance +1 Ritual Level

Class skills (2 + Int modifier per level): Concentration, Craft, Knowledge (History), Knowledge (Religion), Spellcraft, Use Magical Device, Use Rope.

Requirements:
Feats: Morphic Ritual.
Rituals: 3rd level Rituals or above.
Special: Must either know at least two Network of rituals or two rituals that pull effects from the sacrificed creature.

Class Features
Linked through the web of life, and connected to all of those around them, be it for good or for ill, your talents as a Lifeweaver allow your influence to extend well beyond the paltry confines of your own body.

Rituals Known: The Lifeweaver increases rituals known as if the character had gained a level in the ritual-wielding class at each indicated level.
Martyr: You have focused on enhancing your gifts, turning your soul outward in a selfless act of compassion, putting all others in front of yourself.

Spirit of Giving (Ex): You have learned how to make your rituals stretch, encompassing more creatures that just the few who would be able to receive your gifts normally. Whenever you perform a ritual, pay the sacrifice cost normally. If you pay one third of the total cost again, you may affect another creature within 30'. There is no limit to the number of creatures you can effect. For example, to perform a 3rd level ritual at its minimum level costs 6 hit points (3 + 3). To affect one additional creature, sacrifice 8, and to affect two additional creatures, 10.
Succour: To heal and to help reign uppermost in your mind, and it has given you the ability to sense those who are most needy. By taking a full-round action, you can sense the location (to within 500 ft.) of any good–aligned creature under attack within one mile per class level of your location.
Personal Boon: There are times when helping those around you will not accomplish your goal as much as helping yourself to perform what you know is right. You recall a ritual you have created from a creature within 60'. The ritual's duration continues and expires as normal.
House of the Holy (Ex): You have learned how to project your inherent purity of spirit so that it shines out, beyond your person, a soul too strong and too invested with energy for a body to contain it. All allies within 10' of the ritual-wielder gain the effect of any rituals that are currently affecting the ritual-wielder. These rituals cannot be any that allow the ritual-wielder to attack another creature, magically or physically, but only rituals that grants boons, passive benefits. If the ritual has a one time effect, such as healing, it only affects the creature the first time it enters the area of effect. If your ally leaves the area, he loses the effect of the ritual. Rituals with larger areas, such as the Network series, have their normal effect in addition to this smaller area.
Leading the Ritual (Ex): A sacrifice for the betterment of others has always been the primary calling of your life, and here you have learned to teach others how to better themselves. whenever the ritual-wielder completes a ritual of up to third level, he may grant one ally per class level the knowledge of how to perform that ritual. The ally must be within 30', and, when he performs the ritual, must pay the cost and complete ritual as normal, and can only have one ritual granted to them in this way at any given time. The ally is treated as a Martyr of his character level for all purposes.

Ritualist/Ritual Warrior: You have turned the network of souls inward, drawing upon its power to feed your hunger and to gift you continued access to the forms of life that grant you your most dangerous abilities.

Theft of the Soul (Ex): Instead of paying the hit dice cost of a ritual normally, via sacrificing a creature, a ritual-wielder may instead siphon his allies, slowly pulling away their life force in order to grant him power. The ritual-wielder level drains his allies within 50' a number of levels equal to the amount needed to create the desired ritual. This drain cannot be removed in any way while the ritual is active, but are restored immediately when the ritual is ended. If a drained creature dies or is transported to another plane, the ritual ends. The ritual and spellcraft checks must still be completed as normal. This drain can only be used on helpless or willing targets.
Red Tinted Wind (Ex): A breeze blows past, carrying with it a whiff of that most delicious substance:[/b] Lifeblood. Your senses race to follow the trail and alight upon the object of your desire. Once per day, you may Scry a wounded creature within one mile per class level of your location.
Grudging Acceptance (Su): You are normally reticent about helping allies, and it shows, with your magic and your nature focused internally, upon turning others into sacrifices for your own ascension. Even so, you are wise enough to know that on occasion, an ally may benefit you more than a dead creature. Once per day, you can transfer the effects of a ritual to another creature within 60'. The ritual's duration expires as normal, and if the target is invalid for any reason, the ritual fails. If the ritual-wielder dies, the ritual ends.
Friendly Spirit (Ex): The ritual-wielder has learned how to draw abilities and benefits from creatures without killing them. Whenever the ritual-wielder performs a ritual that grants him the abilities of the sacrificed creature, he may instead power the ritual through use of his Theft of the Soul ability. At least half of the required sacrifice must come from the creature to be copied.
Acceptance (Ex): The power that runs through the blood of your sacrifices can be called upon in many ways, but none more satisfying than to spill it out across the ground. However, sometimes it is not possible to find a creature who is so suited, and a lesser being must be made do with. You may meet the hit dice requirements of a sacrifice by mixing hit dice pulled through Theft of the Soul and killing sacrifices. When you create a ritual like this, you may have the abilities of the sacrifice come from the killed creature, or from one of the creatures giving negative levels, as per Friendly Spirit.

Stratovarius
2014-09-03, 06:16 AM
Panegyric

"To truly speak well of the dead, you must emulate their nature."
– Halvloaa Balhnmohay, Elven Panegyric

Panegyrics take their knowledge of self-sacrifice and the precarious balance that exists between life and death, and walk along that fault line, sacrificing themselves to the very borders of the realm of death, and in that narrow place, finding the abilities that make them special. Soon, they begin to welcome death, able to use that place and time to return back to life, to once more balance on the knife's edge between life and death, and to help those who likewise are in that state, voluntarily or not. Panegyrics see creatures in their last moments, and it is in those last moments that they know one another. Sometimes, that will lead to a vow of vengeance upon someone who has sent far too many undeserving creatures to their final resting place, and that can be a terrible thing to behold, for the narrow lands between life and death give to the panegyric great power for retribution.

Becoming a Panegyric
Panegyrics start out in the form of martyrs, although they branch outwards, finding new applications for the talent of self-sacrifice. They are often those who are most driven, who demand the most out of their bodies and souls, pulling every last ounce of their being into the sacrifices they make in the name of others, and defending those others ever more strongly as they slip closer to the realm of the dead.

Table 1: The Panegyric
Hit Die: d8


Level BAB Ref Fort Will Special Abilities Rituals
–––––––––––––––––––––––––––––––––––––––––––––––––– –––––––––––––––––––––––––––––––––––––––––––––––––– ––––
1 +0 +0 +2 +2 Leaping Touch, Panegyric Balance –––
2 +1 +0 +3 +3 Sacrificial Boon, Redirect Gift +1 Ritual Level
3 +1 +1 +3 +3 Undying Devotion, Walk Amongst the Dead and the Dying +1 Ritual Level
4 +2 +1 +4 +4 Inheritance of the Meek +1 Ritual Level
5 +2 +1 +4 +4 Balancing the Scales +1 Ritual Level
6 +3 +2 +5 +5 Corruption Turns Inward –––
7 +3 +2 +5 +5 Rise and Rise Again, Moment of Justice +1 Ritual Level
8 +4 +2 +6 +6 Ritual Empowerment +1 Ritual Level
9 +4 +3 +6 +6 Lifeforce Arisen +1 Ritual Level
10 +5 +3 +7 +7 Revival +1 Ritual Level

Class skills (2 + Int modifier per level): Concentration, Craft, Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Knowledge (The Planes), Spellcraft.

Requirements:
Rituals: 3rd level Rituals or above.
Special: Healing Touch class feature.
Alignment: Good.
Feats: Open Soul.
Skills: Knowledge (Religion) 8 ranks.

Class Features
Balanced on the knife's edge between life and death, the panegyric is a servant of the living, and a gift to those who are dying, and has broadened his reach into both realms in order to serve better.

Rituals Known: The Panegyric increases rituals known as if the character had gained a level in a ritual-wielding class at each indicated level.
Leaping Touch (Ex): Walking along the fine line between death and life, it is often incumbent upon you to determine those who live and those who are consigned to their fate, but this insight most often comes when in the same state as those being cared for. When you have less than half your total hit points, whenever you use the Healing Touch class feature, it affects one other creature per 2 class levels. That creature must be within 10' per class level. Halve the amount of healing for each creature after the first, so that the second creature affected heals half the total, the third a quarter, the fourth an eighth, and so on.
Panegyric Balance (Ex): You have learned to remain in the state between life and death for many hours, days if need be, and not let other creatures disturb you from where you wish to remain. You gain a +2 bonus to Armour Class, Saves, and all Skills for every quarter of your total life you have lost. You also gain damage reduction of X/adamantium, where X is twice the bonus gained to Armour class.
Sacrificial Boon (Ex): You have chosen to balance your life between the two equal and opposite ends. Combined with your inherent self–sacrifice, you have achieved a state unlike that experienced by almost any other. If creating a ritual would drop you below half your total hit points, you can apply its effects to another creature within 20 ft. per class level. That creature gains the half of the effects of the ritual. If the result of a ritual is not a numerical boost, the creature instead gains the ritual with one third normal duration.
Redirect Gift (Su): Even a beneficial act may remove you from a state you wish to remain in. Whenever you would be affected by a spell or effect that would heal you, you may choose to have it instead heal one allied creature within 30 ft.
Undying Devotion (Ex): Slipping perilously close to death may be a problem for many others, but for you it is merely a natural part of the state of being. You can act normally below 0 hit points, although you continue to bleed if appropriate, and must be reduced to –30 hit points instead of –10 to die.
Walk Amongst the Dead and the Dying (Su): You have spent many an hour standing among the recently departed. Some you wished to have saved, others you wished had died sooner. You have the ability to change that now. You can perform a small sacrifice over the dead or dying. The cost of the sacrifice is a number of hit dice equal to the affected creature's, and takes a standard action to perform. If the creature was deceased, any wounds or diseases that remain upon the body after death are washed away, returning it to a normal, healthy state. If the creature has been dead for a number of rounds equal or less than your class level, the deceased may attempt a will save vs 20 + the number of rounds dead to return to life with one quarter of its total hit points. If the creature is dying, it is stabilized and will heal one hit point per round until it is above 0 hit points. If the dying creature makes a Will save vs 20 + the number of hit points below 0, it is restored to health with one half of its full hit points.
Inheritance of the Meek (Ex): Those who are pushed to the brink between life and death that you inhabit are often placed there without consent, and you offer them a boon to help them remain upon this side of the transference. Whenever an ally drops below half of their total hit points, if they are within 10 ft. per class level they gain the benefit of all rituals currently affecting the Panegyric. These rituals cannot have effects that grants an ability with uses per hit dice of the sacrifice. If they creatures are healed above half their total hit points, go beyond the distance, or the Panegyric becomes unconscious or dying, the effects of the rituals are lost immediately.
Balancing the Scales (Su): You have learned to spread your sacrifice far and wide, boosting the lifeforce of allies with the costs to your own. When you have less than half your total hit points, whenever you use the Healing Touch class feature, affected creatures gain any excess healing as temporary hit points, up to a maximum of twice your class level. This does not stack with other sources of temporary hit points, or itself, and lasts for one round per class level.
Corruption Turns Inward (Su): Evil is the creature that brings suffering to others, and eviler still those who stand by and do nothing when they could step in to help. As a standard action, you may cancel a single active ritual to cause a single evil or neutral creature within 10' per class level to gain 1 negative level for every six hit dice of the sacrifice of the cancelled ritual. This ability is not an energy drain effect, and as such can even be used on creatures normally immune to energy drain (such as constructs or undead). A Fortitude saving throw (DC 10 + panegyric level + wisdom mod) negates the level drain. If it fails, 24 hrs later the negative level also goes away, but one of the subject’s hit dice (or character levels, as appropriate) is permanently drained.
Rise and Rise Again (Ex): You have spent so much time along the knife edge of life and death that the distinctions have blurred for you, no longer incurring their normal penalties. If you are slain and your corpse is primarily intact (over 80% of the body remains together), you will return to life in the location of your body one day after your death. Dismemberment or other bodily destruction during this time will prevent the revival of your body, and if it is not reconstituted before the day has passed, you pass on normally.
Moment of Justice (Su): Right on the very precipice of dying, there you find your moment of greatest strength. If you are brought below 0 hit points by an enemy creature, you unleash a burst of spiritual energy, healing all your allies within range as if you had used Healing Touch on them. In addition, all allies affected by the healing gain the benefits of your Panegyric Balance class feature (+8 to Armour, Saves, Skills, and DR 16/adamantium) for a number of rounds equal to your class level.
Ritual Empowerment (Su): You have found that the closer you are to death, the more power your sacrifices give to you. Any ritual created that would trigger sacrificial boon or while you are under half your total hit points increases any numeric benefits granted by 50% and grants 50% more uses if applicable. Any ritual created while you have 25% or less of your total hit points increases any numeric benefits by 100% and grants 100% more uses if applicable.
Lifeforce Arisen (Su): The meek and the mild are often those most unable to defend themselves, ill equipped for the war the that the strong would bring upon them. You have seen fit to swing the balance in the other direction. As a standard action, you may cancel a single active ritual to grant all allies within 10' per class level a bonus of +1 per three hit dice of the sacrifice of the cancelled ritual to all rolls. The bonus lasts for one round per hit dice of the cancelled ritual.
Revival (Su): Life has been a cruel master to you, and you have seen much suffering. Your own seems small by comparison, but even a small thing can tip the balance in your favour. Whenever fighting a creature of Challenge Rating greater than or equal to your level and while you are below 3/4 of your hit points, as a standard action you may call upon all others who have fallen before his despicable might. With a sacrifice of hit dice equal to the target's Challenge Rating, you create 1d4 Forgotten Souls (Treat as allips, spectres or wraiths) per hit dice of the sacrifice, adjacent to the targeted creature, or in the nearest available, safe, space. They can take a standard action immediately, and otherwise act on your initiative count in the order. These assault only the targeted creature, and dissipate with a bow of thanks if successful. If lost, they fly apart in shrieks of agony, an immortal soul rent asunder. They remain for one round per hit dice of the sacrifice, and cannot be turned, commanded, or controlled. A creature can only ever be targeted with this ability once.

Stratovarius
2014-09-03, 06:17 AM
Planar Animist

"Serve me, for together we can right many wrongs!"
– Tr'Bon Karlat, Gnome Planar Animist

A Planar Animist looks outward for the answers to his rituals, out into the planes that surround the Prime. There are those that call to him, and in return, he offers sacrifices to them, begging them to come and to serve. And serve they do, enjoying their stint on the Prime. These outsiders also call to the Planar Animist, and he, in the end, learns to join them, wielding their powers as his own.

Becoming a Planar Animist
Almost all Planar Animists begin their adventuring days as martyrs, able to call creatures from other planes, most notably holy celestials. There are those among the martyrs who find that these rituals of summoning are their favoured tool, and they resolve to study and utilize them more. These then are the ones who become planar animists, focusing the might of their ritual utterings on the outer planes.

Table 1: The Planar Animist
Hit Die: d12


Level BAB Ref Fort Will Special Abilities Rituals
–––––––––––––––––––––––––––––––––––––––––––––––––– –––––––––––––––––––––––
1 +0 +0 +0 +2 Planar Rituals –––
2 +1 +0 +0 +3 Bonus Ritual Feat +1 Ritual Level
3 +1 +1 +1 +3 +1 Ritual Level
4 +2 +1 +1 +4 Bonus Ritual Feat +1 Ritual Level
5 +2 +1 +1 +4 Outsider Form +1 Ritual Level

Class skills (2 + Int modifier per level): Concentration, Craft, Diplomacy, Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Knowledge (Rituals), Knowledge (The Planes), Spellcraft, Use Magical Device.

Requirements:
Skills: Knowledge (The Planes) 10.
Rituals: Must have knowledge of at least two summoning rituals.

Class Features
You reach out to the higher planes, focusing on the might that resides within, begging and calling for it to come and assist you in your time of need against the foes who stand against you. There are few among the higher beings who can resist the call.

Rituals Known: The planar animist increases rituals known as if the character had gained a level in their ritual-wielding class at each indicated level.
Planar Rituals (Su): At each level of the planar animist class, the character gains the ability to summon creatures from a designated plane of existence. This plane must have at least one alignment component shared with the planar animist. When performing the ritual, the planar animist chooses a creature type (such as Green Slaad) that is native to one of his (up to five) chosen planes. A creature average for its type appears at the end of the ritual, and serves the planar animist for the full duration. At the end of the Ritual's duration, the creature is returned to its home plane. Should the creature be killed, it reappears on its home plane within one day of its death. Creatures summoned this way are friendly, and will serve the planar animist to the best of their abilities. This ritual lasts for one day per hit dice of the sacrifice, and has a ritual level equal to one half the summoned creature's hit dice, with a maximum summon of 14 hit dice. A creature summoned in this way cannot use a spell-like ability with a spell level higher than the ritual level used to summon it. The Planar Animist chooses one plane that shares an alignment component with him at each class level. This choice is permanent.
Bonus Ritual Feat: These bonus feats must be drawn from the feats noted as ritual feats. The planar animist must still meet all prerequisites for the bonus feat.
Outsider Form (Su): Upon attaining fifth level, whenever a planar animist uses planar ritual to summon a creature, he or she may assume that creature's form, gaining its physical statistics, natural armour, and any Extraordinary or Supernatural abilities. He or she also gains any spell–like ability of spell level 7 or below, and can use these either three times a day, or the creature's normal amount, whichever is less. While in outsider form, the ritual-wielder's race changes to outsider, with all the inherent penalties and benefits. He cannot be banished or dismissed, as he is still on his native plane.

Stratovarius
2014-09-03, 06:18 AM
Quietus

"Join my army of the dead."
– Thranc Nefod, Necropolitan Quietus

Only a few of the most ambitious ritualists go down the even darker path that combines necromancy and ritual sacrifice, and those that do often end up as a quietus, poised over the balance between life and death. Capable of creating an almost limitless array of undead to serve them, and equally willing to sacrifice those servants, a quietus has few who will join with it, and less who approve of its methods.

Becoming a Quietus
The path to becoming a quietus is a long one, and involves more study of the nature of arcane magic than is expected from a ritualist, as well as a fascination with the undead, to the point that a quietus straddles that line, not fully undead but neither fully alive, healed by negative energy like the monsters it creates. His deep study of arcane magic and his love of the undead becomes fused together, and his path takes him to this point, where he merges the two into one seamless whole, death as the quietus's only focus.

Table 1: The Quietus
Hit Die: d6


Level BAB Reflex Fortitude Will Special Abilities Rituals
–––––––––––––––––––––––––––––––––––––––––––––––––– –––––––––––––––––––––––-----------
1 +0 +0 +0 +2 Rituals of Undead Creation –––
2 +1 +0 +0 +3 +1 Ritual Level
3 +1 +1 +1 +3 Rituals of Undead Creation +1 Ritual Level
4 +2 +1 +1 +4 Bloodless Sacrifice ---
5 +2 +1 +1 +4 Rituals of Undead Creation +1 Ritual Level
6 +3 +2 +2 +5 Blood Drained ---
7 +3 +2 +2 +5 Rituals of Undead Creation +1 Ritual Level
8 +4 +2 +2 +6 +1 Ritual Level
9 +4 +3 +3 +6 Rituals of Undead Creation +1 Ritual Level
10 +5 +3 +3 +7 Ceremony of Domination –––

Table 2: Spells Known & Spells Per Day

Level 1st 2nd 3rd 4th 5th 6th 7th 8th
–––––––––––––––––––––––––––––––––––––––––––––
1st - – – – – – – –
2nd 1 - – – – – – –
3rd 2 1 - – – – – –
4th 2 2 1 - – – – –
5th 2 2 2 1 - – – –
6th 2 2 2 2 1 - – –
7th 2 2 2 2 2 1 - –
8th 2 2 2 2 2 2 1 -
9th 2 2 2 2 2 2 2 1
10th 2 2 2 2 2 2 2 2
Class skills (2 + Int modifier per level): Concentration, Craft, Intimidate, Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Knowledge (Rituals), Knowledge (The Planes), Spellcraft, Use Magical Device, Use Rope.

Requirements:
Skills: Knowledge (Arcana) 12.
Feats: Soul Pouch.
Rituals: 3rd level Rituals or above.
Special: Must have been brought below 0 hit points by an undead creature.

Class Features
Undead march to your will, ghosts, ghouls, mummies and shadows, all come to heel at your side. Blood flows in your wake, infecting even your servants, and you dance, revelling in the sacrifice.

Rituals Known: The quietus increases rituals known as if the character had gained a level in the appropriate ritual-using class at each indicated level. If he has more than one, he may choose the one to increase.
Spells: The quietus gains the ability to cast a limited number of spells from the quietus spell list, indicated below. At each new quietus level, he gains one or more new spells, as indicated on table #2. To learn or cast a spell, a quietus must have a charisma score equal to at least ten + the spell level. The difficulty class for a saving throw against a quietus’s spell is ten + the spell level + the quietus’s charisma modifier. These spells are cast as spontaneous arcane spells, as per the sorcerer, and he is subject to arcane spell failure. He does not gain extra spells per day from high charisma.
Spell List: All spells are used at their wizard/sorcerer levels, and, if none, their cleric. animate dead, blight, cause fear, chill touch, command undead, control undead, create undead, create undead, greater, death ward, doom, enervation, false life, fear, gentle repose, ghoul touch, halt undead, harm, inflict critical wounds, inflict critical wounds mass, inflict light wounds, inflict light wounds mass, inflict moderate wounds, inflict moderate wounds mass, inflict serious wounds, inflict serious wounds mass, scare, speak with dead, undeath to death, vampiric touch.
Rituals of Undead Creation (Su): A quietus can use the corpses of those felled in their rituals to create and command undead creatures. The creature used must be a creature previously slain in a ritual, and must meet any requirements for the template being applied or the creature it is to become. Any monster that becomes a creature as opposed to having a template applied is advanced until its hit die in undeath equals its living hit dice. If it does not have enough hit dice to become a standard creature of that entry, or if it does not meet some of the requirements of that template, the ritual fails and the body cannot be used again. To create a sentient undead creature, the slain creature must be sentient as well. At every other level, as indicated on the table, he can select one ritual of undead creation. This does not count as one of the rituals gained for that level. He must also meet any stated requirements for the ritual. A ritual of undead creation has a level equal to one half of the created undead's hit dice. Gold cost and other components of the ritual are as normal for a ritual of their level. A quietus can control undead with a total number of hit dice equal to four times his character level. If he creates an undead that would exceed this limit, that undead is free–willed and not under his control. These rituals do not count against the total hit dice cap, and the creatures created by them are permanent. Undead created by this ability cannot create spawn.

Ritual of Bone Form: The flesh melts away from the body of the sacrifice, revealing the skeleton beneath. That creature gains the skeletal template.
Ritual of Flesh: The flesh rots and congeals around the body of the victim, yet remains attached. That creature gains the zombie template.
Ritual of the King: The sacrifice twists and writhes, the flesh hardening and diminishing, yet losing none of the strength. That creature becomes a ghoul or ghast, depending on the strength of the sacrifice. Any creature with more than three hit dice becomes a ghast.
Ritual of Failed Vows: This ritual requires quietus level three or greater. The dying creature moans, reminded of each and every failing in its life, of times of loss, and of the woe it left behind. That creature becomes a bodak.
Ritual of Body Forgotten: This ritual requires quietus level three or greater. The body of the victim fades away, leaving only the faint outline of the creature behind. That creature becomes an allip.
Ritual of Wrappings: This ritual requires quietus level five or greater. The sacrifice must be clad in funereal wrappings for this ritual. The sacrifice becomes embalmed, the fluids and internal organs falling away, leaving the wrappings to describe the hidden horrors of the creature. That creature becomes a mummy.
Ritual of Hatred: This ritual requires quietus level five or greater. The bound target's form darkens and withers, death taking the vivacity of the creature from it, leaving only a husk behind. That creature becomes a mohrg.
Ritual of Shadow: This ritual requires quietus level five or greater. Shadows gather about the creature, concealing and darkening its form, parting only to reveal that they have consumed the sacrifice. That creature becomes a greater shadow.
Ritual of Pain Remembered: This ritual requires quietus level five or greater. Grim wounds tear into the corpse, peeling away the flesh until all that is left is a partially consumed soul. That creature becomes a spectre.
Ritual of Reborn Hunger: This ritual requires quietus level seven or greater. Bones revived from their temporary slumber reunite, coming together in only a semblance of life. That creature becomes a devourer.
Ritual of Blackened Corpse: This ritual requires quietus level seven or greater. Darkness entangles the body of the dead, writhing and twisting as if coming alive. That creature becomes a nightwing, nightcrawler, or nightwalker.

Bloodless Sacrifice (Ex): The quietus can sacrifice an undead creature (including an undead it has created) in a ritual, in addition to using living creatures. Undead are treated as having sacrificial hit dice equal to half their actual hit dice, due to the already partially consumed lifeforce of the undead.
Blood Drained (Ex): All undead creatures formed through a ritual of undead creation gain the blood drained template, whether they would normally meet the requirements or not.
Ceremony of Domination (Su): All undead creatures within 30' feet per sacrificial hit dice are affected by a control undead spell, with a caster level equal to the sacrificial hit dice. The saving throw against being controlled is ten plus the sacrificial hit dice plus the quietus's charisma modifier. The duration is as normal for a ritual, being one day per sacrificial hit dice.. No matter the number of undead under the quietus's control, this counts as a single sixth level ritual.

Stratovarius
2014-09-03, 06:19 AM
Soul Channeller

"Souls are weapons to be wielded, nothing more."
– Tarranau, Soul Channeller

Perhaps a distant cousin to the lifeweavers, or perhaps reliant upon a new connection between the living, soul channellers have learned how to transmit the energies of dead souls over a distance not achieved by any other wielder of ritual magic. Attacks that require a mere ritualist to step into danger in order to complete can strike from the safety of a nearby cliff or hidden dell, finishing their foes before they have a chance to close with the soul channeller. The soul channeller has even learned how to manipulate the spirit itself, splitting it into fragments in order to strike down more of those who would stand against him. It is a rare gift indeed, and a great one.

Becoming a Soul Channeller
Soul channellers are taken from those who see ritual magic as an offensive tool, a weapon that can be altered and inscribed in ways that allow it to strike many foes, and many foes at range. Most often from the ranks of the ritualist, but sometimes from the ritual warrior or the martyr, they prefer the soul's energies as a weapon as opposed to the transformational rituals that are often the backbone of their colleagues's adventurous skills. It is a strange and terrible thing to kill a creature and let his soul orbit yours, thrusting it forward as a mere dangerous implement in order to strike down a foe, ruining all chances of their peace in the afterlife.

Table 1: The Soul Channeller
Hit Die: d6


Level BAB Reflex Fortitude Will Special Abilities Rituals
–––––––––––––––––––––––––––––––––––––––––––––––––– –––––––––––––––––––––––––––––––––––––––––––––––––– –––
1 +0 +2 +0 +2 A Soul's Distant Touch –––
2 +1 +3 +0 +3 Rituals of Focused Spirit +1 Ritual Level
3 +2 +3 +1 +3 +1 Ritual Level
4 +3 +4 +1 +4 A Soul's Distant Touch, Rituals of Focused Spirit +1 Ritual Level
5 +3 +4 +1 +4 Shrouded in Souls +1 Ritual Level
6 +4 +5 +2 +5 Rituals of Focused Spirit +1 Ritual Level
7 +5 +5 +2 +5 A Soul's Distant Touch +1 Ritual Level
8 +6 +6 +2 +6 Rituals of Focused Spirit +1 Ritual Level
9 +6 +6 +3 +6 Manifested Soul +1 Ritual Level
10 +7 +7 +3 +7 Rituals of Focused Spirit +1 Ritual Level

Class skills (2 + Int modifier per level): Concentration, Craft, Intimidate, Knowledge (Religion), Spellcraft, Use Rope.

Requirements:
Rituals: 2nd level rituals or above.
Feats: Subsume Lifeblood.
Special: Three or more rituals that require a touch attack.
Alignment: Cannot be good.

Class Features
The dead are the weapon of the soul channeller, their souls ripped and reshaped as they writhe, converted into a filtered essence, attuned to a single segment of a foe's nature, destined to grasp it and wrest it from him.

Rituals Known: The soul channeller increases rituals known as if the character had gained a level in the the appropriate ritual-using class at each indicated level. If he has more than one, he may choose the one to increase.
A Soul's Distant Touch (Ex): A soul channeller has learned how to make his rituals reach out, affecting those farther away from him as they travel along soul conduits. These attacks still count as melee touch attacks for effects that would be triggered thereby.

At level one, the soul channeller's melee touch attack rituals become ranged touch attack at a range of 30'.
At level four, this increases to 60'.
At level seven, this increases to 90'.

Rituals of Focused Spirit (Su): These rituals cause spirals of spirit energy to appear around his hands, lashing out to touch the targeted creature when an attacking ritual is used. Only one ritual of focused spirit can affect a single touch attack ritual. The choice of which ritual (or none) to affect the touch attack with happens as the touch attack is being performed. If the touch attack misses, these rituals have no effect. These rituals have a variable level, and the ritual wielder chooses that level before he begins the ritual. He must meet all requirements for the level of a ritual, including being able to perform rituals of that level, sacrificing a creature of the proper hit dice, and so on. The effects of the ritual of focused spirit can only affect a level of ritual equal to or less than the level of the ritual of focused spirit. These rituals count against the total hit dice cap, however, the soul channeller chooses them in addition to his normal rituals, at each even class level.

Ritual of Extended Striking: The soul channeller's rituals increase in range, the black energy at his fists coiling and twisting darkly as it stretches further. The range of his touch attack rituals is doubled.
Ritual of Forked Tongue: The soul channeller's rituals dance as if with life, hopping from one target to the next. The touch attack ritual may strike one additional creature. That creature must be within 15' of the primary target for every hit dice sacrificed to the ritual of forked tongue.
Ritual of Widened Blows: The soul channeller's rituals impact with a blast, striking not only the primary target but all those who would gather to him. It affects an area equal to 5' per two sacrificial hit dice for this ritual.
Ritual of Wretchedness: Siphoning the strength and soul from a creature as it strikes, the soul channeller's ritual sickens the target for one round per sacrificial hit dice for this ritual.
Ritual of Piercing Agony: Punching through the body of the soul channeller's foe like it was so much refuse, his ritual affects all creatures in a line that is 5' wide and 5' high. It is 5' long per two sacrificial hit dice for this ritual.
Ritual of Pain Returned: The soul channeller's ritual strikes an enemy repeatedly, drawing from him all manner of horrible screams and paroxysm. On the round after being struck, if the target fails a fortitude save against ten plus soul channeller level plus the soul channeller's charisma modifier, he is struck again by the ritual.
Ritual of Swift Endings: Strikes from the soul channeller's spiritual energy come fast and furious, driving the foe to his knees. The soul channeller may make a number of ranged touch attacks in a round equal to his normal attacks. This does not grant him additional uses of his touch attack ritual.
Ritual of Caressing Touch: The soul channeller's ritual slithers and slides across his foe as it strikes, entangling him within the bonds of the soul. This entangles the target for one round per sacrificial hit dice for this ritual.
Ritual of Vapours Stolen: The soul channeller strikes with the essence of the damned, siphoning the very soul and lifeblood out of a creature. The target takes 1d6 damage per two sacrificial hit dice used to create this ritual in addition to any normal damage the touch attack ritual might cause.
Ritual of Rent Soul: This ritual can only be taken at level ten. Whenever a creature is struck and killed by a touch attack ritual, the soul channeller may immediately affect himself, and himself only, with one new ritual for which the slain creature qualifies. If this would put him beyond the limit of hit dice allowed at any one time, it fails. There is no gold cost to creating a ritual in this way.

Morphic Ritual (Ex): The soul channeller may change the effect of any one active ritual to that of a melee touch attack ritual. The new ritual must have the same duration and ritual level as the prior ritual, and the soul channeller must have knowledge of the new ritual. If he attempts to change to a ritual that he is already under the effects of, the older of the two rituals fails and is lost. After a ritual has been changed once, it cannot be changed again. The character may do this as many times per day as he wishes. Changing a ritual in this way takes five minutes.
Shrouded in Souls (Ex): Whenever the soul channeller performs a ritual that would grant him a melee touch attack, instead of gaining its normal uses, he may instead create an emanation, centred on him, that is 5' per sacrificial hit dice in diameter. Whenever any creature enters this emanation, they are struck as if by the touch attack ritual. Any single creature can only be affected once. This lasts for the normal duration of the ritual. The soul channeller may only be shrouded in souls by a single ritual at a time.
Manifested Soul (Su): The soul channeller expel a ritual from his body as a full-round action, summoning the creature that was sacrificed to power it. That creature lasts for one round per hit dice of the creature. Every round after the first, the summoned creature rolls a will save against ten plus the soul channeller's level plus the soul channeller's charisma modifier. If it succeeds, it is free willed, but still dies at the conclusion of the duration. It cannot be sacrificed again.
Retributive Ritual (Ex): Whenever the soul channeller is struck by a melee or ranged attack, as an immediate action he may strike back using a melee touch attack ritual, the soul energy lashing out from his hand to attack the one who struck you. This counts as a normal use of his touch attack ritual, and the creature must still be within range of the ritual for it to be affected.

Stratovarius
2014-09-03, 06:20 AM
Martyr Rituals

Level 1 Rituals

Absolve the Weak - Transfer HP damage
Affliction of Gluttony - Sicken target
Burden of Virtue - Transfer negative effects to self
Entwined Knowledge - Share skills
Fettered Mind - Daze or slow creature
Flesh Forged - Natural Armour
Life's Wrappings - Protect ally inside cocoon
Network of Suffering Surrendered - Poison and Disease protection
Shifting Spirit - Teleport enemy
Weaken Flesh - Remove Natural Armour


Level 2 Rituals

Divine Presence, Lesser - Summon outsider
Entwined Bodies - Share physical abilities
Forge Lifebond - Share damage taken
Gift of Anguish - Transfer negative effects to enemy
Healer's Warning - Aware of single ally, condition affecting him
Lift the Mind - Boost mental abilities
Network of Hardened Skin - Sacred AC bonuses
Shackled Thoughts - Slow target
Shadows of Sin - Blind and Deafen
Strengthen the Body - Boost physical abilities


Level 3 Rituals

Call Boon, Lesser - Summon item
Chained Body - Damage creature if it attacks
Entwined Spirits - Share mental abilities
Impregnable Spirit - Fortitude boost, Mettle, Fortification
Network of Life's Gift - Fast Healing for allies
Pinioned - Mental status effects against enemy
Precognitive Awareness - Reflex saves, Evasion
Reflexive Retribution - Return some damage to the attacker
Sacrificial Knowledge - Grant Ritual Knowledge
Unbreakable Body - Will saves, Mettle, Mindblank


Level 4 Rituals

Ability Transfer - Transfer class ability
Entwined Senses - Share vision, senses
Healer's Viewing - Awareness of allies, conditions affecting them
Heavenly Gift - Temp HP, healing, morale bonuses
Momentary Repentance - Dominate Evil
Network of Sheltered Soul - DR/Good
Shelter in my Soul - Store ally in self
Shield of the Soul - Wrap ally in cocoon
Spirit Manacles - Pin creatures together, force shared damage
Woven Tapestry - Heal ally, dazzle enemies


Level 5 Rituals

Call Boon - Summon expensive item
Divine Presence - Summon outsider
Entwined Weaving - Share caster levels
Justice - Force duel
Network of Harm Undone - Elemental Resistance
Sacrificial Knowledge, Greater - Grant Ritual Knowledge
Sorrow's Burden - Shake and Slow target
Spirit Aura - See all living creatures
Spiritual Locus - Word of Recall
Weaver's Life - Transfer damage to enemy, heal ally


Level 6 Rituals

Ascension - Flight, Plane Shift
Bless the Meek - Bonus to attack, damage, armour
Darting Defense - Block physical attacks
Entwined Magic - Transfer spell buffs
Face Thy Punishments - Trap target in sphere
Network of Magic Sundered - Spell resistance
Restitution - Reflect attack to generator
Soul Coffin - Self resurrection
Splintered Soul - Fission, stun target
Swirling Lives - Massive healing


Level 7 Rituals

Call Boon, Greater - Summon artefact
Divine Presence, Greater - Summon outsider
Entwined Lifeforce - Share feats
Judgement - AoE Save or Die
Network of Souls - Share health amongst all allies
Prayer Focus - Invulnerable
Purge Thy Soul - Teleport target to Celestia
Radiance - Sunbeam, AoE blind
Soul's Shards - Trigger many rituals
Trammel the Soul - Save or Die

Stratovarius
2014-09-03, 06:21 AM
Martyr Rituals

Ability Transfer
Level: Martyr 4
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: Two allied creatures
Saving Throw: None

The ritual-wielder gives of his soul to increase another creature's effectiveness. One willing ally loses a single class ability (This cannot be the ability to create Rituals, spells, or similar), which the targeted creature gains.

Absolve the Weak
Level: Martyr 1
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: None

The ritual-wielder takes the wounds of another onto himself. He can affect a creature and absorb all hit point damage the creature has taken, healing that creature fully. The ritual-wielder takes damage equal to half the total healed in this way, and cannot reduce the damage taken in any way. This ritual can be used as a standard action once per hit dice of the sacrifice.

Affliction of Gluttony
Level: Martyr 1
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: None

Tendrils of the sacrifice reach out and touch the target's stomach, causing it to become sickened for one round for each hit dice sacrificed. This ritual can be used as a standard action once per hit dice of the sacrifice.

Ascension
Level: Martyr 6
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One allied creature/3 hit dice of the sacrifice
Saving Throw: None

Small morsels of the ritual-wielder's soul depart his body, affixing themselves to his allies, lifting them into the air. 1 creature per 3 hit dice of the sacrifice can fly, as per the spell. Once per hit dice of the sacrifice, all affected creatures can plane shift, as per the spell, to any good aligned plane. They may also return to the location on the prime material plane they shifted from.

Bless the Meek
Level: Martyr 6
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One allied creature/3 hit dice of the sacrifice
Saving Throw: See text

The ritual-wielder raises up those below him, giving them the means to overthrow their oppressors. 1 creature per 3 hit dice of the sacrifice gains a +1 sacred bonus to armour class, attack and damage rolls, and saves per 2 hit dice of the sacrifice against any monster whose challenge rating is greater than the affected creature's.

Burden of Virtue
Level: Martyr 1
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: None

The ritual-wielder reaches out to touch the target, his hand enveloped in the energies he takes away from the touched creature. All negative effects, spell and otherwise, are transferred to the ritual-wielder, and he takes the full penalty from them. Those conditions must be either ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, immobilized, nauseated, sickened, stunned, or poisoned, or can be one targeted spell effect currently affecting the target with a duration of 1 or more rounds or to cancel a curse affecting the target as the remove curse spell. This ritual can be used as a standard action once per hit dice of the sacrifice.

Call Boon
Level: Martyr 5
Ritual Duration: 1 hour/hit dice of the sacrifice
Range: Personal
Saving Throw: None

The ritual-wielder sends out his spiritual energy, offering a gift of himself in order to ask a boon. In return, he is gifted with a single item up to 50,000 gold pieces in value. If this item leaves his possession, the ritual ends. At the end of the ritual's duration, all effects created from the item disappear, along with the item itself. It may not be an expendable item, or one with charges.

Call Boon, Greater
Level: Martyr 7
Ritual Duration: 1 hour/hit dice of the sacrifice
Range: Personal
Saving Throw: None

As Call Boon, except that the item may be any non-epic item, including minor artefacts, but not major artefacts. Effects created by this item do not end when the ritual does.

Call Boon, Lesser
Level: Martyr 3
Ritual Duration: 1 hour/hit dice of the sacrifice
Range: Personal
Saving Throw: None

As Call Boon, except that the item may be up to 10,000 pieces in value.

Chained Body
Level: Martyr 3
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: None

Barbed chains of spiritual energy reach out and enfold the creature the ritual-wielder indicates. If that creature attempts a melee or ranged attack, it takes damage equal to the hit dice of the sacrifice. This ritual can be used as a standard action once per hit dice of the sacrifice, and the effect lasts for one round per hit dice of the sacrifice. It can only strike a given creature once per round.

Darting Defense
Level: Martyr 6
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: None

A series of small discs made out of force swim into existence around the ritual-wielder (or targeted creature), swirling and spiralling around him. Once per round, he can choose to have a disc block a single physical attack. This is a free action, and must be chosen before he knows the result of the attacker's roll. He receives one disc per hit dice of the sacrifice.

Divine Presence
Level: Martyr 5
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Effect: One summoned creature
Saving Throw: None

A glowing sphere of light appears, and out of it comes a creature of the higher planes, willing and able to serve the ritual-wielder for the sacrifices he has made. This summons a good–aligned outsider from the Summon Monster VI list.

Divine Presence, Lesser
Level: Martyr 2
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Effect: One summoned creature
Saving Throw: None

A glowing sphere of light appears, and out of it comes a creature of the higher planes, willing and able to serve the ritual-wielder for the sacrifices he has made. This summons a good–aligned outsider from the Summon Monster III list.

Divine Presence, Greater
Level: Martyr 7
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Effect: One summoned creature
Saving Throw: None

A glowing sphere of light appears, and out of it comes a creature of the higher planes, willing and able to serve the ritual-wielder for the sacrifices he has made. This summons a good–aligned outsider from the Summon Monster IX list.

Entwined Bodies
Level: Martyr 2
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: Two allied creatures
Saving Throw: None

The ritual-wielder links two creatures together, weaving their lifeforces into an enmeshed knot. The ritual-wielder can be one of the targets of the Entwining, but does not need to be. The two creatures share all of their physical statistics, choosing the highest score for each ability. Should any ability incur negative penalties to one creature, the other entwined creature receives all of those same penalties.

Entwined Knowledge
Level: Martyr 1
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: Two allied creatures
Saving Throw: None

The ritual-wielder links two creatures together, weaving their lifeforces into an enmeshed knot. The ritual-wielder can be one of the targets of the Entwining, but does not need to be. The two creatures affected share all skill ranks, and can use the highest ranks among those entwined. Should any creature incur negative penalties to skills, the other entwined creature receives all of those same penalties.

Entwined Lifeforce
Level: Martyr 7
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: Two allied creatures
Saving Throw: None

The ritual-wielder links two creatures together, weaving their lifeforces into an enmeshed knot. The ritual-wielder can be one of the targets of the Entwining, but does not need to be. The two creatures affected share all feats. The maximum number of feats that can be transferred is equal to one per two hit dice of the sacrifice. Should anything incur negative penalties (including damage) to one creature, the other entwined creature receives all of those same penalties.

Entwined Magic
Level: Martyr 6
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: Two allied creatures
Saving Throw: None

The ritual-wielder links two creatures together, weaving their lifeforces into an enmeshed knot. The ritual-wielder can be one of the targets of the Entwining, but does not need to be. Any spell cast by one entwined creature upon itself also affects the other entwined creature. The highest level of spells transferable is equal to one half hit dice of the sacrifice. Should any spell incur negative penalties (including damage) to one creature, the other entwined creature receives all of those same penalties.

Entwined Senses
Level: Martyr 4
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: Two allied creatures
Saving Throw: None

The ritual-wielder links two creatures together, weaving their lifeforces into an enmeshed knot. The ritual-wielder can be one of the targets of the Entwining, but does not need to be. The two creatures affected share all aspects of their senses, including magical vision, hearing, smell, or touch. They are treated as having Uncanny Dodge if they are within 5' per hit dice of the sacrifice of one another. Should any spell blind, deafen, or incur negative penalties to one creature's vision, the other entwined creature receives all of those same penalties.

Entwined Spirits
Level: Martyr 3
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: Two allied creatures
Saving Throw: None

The ritual-wielder links two creatures together, weaving their lifeforces into an enmeshed knot. The ritual-wielder can be one of the targets of the Entwining, but does not need to be. The two creatures share all of their mental statistics, choosing the highest score for each ability. Should any ability incur negative penalties to one creature, the other entwined creature receives all of those same penalties.

Entwined Weaving
Level: Martyr 5
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: Two allied creatures
Saving Throw: None

The ritual-wielder links two creatures together, weaving their lifeforces into an enmeshed knot. The ritual-wielder can be one of the targets of the Entwining, but does not need to be. Whenever the two creatures cast the same spell during a round, both spells act in all regards as if they had come from the higher level caster. The maximum level of spell that can be affected is equal to one half hit dice of the sacrifice. Should any spell incur negative penalties (including damage) to one creature, the other entwined creature receives all of those same penalties.

Face Thy Punishments
Level: Martyr 6
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: Will negates

A globe of shimmering force encloses a creature, creating a sphere from which it cannot depart. If the creature fails a will save, it is unable to exit the 50' in radius sphere by any means, including teleportation or planar travel for a number of rounds equal to the hit dice of the sacrifice. This ritual can be used as a standard action once per hit dice of the sacrifice.

Fettered Mind
Level: Martyr 1
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: Will negates

The ritual-wielder locks the target away within its own mind, bound in the vestiges of conscience. Evil creatures are dazed, neutral creatures are slowed, and good creatures are unaffected. This ritual can be used as a standard action once per hit dice of the sacrifice.

Flesh Forged
Level: Martyr 1
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: None

The infusion of the ritual-wielder's gift toughens the outer skin of the target, granting him a +1 natural armour bonus for each 2 hit dice sacrificed.

Forge Lifebond
Level: Martyr 2
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: Will negates

An iron chain of spiritual energy (no physical effect) links the ritual-wielder to a targeted creature. If it is hostile, it gains a Will save to negate the effect. If it fails or is willing, all damage to hit points is split evenly among the two creatures, with each taking 1/2 of the total that would normally be applied after all damage resistances are figured in (round up, if necessary). This includes the loss of hit points from creating a sacrifice. This lasts for one day per hit dice of the sacrifice.

Gift of Anguish
Level: Martyr 2
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: None

The ritual-wielder pulls the hurt and anguish out of his friend, holding it to return to that which gave it to him. The ritual-wielder may transfer a single negative status effect from an ally to himself, or from himself to an enemy. This ritual can be used as a standard action once per hit dice of the sacrifice.

Healer's Viewing
Level: Martyr 4
Ritual Duration: 1 day/hit dice of the sacrifice
Range: Personal
Target: One ally/hit dice of the sacrifice
Saving Throw: None

Sometimes the ritual-wielder needs to keep track of comrades who are separated; this ritual allows him to mentally monitor their relative positions and general condition. He is aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. If a subject leaves the plane, or if it dies, the ritual ceases to function for that creature. Once per hit dice of the sacrifice, the ritual-wielder may scry an ally, as per the spell. This always succeeds. Each time he scrys an ally, he may affect the ally with a single beneficial ritual. This ends the scrying effect.

Healer's Warning
Level: Martyr 2
Ritual Duration: 1 day/hit dice of the sacrifice
Range: Personal
Target: One ally/hit dice of the sacrifice
Saving Throw: None

Sometimes the ritual-wielder needs to keep track of comrades who are separated; this ritual allows him to mentally monitor their relative positions and general condition. He is aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. If a subject leaves the plane, or if it dies, the ritual ceases to function for that creature.

Heavenly Gift
Level: Martyr 4
Ritual Duration: 1 day/hit dice of the sacrifice
Range: Personal
Area: 20 ft./hit dice of the sacrifice emanation
Saving Throw: None

The ritual-wielder gives greatly of himself, and all allied creatures within 20' per hit dice of the sacrifice become immune to all diseases, sickness, nausea, poison, and fear. Each creature also receives a +1 morale bonus on attack rolls and Will saves for every 4 hit dice of the sacrifice.

Impregnable Spirit
Level: Martyr 3
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: Will negates

The ritual-wielder's sacrifice flows through the body of the target, stiffening its resolve against all outside effects, granting the target a +1 bonus on Fortitude saves for each hit dice sacrificed. If five hit dice are sacrificed, the target gains Mettle, and if ten hit dice are, Heavy Fortification.

Judgement
Level: Martyr 7
Ritual Duration: 1 day/hit dice of the sacrifice
Range: Personal
Area: 20 ft./hit dice of the sacrifice
Saving Throw: Fortitude negates

The ritual-wielder allows his spirit to reach out to those around him, marking their state of being, and whether it is good or ill. Those who are ill are punished, those who are middling are reprimanded, and those who are good escape punishment. All evil creatures within 20 feet per hit dice of the sacrifice must save or be destroyed, all neutral creatures must save or become dazed for one round, and good creatures need not save. This ritual can be used as a standard action once per hit dice of the sacrifice. This ritual's effects apply to undead, constructs, and other unliving creatures.

Justice
Level: Martyr 5
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: Two creatures
Saving Throw: Fortitude partial, see text

The ritual-wielder separates two creatures from the hordes around them, granting one wronged by the other a benefit in his pursuit of a proper ending to the matter. This ritual affects two creatures, one of whom must have wounded the other in some way. The wounded creature gets a +1 sacred bonus on attack, damage, and armour class for every two hit dice of the sacrifice. This bonus only applies against the creature that wounded it. No other creatures may attack or assist either of the two duellists in any way. Any creature that comes to the aid of either combatant must make a fortitude save or be destroyed (including undead, constructs, summons or other unliving creatures). Creatures that succeed at this fortitude save are paralyzed for one round. This rituals ends when one of the two creatures is dead or has surrendered. If one of the two creatures surrenders and then attempts to attack the other, the attacking creature must make a fortitude save or be destroyed. The aggrieved party gains double the normal benefits of the ritual, and the ritual does not end until one of the two creatures is dead. The ritual-wielder may target the two creatures, activating the duel, at any point during the ritual's duration as a standard action.

Life's Wrappings
Level: Martyr 1
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One ally
Saving Throw: None

The ritual-wielder gestures at a creature within range, sending out tendrils made from his own spirit to wrap the creature, keeping it safe from harm. The wrapping has hardness equal to two times the hit dice of the sacrifice and hit points equal to five times the hit dice of the sacrifice. The subject can still breathe but is otherwise helpless, unable to see outside the wrapping, speak, or take any physical actions. The subject can execute purely mental actions (such as manifesting powers or casting spells with no verbal, somatic, or material components). Cutting or damaging the wrapping can free a victim. The creature within the wrapping is visible only as a vague shape (substantial enough to interrupt line of sight) and cannot be directly harmed or interacted with unless the wrapping is destroyed. The wrapped creature can be moved normally (the weight of the wrapping is negligible). A creature that is wrapped while aloft begins to fall immediately (and takes falling damage, if appropriate), and a creature that is wrapped while swimming or underwater may drown. While inside the wrappings, the creature heals 10 hit points per minute spent in the wrappings. This cannot be used on a hostile creature. The ritual-wielder may target his ally at any point during the ritual's duration as an immediate action. The wrapping lasts for one minute per hit dice of the sacrifice.

Lift the Mind
Level: Martyr 2
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One ally
Saving Throw: None

The targeted creature gains a +1 sacred bonus to his Intelligence, Wisdom, and Charisma for each 2 hit dice sacrificed as the ritual-wielder guides him to a higher state of consciousness.

Momentary Repentance
Level: Martyr 4
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 60 ft.
Target: One creature
Saving Throw: Will negates

The ritual-wielder makes a gaze attack against a creature within 60', using the weight of the target's sins as a vehicle to force a change in the creature's soul. If the creature fails a will save, its alignment changes to good and it is dominated for a number of rounds equal to the hit dice of the sacrifice. The ritual-wielder can do this once per hit dice sacrificed as a standard action. The targeted creature must be evil.

Network of Hardened Skin
Level: Martyr 2
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One allied creature/3 hit dice of the sacrifice
Saving Throw: None

The ritual-wielder grants his allies a thicker skin, his sacrifice wrapping an extra layer of protection around his friends. He cannot affect himself with the positive aspects of this ritual. For every three hit dice of the sacrifice, he can target one willing creature. While this ritual is active, all targeted creatures gain a sacred bonus to AC equal to one–half the hit dice of the sacrifice.

Network of Harm Undone
Level: Martyr 5
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One allied creature/3 hit dice of the sacrifice
Saving Throw: None

The ritual-wielder's spent soul absorbs the energy directed at his friends, a guardian angel protecting them from harm. He cannot affect himself with the positive aspects of this ritual. For every three hit dice of the sacrifice, he can target one willing creature. While this ritual is active, all targeted creatures gains damage resistance to acid, cold, electrical, fire, and sonic energy equal to twice the hit dice of the sacrifice.

Network of Life's Gift
Level: Martyr 3
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One allied creature/3 hit dice of the sacrifice
Saving Throw: None

The ritual-wielder sacrifices himself to imbue a regenerative spirit into those with whom he is allied. He cannot affect himself with the positive regeneration of this ritual. For every three hit dice of the sacrifice, he can target one willing creature. While this ritual is active, all targeted creatures gain 1 point of fast healing for every three hit dice of the sacrifice.

Network of Magic Sundered
Level: Martyr 6
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One allied creature/3 hit dice of the sacrifice
Saving Throw: None

Spells fly at the ritual-wielder's allies, splashing over them, bright bursts of flame that leave them unharmed. Among all of the party, only the ritual-wielder is wounded. Burned, but not dead, he smiles and carries on. He cannot affect himself with the positive aspects of this ritual. For every three hit dice of the sacrifice, he can target one willing creature. While this ritual is active, all targeted creatures gains spell resistance equal to ten + twice the hit dice of the sacrifice.

Network of Sheltered Soul
Level: Martyr 4
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One allied creature/3 hit dice of the sacrifice
Saving Throw: None

The ritual-wielder sacrifices himself to imbue a resistant spirit into those with whom he is allied. He cannot affect himself with the positive aspects of this ritual. For every three hit dice of the sacrifice, he can target one willing creature. While this ritual is active, all targeted creatures gain DR/Good equal to one–half the hit dice of the sacrifice.

Network of Suffering Surrendered
Level: Martyr 1
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One allied creature/3 hit dice of the sacrifice
Saving Throw: None

Diseases and poisons are deadly to many adventurers. To the ritual-wielder, they are another way in which he can gift himself to his friends. He cannot affect himself with the positive aspects of this ritual. For every three hit dice of the sacrifice, he can target one willing creature. While this ritual is active, all targeted creatures that are struck by a disease or poison ability or spell instead transfer that effect to the ritual-wielder, who immediately makes the saving throw versus the effect. If the ritual-wielder is an invalid target for the disease or poison because of such things as race or class abilities, the poison fails to harm him.

Network of Souls
Level: Martyr 7
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One allied creature/3 hit dice of the sacrifice
Saving Throw: None

The ritual-wielder binds together all of his friends and allies, creating a network of life that resists even the toughest of challenges. He cannot affect himself with the positive aspects of this ritual. For every three hit dice of the sacrifice, he can target one willing creature. Whenever any targeted creature is struck for hit point damage, it is split evenly among all creatures affected by this ability.

Pinioned
Level: Martyr 3
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: Will negates, see text

The ritual-wielder batters at the gates of the affected creature's mind, slowly breaking down its resistances. Each round that the creature is under the effect of this ritual, he must save or be affected as follows: 1st round dazed, 2nd round stunned, 3rd round paralysed, 4th round charmed, and 5th round dominated. Once he is dominated, he remains that way for the duration of the ritual. This ritual can be used as a standard action once per hit dice of the sacrifice. If a creature saves at any point against this ritual, he cannot be affected again by the ritual.

Prayer Focus
Level: Martyr 7
Ritual Duration: 1 day/hit dice of the sacrifice
Range: Personal
Saving Throw: None

The ritual-wielder infuses his body with a resilience formed over years of self-sacrifice and denial. He is invulnerable to all attacks, spells, and special abilities, but neither can he attack, use rituals, spells, or special abilities. This benefit lasts for 1 round per hit dice of the sacrifice, and can be activated as a swift action once per hit dice of the sacrifice.

Precognitive Awareness
Level: Martyr 3
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: None

Joining with the ritual-wielder's gift gives the targeted creature a subconscious knowledge of what is about to happen, granting the target a +1 bonus on Reflex saves for each hit dice sacrificed. If five hit dice are sacrificed, the target gains Evasion, and if ten hit dice are, Improved Evasion.

Purge Thy Soul
Level: Martyr 7
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: Will negates

If the target fails a will save, the creature is teleported to the upper planes. Unless the GM devises a specific location and scenario in Celestia, the subject encounters a group of 2d4 planetars every hour he or she spends in heaven (he spends 1 hour per hit dice of the sacrifice). The ritual-wielder can activate this ritual as a standard action once for every hit dice of the sacrifice.

Radiance
Level: Martyr 7
Ritual Duration: 1 day/hit dice of the sacrifice
Range: Personal
Area: 20 ft./hit dice of the sacrifice
Saving Throw: See text

The ritual-wielder freezes his body in order to allow his soul to shine through, channelling its power against all of those who wish him ill. The ritual-wielder may not take an action for the duration of the effect. The blinding light of his soul reaches out into the darkness for 20 feet per hit dice of the sacrifice. Invisible, ethereal, and incorporeal creatures lose the special protections those states grant and may be struck normally. Evil creatures (including undead) must succeed at a Will save or be dazed, nauseated, and paralyzed, as their souls battle against the goodness in the light. Neutral creatures must succeed at a Will save or be sickened and staggered. All evil and neutral creatures must succeed at a Fortitude or be blinded and dazzled. All evil and neutral creatures take 4d6 divine damage every round they are in the area. This damage is tripled against undead creatures. The ritual-wielder may activate this as a standard action once per hit dice of the sacrifice. It lasts for 1 round per hit dice of the sacrifice, and creatures must save each round they are in the area.

Reflexive Retribution
Level: Martyr 3
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: None

Whenever the ritual-wielder or targeted creature is struck by a melee attack, an amount of damage equal to the number of hit dice sacrificed for the ritual is redirected into the attacker. The ritual-wielder or targeted creature takes all damage beyond that returned to the attacker.

Restitution
Level: Martyr 6
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: None

An enemy launches an attack at the targeted creature, which he accepts with open arms, knowing that if he survives the blow, all will be well. Whenever struck by a spell, effect, or attack, if he target creature survives or passes the save, as an immediate action he may cause the attack to rebound on the creator, dealing the same damage or effect to it as was done to the targeted creature. This can be used once per hit dice of the sacrifice.

Sacrificial Knowledge
Level: Martyr 3
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: None

The targeted creature gains the ability to sacrifice itself to power a single first level ritual. That ritual is chosen at the beginning of Sacrificial Knowledge, and must be a ritual that the ritual-wielder knows. The targeted creature retains that ability for one day per hit dice of the sacrifice. He creates this ritual at the same level as the ritual-wielder who created Sacrificial Knowledge.

Sacrificial Knowledge, Greater
Level: Martyr 5
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: None

The targeted creature gains the ability to sacrifice itself to power a single second level ritual. That ritual is chosen at the beginning of Sacrificial Knowledge, and must be a ritual that the ritual-wielder knows. The targeted creature retains that ability for one day per hit dice of the sacrifice. He creates this ritual at the same level as the ritual-wielder who created Sacrificial Knowledge, Greater.

Shackled Thoughts
Level: Martyr 2
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: Will negates

The ritual-wielder induces blocks in the spiritual activity of the target, dulling the interaction with the afflicted creature's body. The afflicted creature may take a standard action or a move action during his round, but not both. His swift action is unaffected, and if he has more than one standard or move action, he only loses one. This ritual can be used as a standard action once per hit dice of the sacrifice, and the effect lasts for 1 round per hit dice of the sacrifice.

Shadows of Sin
Level: Martyr 2
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 60 ft.
Target: One creature
Saving Throw: Will negates

The ritual-wielder makes a gaze attack against a creature within 60', forcing the sins of the creature to swell and form a visible barrier. If the creature fails a Will save, it is blinded and deafened for a number of rounds equal to the hit dice of the sacrifice. This ritual can be used as a standard action once per hit dice of the sacrifice.

Shelter in My Soul
Level: Martyr 4
Ritual Duration: 1 day/hit dice of the sacrifice
Range: Touch
Target: One ally
Saving Throw: None

At the completion of the ritual, the ritual-wielder touches one willing creature, engulfing him in a flickering glow of white lights that builds and swirls, eventually consuming the targeted creature, causing it to disappear entirely. The creature (and all worn and held items it possesses) is stored in an extradimensional space within the soul of the ritual-wielder, and is completely immune to all forms of magic, including divinations. The ritual-wielder must sacrifice a number of hit dice equal to the hit dice of the creature to be hidden. This ritual lasts for one day per hit dice of the sacrifice. When the ritual ends, the ritual is cancelled, or the ritual-wielder dies, the stored creature immediately appears standing in the closest available space to the ritual-wielder, and the creature is dazed one round for every day spent within the ritual-wielder's soul. During his time in the ritual-wielder's soul, he heals at three times the normal natural rate.

Shield of the Soul
Level: Martyr 4
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

As Life's Wrappings, except the Hardness is five times hit dice, the hit points are 15 times hit dice. While inside the wrappings, the creature heals 20 hit point per minute spent in the wrappings, and any ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, immobilized, nauseated, sickened, stunned, or poisoned is removed.

Shifting Spirit
Level: Martyr 1
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: None

The ritual-wielder teleports a single creature 50' per hit dice of the sacrifice in a random direction. This cannot put the creature in an area that would cause it harm upon arrival (this includes over chasms, above lava, or on other places that cannot support it). This ritual can be used as a standard action once per hit dice of the sacrifice. If the creature cannot safely appear at the randomly chosen destination, it appears in the nearest safe square.

Sorrow's Burden
Level: Martyr 5
Ritual Duration: 1 day/hit dice of the sacrifice
Area: 60 ft. cone
Saving Throw: Will negates

The ritual-wielder affects all creatures in a 60' cone, impressing upon them the weight of all his known and unknown sorrows. All creatures who fail a Will save are shaken and slowed for a number of rounds equal to the hit dice of the sacrifice. This ritual can be used as a standard action once per hit dice of the sacrifice.

Soul Coffin
Level: Martyr 6
Ritual Duration: Permanent, see text
Range: Personal
Saving Throw: None

The ritual-wielder creates an intangible block of soul matter that looks like a semi-transparent sarcophagus. Each time he dies, he is resurrected at the coffin one full day later, losing half of his current level's experience points. He is exhausted and shaken, and cannot use any ritual magic for one day each time he is resurrected. He may be resurrected a number of times equal to one half the hit dice of the sacrifice.

Soul's Shards
Level: Martyr 7
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: None

Small fragments of the ritual-wielder's soul spin off from his body, forming a protective barrier around the targeted creature. There is one shard per hit dice of the sacrifice. Each shard, when triggered as a full-round action, activates a single ritual that the ritual-wielder of 3rd level or lower. The activated ritual lasts for one hour per hit dice of the sacrifice, and has a ritual-wielder level and sacrificial hit dice equal to that used to create Soul's Shards.

Spirit Aura
Level: Martyr 5
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: None

The ritual-wielder grants a single willing creature the power to see the aura that surrounds all creatures, peeling away any invisibility, disguises, concealment, or hiding. It even allows vision into the Astral and Ethereal planes.

Spirit Manacles
Level: Martyr 4
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: Two creatures
Saving Throw: None

Binding weaves of spiritual energy entwine two creatures, interlinking their lifeforces. For 1 round per hit dice of the sacrifice, neither creature can move more than 10 feet from one another, and whenever one takes damage, the other takes an equal amount. This ritual can be used once per hit dice of the sacrifice. This ritual can be used as a standard action once per hit dice of the sacrifice.

Spiritual Locus
Level: Martyr 5
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: Two creatures
Saving Throw: None

You bind the soul of two creatures together, letting each come to the aid of the other. Once per hit dice of the sacrifice, either of the two touched creatures may teleport to the other, as per word of recall.

Splintered Soul
Level: Martyr 6
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: Will negates

If the target fails a will save, its soul splinters, crumbling into two equal parts. Treat this as if fission had been manifested on the creature, but instead of two negative levels, the duplicate and the original each function as if they had negative levels equal to half their total hit dice. Both the target creature and the duplicate are stunned for one round. This ritual can be used as a standard action once per hit dice of the sacrifice.

Strengthen the Body
Level: Martyr 2
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: None

The targeted creature gains a +1 bonus to his Strength, Dexterity, and Constitution for each 2 hit dice sacrificed as the ritual-wielder shows him how to achieve a body free from afflictions and wants.

Swirling Lives
Level: Martyr 6
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: See text
Saving Throw: None

The ritual-wielder spins out his life into small globes of pure energy, an offering to all of those around him. Once per round, he can direct a globe to cover an area 30 ft. in radius, centred on the ritual-wielder, in positive energy as a free action. All allied creatures heal 20 hit points of damage, or one negative condition (ability burn, ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fascinated, fatigued, immobilized, level drained, nauseated, petrified, sickened, stunned, or poisoned) of the ritual-wielder's choice. The ritual-wielder receives one globe per hit dice of the sacrifice.

Trammel the Soul
Level: Martyr 7
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: See text

The ritual-wielder drives the creature to its knees for each action it takes against the ritual-wielder or his ally. Each time the affected creature attempts a hostile act against the ritual-wielder or his ally, the creature must make a fortitude save or be destroyed. This ritual can be used as a standard action once per hit dice of the sacrifice, and affects the target creature for one round per hit dice of the sacrifice. This affects creatures that would normally be immune to fortitude saves.

Unbreakable Mind
Level: Martyr 3
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: See text

The mind of the target grows in power, shrugging off effects that before would have clouded its thoughts as the ritual-wielder's sacrifice grants the target a +1 bonus on Will saves for each hit dice sacrificed. If five hit dice are sacrificed, the target gains Mettle for Will saves, and if ten hit dice are, Mindblank.

Weaken Flesh
Level: Martyr 1
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: Fortitude negates

The ritual-wielder steals some of the strength from target, thinning his natural defences and causing the target to take a –1 penalty to natural armour bonus for each hit dice sacrificed. This cannot reduce their natural armour below 0. This ritual can be used as a standard action once per hit dice of the sacrifice.

Weaver's Life
Level: Martyr 5
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature, see text
Saving Throw: Fortitude half

The ritual-wielder can transfer the wounds of one creature to another. The ritual-wielder fully heals an ally within 5 feet per hit dice of the sacrifice. All of the damage healed this way is transffered to a single hostile creature within range. That creature has a fortitude save to halve the damage. This ritual can be used as a standard action once per hit dice of the sacrifice.

Woven Tapestry
Level: Martyr 4
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: Will negates; see text

A field of shimmering lights and glowing spheres surrounds the ritual-wielder. For each hit dice of the sacrifice, one glowing sphere appears. He can launch the spheres at the rate of one a round as a free action, each one either healing 6d8 damage, or dealing 6d8 damage to an undead creature, will save for half. Any hostile creature who approaches within 5' per hit dice of the sacrifice of the ritual-wielder while the field of shimmering lights is active must make a will save or be dazzled.

Stratovarius
2014-09-03, 06:23 AM
Ritual Warrior Rituals

Level 1 Rituals

Breaker - Ignore DR
Brume of Broken Blades - Damage armour, weapons
Hematic Theft - Damage, temp hp
Lunging Cadaver - Block attack
Rush of Blood - Speed boost
Skills of the Fallen - Gain skills
Slithering Soul - Cloud Mind
Soul Counter - Gain AoOs
Transfer Resistance - Gain resistance
Striker's Gift - Damage boost


Level 2 Rituals

Anguish and Agony - Retaliation when struck
Bloodseeking Blade - Keen, Wounding weapon
Evacuting Touch - Damage will saves
Grasping Hands - Turn corpse into ally
Halo Strike - AoE damage
Hematic Burst - Ability Damage
Hematic Shield - Immune to blood affecting
Rush of Blood, Greater - Speed, Attack boost
Speed of the Fallen - Gain movement types
Weapon of Blood - Life Leech


Level 3 Rituals

Bone Web - Trap enemy in bone lattice
Boneform Gear - Create arms and armour
Bound Soul Blade - Enhance weapon
Cadaver Column - Turn corpse into ally
Feats of the Fallen - Gain feat
Flesh of the Fallen - Immune to disease and poison
Permeable Ward - Damage resistance, penalty
Scything Bane - Retaliation Aura
Seeping Spirit - Damage aura
Siphon Spirit - Ability damage


Level 4 Rituals

Blood Coffin - Trap enemy in coffin, Save or Die
Fear Ward - Retaliate, shake enemy
Finality - Deal half hp in damage
Flesh Lance - Piercing Line attack
Leeching Aura - Steal HP in AoE
Size of the Fallen - Change size
Soul Siphon - Level drain
Transfer Resistance, Greater - Gain all resistance types
Withered Rose - Damage over Time, nausea


Level 5 Rituals

Blood Aflame - Fast Healing
Blood Dancer - Chain attacks
Death Ripple - AoE Save or Die
Disfiguring Death - Kill creature, AoE damage
Hematic Burst, Greater - Ability damage
Ritual Held - Animate Dead
Sympathetic Pain - AoE shaken
Vitality Leech - Temp HP

Stratovarius
2014-09-03, 06:24 AM
Ritual Warrior Rituals

Please note that the Ritualist also has access to some of these rituals, but they are duplicated in Ritualist Rituals

Anguish and Agony
Level: Ritual Warrior 2
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

You have warded yourself against the strikes of others, promising them a bitter return on all that they do. Whenever you are struck in melee by a creature, you deal them 1d6 damage and grant a –1 attack penalty that lasts for one round in response. The attack penalty granted by this ritual does not stack with itself. This ritual only affects living creatures.

Blood Aflame
Level: Ritual Warrior 5
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

The ritual-wielder feels his blood quicken, rushing to repair any injury that occurs, closing wounds that would kill a lesser man in mere minutes. The ritual-wielder gains Fast Healing equal to the hit dice of the sacrifice.

Blood Coffin
Level: Ritual Warrior 4
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: Fort negates

You entrap your foes, leaving them writhing and in agony inside a coffin of living blood that saps their life away. Once per hit dice of the sacrifice, as a standard action that requires a melee touch attack that grants a Fortitude save vs 10 + hit dice of the sacrifice + ritual warrior's intelligence modifier, you enfold the target within a coffin of flesh and bone that has hardness of 8 and hit points equal to 20 per hit dice of the sacrifice. The first round that they are trapped within, the creature loses one third of its current hit points and is fatigued. The second round, it loses another one third of its hit points and is exhausted. The third round, it loses the final third and dies. If the coffin is shattered, the creature is freed, but his hit points are still lost. A creature inside the coffin can only attack with light weapons or natural attacks against the walls of the coffin. This does not work on non–living creatures.

Blood Dancer
Level: Ritual Warrior 5
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

You have learned to make the blood of enemies call out to you, pulling you towards it for a brief moment. Once per hit dice of the sacrifice, as a standard action, you may strike a foe you are in melee range of, and then teleport to a foe of your choice within 5' per hit dice of the sacrifice. You make a single melee attack against that foe and teleport on to the next creature within 5' per hit dice of the sacrifice of you until all foes within range have been attacked once. You end your turn in melee range of the last target you struck. If you miss an attack or cannot arrive in melee range of the next creature, the chain is broken and your round is over. You gain a +2 bonus on attacks made during the Blood Dance.

Bloodform Champion
Level: Ritual Warrior 5
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

The ritual-wielder clothes himself in armour and weapons formed from the blood of the sacrifice. These items continually bleed, giving anyone trying to track the ritual-wielder a +10 bonus on their checks, except in rain or another condition that would wipe the trail clean. He gains proficiency with all martial weapons and all armours. When this ritual is completed, he must choose 1 suit of armour and either 1 two handed weapon, or a one handed weapon and shield. If it is a ranged weapon, it creates an unlimited supply of ammo. All items have a +1 Enhancement bonus to Armour Class, or Attack and Damage, for every 3 hit dice of the sacrifice. The ritual-wielder increases his size category by one (his gear growing to match), as well as increasing his BAB to match his character level. Finally, the ritual-wielder gains fast healing equal to half the hit dice of the sacrifice.

Bloodseeking Blade
Level: Ritual Warrior 2
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

The weapon the ritual-wielder uses to make the sacrifice drips blood after it is pulled from the sacrifice's body, and continues to do so for the duration of the ritual. That weapons becomes keen (or other appropriate property that doubles the threat range), and gains the wounding enhancement. Each time it strikes causes a fountain of blood to spray from the wound.

Bloodseeking Blade, Greater
Level: Ritual Warrior 5
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

The weapon the ritual-wielder uses to make the sacrifice drips blood after it is pulled from the sacrifice's body, and continues to do so for the duration of the ritual. That weapons becomes keen (or other appropriate property that doubles the threat range), and gains both the wounding and Coup De Grace enhancements. Each time it strikes causes a fountain of blood to spray from the wound.

Bolstered Blood
Level: Ritual Warrior 2
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

The ritual-wielder becomes more able to shrug off the effects of spells and heavy blows. If the sacrifice has 1–3 hit dice, he gains light fortification, moderate for 4–6 hit dice, and heavy for 7+ hit dice. He also gains a +1 bonus to all saving throws for every two hit dice of the sacrifice.

Bone Web
Level: Ritual Warrior 3
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

The ritual-wielder rips the bones from the flesh of a corpse, transforming it into an awful spectacle entrapping those beneath. Once per hit dice of the sacrifice, as a standard action that requires touching the corpse of a creature, the ritual-wielder creates a dome of bone that engulfs a single creature and has hardness of 8 and hit points equal to 20 per hit dice of the sacrifice. It is a semi–open lattice and creatures with reach weapons can strike in or out at a –4 penalty, although the creature inside also receives partial cover. Every round that he remains within the bone cage, the creature takes 2d4 damage as thorns growing from the bone walls pierce his flesh. If the creature attempts any action, it takes 4d4 damage that round. If the dome is shattered, the creature is freed. A creature inside the dome can only attack with light weapons or natural attacks against the walls of the dome. This web lasts for 1 round/hit dice of the sacrifice.

Boneform Gear
Level: Ritual Warrior 3
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

The ritual-wielder pulls the skeletal structure out of the sacrifice, warping and altering the bones to create a set of gear. When this ritual is completed, the ritual-wielder must choose 1 suit of armour and either 1 two handed weapon, or a one handed weapon and shield, or two light one–handed weapons. If it is a ranged weapon, it comes with 1d6 rounds of ammunition per hit dice of the sacrifice. All items have a +1 Enhancement bonus to Armour Class, or Attack and Damage, for every 3 hit dice of the sacrifice. The ritual-wielder is automatically proficient in the weapon, but only the boneform weapon, not every weapon of the type.

Bound Soul Blade
Level: Ritual Warrior 3
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

The ritual-wielder twists and contorts the soul of the sacrifice, imbuing it into his weapon. His weapon gains a single enhancement (without charges), such as Shocking Burst or Bane, with a maximum enhancement possible of +1 per three hit dice of the sacrifice. This does not allow him to exceed the +10 overall cap for enhancements on the weapon.

Breaker
Level: Ritual Warrior 1
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

When the ritual-wielder sacrifices a creature for this ritual, he intuitively understands the physiology that made it tough and strong, and the ways to overcome it. He ignores all damage resistance that has a component equal to that of the sacrificed creature. Thus, if he sacrificed a creature with damage resistance 5/cold iron and evil, he would ignore all damage resistance that is either cold iron, evil, or cold iron and evil. He does not ignore damage resistance such as 5/cold iron and good, or 5/adamantium and evil.

Brume of Broken Blades
Level: Ritual Warrior 1
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: Reflex negates

Once per sacrificial hit dice, the ritual-wielder can touch a target's armour or weapon. If successfully struck, a blood coloured haze surrounds it, eating away at the strength and integrity of the item. The wielder of the item gets a reflex save to resist. If he fails, the base damage or armour class of the item is reduced to zero. This effect lasts for 1 round per sacrificial hit dice.

Cadaver Column
Level: Ritual Warrior 3
Ritual Duration: Permanent
Saving Throw: None

The ritual-wielder calls to life the body of a dead foe, transforming it into a frightful pillar of labyrinthian flesh. Once per hit dice of the sacrifice, as a swift action that requires touching the corpse of a creature, the ritual-wielder may create a Cadaver Column (http://www.minmaxboards.com/index.php?topic=12871.0) out of a corpse.

Death Ripple
Level: Ritual Warrior 5
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: Fort negates

Death is a sympathetic force, and will try and snuff out all life around it. The ritual-wielder has learned to take advantage of that propensity, and uses it to create waves that roll over and engulf his enemies. Whenever the ritual-wielder creates a ritual with his Finishing Strike class feature, creatures within 10' of the killed creature must make a Fortitude saving throw versus 10 + the hit dice of the sacrifice (for Death Ripple) + his intelligence modifier or perish.

Disfiguring Death
Level: Ritual Warrior 5
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: Fort negates; reflex half; see text

The ritual-wielder forces a vicious and unstoppable process upon a creature, watching its face churn in agony before dying in a spray of bone and bile. Once per hit dice of the sacrifice, as a standard action that requires a melee touch attack that grants a Fortitude save vs 10 + hit dice of the sacrifice + ritual-wielder's intelligence modifier, he inflicts a terrible end upon the chosen creature. The touched creature's bones and organs grind and misshape themselves, killing the creature. Immediately afterwards, the dead creature's bones erupt in a visceral spray, dealing 1d4 damage per hit dice of the dead creature in a cone that is 5' long per hit dice of the creature. This has a reflex save for half equal to 10 + dead creature's hit dice. The cone originates at the creature killed, pointed directly away from the ritual-wielder.

Evacuating Touch
Level: Ritual Warrior 2
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

Many is the time that had the ritual-wielder's target only been slightly weaker in his mental fortitude, he would have broken and run before the ritual-wielder's overwhelming prowess and fearsome appearance. Once per hit dice of the sacrifice as a standard action, the ritual-wielder can force base animal impulses into the creature touched, granting it a +2 bonus to Strength and Constitution, but causing a penalty to all saves equal to one-half the hit dice of the sacrifice.

Fear Ward
Level: Ritual Warrior 4
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: Will negates

The ritual-wielder's very appearance, covered in grime and matted with the blood of enemy and ally alike, strikes fear into those who come into close contact with him. Whenever a creature strikes the ritual-wielder in melee, the creature must make a will save vs 10 + the sacrifice's hit dice + the ritual-wielder's intelligence modifier or become shaken for one round. If a creature activates this ability more than once in a round, they advance to panicked and then cowering.

Feats of the Fallen
Level: Ritual Warrior 3
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

The ritual-wielder wrenches at the mind of the sacrifice, drawing forth knowledge of a specific ability that wretch has. For the duration of the ritual, he gains use of one feat that the sacrifice possessed. He does not need to meet the requirements of the feat.

Finality
Level: Ritual Warrior 4
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: Fort negates

Whenever the ritual-wielder kills a creature and activates a ritual with his Finishing Strike class ability, one creature (within 5' per hit dice of the slain creature) must make a fortitude saving throw vs 10 + sacrifice hit dice (for Finality) + the ritual-wielder's intelligence modifier, or lose one half of its current hit points. If there is more than one legal target, the ritual-wielder chooses which must save.

Flesh Lance
Level: Ritual Warrior 4
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

Once per hit dice of the sacrifice, as a standard action, the ritual-wielder can recall the flesh and bone that made up the carcass of the sacrifice, and project that in a vicious attack that deals 3d6 damage per hit dice of the sacrifice in a piercing line 10' long per hit dice of the sacrifice.

Flesh of the Fallen
Level: Ritual Warrior 3
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

The ritual-wielder walls himself within the flesh of the sacrifice, creating a thick barrier over his body that wards off some of the damage from mundane attacks. He gains DR 1/magic for every two hit dice of the sacrifice. In addition, he gains fast healing 1 for every two hit dice of the sacrifice, but it only affects him at or below one-half his full normal hit points.

Grasping Hands
Level: Ritual Warrior 2
Ritual Duration: Permanent
Saving Throw: None

The ritual-wielder forces a tiny piece of life back into a corpse, creating a pathetic mongrel that lies upon the ground in wait for foes. Once per hit dice of the sacrifice, as a swift action that requires touching the corpse of a creature, he may create a Starving Carcass (http://www.minmaxboards.com/index.php?topic=12872.0) out of the corpse.

Halo Strike
Level: Ritual Warrior 2
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

Whenever the ritual-wielder kills a creature and activates a ritual with his Finishing Strike class ability, all adjacent creatures to the target (within 5') take any damage in excess of that needed to kill the target. Thus, if he strikes a creature for 20 damage when 10 would kill it, all creatures adjacent to the killed creature take 10 damage.

Hematic Burst
Level: Ritual Warrior 2
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

Once per hit dice of the sacrifice, the ritual-wielder can touch a living target. That creature has blood burst from his body, causing two points of Constitution damage and 1d6 damage per hit dice of the sacrifice.

Hematic Burst, Greater
Level: Ritual Warrior 5
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

Once per hit dice of the sacrifice, the ritual-wielder can touch a living target. That creature has blood burst from his body, causing three points of Constitution damage and 2d6 damage per hit dice of the sacrifice.

Hematic Shield
Level: Ritual Warrior 2
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

The ritual-wielder's blood thickens and slows within his body, becoming harder than the flesh that surrounds it, forming a second set of bones within his body. He can no longer bleed to death below 0 hit points. Any physical or elemental damage he takes does not take effect until the end of his next turn, and the total amount is reduced by one half the hit dice of the sacrifice.

Hematic Theft
Level: Ritual Warrior 1
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

Once per hit dice of the sacrifice, the ritual-wielder can melee touch attack a living target. That creature has blood burst from his body and fly into the ritual-wielder, damaging the target 1d6 per 2 hit dice of the sacrifice (minimum of 1d6). The ritual-wielder gains these hit points as temporary hit points.

Impermeable Ward
Level: Ritual Warrior 3
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

The ritual-wielder has attuned himself to a single source of damage. He takes one–half less damage from a single chosen physical damage type (slashing, piercing, or bludgeoning).

Leeching Aura
Level: Ritual Warrior 4
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

Any creature approaching the ritual-wielder, within 5' per hit dice of the creature sacrificed for this ritual, loses 1 hit point per hit dice of the sacrifice. These hitpoints are transferred to the ritual-wielder, who is healed the same amount. This loss occurs each time a creature enters the aura. The ritual-wielder can designate creatures that he does not leech from.

Lunging Cadaver
Level: Ritual Warrior 1
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

The ritual-wielder has learned that foes often run in fear when their allies rise and oppose their former friends. Once per hit dice of the sacrifice as an immediate action the ritual-wielder may touch a corpse, causing it to leap in front of a single blow that attempts to strike him. He must do this before the result of the attack roll is known.

Ritual-Held
Level: Ritual Warrior 5
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

The ritual-wielder has learned that even the dead and the dying can be briefly forced into action, as his mastery of souls shows itself in a new and terrifying way. Whenever he kills a creature in battle, instead of using it to fuel a ritual, he may instead force it to animate under his control for a number of rounds equal to one half the hit dice of the sacrifice (for Ritual-Held). The creature is healed to its full hit points, but any abilities that were expended remain so. It dies at the end of the duration, and cannot be used for any ritual magic abilities. Only a True Resurrection or Miracle spell will return it to life.

Rush of Blood
Level: Ritual Warrior 1
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

The blood of the sacrifice sinks into the muscles of the ritual-wielder, granting him a 5' per hit dice of the sacrifice enhancement bonus to movement as it bolsters and strengths the connections, allowing him to move and recover far more quickly. This also grants the ritual-wielder the skill to charge without having to move in a straight line. He also gains a +1 bonus to initiative for every two hit dice of the sacrifice.

Rush of Blood, Greater
Level: Ritual Warrior 2
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

In addition to the benefits granted by Rush of Blood, the speed boost transfers to the ritual-wielder's arms, allowing him to make one extra attack during a full attack action at his highest attack bonus.

Scything Bane
Level: Ritual Warrior 3
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

The ritual-wielder has learned to wrap the ethereal remains of the sacrificed creature around him, granting a barrier that is unseen but deadly. Whenever he is struck in melee, all enemy creatures within 10' of him take 1d4 damage per hit dice of the sacrifice. This ability can be activated a number of times equal to the hit dice of the sacrifice, after which the ritual ends.

Seeping Spirit
Level: Ritual Warrior 3
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

The ritual-wielder has forced the sacrifice's soul to become a thief, a drain and a harm to all of those around him. All enemy creatures within 5' per hit dice of the sacrifice of the ritual-wielder lose life equal to one half the hit dice of the sacrifice every round.

Siphon Spirit
Level: Ritual Warrior 3
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

The soul of the sacrifice wraps itself around the hand of the ritual-wielder, allowing him to make a touch attack expending that life force. Once per hit dice of the sacrifice, the ritual-wielder can touch a living target. That creature takes one point of ability damage per 2 hit dice of the sacrifice to a single ability of the ritual-wielder's choice.

Size of the Fallen
Level: Ritual Warrior 4
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

The ritual-wielder marks himself with the blood of the sacrifice, his body shuddering and stretching to adjust himself to the size of the fallen creature. He gains all bonuses and penalties of that size. All of his gear adjusts with the change.

Skills of the Fallen
Level: Ritual Warrior 1
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

Diving into the soul and blood, the ritual-wielder siphons off knowledge of how things are done, giving him the ability to make skill checks as if he possessed the sacrificed creature's skill ranks. He can choose to use his own ranks if they are higher.

Slithering Soul
Level: Ritual Warrior 1
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: Will negates

Little can be more frightening for a foe than to be struck, and then see the creature that struck it disappear, invisible to its eyes. While this ritual is active, on the ritual-wielder's first successful strike in combat each round, the struck target must make a will save versus 10 + hit dice of the sacrifice + ritual warrior's intelligence modifier, or see the ritual-wielder disappear as per the cloud mind psionic power. This disappearance lasts for one round.

Soul Counter
Level: Ritual Warrior 1
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

The spirit that he has taken from the sacrificed creature grants the ritual-wielder a greater insight into the openings that appear around him, allowing him to strike more decisively. He gains two attacks of opportunity per hit dice of the sacrifice, and can use these at a rate of one per round. He may only use attacks of opportunity from this source when he has expended all other uses of attacks of opportunity. This attack is made at the ritual-wielder's highest attack bonus and is otherwise treated normally.

Soul Siphon
Level: Ritual Warrior 4
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

The ritual-wielder reaches out, his hand sinking below the skin of the target, drawing out the very essence, gifting it to the ritual-wielder. Once per sacrificial hit dice, the ritual-wielder can make a melee touch attack against a living target. That creature is level drained for one level per four sacrificial hit dice, and the ritual-wielder gains five temporary hitpoints for each level drained in this way. The levels remain lost for the duration of the ritual. When all uses have been expended, the ritual ends. If a creature is slain by the negative levels, it rises as a free-willed wight.

Speed of the Fallen
Level: Ritual Warrior 2
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

As the geyser of blood from the dying sacrifice washes over him, the ritual-wielder's body changes and warps, taking on aspects of the dying creature, giving him access to all natural movement modes of the sacrifice. He moves exactly as if he were that creature, including any penalties in certain environments.

Striker's Gift
Level: Ritual Warrior 1
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

Whenever the ritual-wielder kills a creature, for one minute his attacks deal 1d6 bonus damage for every two hit dice of the creature slain. The newest instance of Striker's Gift being activated takes precedence over preceding cases.

Sympathetic Pain
Level: Ritual Warrior 5
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: Will negates

Even the mere appearance of the pain that the ritual-wielder can inflict causes repercussions among enemies. All enemy creatures within 5' per hit dice of the sacrifice of a creature struck by Cowing Prowess must make a will saving throw vs 10 + hit dice of the sacrifice + the ritual-wielder's intelligence modifier or be struck with wracking pains that act as if shaken. take damage equal to that of the creature struck.

Transfer Resistance
Level: Ritual Warrior 1
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

As the ritual-wielder performs the sacrifice, the vital fluids flow out of the sacrifice and into the ritual-wielder, toughening and strengthening his ability to shrug off damage. The ritual-wielder gains one damage reduction or energy resistance property of the sacrifice.

Transfer Resistance, Greater
Level: Ritual Warrior 4
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

As the ritual-wielder performs the sacrifice, the vital fluids flow out of the sacrifice and into the ritual-wielder, toughening and strengthening his ability to shrug off damage. The ritual-wielder gains all damage reduction and energy resistance properties of the sacrifice.

Vitality Leech
Level: Ritual Warrior 5
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

Whenever the ritual-wielder kills a creature and activates a ritual with his Finishing Strike class ability, he gains a number of temporary hit points equal to one half of the killed creature's total at full hit points.

Weapon of Blood
Level: Ritual Warrior 2
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

The weapon the ritual-wielder uses to make the sacrifice glows a dull, sullen red as it is pulled from the sacrifice's body. For the duration of the ritual, whenever it damages an opponent, the ritual-wielder is healed 1 hit point per point of damage dealt, up to 1 hit point per hit dice of the sacrifice. He does not heal damage if his attack deals non-lethal damage, such as when attacking a creature that has the regeneration ability.

Withered Rose
Level: Ritual Warrior 4
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: Fortitude negates

The ritual-wielder's touch leaves a burning mark upon the body of his foe, a mark that disappears inside within a moment and begins to chew upon their innards. Once per hit dice of the sacrifice, as a standard action that requires a melee touch attack that grants a Fortitude save vs 10 + hit dice of the sacrifice + the ritual-wielder's intelligence modifier, he may strike a creature with a blood curse. Each round that they are under the effect of the blood curse they take 2d6 damage. The blood curse lasts one round per hit dice of the sacrifice. For the first two rounds, they are sickened as the curse begins to work, and on the third round and every round thereafter, they are nauseated.

Stratovarius
2014-09-03, 06:25 AM
Ritualist Rituals

Level 1 Rituals

Bloodstone - Create grenade
Boneform Item - Create basic items
Brume of Broken Blades - Damage armour, weapons
Dazzling Fetor - Dazzling mists
Hematic Theft - Temp HP and damage
Rush of Blood - Improve speed
Sap Strength - Fatigue targets
Shroud Self, Minor - Minor stat boosts
Skills of the Fallen - Gain skills
Streaked Countenance - Intimidate
Tangle of Blood - Entangle, harm target
Transfer Resistance - Gain resistance of sacrifice


Level 2 Rituals

Blood Calls to Blood - Scrying
Bloodforce, Lesser - Dominate Sacrifice
Bloodseeking Blade - Keen, Wounding weapon
Bloodspell - Draw spells from sacrified creature
Bolstered Blood - Energy Resistance
Hematic Burst - Con and HP Damage
Linked Lifeforce - Temp HP
Rotten Miasma - Sickening Cloud
Speed of the Fallen - Gain movement modes
Weapon of Blood - Lifesteal Weapon


Level 3 Rituals

Barrier of Blood - Physical DR
Bloodwalk - Teleport
Boneform Gear - Create arms and armour
Feats of the Fallen - Gain feat
Flesh of the Fallen - Immune to disease and poison
Fog of Lost Souls - Fear cloud
Rush of Blood, Greater - Speed and extra attacks
Sickness in the Body - Inflict diseases
Siphon Spirit - Ability Damage
Stolen Knowledge - Gain knowledge
Stolen Spirit - Spell Turning


Level 4 Rituals

Bloodforce - Dominate Sacrifice
Bloodmist - Become deadly cloud
Leeching Aura - Damage and temp HP
Shattering Sphere - Remove damage resistance
Shroud Self - Alter Self
Size of the Fallen - Change size
Soul Siphon - Level drain
Subsume Essence - Gain SLA
Transfer Resistance, Greater - Gain all resistances of sacrifice


Level 5 Rituals

Barrier of Blood, Greater - Physical DR
Blood Aflame - Fast Healing
Blood Rain - Summon blood storm
Bloodform Champion - Summon armour and weapons
Bloodseeking Blade, Greater - Keen, wounding, coup de grace weapon
Bloodspell, Greater - Draw spells from sacrified creature
Extract Essence - Gain a temporary level
Flood of Life - Gain temporary HP and Con
Forgotten Heritage - Polymorph self
Hematic Burst, Greater - Con and HP damage


Level 6 Rituals

Blood Wall - Create wall
Bloodforce, Mass - Create Swarms
Body of Blood - Polymorph self
Despoiling Miasma - Burning, acidic, cloud
Frozen Terror - AoE Paralysis
Rite of Immortality - Prevent aging
Shatterspirit - Save or Die
Silted Water - Poison area
Stolen Knowledge, Greater - Gain knowledge
Stolen Spirit, Greater - Greater Spell Turning


Level 7 Rituals

Blooded Land - Sympathy spell
Bloodforce, Greater - Dominate Sacrifice
Damn the Soul - Send enemy to hell
Fall of Lifeblood - Storm of negative energy
Ingest Soul - Gain extraordinary quality
Lifeblood Shield - Absorb, deal, damage
Repel Kinfolk - Protect against creature type
Rotten Flesh Fortress - Build fortress
Soul Portal - Planar travel
Storm of Silent Shadows - Level drain fog

Stratovarius
2014-09-03, 06:26 AM
Ritualist Rituals

Please note that the Ritual Warrior also has access to some of these rituals, but they are duplicated in Ritual Warrior Rituals

Barrier of Blood
Level: Ritualist 3
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: Fortitude negates; see text

As the sacrifice ends, the blood of the victim whirls up and around the ritual-wielder, coating and protecting him from damage. The ritual-wielder gains DR X/- against all physical damage equal to one-half the sacrificial hit dice. As a standard action, the ritual-wielder can cause the blood to lash out, dealing 1d6 acid damage per sacrificial hit dice with a successful ranged touch attack. The affected creature must make a fortitude save or be sickened for one round. If the ritual-wielder attacks with the ritual, he loses the damage reduction provided until the beginning of the next turn. The range of the attack is 10' per sacrificial hit dice.

Barrier of Blood, Greater
Level: Ritualist 5
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: Fortitude negates; see text

As the sacrifice ends, the blood of the victim whirls up and around the ritual-wielder, coating and protecting him from damage. The ritual-wielder gains DR X/- against all physical damage equal to the sacrificial hit dice. As a standard action, the ritual-wielder can cause the blood to lash out, dealing 2d6 acid damage per sacrificial hit dice with a successful ranged touch attack. The affected creature must make a fortitude save or be nauseated for one round. If the ritual-wielder attacks with the ritual, he loses the damage reduction provided until the beginning of the next turn. The range of the attack is 10' per sacrificial hit dice.

Blood Aflame
Level: Ritualist 5
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

The ritual-wielder feels his blood quicken, rushing to repair any injury that occurs, closing wounds that would kill a lesser man in mere minutes. The ritual-wielder gains fast healing equal to one-fourth the sacrificial hit dice, rounded down.

Blood Calls to Blood
Level: Ritualist 2
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

As the ritual-wielder performs the ritual, the blood spirals out of the victim's body, shaping itself into an ornate, red mirror. In that mirror the ritual-wielder can scry, as per the spell, any creature to whom the sacrifice was related by blood ties. The vision lasts for 1 minute per sacrificial hit dice, and then the mirror collapses to the ground. The ritual-wielder is considered familiar with the target. This can be performed once per day of the ritual, and the caster level of the spell is equal to the sacrificial hit dice.

Blood Rain
Level: Ritualist 5
Ritual Duration: 10 minutes/sacrificial hit dice
Range: Two mile radius
Saving Throw: None

Red clouds appear above ritual-wielder as a twister reaches down to touch the sacrifice, pulling his flesh and blood up into the clouds. One round after the sacrifice is carried off, the clouds spread out and begin pouring down a rain of blood, coating the ground and any creature within a two mile radius, centred on the ritual location. All creatures in the area are affected as if by the sleet storm spell, while those are coated in the blood for two consecutive rounds are afflicted with the shakes disease. This ritual lasts for 10 minutes per sacrificial hit dice.

Blood Wall
Level: Ritualist 6
Ritual Duration: 1 day/sacrificial hit dice
Range: 100 ft./sacrificial hit dice
Saving Throw: Will negates

The ritual-wielder creates a wall out of the flesh and blood of the sacrifice. For every sacrificial hit dice, a ten foot wide, one foot thick, and ten foot tall section of wall is formed. Each five foot square of the wall has seventy hit points per foot of thickness and hardness five. A section of wall whose hit points drop to zero is breached. Any who approach within ten feet of the wall are affected as if by a symbol of insanity spell, at a caster level equal to the sacrificial hit dice.

Blooded Land
Level: Ritualist 7
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: Will negates

As the ritual-wielder performs the sacrifice, the blood spirals out, forming a design on the ground before fading into the earth. This blood symbol acts as per the sympathy spell, except that any creature matching the alignment of the sacrifice is attracted.

Bloodforce
Level: Ritualist 4
Ritual Duration: 1 day/sacrificial hit dice
Range: Sacrifice
Saving Throw: None

The ritual-wielder pulls the life force out of the victim, twisting and turning it to work to his will, a creature of pure malevolent blood. This ritual transforms the sacrifice into a willing slave under your control. The sacrifice acquires the hematic template and remains under the ritual-wielder's control for 1 day per sacrificial hit dice, after which time the sacrifice dies. This ritual cannot affect a creature with hit dice greater than ten.

Bloodforce, Greater
Level: Ritualist 7
Ritual Duration: 1 day/sacrificial hit dice
Range: Sacrifice
Saving Throw: None

As per Bloodforce, except that the ritual can be used on creatures of any hit dice.

Bloodforce, Lesser
Level: Ritualist 2
Ritual Duration: 1 day/sacrificial hit dice
Range: Sacrifice
Saving Throw: None

As per Bloodforce, except that the ritual can be used on creatures of five hit dice or less.

Bloodforce, Mass
Level: Ritualist 6
Ritual Duration: 1 day/sacrificial hit dice
Range: Sacrifice
Saving Throw: None

The ritual-wielder pulls tiny motes of blood out of the sacrifice, giving each and every one a malevolent purpose. This ritual creates one hemic swarm per four sacrificial hit dice. The spawn die at the conclusion of the ritual's duration, as do the parents. If any spawn are created, they are under the ritual-wielder's control, just as their parents.

Bloodform Champion
Level: Ritualist 5
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

The ritual-wielder clothes himself in armour and weapons formed from the blood of the sacrifice. These items continually bleed, giving anyone trying to track the ritual-wielder a +10 bonus on their checks, except in rain or another condition that would wipe the trail clean. He gains proficiency with all martial weapons and all armours. When this ritual is completed, he must choose 1 suit of armour and either 1 two handed weapon, or a one handed weapon and shield. If it is a ranged weapon, it creates an unlimited supply of ammo. All items have a +1 Enhancement bonus to Armour Class, or Attack and Damage, for every 3 hit dice of the sacrifice. The ritual-wielder increases his size category by one (his gear growing to match), as well as increasing his BAB to match his character level. Finally, the ritual-wielder gains fast healing equal to half the hit dice of the sacrifice.

Bloodmist
Level: Ritualist 4
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Effect: Fog spreads in 10-ft. radius, 10-ft. high
Saving Throw: Fortitude half

Much like the vampires, the ritual-wielder finds solace as a vampiric cloud, siphoning the life from all of those inside. The ritual-wielder reshapes himself into a reddened mist that acts in all ways other than those described here like the gaseous form spell with a caster level equal to the sacrificial hit dice. All enemy creatures within the cloud take damage equal to the sacrificial hit dice for each round they are within the cloud, with a fortitude save for half, and the ritual-wielder heals one-half the amount of damage dealt. Non-living creatures are unaffected. The ritual-wielder can return to his normal form (or to mist form) as a full-round action at any point during the ritual's duration.

Bloodseeking Blade
Level: Ritualist 2
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

The weapon the ritual-wielder uses to make the sacrifice drips blood after it is pulled from the sacrifice's body, and continues to do so for the duration of the ritual. That weapons becomes keen (or other appropriate property that doubles the threat range), and gains the wounding enhancement. Each time it strikes causes a fountain of blood to spray from the wound.

Bloodseeking Blade, Greater
Level: Ritualist 5
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

The weapon the ritual-wielder uses to make the sacrifice drips blood after it is pulled from the sacrifice's body, and continues to do so for the duration of the ritual. That weapons becomes keen (or other appropriate property that doubles the threat range), and gains both the wounding and Coup De Grace enhancements. Each time it strikes causes a fountain of blood to spray from the wound.

Bloodspell
Level: Ritualist 2
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

The ritual-wielder siphons knowledge from the sacrificed creature, gaining the ability to wield magic. If the sacrifice had levels in a spellcasting class, the ritual-wielder can choose one spell of a level equal to or lower than his highest ritual known. That spell must have been prepared and unused or known (for spontaneous casters) by the sacrificed caster at the time of death. He can then cast that spell once per day of the ritual's duration as a spell-like ability at a caster level equal to the sacrificed creature's.

Bloodspell, Greater
Level: Ritualist 5
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

The ritual-wielder siphons knowledge from the sacrificed creature, gaining the ability to wield magic. If the sacrifice had levels in a spellcasting class, the ritual-wielder can choose one spell of each level equal to or lower than his highest ritual known. That spell must have been prepared and unused or known (for spontaneous casters) by the sacrificed caster at the time of death. He can then cast these spells once per day of the ritual's duration as a spell-like ability at a caster level equal to the sacrificed creature's.

Bloodstone
Level: Ritualist 1
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal; see text
Saving Throw: None

The ritual-wielder reaches in and pulls a small, hard stone out of the sacrifice's body, formed of minerals taken from their blood. This can be used in two ways: thrown as a grenade that deals 1d6 damage per sacrificial hit dice in a burst 5' wide per two sacrificial hit dice, ending the ritual, or it can be used as a phial of transference, lesser, but if used in this way, it lasts only one day per sacrificial hit dice.

Bloodwalk
Level: Ritualist 3
Ritual Duration: Instantaneous
Range: See text
Saving Throw: None

Blood can step between, calling out to another crimson source. The ritual-wielder merely knows how to link those two together. He lists the direction and distance that he wants to travel, and steps into the sacrifice as a final blow, killing it. The sacrifice must be his size or greater for this to work. The ritual-wielder arrives within a 1d20 mile radius of his stated destination, stepping out of a single living creature of his size or greater (if there are none in the area, this ritual fails) and appearing next to it. The creature is surprised but otherwise unharmed. This does not allow him to cross planar boundaries.

Body of Blood
Level: Ritualist 6
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

The ritual-wielder clothes himself in the body and blood of the sacrifice, taking on that creature's supernatural abilities, natural weapons, BAB and physical ability statistics. He appears as a member of that race, but crimson in colour. Any gear that cannot be wielded by the new form merges into the ritual-wielder's body and is inoperative until the ritual's effects are ended. This cannot increase his BAB above his character level.

Bolstered Blood
Level: Ritualist 2
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

The ritual-wielder becomes more able to shrug off the effects of spells and heavy blows. If the sacrifice has 1–3 hit dice, he gains light fortification, moderate for 4–6 hit dice, and heavy for 7+ hit dice. He also gains a +1 bonus to all saving throws for every two hit dice of the sacrifice.

Boneform Item
Level: Ritualist 1
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Effect: One object
Saving Throw: None

The ritual-wielder pulls the skeletal structure out of the sacrifice, forcing the bones into a small, easily held shape. With a standard action, he can command the bones to reshape themselves into one non-magical, non-consumable item. The item cannot be of a size greater than the creature from which it came. The bones can be reshaped once per sacrificial hit dice. When the ritual-wielder attempts to shape them for the last time, the bones crumble into dust. If they reach the end of the ritual duration, the bones crumble into dust.

Boneform Gear
Level: Ritualist 3
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

The ritual-wielder pulls the skeletal structure out of the sacrifice, warping and altering the bones to create a set of gear. When this ritual is completed, the ritual-wielder must choose 1 suit of armour and either 1 two handed weapon, or a one handed weapon and shield, or two light one–handed weapons. If it is a ranged weapon, it comes with 1d6 rounds of ammunition per hit dice of the sacrifice. All items have a +1 Enhancement bonus to Armour Class, or Attack and Damage, for every 3 hit dice of the sacrifice. The ritual-wielder is automatically proficient in the weapon, but only the boneform weapon, not every weapon of the type.

Brume of Broken Blades
Level: Ritualist 1
Ritual Duration: 1 day/sacrificial hit dice
Range: Touch
Target: One weapon
Saving Throw: Reflex negates

Once per sacrificial hit dice, the ritual-wielder can touch a target's armour or weapon. If successfully struck, a blood coloured haze surrounds it, eating away at the strength and integrity of the item. The wielder of the item gets a reflex save to resist. If he fails, the base damage or armour class of the item is reduced to zero. This effect lasts for 1 round per sacrificial hit dice.

Damn the Soul
Level: Ritualist 7
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: Fortitude negates

The ritual-wielder curses the soul of the sacrifice, using it as a weapon to judge his enemies, finding them guilty and banishing their lifeforce. Once per sacrificial hit dice, the ritual-wielder can touch a target. That target must make a fortitude save or be cursed with Damnation (http://www.d20srd.org/srd/epic/spells/damnation.htm), as per the epic spell, except that the creature can return from banishment as soon as possible, and the save DC is as normal for a ritual.

Dazzling Fetor
Level: Ritualist 1
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal; see text
Effect: Fog spreads in area; see text
Saving Throw: None

Light sparkles as it passes through the mists that bleed outward from the ritual-wielder, a thin tint of blood catching the light and springing it free into rainbow colours. The fetor acts as per the Obscuring Mist spell with a caster level equal to the sacrificial hit dice, except as follows. Any creature within the area of the fetor must succeed at a fortitude save each round that he is in the cloud or become dazzled for one round. If dispersed, the cloud reforms after one hour.

Despoiling Miasma
Level: Ritualist 6
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Effect: Fog spreads in area; see text
Saving Throw: Fortitude half

A thick, dark fog follows the ritual-wielder, a cloud that rolls along the ground around him, eating at the ground and anything in it. The miasma is 5' per sacrificial hit dice in radius, and the same in height. In addition to slowing creatures down and obscuring sight as per Solid Fog, the miasma eats at the ground and the flesh of anyone but the ritual-wielder, dealing them 2d6 acid and 2d6 fire damage per round as the burning acid grasps and rips at the flesh of those caught within. A fortitude save halves the damage.

Extract Essence
Level: Ritualist 5
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

The ritual-wielder pulls the very soul out of a creature, ingesting it and gaining strength from the slain sacrifice. The ritual-wielder gains one bonus hit dice (d6), the commensurate number of temporary hit points (apply the ritual-wielder’s constitution modifier, if any), a +1 competence bonus on attack rolls, and a +1 competence bonus to his ritual-wielder level for every two hit dice of the sacrifice. The bonus hit dice count as regular hit dice for determining the effect of spells or abilities that are hit dice dependant.

Fall of Lifeblood
Level: Ritualist 7
Ritual Duration: 10 minutes/sacrificial hit dice
Range: 1 mile radius/sacrificial hit dice
Saving Throw: None

Clouds darken and dull, turning a thick red as they fill with dirty, putrid lifeblood. One round after the sacrifice is completed, the clouds spread out and begin pouring down a rain of blood, coating the ground and any creature within 1 mile per sacrificial hit dice, centred on the ritual location. Each creature is affect as if by the Sleet Storm spell, with a caster level equal to the sacrificial hit dice, while those coated in the blood for two consecutive rounds are drained for one negative level for every two sacrificial hit dice. This drain only happens once to each creature affected by the ritual. Creatures that die from the energy drain rise as permanent self–controlled wights. This ritual lasts for 10 minutes per sacrificial hit dice.

Feats of the Fallen
Level: Ritualist 3
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

The ritual-wielder wrenches at the mind of the sacrifice, drawing forth knowledge of a specific ability that wretch has. For the duration of the ritual, he gains use of one feat that the sacrifice possessed. He does not need to meet the requirements of the feat.

Flesh of the Fallen
Level: Ritualist 3
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

The ritual-wielder walls himself within the flesh of the sacrifice, creating a thick barrier over his body that wards off some of the damage from mundane attacks. He gains DR 1/magic for every two hit dice of the sacrifice. In addition, he gains fast healing 1 for every two hit dice of the sacrifice, but it only affects him at or below one-half his full normal hit points.

Flood of Life
Level: Ritualist 5
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

The ritual-wielder sucks the blood from the dying sacrifice, imbibing its vitality and lifeforce. The ritual-wielder gains temporary hit points equal to the sacrifice's maximum hit points (what it would have when fully healthy), and gains the sacrifice's constitution score, if greater than the ritual-wielder's.

Fog of Lost Souls
Level: Ritualist 3
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Effect: Fog spreads in area; see text
Saving Throw: Will negates; see text

A red fog spreads out from the ritual-wielder in an area that is 5' per sacrificial hit dice in width, and the same in height. It follows him as he moves about, and whispers and fleeting shapes are seen and heard within it, tearing at the minds of those who enter. In addition to acting as per the Solid Fog spell, each round a creature is within the fog, it must make a Will save or be afflicted by fear. The affected creatures are shaken. The fear is permanent while inside the fog, and lasts for one round per sacrificial hit dice after they exit the cloud. The ritual-wielder is immune to the effects of this ritual, but his allies are not. The fear generated by this ritual stacks with itself if creatures continue to fail will saves.

Forgotten Heritage
Level: Ritualist 5
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

The ritual-wielder so completely subsumes himself into the lifeblood of the sacrifice that he becomes that creature. All gear stops functioning and merges into the body of the ritual-wielder. Spells and rituals continue to function as normal. For the duration of the ritual, treat the ritual-wielder as if he is the sacrifice's monster manual (or other appropriate source) entry, as he fully becomes that creature, except that he retains his own mental scores. He cannot perform rituals while in this form.

Frozen Terror
Level: Ritualist 6
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Area: 5-ft.-radius per sacrificial hit dice emanation
Saving Throw: Will negates

The soul of the sacrifice wraps itself around the ritual-wielder, screaming out its anguish at any creature that comes close. Any creature that comes within 5' per hit dice of the ritual-wielder must make a will save or be paralysed for one round per sacrificial hit dice. Each round that they are paralysed, creatures receive a new save to try and break free. Creatures immune to mind effects are immune to the paralysis. If a creature remains within the area, they must continue to make will saves.

Hematic Burst
Level: Ritualist 2
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

Once per hit dice of the sacrifice, the ritual-wielder can touch a living target. That creature has blood burst from his body, causing two points of Constitution damage and 1d6 damage per hit dice of the sacrifice.

Hematic Burst, Greater
Level: Ritualist 5
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

Once per hit dice of the sacrifice, the ritual-wielder can touch a living target. That creature has blood burst from his body, causing three points of Constitution damage and 2d6 damage per hit dice of the sacrifice.

Hematic Theft
Level: Ritualist 1
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

Once per hit dice of the sacrifice, the ritual-wielder can melee touch attack a living target. That creature has blood burst from his body and fly into the ritual-wielder, damaging the target 1d6 per 2 hit dice of the sacrifice (minimum of 1d6). The ritual-wielder gains these hit points as temporary hit points.

Ingest Soul
Level: Ritualist 7
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

The very core of the sacrifice drains into the ritual-wielder, granting him one extraordinary quality from the deceased creature.

Leeching Aura
Level: Ritualist 4
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Area: 5-ft.-radius per sacrificial hit dice emanation
Saving Throw: Fortitude negates

Any creature approaching the ritual-wielder, within 5' per sacrificial hit dice, loses one hit point per sacrificial hit dice. These hitpoints are transferred to the ritual-wielder, who is healed the same amount. All creatures affected by this aura are granted a fortitude save to negate the damage. This loss occurs each time a creature enters the area. The ritual-wielder can designate creatures that are unaffected as a free action.

Lifeblood Shield
Level: Ritualist 7
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

The body and soul of the sacrifice wrap around the ritual-wielder, protecting and absorbing any damage, keeping the energy fresh and ready to use against another target. Once a ritual-wielder has created this ritual, he or she can absorb, store, and redirect the energy contained in any physical attack. The ritual-wielder absorbs (and does not take) two points per sacrificial hit dice of each separate slashing, bludgeoning, and piercing attack made against him or her, saving it for later. A ritual-wielder can absorb up to twenty points per sacrificial hit dice points of damage in this fashion; however, if the stored damage is not discharged prior to reaching the limit, the ritual automatically discharges, dealing all the stored damage to the character. The ritual-wielder keeps track of the number of points of damage he or she has absorbed (the ritual-wielder doesn’t have to keep track of the type of damage). At any time during the ritual's duration, the ritual-wielder can make a melee touch attack against another creature or object. If successful, the ritual-wielder deals the target some or all (ritual-wielder's choice) of the points of damage he or she has stored. The damage delivered is considered bludgeoning damage. A ritual-wielder can absorb and discharge damage any number of times during the ritual's duration, so long as the ritual-wielder doesn’t absorb more than twenty points per sacrificial hit dice points at a time. When the ritual expires, any stored damage the ritual-wielder has not redirected is discharged into the ritual-wielder .

Linked Lifeforce
Level: Ritualist 2
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

The ritual-wielder binds his lifeforce to that of the sacrifice, siphoning all existing life out of the creature. The ritual-wielder gains temporary hit points equal to the creatures maximum hit points.

Repel Kinfolk
Level: Ritualist 7
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

The lifeblood of the sacrifice creates a barrier against all kin of the sacrifice. The ritual-wielder surrounds himself with a ward against the creature type of the sacrifice. Any creature of the specified type cannot attack, cast spells at, or touch the warded ritual-wielder. The protection ends if the warded ritual-wielder makes an attack against or intentionally moves to within 5' of a creature of the specified type.

Rite of Immortality
Level: Ritualist 6
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

As the sacrifice is killed at the end of the ritual and the ritual-wielder anoints himself, the lifeblood of the sacrifice flows into the ritual-wielder. The ritual-wielder becomes immune to any effect that would change his age category. As a swift action, he may become invulnerable to all damage or effects for one round. He may do this a total number of rounds equal to the hit dice of the sacrifice.

Rotten Flesh Fortress
Level: Ritualist 7
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Effect: One building
Saving Throw: Fortitude negates; see text

This ritual creates a small fortress at the location of the sacrifice. The structure has a square base of 120 ft. per side, and is 25 ft. tall. The ritual-wielder can choose to arrange the interior in whatever manner he chooses. All of the walls are made from the flesh of the sacrifice, its body distending and grossly expanding to fit the needs of the building. Each five foot square of the wall has seventy hit points per foot of thickness and hardness five. Any enemy who looks upon the fortress must succeed at a Fortitude save or be nauseated for one round per sacrificial hit dice. Succeeding negates the need to roll again against this fortress. If an enemy is within the fortress, they must make this saving throw every round, regardless of success or failure.

Rotten Miasma
Level: Ritualist 2
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Effect: Fog spreads in area; see text
Saving Throw: Fortitude negates; see text

A dull light mist follows the ritual-wielder, and out of it comes the sickly sweet smell of rotting corpses and decaying flesh. The miasma acts as per the Fog Cloud spell with a caster level equal to the sacrificial hit dice, except as follows. Any creature within the area of the miasma must succeed at a fortitude save each round that he is in the cloud or become sickened for one round. If dispersed, the cloud reforms after one hour.

Rush of Blood
Level: Ritualist 1
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

The blood of the sacrifice sinks into the muscles of the ritual-wielder, granting him a 5' per hit dice of the sacrifice enhancement bonus to movement as it bolsters and strengths the connections, allowing him to move and recover far more quickly. This also grants the ritual-wielder the skill to charge without having to move in a straight line. He also gains a +1 bonus to initiative for every two hit dice of the sacrifice.

Rush of Blood, Greater
Level: Ritualist 3
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

In addition to the benefits granted by Rush of Blood, the speed boost transfers to the ritual-wielder's arms, allowing him to make one extra attack during a full attack action at his highest attack bonus.

Sap Strength
Level: Ritualist 1
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Area: 5-ft.-radius per sacrificial hit dice emanation
Saving Throw: Fortitude negates

Any enemy creature entering the radius of the emanation must make a fortitude saving through or become fatigued for one round for each hit dice sacrificed. Any creature who makes the save becomes immune to this effect for 1 hour.

Shattering Sphere
Level: Ritualist 4
Ritual Duration: 1 round/sacrificial hit dice
Range: Personal
Area: 5-ft.-radius per sacrificial hit dice emanation
Saving Throw: None

The soul of the sacrifice carves a path through the resistance of foes, opening them up to wounds and injuries. All enemy creatures within 5' per sacrificial hit dice of the ritual-wielder lose one point of damage reduction and spell resistance per sacrificial hit dice. As soon as they leave the area, the damage reduction and spell resistance returns to normal.

Shatterspirit
Level: Ritualist 6
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: Fortitude negates

The very soul of the sacrifice wraps itself around the hand of the ritual-wielder, allowing him to make a melee touch attack expending that life force. Once per sacrificial hit dice, the ritual-wielder can make a melee touch attack against a living target. That target must make a fortitude save or die from the impact of another lifeforce striking it. When all uses have been expended, the ritual ends.

Shroud Self
Level: Ritualist 4
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

When the ritual-wielder performs this sacrificial rite, his form twists and changes, taking on aspects of the sacrificed creature. He gains the benefits of the creature's three physical statistics, as well having his BAB increase to the sacrifice's (if this would grant an increase), and gaining all of the victim's natural attacks, if it possesses any. This cannot increase the ritual-wielder's BAB above his character level.

Shroud Self, Minor
Level: Ritualist 1
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

When the ritual-wielder performs this sacrificial rite, his form twists and changes, taking on aspects of the sacrificed creature. He gains the benefits of one of the creature's three physical statistics, and the victim's primary natural attack.

Sickness in the Body
Level: Ritualist 3
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: Fortitude negates; see text

The ritual-wielder force a series of diseases into the afflicted creature's body, cursing him with sickness and ill health. Once per sacrificial hit dice, the ritual-wielder may make a melee touch attack against a creature, causing its body to shake and crumble. If the struck creature fails a fortitude save, it is nauseated and staggered, and takes a penalty on all fortitude and reflex saves of -1 per two hit dice of the sacrifice.

Silted Water
Level: Ritualist 6
Ritual Duration: 1 week/sacrificial hit dice
Range: Personal
Area: See text
Saving Throw: Fortitude negates; see text

The sacrifice bleeds from every pore, his blood draining down into the land, seeking out the nearby water sources and infecting them. Anyone drinking the affected water is afflicted with blinding sickness. The saving throw to resist this disease is as per normal for a ritual. This ritual affects one square mile per sacrificial hit dice and lasts for one week per sacrificial hit dice. It can be countered by casting one Neutralize Poison spell per square mile affected. These spells must be cast at the original location of the ritual.

Siphon Spirit
Level: Ritualist 3
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

The soul of the sacrifice wraps itself around the hand of the ritual-wielder, allowing him to make a touch attack expending that life force. Once per hit dice of the sacrifice, the ritual-wielder can touch a living target. That creature takes one point of ability damage per 2 hit dice of the sacrifice to a single ability of the ritual-wielder's choice.

Size of the Fallen
Level: Ritualist 4
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

The ritual-wielder marks himself with the blood of the sacrifice, his body shuddering and stretching to adjust himself to the size of the fallen creature. He gains all bonuses and penalties of that size. All of the ritual-wielder's gear adjusts with the change.

Skills of the Fallen
Level: Ritualist 1
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

Diving into the soul and blood, the ritual-wielder siphons off knowledge of how things are done, giving him the ability to make skill checks as if he possessed the sacrificed creature's skill ranks. He can choose to use his own ranks if they are higher.

Soul Portal
Level: Ritualist 7
Ritual Duration: 1 hour/sacrificial hit dice
Range: Personal
Effect: One planar gate
Saving Throw: Fortitude negates

This ritual tears open a portal (functionally equivalent to the planar travel ability of the Gate spell, except where stated here) to a plane linked to the sacrifice. The plane and the sacrifice must share the same alignment traits, or be considered the home plane of the creature. This portal is held open for one hour per sacrificial hit dice, and cannot be closed by any normal means. The ritual-wielder can end the ritual as normal, however, thus closing the gate.

Soul Siphon
Level: Ritualist 4
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

The ritual-wielder reaches out, his hand sinking below the skin of the target, drawing out the very essence, gifting it to the ritual-wielder. Once per sacrificial hit dice, the ritual-wielder can make a melee touch attack against a living target. That creature is level drained for one level per four sacrificial hit dice, and the ritual-wielder gains five temporary hitpoints for each level drained in this way. The levels remain lost for the duration of the ritual. When all uses have been expended, the ritual ends. If a creature is slain by the negative levels, it rises as a free-willed wight.

Speed of the Fallen
Level: Ritualist 2
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

As the geyser of blood from the dying sacrifice washes over him, the ritual-wielder's body changes and warps, taking on aspects of the dying creature, giving him access to all inherent movement modes of the sacrifice. He moves exactly as if he were that creature, including any penalties in certain environments.

Stolen Knowledge
Level: Ritualist 3
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

The ritual-wielder searches the mind of the sacrifice as it dies, divesting it of its entire life history, and storing that knowledge in a corner of his mind. Once per hit dice of the sacrifice as a full round action, the ritual-wielder can target a single creature that he can see, and determine its name, race, alignment, and character class, and general estimate of its level or Hit Dice: low (5 HD or lower), medium (6 to 11 HD), high (12 to 20 HD), very high (21 HD to 40 HD), or deific (41 HD or higher).

Stolen Knowledge, Greater
Level: Ritualist 6
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

The ritual-wielder searches the mind of the sacrifice as it dies, divesting it of its entire life history, and storing that knowledge in a corner of his mind. Once per hit dice of the sacrifice as a ten minute action, the ritual-wielder can target a single creature that he has met before, and determine its name, race, alignment, and character class, a general estimate of its level or Hit Dice: low (5 HD or lower), medium (6 to 11 HD), high (12 to 20 HD), very high (21 HD to 40 HD), or deific (41 HD or higher) and its location (including place of residence, town, country, world, and plane of existence).

Stolen Spirit
Level: Ritualist 3
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

The ritual-wielder is surrounded by a shield made from the blood and spirit of the sacrifice. This spirit acts as Spell Turning, except it affects two spell levels per sacrificial hit dice. Once all sacrificial hit dice have been expended absorbing spell levels, this ritual ends.

Stolen Spirit, Greater
Level: Ritualist 6
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

The ritual-wielder is surrounded by a shield made from the blood and spirit of the sacrifice. This spirit acts as Spell Turning, except it affects four spell levels per sacrificial hit dice. Once all sacrificial hit dice have been expended absorbing spell levels, this ritual ends.

Storm of Silent Shadows
Level: Ritualist 7
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Effect: Fog spreads in area; see text
Saving Throw: Fortitude negates; see text

A dull red fog spreads out from the ritual-wielder in an area that is 100' per sacrificial hit dice in radius, and the same in height. It pulses with the beating of his heart, glowing brighter red as it pumps. It follows him as he moves. The cloud is silent but for the droplets of blood that continually fall from it, leaving the ground over which it has passed red and wet. Creatures within the cloud feel diminished, as if the story and power of their life retreats away from them, pulled toward the centre of the cloud. In addition to acting as per a Solid Fog spell with a caster level equal to the sacrificial hit dice, each round a creature other than the ritual-wielder is within the fog, it must make a fortitude save or be energy drained for one level. Each failed save causes them to lose another level. If a creature is slain by the negative levels, it rises as a free-willed wight.

Streaked Countenance
Level: Ritualist 1
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: See text

The ritual-wielder marks himself with leavings taken from the body of the sacrifice, strange whorls that cover his face. He gains a +1 bonus to intimidate for each sacrificial hit dice. He may choose to expend the ritual in a single attack against a foe. If the total sacrificial hit dice is six or below, this creates a Fear spell that affects a single creature. If the total sacrificial hit dice is seven or above, this creates a Phantasmal Killer spell. The caster level for these spells is equal to the sacrificial hit dice. Using this effect ends the ritual.

Subsume Essence
Level: Ritualist 4
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

The writhing tentacles of sacrificial blood the ritual-wielder draws on himself imbue him with a power stolen from the creature whose blood he wears. He gains one spell-like ability that the sacrificed creature possessed, and can use it as many times per day as the creature could. The spell level of the spell-like ability cannot be higher than the highest ritual level the ritual-wielder knows, nor can it be greater in level than the sacrificial hit dice.

Tangle of Blood
Level: Ritualist 1
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal; see text
Saving Throw: Reflex negates

Once per sacrificial hit dice, the ritual-wielder can make a touch attack against an opponent. If successful, the target is entangled for one round for each hit dice sacrificed. They also take 1d4 points of damage per round, as the entangling blood slowly rasps against their form.

Transfer Resistance
Level: Ritualist 1
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

As the ritual-wielder performs the sacrifice, the vital fluids flow out of the sacrifice and into the ritual-wielder, toughening and strengthening his ability to shrug off damage. The ritual-wielder gains one damage reduction or energy resistance property of the sacrifice.

Transfer Resistance, Greater
Level: Ritualist 4
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

As the ritual-wielder performs the sacrifice, the vital fluids flow out of the sacrifice and into the ritual-wielder, toughening and strengthening his ability to shrug off damage. The ritual-wielder gains all damage reduction and energy resistance properties of the sacrifice.

Weapon of Blood
Level: Ritualist 2
Ritual Duration: 1 day/sacrificial hit dice
Range: Touch
Target: One weapon
Saving Throw: None

The weapon the ritual-wielder uses to make the sacrifice glows a dull, sullen red as it is pulled from the sacrifice's body. For the duration of the ritual, whenever it damages an opponent, the ritual-wielder is healed 1 hit point per point of damage dealt, up to 1 hit point per hit dice of the sacrifice. He does not heal damage if his attack deals non-lethal damage, such as when attacking a creature that has the regeneration ability.

Stratovarius
2014-09-03, 06:28 AM
Feats

Where gold is mentioned, it is in relation to the variant Monetary Sacrifice

Ritual Feats

Blood and Blade [Ritual]
Prerequisites: Ritual Weapon
Benefit: When you successfully complete a ritual using a ritual weapon, you gain a bonus equal to one half the ritual's level to attack and damage if wielding the weapon used to complete the ritual. The bonuses last for the duration of the ritual. If you let go of the weapon for any reason, those benefits are lost.

Burn Essence [Ritual]
Prerequisites: None
Benefit: Instead of sacrificing a creature to perform a ritual, the ritual-wielder may instead burn one point of Constitution per hit dice required for the ritual. The ability burn cannot be magically or magically healed – it goes away only through natural healing.

Chosen Sacrifice [Ritual]
Prerequisites: Able to use 2nd level rituals.
Benefit: You have chosen a single creature type as suitable for sacrifice, and use them as your chosen victims. Pick a single creature type (such as aberrations or monstrous humanoids). When sacrificing a creature of the chosen type, treat it as one hit dice higher than it actually is. This allows a creature with 2 hit dice to be sacrificed in a 3rd level Ritual, but all costs are treated as if the creature was 3 hit dice. All other creature types are treated as one hit dice lower than they actually are.

Conjoined Ritual [Ritual]
Prerequisites: Two ritual feats.
Benefit: The ritual-wielder can choose to perform two rituals at the same time, using a single creature as the sacrifice. He must take the full time required for each. The ritual-wielder then receives the full benefit of both rituals, except that the duration of both rituals created with this feat is cut in half.
Special: He must pay the full gold cost for both rituals if using Monetary Sacrifice.

Elaborate Ritual [Ritual]
Prerequisites: Able to use 3rd level rituals.
Benefit: If the ritual-wielder chooses to do so, he may double the DC of the spellcraft check as well as the time taken to perform it. In return the duration of the ritual is treated as if the creature sacrificed had 4 more hit dice than it does. All other effects of the ritual are treated as if the creature sacrificed had 2 less hit dice than it does. If this does not meet the minimum necessary, the ritual fails.
Special: He must pay double the gold cost if using Monetary Sacrifice.

Exclusive Sacrifice [Ritual]
Prerequisites: Chosen Sacrifice in the chosen creature type.
Benefit: All other creatures have fallen by the wayside as you focus in on that one creature type that drives your rituals. Creatures of the chosen type are treated as if they are two hit dice higher than they actually are, while all other types are treated as if they are two hit dice lower. This allows a creature with 2 hit dice to be sacrificed in a 4th level Ritual, but all costs are treated as if the creature was 4 hit dice.

Executioner's Dance [Ritual]
Prerequisites: Weapon focus in a two-handed weapon, power attack, skilled executioner.
Benefit: You fight in a style benefited by your use of ritual magic, and enhanced by the slayings. Whenever you use power attack, you get a profane bonus on damage equal to the number of rituals affecting you. You gain this same bonus to the roll to confirm critical hits.

Expert Executioner [Ritual]
Prerequisites: Skilled Executioner, able to use 3rd level Rituals.
Benefit: You have enhanced your natural affinity for ritual slayings with skill and practice. You gain a +6 bonus on spellcraft checks made during the course of a ritual. Also, all rituals take 2 minute less per level of the Ritual (Effectively, 3 minutes per ritual level instead of 5). This does not stack with any bonuses from Skilled Executioner.

Extended Grasp [Ritual]
Prerequisites: Grasp the lifeblood class feature.
Benefit: Whenever the ritualist uses his grasp the lifeblood or hematic seizure abilities, the ritualist can target one more creature, who must be within 10' of all the others. The range at which the ability can be used doubles as well, as his focused will can grasp at lifeblood farther away.

Focused Ritual [Ritual]
Prerequisites: Knowledge of the chosen ritual.
Benefit: You have focused your use of Ritual magic on specific rituals that hold an inherent appeal to you. You have achieved some level of mastery with one of those rituals, making you treat the chosen ritual as if creatures used for it had one more hit dice than they actually do. The affected ritual still requires a creature that meets the hit dice requirement. This hit dice increase does not alter the cost of the ritual in any way.

Hurried Ritual [Ritual]
Prerequisites: Able to use 2nd level rituals.
Benefit: The ritual-wielder may perform a ritual at a hurried pace, taking 5 rounds per level of the ritual as opposed to 5 minutes, but because of the hurried and incomplete nature of the performance, the ritual-wielder only gains half of the normal numerical benefit, and the duration length is reduced by half, due to the poor connection forged with the sacrifice.

Invest Lifeblood [Ritual]
Prerequisites: Able to use fifth level rituals, any two ritual feats.
Benefit: Years of knowledge and expertise has allowed the ritual-wielder to pare down the requirements of some rituals to just a few drops of blood. When performing any first level ritual, instead of using a sacrifice the ritual-wielder may cut himself, taking five points of damage. Treat that ritual as if it had one sacrificial hit dice of a creature with no special qualities or attacks. All other costs and requirements remain as normal.

Lifeblood Adept [Ritual]
Prerequisites: 2 ritual feats, able to use 3rd level rituals, knowledge of at least one shape altering ritual.
Benefit: Your ability to alter your shape through your rituals has given rise to new and unusual opportunities.
Unnatural Anatomy: Whenever you are attacked by a creature that has a bonus against the creature type your rituals have changed you into, your attacker instead treats that bonus as a penalty. Thus, a ranger with a +1 bonus from favoured enemy against orcs, while you are under the effects of a ritual that turns you into an orc, would instead take a -1 penalty.
Hidden Bloodlines: Whenever you affect an opponent with a supernatural, extraordinary, or spell-like ability granted via a ritual, you treat them as flat-footed for the remainder of the round if your form is not the same creature type as gave you the ability.
Blood Dance: The blood of your opponents shines through their skins, making it easier to strike at a foe. Whenever you are under the effects of a ritual that grants you an ability or shape of a creature type, you gain a +4 bonus to confirm criticals against that creature type.

Morphic Ritual [Ritual]
Prerequisites: Int 13.
Benefit: You may change the effect of any one active ritual to that of another ritual. The new ritual must have the same duration and ritual level as the prior ritual, and the Ritualist must have knowledge of the new ritual. Once a ritual has been changed once, it cannot be changed again. The character may do this once per day. This feat can be selected multiple times. Each extra time grants one more use per day of this ability. Changing a ritual in this way takes five minutes.

Opened Soul [Ritual]
Prerequisites: Con 13.
Benefit: Your soul is highly susceptible to the effects of rituals, and magnifies their effects upon you. This effect is not without its drawbacks. Any ritual created upon you lasts one time period longer (rounds become minutes, minutes become hours, up to a maximum of days). As a result of taking this feat, you take a -2 penalty to all saves.

Resilient Essence [Ritual]
Prerequisites: Burn Essence
Benefit: You heal ability damage and ability burn damage more quickly than normal. You heal a number of ability points per day equal to 1 + your unmodified Constitution bonus (before taking any increases or damage/burn into effect).
Normal: You heal ability damage and ability burn at a rate of 1 per day.

Ritual Knowledge [Ritual]
Prerequisites: Ritual-wielder level 3
Benefit: Add to your rituals known one additional ritual of any level up to one level lower than the highest-level ritual you can create. You may only choose rituals from a list you already have access to.
Special: You can gain this feat multiple times. Each time, you learn one new ritual at any level up to one less than the highest-level ritual you can create.

Ritual Mastery [Ritual]
Prerequisites: Focused Ritual in the chosen ritual.
Benefit: Long practice and many uses have made you utterly familiar with a single ritual, allowing you to perform it with such skill that the duration is doubled. The hit dice cost of the ritual remains the same.
Special: He pays half the gold cost if using Monetary Sacrifice.

Ritual Weapon [Ritual]
Prerequisites: Knowledge of at least one ritual.
Benefit: You mark a single weapon type as the one with which you are intimately familiar for rituals. You gain a +3 bonus on spellcraft checks per feat in the chosen weapon. Also, whenever you wield this weapon, you gain a +1 bonus to attack if under the effect of a ritual.

Sacrificial Virtuoso [Ritual]
Prerequisites: Able to use sixth level rituals, any two ritual feats.
Benefit: The ritual-wielder's practice of ritual magic has granted him an innate knowledge of the basic components and gestures, allowing him to perform the movements with unthinking grace. Rituals of levels one to three no longer require a spellcraft check when performing them. Any ritual affected by spread the lifeblood still requires a spellcraft check, due to its inherently different nature.
Special: The ritual-wielder can take this feat a second time. When he does so, rituals from level four to six no longer require spellcraft checks.

Skilled Executioner [Ritual]
Prerequisites: Able to use 1st level rituals.
Benefit: You have a natural affinity for ritual slayings. You gain a +3 bonus on spellcraft checks made during the course of a ritual. Also, all rituals take 1 minute less per level of the Ritual (Effectively, 4 minutes per ritual level instead of 5).

Slaying Strike [Ritual]
Prerequisites: Knowledge of two first level rituals, base attack bonus +2.
Benefit: Three times per day, as a standard action, the ritual-wielder may attempt to kill a creature in a single blow and gain the benefits of a chosen ritual. He gains a bonus on the attack roll equal to his charisma modifier and a bonus on the damage roll equal to the maximum ritual level he can perform. If the target dies from the blow, the ritual-wielder gains the full effects of the chosen ritual. No other feat can be used to affect the chosen ritual. The ritual-wielder does not need to make any spellcraft checks for this ritual ritual. This ability can only be used with a ritual whose level is equal to or lower than the ritual-wielder's character level divided by three, with a minimum of 1.
Special: He does not pay the gold cost if using Monetary Sacrifice.

Soul Pouch [Ritual]
Prerequisites: Able to use third level rituals.
Benefit: Sometimes it is best to hold onto the soul of a powerful creature, rather than expend it right away. The ritual-wielder may store a single creature's soul within his body, as per a phial of transference, for up to one week. The creature's hit dice must be less than or equal to his own.
Special: The ritual-wielder can take this feat a second time. When he does so, he may hold a second creature's soul.

Subsume Lifeblood [Ritual]
Prerequisites: One ritual feat, constitution 13, knowledge of at least one ritual using a melee touch attack.
Benefit: At the end of each round in which the ritual-wielder successfully strikes with a ritual that requires a melee touch attack, he heals a number of hit points equal to the ritual's level as he siphons off a little of the vitality of the struck creature.

Swift Spirit [Ritual]
Prerequisites: 2 ritual feats, able to use 2nd level rituals, base attack bonus +3.
Benefit: You have melded your rituals into your combat style, and the blend offers you new options in combat.
Many and One: Whenever you take a full attack action, one of those attacks may be a touch attack ritual. You must declare which attack will be the touch attack before you roll.
Spirit's Riposte: Whenever you have the chance to take an attack of opportunity, you may instead attack that creature with a touch attack ritual. This still uses up your attack of opportunity for the round.
Soul's Warning: Dodging attacks is gifted by your ritual abilities, and you gain a bonus against touch attacks equal to the number of rituals affecting you.

General Feats

A Sip of Life
Prerequisites: Base attack bonus +4, Finishing Strike class feature.
Benefit: You have learned to draw a small amount of life into you when you slay a creature. Whenever you successfully create a ritual with a finishing strike, you heal two hit points per level of the ritual.

Bloodbreaker
Prerequisites: Base attack bonus +6, you cannot have the ability to use rituals or have a ritual magic template or feat.
Benefit: You have studied long and hard the weaknesses and flaws of those who use ritual magic. Any weapon you wield gains the ritual bane item property.

Bloodbreaker, Greater
Prerequisites: Base attack bonus +6, Bloodbreaker.
Benefit: Your hatred of ritual users is so great that it can deny even the blood-soaked defences they shroud themselves in. You have a 50% chance to ignore all ritual effects, including those targeted at you, or defensive ones affecting your target.

Bloodsong
Prerequisites: Bardic music class feature, able to use 1st level rituals.
Benefit: By expending one of your daily uses of bardic music as a standard action that requires concentration, you cause the blood to sing out to all of those most attuned to it, bolstering their ability to strike enemies. To be affected, a creature must have the ritual subtype and must be able to hear you sing. The effect lasts for as long as the creature hears you singing. An affected creature receives a +2 morale bonus on attack rolls, +2 morale bonus on weapon damage rolls, and a +1 bonus to confirm critical hits for every 10 points of your perform check.

Consumptive Fetish
Prerequisites: Must have consumed a sentient creature (Intelligence score of 3 or greater) fully, living or dead.
Benefit: You have a taste for the forbidden flesh of the living, eating their bodies, sometimes dead, but often as it squirms in your grasp. Whenever you eat a sentient creature, you gain 1d4 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster or ritualist level goes up by +1. These benefits last for one hour. If the creature was alive at the beginning of the consumption, the benefits are doubled. It takes one minute to consume a medium sized creature.

Finishing Shot
Prerequisites: Finishing Strike class feature.
Benefit: You have learned to extend the range of your siphoning, drawing souls out of their slain bodies over short distances. You may use your finishing strike class feature on any ranged attack up to 30 feet away.

Greater Ritual Study
Prerequisites: Knowledge of two 1st level rituals, character level 5.
Benefit: You have progressed beyond dabbling with ritual magic, understanding its precepts and becoming more acquainted to the gestures and practices. You learn a single second level ritual. In all other respects, treat this as per Ritual Study.

Reflexive Retribution
Prerequisites: Reversing strike class feature.
Benefit: Many blows have been struck against your personage, and you have mastered transferring them back upon their creator. Whenever you are struck by an attack for more than 10 damage, you may create a ritual by sacrificing a number of hit points equal to the damage taken. If you do so, you may affect the creature that struck you with the ritual as a free action. Each use of reflexive retribution counts as a use of your attack of opportunity for the round. If creating a ritual in this way would cause you to exceed the maximum allowable, it fails.

Ritual Study
Prerequisites: None.
Benefit: You have dabbled in ritual magic, learning a few basic techniques that can be used to enhance your abilities. You learn to use a single first level ritual. If it is a Martyr ritual, it follows the rules of the Martyr class. If it is a Ritualist or Ritual Warrior ritual, it follows the rules of the appropriate class. In all cases, treat your ritual-wielder level as 1.
Special: You can take this feat a total of three times. Each time you gain knowledge of a new ritual.

Racial Feats

Breath the Sky
Prerequisites: Niwl race
Benefit: Niwl are so used to living within noxious environments that they now ignore all effects and penalties from inhaled poisons, diseases, and cloud spells.

Commander's Might
Prerequisites: Hastro race
Benefit: Having long specialized in slaying ritual creatures, the Hastro now gain a +2 bonus to attack and a +6 bonus to damage against the Caeth, and all [Ritual] creatures.

Fighting the Cloud
Prerequisites: Niwl race
Benefit: Niwl with this feat ignore all miss chances provided by fogs, mists, or clouds, and reduce all other concealment types by one step.

Lifedrinker's Bite
Prerequisites: Helfarch race
Benefit: All constitution damage done by the Helfarch's Draining Bite is doubled.

Mastery of Purpose
Prerequisites: Caeth race
Benefit: Created to be sacrificed, the Caeth have learned to take that curse and use it to their advantage. As part of creating a Martyr ritual, the Caeth may treat it as if it had one more hit dice in it than was actually sacrificed. He may do this a number of times per day equal to his Constitution modifier. He may not use this to break any cap on total or individual ritual hit dice.

Stratovarius
2014-09-03, 06:29 AM
Skills

Knowledge (Rituals)
Like the Craft and Profession skills, Knowledge actually encompasses a number of unrelated skills. This entry specifically relates to the body of lore dealing with the phenomena of rituals in all its many locations.

Knowledge (Rituals) covers ancient mysteries, ritual traditions, ritualistic symbols, ancient phrases, ritual creatures, and ritualistic races and classes. You can use this skill to identify ritual monsters and their special powers or vulnerabilities.

Synergy: If you have 5 or more ranks in Knowledge (Rituals), you get a +2 bonus on Knowledge (Religion) checks. If you have 5 or more ranks in Knowledge (Rituals), you get a +2 bonus on Knowledge (Arcana) checks.

If you have 5 or more ranks in Knowledge (Religion), you get a +2 bonus on Knowledge (Rituals) checks. If you have 5 or more ranks in Knowledge (Arcana), you get a +2 bonus on Knowledge (Rituals) checks.

Untrained: An untrained Knowledge (Rituals) check is simply an Intelligence check. Without actual training, you know only common knowledge (DC 10 or lower).

Stratovarius
2014-09-03, 06:30 AM
Caeth

Caeth are a race of beings who were bred over many centuries by the Hastro to be used in ritual magic as subservient slaves and sacrifices, a good strong fodder stock when experimenting. Eventually, they were able to win their freedom, in large part via intelligent use of their inbred capacity, for with most Caeth able to mount at least a small amount of magical energy to their own defence, they slowly overwhelmed the Hastro and made their escape.

Personality
An individual Caeth is usually fairly quiet, and not all that outgoing. Still a young race in the scheme of things, their racial heritage is one of being betrayed, and they carry that legacy with them, even when outside of the group from which they came. They can be friendly when approached properly, but are almost always reserved.

Physical Description
Strong and hearty, Caeth are possessed of a fine physique almost without effort. Built in much the same way as dwarves, and possibly created from dwarven stock, they are completely hairless from head to foot, and are possessed of a slightly enlongated neck that is out of proportion with the rest of their body. They have the odd trait of veins that are a visible red under the surface of their skin, while arteries are a deep brown.

Relations
Caeth are universally distrusting of other races until their good will can be established, although they have taken to enjoying the company of the gnomes and halflings, sensing in those races something of an inability to do meaningful harm. As a general rule, they are on very poor terms with orcs and goblinoids, being all too familiar with oppression and cruelty. They absolutely despise the Hastro, and will kill them on sight.

Religion
Possessed of a more philosophical than religious bent, most Caeth believe more in good deeds and a well lived life than any direct god, although they occasionally pray to most of the good aligned deities.

Language
Caeth speak Common.

Adventurers
Caeth occasionally are struck by the urge to leave their tightly knit, overly protective societies and venture outwards, although they often find themselves enmeshed in another strong group of friends shortly afterwards. Those few who commit crimes grevious enough to be expelled from Caeth society almost always become adventurers, putting their natural talents to use.

Caeth Racial Traits
+2 Constitution, -2 Charisma: Caeth have been bred over generations for servitude, and they have not yet lost the aftereffects.
Medium: As Medium creatures, caeth have no special bonuses or penalties due to their size.
Caeth base land speed is 30 feet.
Inherent Knowledge: A Caeth gains knowledge of a single first level ritual. If he is of good alignment, it comes from the Martyr list. If evil, Ritualist. Neutral Caeth can choose between the two. If he does not have the appropriate ritual-using class, he creates this ritual as a 1st level user of the appropriate class. Otherwise, it is an additional ritual known for the proper class. This ability does not count towards prerequisites that require knowledge of 1st level rituals.
Crafted Soul: Born and bred to be used as sacrifices, whenever a Caeth is slain as part of a ritual, his hit dice count as 1 higher than their actual.
Inbred Mastery: Attuned to the nature of ritual magic, the Caeth gain a +2 bonus on Use Rope checks, and on Spellcraft checks made to create rituals.
Automatic Languages: Common, Hastren, Caetan. Bonus Languages: Dwarven, Giant, Gnome, Halfling, TBD (Arhosa)
Favoured Class: Martyr.

Stratovarius
2014-09-03, 06:31 AM
Hastro

Master manipulators of ritual magic, and perhaps the race that discovered the technique in the first place, the Hastro have the history of ritual magic running through their veins. Over the years they have created many beings, although the most successful of those are the Caeth, one of the few races they were able to make that was true breeding. The Caeth rebelled, and since that time the Hastro and the Caeth have been embroiled in a heavy war, with the Hastro breeding and creating many creatures in order to combat the inherent magic of the Caeth.

Personality
Brash, outspoken, domineering, a Hastro is all of these, often in copious amounts. Their failure to control the Caeth has done nothing to dampen their overarching and controlling natures, and they still act as a master race capable of creating all forms of life, despite the failure of their experiments.

Physical Description
Dramatic in build, but slow and clumsy in their nature, they have a tall, regal prescence, overarching almost any other race that they would deal with on a daily basis. Standing over 7 feet tall, even for the women, the Hastro use their height to peer down on the lesser races. Equipped with grim and ugly faces, their hands end in hooked claws where others would have fingers.

Relations
Possessing a dominating relationship with almost any other race that they deal with, there tends to be those who are subservient to the Hastro and those who are in some form of conflict with the Hastro. Races and relations are tools to be used for further advancement of the Hastro, and so they are often distrusted due to their frequently turning the tables on their own friends for the benefit of the Hastro. They do prefer conference with the more evil races, but will deal with anyone.

Religion
While Hastro acknowledge the prescence of gods, and will traffic with them if it is to their benefit, they do not hold deities in high regard as do other races, feeling that Hastro are equal to any god, for each can create life. They will deal equally with demons and devils, should it grant them power.

Language
Hastro speak Common, but their frequent dealings with the races from below has given them knowledge of many things.

Adventurers
Adventurers among the Hastro are most often those in search of new forms of knowledge or creatures that can be used within their experiments to gain or create new and powerful forms of magic. They are common enough, but usually return to their homes after completing a successful journey in order to study what they have acquired.

Hastro Racial Traits
-2 Dexterity, +2 Charisma: Hastro are tall and slightly ungainly, but their presence and appearance demands notice.
Monstrous Humanoid.
Medium: As Medium creatures, Hastro have no special bonuses or penalties due to their size.
Hastro base land speed is 30 feet.
Bonus Feat - The Hastro gain a single bonus [Ritual] feat.
Inherent Command - The Hastro are long time masters of the applications of ritual magic, and have bred many creatures to their purposes, some of which have succeeded, while others have not. Their most successful creation was the Caeth, who have since rebelled, and are now in a bitter war with their former masters. Hastro gain a +1 bonus to attacks against Caeth, and against any creature with the [Ritual] descriptor.
Natural Attacks - The Hastro are possessed of two claw attacks, that do 1d4 each as a medium creature.
Resistant - Due to their long and continued exposure to ritual magic, Hastro have developed a strong ability to ignore the penalties of working with it, and have a +2 bonus on all saving throws against ritual magic.
Automatic Languages: Common, Hastren. Bonus Languages: Infernal, Abyssal, Ignan, TBD (Arhosa)
Favoured Class: Ritualist.

Stratovarius
2014-09-03, 06:33 AM
Helfarch

The second creation of the Hastro, the Helfarch are a large and powerful race, imbued with ritual magic both as a blessing, but as a curse as well, to ensure their compliance, as was not done with the Caeth. A side effect of the breeding was a partial boost to the mental acuity of the Helfarchs, but they have so far been kept in check by the Hastro and are used as guardians to protect their most precious treasures. There have been stirrings within groups of Helfarch, and some have fled or been forced to escape, but so far the Helfarch as a race remain loyal.

Personality
Unlikely to talk, the Helfarch relies on the Hastro master to be the leader in almost all conversations and encounters, and often continues that when with groups of people aside from the Hastro. When he is forced to speak, a low, growling noise issues from their throat, barely understandable as common. Despite their very clipped facade, Helfarch are quite intelligent and understand much of what is going on around them. They just choose not to make it apparent to others that they know. Some few Helfarch have even become information brokers within their community.

Physical Description
Quadrupedal and tall, the Helfarch has a vicious lower jaw, one that it uses to bite its foes with, often disregarding its weapons, while bone blades extend from the lower hand of the Helfarch, replacing the last two fingers on each hand. Muscles ripple under the scaly skin, the arms attached lower down the torso, while their feet are mostly bone stumps on which they stride. Hairless but cover in dull scales, their colour changes rapidly with their mod unless suppressed.

Relations
While Helfarch are sometimes spotted alone, their relations tend to resemble those of the Hastro for whom they slave, although there are many who are secretly sympathetic to and envious of the Caeth, who have managed to escape from the command of the Hastro. On their own, Helfarch are usually friendly to those whom they meet, but their horrific appearance often results in angry returns.

Religion
Helfarch worship few gods, but most of them are bestial and often cruel in nature.

Language
Helfarch speak Common, as well as any they are taught by their Hastro masters.

Adventurers
Most of the adventurers from the Helfarch are either guards of the Hastro, or those who have fled or been forced out, and have since begun a wandering lifestyle, forced out from place after place due to their appearance and form. Those who do adventure often head down the path of the ritual warrior, leveraging some of their natural talents to assist in their combative role in life. Fearsome in combat, Helfarch adventurers love to charge from fight to fight, using their natural talents to strike foes down.

Helfarch Racial Traits
+4 Strength, +2 Constitution, +4 Wisdom: The size and strength of the Helfarch is augmented by a strongly developed mind.
Aberration.
Racial Hit Dice: 3 aberration hit dice
Large
Helfarch base land speed is 40 feet.
Natural Attacks: Claw 1d6, Claw 1d6, Bite 1d8
Draining Bite: Every successful bite attack deals 1 point of constitution damage, 2 damage on a critical hit, unless the target succeeds at a fortitude save of 10 + 1/2 character level + Constitution modifier. If the Helfarch successfully deals constitution damage, he gains 5 temporary hit points for each point of constitution damage.
Resistant Form: Helfarch are naturally very sturdy in their own form. Any type of shapeshifting effect has only a 50% chance of working, even if it would be beneficial.
Bloodtheft Claws: When charging, the Helfarch can deliver a touch attack ritual at the end of the charge, instead of attack the target. He still receives the +2 bonus to hit.
Natural Pounce: The Helfarch may make a single attack with each natural attack at the end of a charge. He may replace any one of these attacks with a use of Bloodtheft Claws.
Consumptive Gift: Whenever the Helfarch kills a creature, it must spend 1 round per hit dice of the killed creature to consume it, gaining the effects of one ritual that only affects the caster. There is no gold or spellcraft check required. It cannot dismiss that ritual normally, nor can it use Consumptive Gift again until that ritual is gone. It will only overcome the compulsion to feed when already affected by a ritual or when in serious danger, at which time it will defend itself or run. The ritual is randomly chosen from the highest level he could cast if he treated all class levels as ritualist levels, and cannot exceed his hit dice cap. If it does, he must dismiss an existing ritual. Every day that the Helfarch is not affected by Consumptive Gift, it must make a Will save versus 15 + the number of weeks without using Consumptive Gift or go into a frenzy, seeking out the nearest living creature, slaying and eating it.
Automatic Languages: Common, Hastren. Bonus Languages: Infernal, Abyssal, Ignan, TBD (Arhosa)
Favoured Class: Ritual Warrior.
Level Adjustment: +1.

Stratovarius
2014-09-03, 06:34 AM
Niwl

Living in a harsh land full of smog and often barren, Niwl find themselves in the places that none other desire to live. They have tried to use ritual magic to better their lives, but it is thought that many of the heavy and thick fogs and storms that sit over their homes are the result of their experiments with ritual magic, enhancing and worsening their conclusion rather than making it better. Either way, they have adapted to the heavy clouds, and now prefer to live there, finding clean air contains too much oxygen for their breathing systems.

Personality
Quiet and unassuming, Niwl hide themselves inside long robes and often try and pass themselves off as a disfigured gnome or halfling, rather than informing the world of the presence of their race except where necessary. Among themselves, they are friendly and outgoing, and once they open up to friends who are accepting of who they are, Niwl will often play practical jokes or contribute to the ongoing conversations, but are just as often comfortable ahead of the party, scouting on their own.

Physical Description
Humanoid in form, they have no mouth as normally constituted, instead possessed of a series of thin flesh membranes through which they exchange air, and a skin that is capable of adapting to a series of harsh environments, they have overly long arms for their size, meaning that they walk in an almost apelike manner. Due to their unappealing form, most tend to wear loose, heavy clothing that covers their unsightly features.

Relations
Small and somewhat unobtrusive, the Niwl’s fairly ugly form makes them usually unwelcome wherever they might be, although they do get along better with the smaller races, who are less threatening and less willing to use their height as a reason to abuse the Niwl. Their remote and unwelcoming home means that they are often unknown among the general populace of a place.

Religion
Of a somewhat elemental nature, Niwl most commonly worship the gods of air and earth, but each may have his own specific veneration.

Language
Niwl speak Common, but they have strong relations with the other small races, and often speak their languages.

Adventurers
Many among the Niwl venture outward, more to escape their rough and bitter home than in search of any higher purpose. It is considered that any Niwl who has not experienced the heavy clouds and fogs of home has lost his roots, and so all do tend to return there for a time, in order to refresh and renew their connection and heritage.

Niwl Racial Traits
-2 Intelligence: Niwl adaptations have stunted their mental capacity.
Aberration.
Small.
Niwl base land speed is 20 feet.
Breath of Ash: Well accustomed to life in toxic clouds, and with a breathing system adjusted to cope, the Niwl reduce all effects and penalties from inhaled poisons, diseases, and cloud spells by 50%. Also, any fog, mist, or cloud that would penalize their movement does not do so.
Misted Outlines: Once per day, as a caster of their character level, the Niwl can create a Gaseous Form effect.
Smog Fighting: Whenever they are inside a fog, mist or cloud, or under the effects of a Gaseous Form (or similar) spell, the Niwl gain a +1 bonus to attack rolls and a +3 bonus to damage rolls.
Automatic Languages: Common, Niwlen. Bonus Languages: Air, Halfling, Gnome, TBD (Arhosa)
Favoured Class: Rogue. Gallant, in Arhosa.

Stratovarius
2014-09-03, 06:35 AM
Magic Items

Circumscribing Solution: One of many small items designed to help those engaged in ritual magic, this paint is used to mark the area of a sacrifice, helping to ease the transition of a soul into an energy form. It grants a +5 bonus on spellcraft checks required for a ritual. At the end of the ritual for which it is used, it is consumed.
Faint necromancy; CL 5th; Craft Wondrous Item; Price 50 gp.

Goggles of Unbound Sight: These crystal lenses fit over the user’s eyes, enabling him to see the general health and status of all creatures visible to him, as well as giving specific knowledge of any conditions affecting a creature (all this as per the Status spell). Once per day, the goggles may grant a flash of insight into the exact weaknesses of a single creature, allowing the wearer's next attack to strike with perfect clarity, gaining a +20 bonus on the attack roll.
Moderate divination; CL 11th; Craft Wondrous Item, true seeing, status, true strike; Price 25,000 gp.

Luminary's Jewel: A brilliant pure white diamond set into a metal enclosure, when activated by a command word it glows with a steady and strong light, revealing all incorporeal creatures, and stripping away the disguise on any undead creature attempting to appear living. Living creatures in the aura of the light gain the effect of a single martyr ritual of up to third level, created by the wielder of the jewel.
Strong evocation; CL 16th; Craft Wondrous Item, sunburst; Price 50,000 gp.

Ring of Rituals: This special ring comes in three kinds (ring of rituals I, ring of rituals II, ring of rituals III), all of them useful only to ritual users. The wearer gains knowledge of a single ritual of 1st level (I), 3rd level (II), or 5th level (III).
Strong (no school); CL 14th (I), 17th (II), 20th (II); Forge Ring, limited wish; Price 40,000 gp (I), 70,000 gp (II), 100,000 gp (II).

Ritual Bane: A ritual bane weapon excels at attacking those who use ritual magic. Against any creatures who are wielders of ritual magic or have the ritual subtype, its effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition.
Moderate conjuration; CL 8th; Craft Magic Arms and Armor, summon monster I; Price +1 bonus.

Robe of the Murderer: This robe is made of pure black spun silk, and never rips, tears, or is stained. Made as a cabalist's robe, and often worn by ritualists to show their domination of life and death, it also allows the sharing of sacrificial magic. Whenever a beneficial ritual from the ritualist or ritual warrior list is used within 60', the wearer of the robe is granted the effect as well.
Moderate necromancy; CL 11th; Craft Wondrous Item, character must be at least 11th level; Price 120,000 gp;Weight 1 lb.

Sanguineous Scroll: These scrolls divulge the inner workings, habits and weaknesses of a single creature type, such as an orc or an aboleth. Those who read the scroll in its entirety gain the benefits of a 15th level ranger's favoured enemy ability against that creature type. This ability lasts for one day each time it is read, and cannot be used to meet any requirements. The scroll can only be read once per week.
Strong divination; CL 15th; Craft Wondrous Item, legend lore; Price 20,500 gp;Weight 1 lb.

Torc of Life Eternal: This device is a light cord with a small gem set so that it rests upon the forehead of the wearer. Worn by those who wish to enhance their ability to wield ritual magic, especially those who give up so much to use it. If worn during the creation of a ritual, the wearer heals 2 hit points per level of the ritual created, up to the maximum of 14.
Moderate conjuration; CL 5th; Craft Wondrous Item, cure light wounds; Price 3,000 gp.

Blindfold of Belief: A plain white cloth, worn over the user’s eyes, the blindfold renders the wearer sightless, and he is blinded while wearing the wrap. While under the effect of a martyr ritual, the wearer's vision is replaced by a gift from the martyr, channelled through the blindfold. The wearer gains blindsight of 5 feet per hit dice of the largest martyr ritual affecting him.
Moderate divination; CL 12th; Craft Wondrous Item, blindness/deafness, true seeing; Price 36,000 gp.

Light of Purity: This crystal appears to be a long, rough prism, carved with symbols representing the martyr's gifts of sacrifice and devotion. Upon utterance of a command word, the crystal emits bright light that functions as per the daylight spell. This light lasts for one hour, and can be activated once per day. While this light is active, all martyr rituals within the area of the daylight act as if they had 1 higher hit dice invested in them.
Faint evocation; CL 6th; Craft Wondrous Item, daylight; Price 13,000 gp.

Marker of Aid: This stone is brightly coloured and dangles on a gold chain. The wearer of this periapt can see the status of up to five allies by calling out their name and holding up the stone. The colour changes from a healthy blue to a poorly red to a dead black to indicate their status. Allies may be designated once per week, and must be touched with the stone at that time. If the creature leaves the current plane, the link is broken. By performing a level 5 ritual, the wearer of the marker may teleport to the location of the creature.
Moderate divination; CL 10th; Craft Wondrous Item, status; Price 15,000 gp.

Ring of Life's Wealth: Designed to aid martyrs in the creation of their rituals, and recognizing that sometimes it is incumbent upon the martyr to stay alive so that he may continue to serve, this ring adds +1 hit dice of the sacrifice to the wearer's martyr rituals. The martyr must still pay all base hit dice for the ritual himself.
Moderate conjuration; CL 7th; Forge Ring, cure critical wounds; Price 25,000 gp.

Robe of the Blessed Host: A robe formed from clean spun cloth, magical symbols, stitched in a slight shade of off-white adorn the robe, granting to those who wear it a +2 enhancement bonus to their effective martyr level, allowing them to sacrifice more of themselves. All rituals created while wearing this robe last for 1 day longer than usual.
Moderate divination; CL 11th; Craft Wondrous Item, character must be at least 11th level; Price 120,000 gp;Weight 1 lb.

Sacrificial Chalice: This golden cup holds the knowledge to perform a single ritual from the martyr list up to level 3. During the creation of the ritual, the chalice must be filled with holy water for the ritual to be successful.
Moderate conjuration; CL 8th; Craft Wondrous Item, character must be at least 9th level; Price 15,000 gp.

Supplicant Shield: This +3 heavy shield has been imbued with the magic of the martyrs. When wielding this shield, a martyr may sacrifice hit points to gain damage resistance of X/adamantium, where X is equal to one half of the hit points sacrificed. This benefit lasts for one minute.
Moderate abjuration; CL 8th; Craft Magic Arms and Armour, shield of faith; Price 64,000 gp; Cost 32,000 gp + 1,280 XP.

Bloodmist Cloak: Made with a strong affinity towards fogs and cloud spells and rituals, the bloodmist cloak is often a tool of the stalking ritual-wielder. Whenever inside a fog or cloud, magically created or not, the wearer may gain the benefits of the gaseous form spell as a swift action at caster level 9.
Moderate transmutation; CL 9th; Craft Wondrous Item, gaseous form; Price 7,200 gp;Weight 1 lb.

Hunter's Focus: These crystal lenses fit over the user’s eyes, enabling him to see the weak and vulnerable points in a foe's defences. While under the effect of a ritual from the ritual warrior or ritual-wielder list, the wearer gains a bonus on his chance to confirm criticals equal to one half the ritual with the single highest hit dice total. Thus, a ritual warrior with two hit dice 3 rituals and one hit dice 4 ritual would gain a +2 bonus to confirm criticals.
Faint necromancy; CL 3rd; Craft Wondrous Item, deathwatch; Price 2,500 gp.

Siphoning: This property can only be placed on a melee weapon. A weapon of siphoning adds 1 minute, 3 minutes, or 5 minutes duration to any ritual created with the Finishing Strike class feature.
Moderate necromancy; CL 8th; Craft Magic Arms and Armor, Extend Spell, vampiric touch; Price +1 bonus (lesser), +2 bonus (normal), +3 bonus (greater).

Spirit Conduit: This property can only be placed on a melee weapon. A spirit conduit weapon allows the wielder to use a ritual with a range of melee touch as part of a full attack action. He must designate this before he knows the result of any rolls. Uses of the ritual are deducted as normal.
Moderate necromancy; CL 9th; Craft Magic Arms and Armor, bestow curse; Price +2 bonus.

Bloodplate: An armour treated with this ability appears to have veins running through its surface, and whenever struck, the armour bleeds slightly. Once per day, the wearer can cover all creatures within 20' with blood, as per the blood rain ritual. This spray of blood lasts for five rounds.
Moderate necromancy; CL 9th; Craft Magic Arms and Armour, creator must be at least 13th level; Price +1 bonus.

Chains of the Unyielding: These chains are used to bind a creature for sacrifice. Cruelly hooked and barbed, whenever the bound creature is struck for damage, the chains act to increase the damage dealt, raising the critical modifier by x1.They also sap the life energy of the bound creature, causing it to take a -10 penalty on any checks made to break free of the chains.
Moderate necromancy; CL 10th; Craft Wondrous Item, harm; Price 15,000 gp.

Phial of Soul Transference: A small blackened jar that pulses dully when filled, the phial allows the soul of a sacrifice to be stored for later usage. The phial must be held to the lips of a creature as it dies and for one minute thereafter in order to fill the container. Once filled, simply perform a ritual as normal, and as the final act open the phial, rather than using a sacrificial creature. Souls will only remain bound within the phial for one week, after which they dissipate. A lesser phial can hold a creature of up to five hit dice, with the more expensive versions increasing that limit to fifteen hit dice and, finally, unlimited hit dice for the greater phial.
Moderate necromancy; CL 11th; Craft Wondrous Item, magic jar; Price 4,000 gp (lesser), 16,000 gp (normal), 36,000 gp (greater).

Soultheft Armour: An armour cursed to suck the life from the wearer, it is often handed as a gift to foolish creatures. Those who don the armour must succeed at a DC 20 Fortitude save or die, and have their soul held within a phial of soul transference. The phial is concealed in a slot in the armour designed especially for this purpose. It requires a DC30 spot check to notice the hinging for the phial. The armour will magically resize itself to fit the creature to which it is given. This armour detects as if it had the invulnerability enhancement, rather than the soultheft enhancement.
Moderate necromancy; CL 9th; Craft Magic Arms and Armour, magic jar; Price +1 bonus.

Stratovarius
2014-09-03, 06:36 AM
Artefacts

Lifebridge: A small device that looks much like an amulet, the Lifebridge is worn about the neck and inscribed with symbols that glow red when the device is half or more full. This device was crafted in ancient times by a cabal of ritualists, and it feeds upon the bodies of the living, hunting down their souls to store within its great cavern. The Lifebridge can hold up to 1000 hit dice of sacrifices and slain creatures, and once per round as a swift action can be directed to create a ritual from the ritualist list upon the bearer, with a hit dice of up to 20. Whenever the Lifebridge falls below half of its total hit dice capacity, it begins to look for ways to replenish its storage. If worn around the neck when performing a sacrifice, there is a 50 percent chance the Lifebridge will ingest the sacrifice at the end of the ritual, adding it to the stored hit dice total. The other resource it has at its disposal is the formation of a blood plague. Whenever it passes into a populated area and is below 500 hit dice stored, all creatures who are not marked as friends by the bearer must save or be infected by a disease called soul rot (soul rot: Contact 20, incubation 1 day, DC 20 save or die). Those who die from this disease have their hit dice added to the pool of the Lifebridge. It also has the power to show direction, distance, and provide basic information about any large population centres (1000 inhabitants or more) within 1 mile per stored hit dice. If in danger of being damaged, the Lifebridge will activate a Bloodwalk or Soul Portal ritual to flee.

Heartcage: A +5 full plate armour of heavy fortification that counts as medium armour made from the ribcages of long ago martyrs who died through use of their abilities, the Heartcage is a bleached white, and allows only those are the purest of intention (must be at least of good alignment) to wear it. All others must succeed at a DC 30 Fortitude save or find all of their hit points drained into the armour. This save repeats every round. The Heartcage stores 2000 hit points that can be used for the creation of rituals from the martyr's list, and the pool regenerates at 10 per day, meaning that if found, it is almost always full. Whenever it passes within 100 feet a creature whose alignment is at least neutral on the good/evil axis, the Heartcage will attempt to heal all ailments of that creature, and is able to create up to three rituals a round. Whenever the wielder attempts to use a beneficial ritual on a creature, the hit dice of the sacrifice counts as 1 higher for each point of difference between the hit dice totals of the target and of the wearer of the Heartcage, if the wearer of the Heartcage has the higher hit dice total. When threatened with destruction, the Heartcage, as an immediate action, will disappear out into the planes, resurfacing some time later in a place where it may be needed.

Lifereaver's Lament: A book detailing the life and history of a ritualist by the name of Gwaredigion Hun, it was penned by that same ritualist after his conversion away from the sacrificing of innocents, his reasons for doing so, and the text is imbued with the faith and power that allowed him that conversion. Upon completion of reading the text, a ritualist or ritual warrior may lose all their levels in ritual-using classes, and instead gain those levels back as martyr levels, or levels in classes that require the ability to sacrifice hit points to create rituals, as per the martyr. The converted may reselect any feats whose requirements are no longer met, but they must take only feats whose requirements they would have met at the level the feats were gained. Once has a choice has been made to convert or not, the tome disappears.

Stratovarius
2014-09-03, 06:37 AM
Ritual Creatures & Subtype

Ritual Creatures
Any creature with ritual based powers has the ritual subtype. A ritual creature can be born with the subtype or can gain the subtype during its life.

A creature meeting any one of the following criteria has the ritual subtype:

Creatures with the ability to use rituals or ritual-like abilities, including characters who have levels in a character class that grants them the ability to use rituals.
Creatures that have abilities described as "ritual" or “ritual-wielding”.
Creatures that possess abilities able to affect the flow of time. Often, these will have "Ritual-" as part of the name.

Traits: Other than the fact that all ritual creatures have at least one of the criteria listed above, ritual creatures have no specific traits. The ritual subtype serves to identify creatures that may be vulnerable to rituals, spells, and effects targeting ritual creatures.

The Ritual Subtype
The ritual subtype applies to creatures that can use rituals, abilities or that have the ability to create rituals. It also applies to creatures from other sources that can affect rituals, or are labelled as "ritual" or “ritual-wielding”.

Characters who have levels in any class that grants the use of rituals, or who have these same abilities as racial traits, gain the ritual subtype.

Traits: Other than the fact that all ritual creatures have at least one of the criteria listed above, ritual creatures have no specific traits. The ritual subtype serves to identify creatures that may be vulnerable to rituals, spells, and effects targeting ritual creatures.

Stratovarius
2014-09-03, 06:38 AM
Blood Drained

Blood drained are creatures sacrificed by a ritualist, their blood and lifeforce stolen away and used as a power source. A blood drained creature is what occurs when that lifeforce, twisted and mangled by its time in a ritualist's thrall, returns to its body after a ritual has been completed.

Creating a Blood Drained Creature

“Blood Drained” is an acquired template that can be added to any living creature (referred to hereafter as the base creature). A blood drained creature uses all the base creature’s statistics and abilities except as noted here.

Size and Type: The creature's type changes to undead, and it gains the augmented and ritual subtypes. Do not recalculate the creature’s base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase to d12.
Special Attacks: A blood drained creature retains all the special attacks of the base creature and also gains the following attack.
Create Blood Drained (Su): A creature slain and eaten by a blood drained creature rises as a blood drained 1d4 days after death.
Consumptive Gift (Su): Whenever the blood drained creature kills a creature, it must spend one round per hit dice of the killed creature to consume it, gaining the effects of one ritual that only affects the ritual-wielder. It can only have one ritual active at a time, and cannot dismiss that ritual normally. It will only overcome the compulsion to feed when already affected by a ritual or when in serious danger, at which time it will defend itself or run. The ritual is randomly chosen from the highest level he could cast if he treated all hit dice as ritualist levels (max 20), and cannot exceed his hit dice cap. If it does, he must dismiss an existing ritual. Every day that it is not affected by consumptive gift, it must make a will save against fifteen plus the number of weeks it has gone without using consumptive gift or go into a frenzy, seeking out the nearest living creature, slaying and eating it.
Rituals Known: A blood drained creature knows one ritual that is uses for consumptive gift. Look at the ritualist's Maximum Ritual Level table, using the monster's CR (so CR 20 = Level 20, CR 5 = Level 5, etc.) to get the level of ritual known. Choose one ritual of that level or lower for the blood drained creature.
Expend Ritual (Su): The blood drained creature must achieve and maintain a grapple for one full round, and be under the effect of a ritual. If it does so, it can release itself from the torment of ritual magic and force that ritual into the grappled creature, dealing it 3d6 points of damage per sacrificial hit dice of the ritual. The blood drained creature loses the effect of the ritual and is again under compulsion to feed to create a new one.
Special Qualities: A blood drained creature retains all the special qualities of the base creature and also gains the following qualities.

Immunity to turning.
Damage reduction 5/–. A blood drained creature's anguish and twisted form allow it to shrug off normal attacks
Resistance to Rituals: If the blood drained succeeds at a saving throw against any ritual, the ritual has no effect. If the ritual does not have a saving throw, it has only a 50% chance of affecting the blood drained creature. This does not apply to rituals the blood drained creates on itself.

Abilities: A blood drained creature's ability scores are modified as follows:[/b] +6 Strength, Wisdom 1, Charisma 1. As an undead creature, blood drained have no Constitution score. The rage and torment of the shattered soul give it extraordinary strength, but it has lost all sense of self or of any grasp on sanity.
Alignment: Always evil (any).
Challenge Rating: Same as the base creature +2.

Stratovarius
2014-09-03, 06:40 AM
Bloodwalker

Bloodwalkers are creatures altered through the use of ritual magic, awakening and reinforcing the blood within the creature, allowing them to enhance their connection to ritual magic, and all that it entails.

Creating a Bloodwalker Creature

“Bloodwalker” is an acquired template that can be added to any living creature (referred to hereafter as the base creature). A Bloodwalker uses all the base creature’s statistics and abilities except as noted here.

Size and Type: The creature's type changes to outsider, and it gains the augmented, ritual and native subtypes. Do not recalculate the creature’s base attack bonus, saves, hit dice or skill points. Size is unchanged.
Special Attacks: A Bloodwalker creature retains all the special attacks of the base creature and also gains the following attacks.
Awaken Blood (Su): One time per day per four hit dice, a Bloodwalker can bestow momentary consciouness on an opponent's blood. If he hits the foe with a melee touch attack, the target takes 10d10 points of damage. Contructs, elementals, oozes, plants, undead (except vampires), and any creatures without blood in their bodies are immune to this effect.
Bloodwalk (Su): Once per day as a standard action that does not provoke an attack of opportunity, the Bloodwalker can enter a living creature (except for those types detailed in Awaken the Blood) whose size equals or exceeds his own and pass any distance to another living creature on the same plane in a single round, regardless of the distance separating the two. A Bloodwalker merely designates a direction and distance (“a living creature twenty miles due west of here”), and the bloodwalk ability transports him to a destination creature as close as possible to the desired location. He can’t specify a named individual as the endpoint unless he has previously obtained a sample of that creature’s blood and has it preserved in a vial that he carries. The entry and destination creatures need not be familiar to the Bloodwalker. A Bloodwalker cannot use himself as an entry creature. If an intended entry creature is unwilling, he must make a successful melee touch attack to enter. (A missed touch attack does not use up the ability for that day.) When exiting a creature, a Bloodwalker chooses an adjacent square in which to appear. Entering and exiting a creature is painless unless a Bloodwalker wishes otherwise (see below). In most cases, though, the destination creature finds being the endpoint of a magical portal surprising and quite unsettling. If he desires, a Bloodwalker can attempt to make a bloody exit from the destination creature. He bursts forth explosively from the creature’s body, dealing 10d6 points of damage unless the creature makes a Fortitude save (DC 10 + Bloodwalker’s class level + Bloodwalker’s Con modifier). When he makes a bloody exit, a Bloodwalker must succeed on a DC 15 Fortitude save or be stunned for 1 round from the shock of his expulsion.
Blood Drain (Su): On a successful attack, the Bloodwalker drains blood from the target. This results in 1d2 temporary constitution damage. The Bloodwalker uses the blood to fuel itself, gaining 5 hp with each successful strike.
Special Qualities: A Bloodwalker creature retains all the special qualities of the base creature and also gains the following qualities.

Darkvision 60 feet.
Damage reduction 10/-.
The Bloodwalker's altered physiology make it immune to critical hits, mind-affecting effects and stunning.

Abilities: A Bloodwalker's ability scores are modified as follows: +2 Constitution.
Alignment: Non-good.
Challenge Rating: Same as the base creature +3.

Stratovarius
2014-09-03, 06:41 AM
Cadaver Column

Cadaver columns are the animated corpses of creatures slain via the finishing strike of a ritual warrior, although there are supposedly alternate methods of creating the column. Immobile but powerful, they are sometimes seen as defenders of a individual location, but more often are used by the ritual warrior as a way to control and to shape the battlefield. Their torsos sink down into the ground, limbs rising to form a ring just under the head. It lashes out with these at any who come close. Those created by a ritual crumble into dust at the end of the duration.

Creating a Cadaver Column Creature

“Cadaver Column” is an acquired template that can be added to any living creature (referred to hereafter as the base creature). A cadaver column uses all the base creature’s statistics and abilities except as noted here.

Size and Type: The creature's type changes to undead, and it gains the augmented and ritual subtypes. Do not recalculate the creature’s base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase to d12 and are recalculated.
Special Attacks: A Cadaver column loses all attacks and special attacks of the base creature and gains the following abilities.
Ferocious Assault (Ex): Each round, the cadaver column can make a number of attacks equal to the total number of limbs it possess. For a humanoid creature, this is four, two from hands and two from feet. The hand attacks deal 1d6 + Strength bonus in damage, while the feet deal 1d4 + ½ Strength bonus in damage. Claw and feet damage is adjusted for size.
Scything Death (Su): The Cadaver column explodes upon destruction, dealing damage equal to its hit dice to all creatures within 20 feet.
Special Qualities: A Cadaver Column creature retains all the special qualities of the base creature and also gains the following qualities.

Immunity to turning.
Damage reduction 5/–. A Cadaver column’s undead construction allow it to shrug off normal attacks.
Immobile: A Cadaver column cannot move.
Extended Reach: A Cadaver column’s reach is 5 feet greater than the base creature.

Abilities: A Cadaver column's ability scores are modified as follows: +6 Strength, Constitution -, Intelligence -, Wisdom 10, Charisma 1.
Alignment: Always evil (any).
Challenge Rating: Same as the base creature -2.

Stratovarius
2014-09-03, 06:43 AM
Glβn

Tiny Fey [Ritual]
Hit Dice: 1d6+1 (5 hp)
Initiative: +4
Speed: 20 ft. (4 squares), fly 40 ft. (perfect)
Armor Class: 18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 16
Base Attack/Grapple: +0/–11
Attack: Electrical ray +4 ranged touch (1d6)
Full Attack: 2 electrical rays +4 ranged touch (1d6)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Electrical ray
Special Qualities: Damage reduction 5/cold iron, low-light vision, spell resistance 17, divisive nature
Saves: Fort +1, Ref +6, Will +3
Abilities: Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 14
Skills: Craft (any one) +4, Escape Artist +8, Hide +18, Jump +3, Listen +3, Move Silently +10, Search +2, Spellcraft +6, Spot +3
Feats: Ritual Knowledge, Stealthy
Environment: Temperate forests
Organization: Bushel (2–4), pack (6–11), or swarm (20–80)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral good
Advancement: 1–3 HD (Tiny)

Glβn are small, brightly coloured balls of energy that tend to acquire a slightly furry appearance, as hairs and bits of twig become attached to the creature. Very friendly and chatty to those whom they think they can trust, it is their reproductive cycle that has lead to the most comment. Often travelling in packs, they are a highly social creature.
Glβn speak Sylvan. Some also speak Common.

Combat
Glβn are fierce when pushed to it, but prefer to use their supreme flying skills to avoid danger if possible.
Electrical Ray (Ex): A glβn's electrical rays have a range of 30 feet.
Ritual Knowledge (Ex): The glβn knows a single first level martyr ritual from the ritual knowledge feat, and can use it as a first level martyr.
Divisive Nature (Ex): The glβn have a very unusual form of reproduction, and it has lead commentators to ascribe to the glβn's species an eventual death. In order to reproduce, a glβn must enter the body of a creature at least two sizes larger than it, and remain there for 1 week. During this time, the host creature is affected by the ritual that the glβn knows. At the end of the week, the glβn has successfully divided, and two fully healthy glβn pop out next to the host creature, whom they thank before departing. If the host is killed while the glβn is inside of it, both it and the glβn are slain. A glβn can only reproduce once every six months.

Stratovarius
2014-09-03, 06:44 AM
Hematic

Hematics are creatures altered through the use of ritual magic, awakening and reinforcing the blood within the creature, to the point that it engulfs and swallows the original creature, leaving only the general shape behind, a morphic mixture comprised of bloody fluids swirling and twisting around. Strangely altered and warped by the process, the resulting hematic is a barely restrained hunter, looking to sup on the blood of any who come near to it. Vicious and evil, they remain alive after the death of their creator, and roam across the land, leaving trails of destruction and death in their wake. Their incomprehensible nature is responsible for the destruction of many a psyche in these travels.

Creating a Hematic Creature

“Hematic” is an acquired template that can be added to any living creature (referred to hereafter as the base creature). A hematic uses all the base creature’s statistics and abilities except as noted here.

Size and Type: The creature's type changes to outsider, and it gains the augmented, ritual and native subtypes. Do not recalculate the creature’s base attack bonus, saves, hit dice or skill points. Size is unchanged.
Special Attacks: A Hematic creature retains all the special attacks of the base creature and also gains the following attacks.
Bloodbath (Ex): With a successful grapple check, a hematic may engulf a creature of up to its own size category. An engulfed creature is subject to drowning. The hematic may eject the engulfed creature at any time. A victim that is still alive when it emerges from the hematic's body (whether by escaping the monster's hold or by being ejected) takes 1d6 points of wisdom damage because of the strain on its sanity that the sensation of drowning in blood produced. Furthermore, the victim creature must make a successful fortitude save against DC 15 on emerging or be nauseated for one round and sickened for 2d6 rounds. The save is constitution based.
Blood Drain (Su): On a successful attack, the hematic drains blood from the target. This results in 1d2 temporary constitution damage. The hematic uses the blood to fuel itself.
Cause Insanity (Su): One time per day per four hit dice, a hematic may attempt to drive a living target insane. This ability functions like the insanity spell, with the caster level equal to the hematic's hit dice. The save is charisma based.
Special Qualities: A Hematic creature retains all the special qualities of the base creature and also gains the following qualities.

Darkvision 60 feet.
It cannot be raised or resurrected.
Damage resistance 5/magic.
The hematic's altered physiology make it immune to critical hits, mind-affecting effects and stunning.

Abilities: A Hematic's ability scores are modified as follows: +2 Constitution, -4 Wisdom.
Alignment: Always evil (any).
Challenge Rating: Same as the base creature +3.

Stratovarius
2014-09-03, 06:45 AM
Hemic Swarm

Diminutive Outsider (Swarm) [Ritual]
Hit Dice: 12d8+39 (93 hp)
Initiative: +10
Speed: 5 ft. (1 square), fly 40 ft. (Good)
Armour Class: 20 (+4 size, +6 Dex), touch 20, flat-footed 14
Base Attack/Grapple: +12/-
Attack: Swarm (3d6)
Full Attack: Swarm (3d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, Blood Drain
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., immune to weapon damage, swarm traits, split swarm
Saves: Fortitude +11, Reflex +14, Will +11
Abilities: Str 1, Dex 22, Con 16, Int 6, Wis 13, Cha 9
Skills: Hide +19, Listen +10, Spot +10
Feats: Alertness, Improved Initiative, Iron Will, Toughness
Environment: Areas of great bloodshed
Organization: Solitary, fright (2–4 swarms), or terror (5–8 swarms)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral evil
Advancement: 13-24 (Diminutive)

A hemic swarm is comprised of thousands of small but unnaturally intelligent and cruel droplets of blood that feast upon any whom they run across. Swarming across their foes, all that is left behind is the dessicated husks of ruined creatures.

Combat
Like any swarm, a hemic swarm seeks to surround and attack any living prey it encounters. A swarm deals 3d6 points of damage to any creature whose space it occupies at the end of its move. The swarm siphons life out of the bodies of those they feast upon, gaining strength from the effect.
A hemic swarm’s attack is treated as an evil-aligned weapon and a magic weapon for the purpose of overcoming damage reduction.

Distraction (Ex): Any living creature that begins its turn with a hemic swarm in its space must succeed on a DC 18 Fortitude save or be nauseated for 1 round. The save DC is constitution-based.
Blood Drain (Ex): Any living creature that the hemic swarm damages takes 1d2 points of constitution damage. For every eight points of constitution damage dealt, the hemic swarm advances by a single hit dice.
Split Swarm (Ex): Once a swarm has gained enough hit dice to have a total of 18 or more, it can split into two equal sized swarms, each with hit dice equal to one half (rounded down) of the original, larger swarm. These swarms are free-willed independent creatures and generally go their own separate ways.

Stratovarius
2014-09-03, 06:46 AM
Preserver of the Weald

Large Fey [Ritual]
Hit Dice: 16d6+80 (136 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armour Class: 23 (–1 size, –1 Dex, +15 natural), touch 8, flat-footed 23
Base Attack/Grapple: +7/+11
Attack: Slam +7 melee (2d10)
Full Attack: Slam +7 melee (2d10)
Space/Reach: 10ft./10ft.
Special Attacks: Preservation, martyrdom, awaken the land
Special Qualities: Earth glide, blindsight 60 ft, guardianship, damage reduction 10/-, regeneration 8, resistance to electricity 10 and fire 10, camouflage
Saves: Fort +10, Ref +9, Will +18
Abilities: Str 10, Dex 8, Con 21, Int 14, Wis 22, Cha 17
Skills: Hide +20, Knowledge (local) +21, Knowledge (nature) +21, Knowledge (religion) +21, Listen +25, Move Silently +20, Spellcraft +21, Spot +25, Survival +25
Feats: Alertness, Expert Executioner, Iron Will, Morphic Ritual, Opened Soul, Sacrificial Virtuoso, Skilled Executioner
Environment: Any natural environment
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always good
Advancement: 17–27 HD (Huge)

Preservers of the weald have a mutable appearance, adapting themselves to hide in their environment. In a forest, they tend to look like mouldy old treestumps. Underground, a stalactite or a stalagmite is more their choice of appearance. On the plains, perhaps a solitary tree. Regardless of appearance, they protect all natural life around them, and respond harshly to those who damage the environment.
Preservers can speak, but do so rarely. They understand Common, Sylvan, Celestial, Druidic, Elven and Terran.

Combat
Preferring to use its ritual magic capabilities to bolster the natural world around it, the preserver travels through the ground rather than let its motion be seen on the surface. Stealthy and reticent, they only fight under dire need, but when the need arises, they will do everything in their power to slay all unnatural invaders.
A preserver of the weald’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Earth Glide (Ex): A preserver of the weald can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing preserver flings the fey back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Guardianship (Su): Whenever the preserver of the weald uses a martyr ritual, all non-evil plant and animal creatures within the range of the ritual receive the benefit.
Preservation (Su): At the cost of its life, the preserver of the weald can shift a large area of protected terrain into a safe place, in order to prevent the destruction of nature. All terrain and animal and plant creatures in a sphere 20 feet in radius per hit dice of the preserver is shunted into a hidden demi-plane, where they remain for 1 day per hit dice of the preserver. When the duration expires, the plants and animals and terrain are placed exactly back as they had been before. All non-plant and animal creatures are affected as if by an earthquake spell. The preserver dies when it creates this effect.
Martyrdom (Su): The preserver of the weald knows and may use martyr rituals with a martyr level equal to his hit dice. He does not gain any class features through this.
Awaken the Land (Su): The preserver of the weald’s most devastating ability, and one they employ only rarely, is the ability to awake the entire land in a fury against the invader. By sacrificing hit points equal to 6 + the hit dice of the preserver, it awakens, as per the spell, all plants and animals within a radius equal to 10 feet per hit dice of the preserver. Unlike the spell, the changes granted by awaken the land wear off after 1 day.
Camouflage (Ex): When not moving, the preserver of the weald gets a +10 bonus on Hide checks.

Stratovarius
2014-09-03, 06:47 AM
Starving Carcass

Starving Carcasses are the animated corpses of creatures slain via the finishing strike of a ritual warrior, although there are supposedly alternate methods of creating the undead creature. Immobile and weak, they are used to delay and annoy opponents, rather than posing any serious threat. The one saving benefit is that they can be created quickly and without much cost, although they crumble into dust at the end of the ritual’s duration.

Creating a Starving Carcass Creature

“Starving Carcass” is an acquired template that can be added to any living creature (referred to hereafter as the base creature). A Starving Carcass uses all the base creature’s statistics and abilities except as noted here.

Size and Type: The creature's type changes to undead, and it gains the augmented and ritual subtypes. Do not recalculate the creature’s base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase to d12 and are recalculated.
Special Attacks: A Starving Carcass loses all attacks and special attacks of the base creature and gains the following abilities.
Grappling Bite (Ex): Each round, the Starving Carcass will attempt to grapple the nearest enemy creature, and then to pin it. Once the Starving carcass successfully pins a creature, it deals 1d6 + Strength bonus damage to the creature as it slowly feeds.
Special Qualities: A Starving Carcass creature retains all the special qualities of the base creature and also gains the following qualities.

Immunity to turning.
Damage reduction 5/–. A Starving Carcass’s undead construction allow it to shrug off normal attacks.
Immobile: A Starving Carcass cannot move.
Extended Reach: A Starving Carcass’s reach is 5 feet greater than the base creature.
Outsized Hands: The Starving Carcass’s hands distend and swell, allowing it better purchase upon opponents. It receives a +4 bonus to grapple checks.

Abilities: A Starving Carcass's ability scores are modified as follows: +2 Strength, Constitution -, Intelligence -, Wisdom 10, Charisma 1.
Alignment: Always evil (any).
Challenge Rating: Same as the base creature -4.

Stratovarius
2014-09-03, 06:49 AM
Tutelary

Tutelarys are the animated guardians of forgotten holy places, arisen from the formerly faithful in order to protect what is right and good, and yet ignored. They tend to arise in great masses, the lay masses coming back to protect that which gave them succour and friendship. A rarity of a creature, their presence is often mistaken for an evil presence within the crypt, but should the intruder speak to the tutelary before attacking, they are generally peaceful. Disturb their tomb or holy ground, and their vengeance is swift.

Creating a Tutelary Creature

“Tutelary” is an acquired template that can be added to any living creature (referred to hereafter as the base creature). A Tutelary uses all the base creature’s statistics and abilities except as noted here.

Size and Type: The creature's type changes to undead, and it gains the augmented and ritual subtypes. Do not recalculate the creature’s base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase to d12 and are recalculated.
Special Attacks: A Tutelary retains all the special attacks of the base creature and also gains the following attacks.
Reversing Strike (Su): Taking the pain of a blow from an enemy, the tutelary transmutes it into a gift for an ally. When struck by an enemy's attack, he may instead sacrifice a number of hit points equal to the damage dealt by the attack, and use that to create one ritual that he knows. The tutelary must touch an ally (or himself) before the end of his next turn for the ritual to take effect. If creating a ritual in this way would put him above the maximum allowed number of hit dice, the tutelary cannot create this ritual and takes damage normally. This is a free action.
Call Forth the Faithful (Su): If the tutelary feels it necessary, he can call forth many more of the faithful who are buried around and within the boundaries of the holy place. By sacrificing a number of hit points equal to his hit dice, the tutelary calls forth a number of faithful as if he had gained the leadership feat. Instead of calculating the tutelary's leadership score normally, use the number of sacrificed hit points. All faithful called in this way have the celestial template, and return to their peaceful grave after 24 hours.
Special Qualities: A Tutelary creature retains all the special qualities of the base creature and also gains the following qualities.

Immunity to turning.
Damage reduction 5/–. A Tutelary’s undead construction allow it to shrug off normal attacks.
Consecrated Home: Within the boundaries of its home, the tutelary has its hit dice advanced by 3, and gains regeneration 4.
Martyrdom: The tutelary knows and may use martyr rituals with a martyr level equal to one half his hit dice. He does not gain any class features through this.
Silvered Thread: When the tutelary ventures beyond a mile outside of the boundaries of it home, it loses 3 hit dice, as well as all special attacks and qualities granted by the template.

Abilities: A Tutelary's ability scores are modified as follows: +2 Strength, Constitution -, Wisdom +4, Charisma +2.
Alignment: Always good (any).
Challenge Rating: Same as the base creature +3.

Stratovarius
2014-09-03, 06:50 AM
And I'm done! Feel free to post now.

JoshuaZ
2014-09-03, 02:54 PM
This is... a lot of material. It may take people a lot of time to go through it all. Could you maybe identify which parts of the new system are core? It looks very interesting and the flavor is great, but figuring out how balanced it is may be difficult.

Stratovarius
2014-09-03, 08:55 PM
You can pretty much think of this as another Expanded Psionics Handbook or Magic of Incarnum, and approach it the same way (basic rules -> base classes -> rituals). The Ritualist would probably be the best one to start with, since it was the class the original rules were written for. I think it should be fairly easy to follow, but if you ever get stuck, nudge me, I'll be happy to explain material.

And it's more or less possible to blame SirPercival for this appearing whole cloth - he and I have worked together for a while over on MMX, and he finally convinced me to start posting my content here as well. So I've got a few more of these systems ready to go when I get around to cross posting.

Stratovarius
2014-09-05, 12:05 PM
Added a class feature to the Ritualist that gives it a small deflection armour bonus and gave it light armour proficiency, after a conversation with Nanshork. Will make it more survivable in close quarters.

Also cleaned up the Rituals of Combat on the Ritual Warrior to make it clear you have to learn them.

Stratovarius
2015-05-29, 05:50 AM
Back in town after a while away, and figured I'd give this big boy a little bump.

Stratovarius
2015-08-27, 02:34 PM
Made a few minor updates to the system, mostly around cleaning up Martyr rituals and the Martyr class.

Stratovarius
2015-09-10, 09:30 AM
This class has two progressions, one based on the Martyr and one based on the Ritualist.

Animus Savant

"I see the flow of life, and I intend to use it."
– Mheagli Scoigh, Niwl Animus Savant

An Animus Savant is someone who has come to the realization of his talents late in life, one who has only just seen the web of life that exists all about him, and always has. Having had this revelation, he has decided to dedicate his life to exploring it, to mastering the flow of life, be it for good or for ill. For there are always those Animus Savants who see in the revealed mystery an opportunity for power over their fellow creatures, and plunge fully into what it might offer. Conversely, there are those who come to the realization that all creatures truly are interconnected, and that by offering of themselves they can assist their friends and allies. But whatever path the Animus Savant takes, it is quickly apparent to all around him that he is a changed man, exploring a new path through the world.

Becoming a Animus Savant
Animus Savants come in two distinct forms: Martyr or Ritualist. Those who see lifeblood as a weapon, a tool to be used to oppress and control others and to reap the benefit for themselves, they follow the path of the Ritualist, often learning in months what would take years by the traditional path. To them, the sacrifice of living creatures is entirely worth the end result, and they are willing to see it through until the end. For those who are more gentle of nature, the path of the Martyr holds its own appeal, allowing the sacrifice of self towards a greater good. But in either case, it is a late path to take, one that a person arrives at often through a chance encounter with a ritual-using creature, resulting in an epiphany into a new kind of magic not yet seen. And with that epiphany comes a flurry of activity, a process of learning compressed by the frantic desires of the newly formed Animus Savant.

Table 1: The Animus Savant
Hit Die: See below


Level BAB Ref Fort Will Abilities Rituals Known Maximum Ritual Level
–––––––––––––––––––––––––––––––––––––––––––––––––– –––––––––––––––––––––––––––––––––––––––––––––––––– –
1 +0 +0 +2 +2 Healing Touch/Grasp the Lifeblood 2 2
2 +1 +1 +3 +3 3 2
3 +1 +1 +3 +3 Ritual Research 4 3
4 +2 +2 +4 +4 6 3
5 +2 +2 +4 +4 7 4
6 +3 +3 +5 +5 Sacrificial Inspiration 8 4
7 +3 +3 +5 +5 10 5
8 +4 +2 +6 +6 Moment of Need/Close Enough 11 5
9 +4 +3 +6 +6 12 6
10 +5 +3 +7 +7 To Others, From One/Hemic Expert 14 6


Class skills (2 + Int modifier per level): Concentration, Craft, Knowledge (All), Spellcraft, Use Magical Device, Use Rope.

Requirements:
Feats: Iron Will, Research (http://dndtools.pw/feats/eberron-campaign-setting--12/research--2433/)
Skills: Decipher Script 3, Knowledge (Religion) 5, Knowledge (Arcana) 5, Spellcraft 5
Special: Must never have used Rituals before taking this class.

Class Features
By exploring the web of life through furious research, your talents as a Animus Savant allow your influence to extend well beyond the paltry confines of your own body.

Rituals: The Animus Savant gains rituals known from either the Martyr list or the Ritualist list. This is chosen when entering the class, and can never be changed. For all purposes, treat the Animus Savant as the chosen class, except that its ritual-wielder level is twice its class level. To choose the Martyr list, the Animus Savant must be Good-aligned, while to choose the Ritualist list, he must be Neutral or Evil.
Martyr: You have focused on enhancing those less fortunate, turning your soul outward in a selfless act of compassion, putting all others in front of yourself. You have d12 hit dice.

Healing Touch (Su): The Animus Savant gives up some of his body as a gift for those who need it most. Once every five rounds, the Animus Savant can touch and heal a single target a number of hit points equal to the total number of hit points the Martyr has sacrificed through his class abilities or rituals. This is a standard action.
Ritual Research (Ex): The Animus Savant is drawn to the use of certain rituals, ones that appeal directly to his nature. Each time he learns a new level of rituals, he picks a single ritual of that level. He can treat the chosen ritual as if it had one more hit dice than sacrificed to create it. The affected ritual still requires a sacrifice that meets the hit dice requirement. This hit dice increase does not alter the cost of the ritual in any way. Reduce the time needed to create the chosen ritual by 1 minute per ritual level. If this would reduce the time below 1 minute per ritual level, it does nothing.
Sacrificial Inspiration (Ex): The Animus Savant learns something new every time he sacrifices of himself, seeing in the ways of the good and the true a new inspiration, a new light in which to view the world. While he is under the effect of a ritual he created, the Animus Savant gains a single feat for which he meets the prerequisites. He may change the feat to another for which he meets the prerequisites each time he creates a new ritual. If he is ever not under the effect of a ritual, the feat is lost.
Moment of Need (Su): Once per day, as a swift action, the Animus Savant can create a ritual, paying the sacrifice cost as per normal. The ritual only affects the Animus Savant, and instead of the normal duration lasts one hour per hit dice sacrificed. No feats or other class features may be used to alter this ritual.
To Others, From One (Su): To be good, to be noble, sometimes requires elevating others ahead of oneself. For the Animus Savant, this act is as natural as breathing. Whenever the Animus Savant creates a ritual, he may choose to take a penalty up to half his class level to any one statistic, skill, save, attack rolls, or damage rolls. All allies within 60 feet of the Animus Savant gain twice the penalty taken as a sacred bonus to the chosen ability.

Ritualist: You have taken up a dark mantle, drawing upon the power of the living to feed your hunger for glory. You have d6 hit dice.

Grasp the Lifeblood (Su): As a standard action, the Animus Savant calls for the blood of the creature to slow and harden, damaging it's ability to move and to think. The target must make a will save of ten plus his Animus Savant level plus his charisma modifier. If the target fails, it is entangled and slowed. If the target falls below 20% of its hit points or 10 hit points, whichever is greater, it becomes paralysed instead of entangled or slowed. The duration is concentration. The target must be within 60' of the Animus Savant. This is a mind-affecting ability.

As a move-action, the Animus Savant may attempt to brain-lock a target that has already been slowed and entangled. If the target fails a will save of ten plus his Animus Savant level plus his charisma modifier, that target is paralysed and immobile for six minutes per Animus Savant level. If the target succeeds at the save, remove all effects from Grasp the Lifeblood, and the target is immune to Grasp the Lifeblood for one hour. Only one creature may be under the effect of Grasp the Lifeblood at a time.

Against undead creatures, this ability serves only to slow them, should they fail their saving throw.
Ritual Research (Ex): The Animus Savant is drawn to the use of certain rituals, ones that appeal directly to his nature. Each time he learns a new level of rituals, he picks a single ritual of that level. He can treat the chosen ritual as if it had one more hit dice than sacrificed to create it. The affected ritual still requires a sacrifice that meets the hit dice requirement. This hit dice increase does not alter the cost of the ritual in any way. Reduce the time needed to create the chosen ritual by 1 minute per ritual level. If this would reduce the time below 1 minute per ritual level, it does nothing.
Sacrificial Inspiration (Ex): The Animus Savant learns something new every time he sacrifices a creature, picking up little bits and pieces of knowledge from the soul energy of those he slays. While he is under the effect of a ritual he created, the Animus Savant gains a single feat for which he meets the prerequisites. He may change the feat to another for which he meets the prerequisites each time he creates a new ritual. If he is ever not under the effect of a ritual, the feat is lost.
Close Enough (Ex): When sacrificing a creature in a ritual, the Animus Savant can choose to treat the sacrificed creature as another creature of the same type that shares its alignment and whose hit dice total is within one of the creature actually sacrificed. He must make a successful knowledge check against a DC of 10 + hit dice of the chosen creature. The knowledge is as appropriate for the chosen creature.
Hemic Expert (Ex): When sacrificing a creature in a ritual, instead of creating the ritual's normal effect, an Animus Savant may choose to instead animate the creature as a controlled undead. If he does, the sacrificed creature gains the Blood Drained template, and is completely under the control of the Animus Savant. The duration is permanent, and the Animus Savant can have only one animated creature at a time. This does not count against his ritual hit dice cap.

Stratovarius
2015-09-12, 06:28 AM
Completed the Ritualist half of Animus Savant, as well as adding two abilities to the Martyr side.

Stratovarius
2015-09-15, 06:59 PM
Completed the Ritualist half of Animus Savant, as well as adding two abilities to the Martyr side.

The class is now complete.

Stratovarius
2015-09-20, 08:24 AM
Ritual Warrior stuff:

General - Made everything 3rd person.
Bone Web - Changed from swift to standard, cleaned up.
Bloodform Champion - Boosted
Boosted Brume of Broken Blades, also cleaned it up.
Disfiguring Death - Cleaned up, rewrote a bit.
Boosted Evacuating Touch to all saves.
Fear Ward can now stack with itself.
Finality - Increased the range
Flesh of the Fallen - Boosted, changed
Grasping Hands - keep as swift action?
Hematic Shield - Boosted, made it a delay damage effect
Leeching Aura - Removed save
Permeable Ward - Renamed Impermeable Ward, extra damage taken dropped.
Rush of Blood - Now grants +Init as well.
Rush of Blood, Greater - No penalty for full attacking.
Scything Bane - Enemies only now.
Siphon Spirit - Boosted from 1/3 to 1/2.
Sympathetic Pain - Changed it, since it seemed weak for a 5th level ritual.

Fizban
2015-09-23, 02:20 AM
How has no one commented on this?

So, how to read: a ritual-user effectively has 3*level points of shifting abilities from their known list, each most likely at a max power of HD=level (the Martyr's self sacrifice cap or the likely max HD of creatures you find to sacrifice, though at low and high levels HD are more plentiful in livestock and big creatures). Assuming a proper rotation of resting for a Martyr or chaining sacrifices for a Ritualist, these should be up all the time, or for charged abilities have charges=level per day. Note that with -3 hp/level (and change) the Martyr is effectively a d6 class with the option to pay some cash to get more max hp for a few days.

In the general Ritual description, it would help if this was written a bit more mechanically. Start or title each paragraph with the appropriate tag (Sacrificial Hit Dice, some keyword for Sacrificial Hit Dice capacity of 3*level, Duration, Saving Throws). Duration should include a note that many rituals have hour/HD durations (I expect that when originally written this was not the case).
*Pre-Edit: ah, right, all rituals are available for 1 day/HD, it's just that for some reason a ton of them also have effects that last 1 day/HD. Seems a little unclear since non-charged rituals basically have an extra day/HD duration that means nothing, and this caused me to disregard the Effect Duration. . . except looking at Spirit Manacle here, we have an Effect Duration of day/HD with the actual effect in the text clearly round/HD. New material/format changes may have caused that.

As noted below, there should be a general rule on range and targeting since it seems that many rituals lack this information. There should also be a mention of Spell Resistance, even if only a reminder that as Su abilities SR never applies (though a nod to some people's preference to X/magic transparency would be welcome).

I think I might be missing something very important: is there a minimum HD requirement for higher level rituals? My gut tells me this really should be a thing, though as I read the Martyr rituals I start to think they're intended to have the option of lots of lower level links and transfers and debuffs. I haven't read any Blood rituals yet, but any Martyr ritual that avoids the +ritual level surcharge on hp (say by not spending hp) is gonna get real strong.

On the other end, I see no maximum HD limit, making non-hp sacrifices dangerous. This is okay if you need bodies supplied by the DM but gold is cheap for Martyrs, see Fettered Mind, below. And personally I think there's a hole in the hp sacrifice: temporary hp are still hp and basically invalidate any mechanic that starts by taking damage no matter how un-preventable or un-redirectable it is. Just add a line that the damage bypasses temporary hit points and you're fine.
Pre-edit: finally noticed that the Martyr doesn't have a HD=level max on hp sacrifice like I must have assumed, it's just the same 3*level HD limit as everything else. That'll just be bananas.


I find the Martyr's more active abilities quite underwhelming. It's obviously more of a set buffs and go class, but still. The stunning touch from Wash the Sins gives you hp burn you can't heal until you rest, even if they make their save, so using it even once is a massive cost that just doesn't seem justifiable. Remove Temptation comes on at a a level where any weapon you sacrifice will be worth obscene amounts of cash that you should never give up-I also don't see why they'd ever fail to create a ritual unless they were already at max capacity (you could just make a 1HD ritual and let the rest go to waste). Reversing Strike is your way to speed up rituals so you can react in combat, but since you have to convert damage exactly it's quite a ways out of your control. On the other hand, Healing Touch is apparently usable on self with no upper health limit so the whole party is full all the time.

I'm pretty leery of the Ritualists at-will Entangle+Slow into Paralyze. Obviously it's there to make sure you can do a sacrifice and it's good that the brain-locked effect is all or nothing by releasing them on a successful save (though it could be a bit more clear that you do this after they've succumbed to the first effect), but that is still a really, really strong ability to have at-will with no cost. I'd let the first save grant immunity on a success, as with most at-will save or lose effects. As written it can't effect undead at all since it's mind affecting, just needs a note that undead immunity does not apply in addition to the altered effect.

Immolator Apostate should list the damage of a medium fire for convenience. Cleanse in Fire seems useless unless you took Martyr to 9th for Reversing Strike to flash-cast it but the PrC is set for 7th level entry, and it also doesn't specify range. Even then it has the same problem as Wash the Sins in that using it even once docks your hit points for the rest of the day (possibly longer) in exchange for a single attack. Especially now that I've read the Martyr's ritual list.

Planar Animist is, as most HD based summons are, ridiculously broken. Even assuming you have to pay HD equal to the HD of the outsider (as written you only pay for duration so you can just spend 1 HD for anything, unless I'm missing a base rule somewhere that says higher level rituals have a minimum HD cost), that still lets you get three times your own hit dice in outsiders, each of which can very easily have spellcasting greater than their own hit dice (Gheale Eladrin and Trumpet Archon are the two favorite standouts, acquired here at 4th level rituals for ECL 11, also you should really specify how to round level=1/3 outsider's hit dice, since if it rounds down that means you can go to Planetars at ECL 11 instead). As much as I love a no-cost buffet that's a no-guilt summon instead of a calling, there's a reason the Planar X spells have huge costs.

I don't see why the Quietus can get Allips before Shadows when Allips are better in every way. I'd also like to see Spectres on there, and Devourers are creepy as heck so nice choice. As cool as it is to be able to create and control NightXs, it comes in 2nd right under the Planar Animist for overpowered minions. The spellcasting progression is pretty cheap if you use something to expand the list, but not really a problem. I like the idea that they could sacrifice one of their undead to power a ritual, possibly one for making a new undead, except that as creatures created by a class feature you can't sacrifice your own undead. Also, the Quietus's undead animation brings up another point I may have missed: is there a requirement anywhere that a living sacrifice be sapient? Because turning cows into Allips and hunting dinosaurs for easy NightXs is probably not what you intended.

(I haven't read the other PrCs in-depth)

In general, I see a lack of ranges and individual effect durations, making many of these impossible to use. Affliction of Gluttony is ranged touch with no range, Chained Body has no given range or individual effect duration, FTP has no range, Fettered Mind has no range, etc. If the intent is that all rituals have a range of unlimited and no rolls then this needs to go in the general ritual rules at the beginning. You may also want to adopt some of the standard descriptor [tags], like [mind affecting], [death], and so on.

Absolve the Weak: I don't see the need for an hp cap here, unless you have another healer you'll run out of hit points anyway since your at-will healing doesn't work on yourself Pre-edit: wait, nevermind it totally does okay then. Comboing with someone who has Touch of Healing reserve isn't really overpowered.

Call Boon: 50k is low enough that a lot of the Artificer's choices aren't available, but with no restriction on charged items I could see a cl15 wand or a staff to burn being a good idea. Compares well enough to a warlock throwing an at-will 4th level spell, though Martyrs can't use wands without help. Until you realize a scroll of wish is under 50k, and boom, instant broken.

Call Boon, Greater: this is obviously bonkers. IIRC the epic item clauses do state that any item over 200k counts as epic, so that should be inlcluded here for convenience, but even then you can just take a week or so off and whistle up Rings of Three Wishes to get +3 inherent to all your stats. Both Call Boon rituals are easily fixed by including the usual xp clause, that any item duplicating a spell with an xp component charges you the same amount of xp. This limits them to only the most broken spell combinations a player can come up with when they don't have to spend money including access to 9th level spells at 13th level with Call Boon. I'd also suggest limiting them to printed items only, possibly even DMG items only, just so the scope of the power can be seen, and since you probably didn't intend scrolls/wands, put that in the description.

Chained Body: lists no individual effect duration, does that mean the target is marked for days until your ritual runs out? That's pretty cool, but also kindof a death sentence. Retaliation effects usually don't trigger unless the victim takes damage, and wear off quickly, so this is basically the perfect deterrent. Except without a given duration, using the last charge ends the ritual and thus is wasted. Also another good example of a power that's crazy good if you can spend only 1 or 2HD on it. From what I've read so far the Martyr kinda needs it though. Pre-Edit: well this seems to be the main thing they do, crazy strong debuffs with little or no save.

Face Thy Punishments: as written, a will save negates the force sphere as well as the planar travel ban. Change the save line to "see text" if that's not intended.

Fettered Mind: no save HD based effects are not the best in my mind. They're entirely binary and based mostly on player knowledge of enemy hit dice, either being grossly overpowered if they can boost the affected HD, in this case, by using 10gp per HD in sacrifice to avoid the level limit on hp sacrifice, in this case build right into the base system, or completely useless if the DM throws an advanced or unexpected creature at the party. A 5th level Martyr can spend 150gp to get a 15HD sacrifice, which apparently gets them a no-save unlimited-range lose effect against the next 15 evil creatures they encounter with 15HD or less, or just use 18hp.

Forge Lifebond: wait, so this lets you pass half the hp loss of setting up your rituals to someone else, at the cost of an extra 3hp and the drawback/benefit of Shield Other? Handy, but not so crazy due to maximum HD capacity. Excellent interactions with Reversing Strike since it's two-way, that will just foul up everything on both sides of the fight! I would change "shared equally" to "split evenly" just to be sure, and specify rounding.

Impregnable Spirit: needs to specify how much Fortification.

Judgement: so basically Wail of the Banshee vs evil, a bunch of times. Not impossibly strong but basically all you need against living foes. This is where lack of standard descriptor [tags] comes in: Death ward stops [death] effects, but does it stop Judgement? Undead can't die so they're fine even though the spell hits all creatures instead of only the living.

Justice: terminally vague, what happens if someone interferes? Does the effect end or does it have DM level denial of interference?

Life's Wrappings: just to be clear, a flying creature falls but cannot be directly harmed so they take no damage from the impact. As a defense, at 11HD you've passed the hardness of adamantine and they'll need magic or Mountain Hammer to break you out, if they don't realize they could just drown you. This and the upgraded version are certainly a way to protect squishy NPCs, it's just kinda lame that to do so in this game you really do need to put them in a box/cocoon/extradimensional pocket to make it work.

Network of X: I'm not convinced the penalties are neccesary. As a no-armor, d6 class (huh, what's up with that save progression?), you're already squishy enough that if the rest of the party is protected and you're not, you're dead. The penalties just force the player to literally wait back at camp or around the corner out of sight since they're now extra vulnerable to the foe they're specifically fighting. Pre-Edit: having finished the list, I can see why a full party-buff without penalty would be too much in addition to the various other shutdown abilities, but I still don't think it's a good design. Life's Gift gets a special mention: while it's more efficient than Absolve the Weak, it's still pointless out of combat healing when you could just use Healing Touch 30 times, and if used in combat with Reversing Strike the fast healing 2 isn't enough to really matter. Suffering Surrendered on the other hand is quite amazing, it's way easier to stack immunities on one person.

Network of Souls: again I'd change this to "split evenly," with directions on rounding/remainders.

Prayer Focus: sounds great until you realize that attacks and spells does not include the vast array of supernatural abilities in the game, including other ritual users. Probably for the best though.

Purge They Soul: implies rather than states that the creature returns to it's original position after the effect duration wears off. Save DC is obscenely high since it uses full HD rather than 1/2 like most (there are a couple other instances of this elsewhere), but it also doesn't have the potential prohibition on escape like most similar effects.

Radiance: unclear. So does it hit all targets with Sunbeam every round? Is it firing normal Sunbeams or producing a single-target version? Is the listed blind/miss chance in addition to or replacing the normal blindness of a Sunbeam? Can you exit the trance early by any means other than ending the entire ritual? (actually you can't since no actions means no free action to end the ritual). Sunbeam is already a multi-round spell, I'd say it doesn't need the reduced caster level, being stuck stationary is more than enough of a drawback to make up for the increased duration since any undead will either kill you where you stand or just retreat out of range until you stop.

Reflexive Retribution: nothing reflexive about it. I'd change the phrasing to "redirected" and "remainder" for clarity. This is similar to Chained Body, if anything more powerful since you're gaining DR/lol against every attack for two creatures. Another signature ability, they both necessitate foes with a wide array of abilities to keep the game meaningful.

Sacrificial Knowledge: what is the ritual wielder level of the affected target?

Shackled Thoughts: Ray of Dizziness without the ray, another staple ability that might be too strong.

Shadows of Sin: massive save DC again.

Shelter in my Soul: needs to specify what happens to worn and carried items.

Shifting Spirit: no-save forced teleportation at level 1, the only thing that undermines this is range being linked to uses, so you can't bring very many charges without shoving your foe so far away you'll disrupt your own party's ability to attack. Should specify if direction includes up/down, usual notes about being shunted out of solid objects (there might be a preference for landing closer or further from the user depending on what you want the power used for), the conjuration school would automatically prohibit appearing in thin air but the [teleportation] descriptor doesn't automatically I think.

Sorrow's Burden: high save DC again, and the way you've set up an active only multi-target "gaze" attack ought to explain what happens if a target wants to avert their eyes. You probably can't do so unless it's your turn, but this could give an incidental buff if foes fear it and avert or close their eyes on their turns after you use it, even if you don't continue doing so.

Soul Coffin: so for 2HD out of my max capacity I can just have an extra life waiting somewhere with reduced xp cost? It's no Jade Pheonix Mage or Sand Shaper but it's nice it's own ways. Beats the heck out of Clone.

Soul's Shards: what does this even do? How or what triggers the shards and what's the effective HD of the 3rd level rituals?

Spirit Aura: pretty lame restrictions for an ECL 13 ability, also bugs me a bit that it conflicts with the Oriental Adventures definition of spirit which includes incorporeal undead, Sight of Life or something would be better.

Spirit Manacles: another extremely potent ability, foul your foes' movement and double your net damage with no save or rolls required. Also lets you do obvious combos: summon a mook, bind it to your foe, and cut off it's head for a free crit (use bigger mooks to channel more damage, also useful if you can't order a summon to be helpless for a coup de gras). I'd generally never allow this aggressive of an ability with no save.

Spiritual Locus: I quite like seeing this ability come up earlier or at least cheaper than Refuge.

Splintered Soul: if they fission and fail the save they're stunned, but there's only one (very high) save so it's either fissioned+stunned or nothing. This is a pretty strong debuff against the right high level creatures, enough negative levels and it doesn't matter that they've got two bodies.

Swirling Lives: normally I'd say this is a decent healing effect, but for ECL 15 it's not, especially not compared to some of the no-save-just-lose effects you could be doing. It's roughly equivalent to a pair of Heal spells without the speed or extra effects, and at this level it's Heal or nothing. If it were a pulse that healed all party members then maybe. Note that Woven Tapestry, below, heals 18 points (4d8= 18 average) a whole level earlier with option to attack.

Trammel the Soul: unclear, is this an immediate action, or a non-action response choice, or or do you have to lay the curse on them before it starts working? Has that high save again, but its the first anti-caster I've seen here, and not until max level. Class does have a specific weakness then, at least until high levels.

Unbreakable Body: uh, you mean Unbreakable Mind? The last sentences of the whole Mettle/Evasion series are awkward, how about "and at 10 hit dice, the subject gains Mindblank (or X)". You can afford a couple more words.

Weaken Flesh: well dang, there's another super strong staple, targeted at monsters. Much more narrow which is good but still basically death against the right targets.

Weaver's Life: see, now this is a high level healing effect (probably a higher level healing effect, just automatically up to full hp is better than Heal in many cases). I like how this is somehow a heal spell that can miss, that'll create some tension, although being able to spam full heals while simultaneously dealing out as much damage as you're taking is huge. This would certainly teach the DM to target the "healer" first.

Woven Tapestry: eh, roughly equivalent to a casting or two of Darts of Life. It'll hold you until Weaver explodes onto the scene.

Okay, that was several hours, I think I'm done for now. Obviously I favor the Martyr class, simply because it's wholly self-sufficient and this also makes it the most easily breakable. I find it's class abilities extremely restrictive as written and hardly worth using, but many of it's Rituals range from stupid strong to grossly overpowered. With a heavy dependence on the rest of the party running cleanup I'd expect this to perform as well or better than a heal/buff/disable caster in the same hands.

Chained Body and "Reflexive" Retribution in particular should appeal to people who like the sort of aggro control found in MMOs (or anime about MMOs, I'm looking at you Log Horizon).

Stratovarius
2015-09-23, 06:01 AM
Okay, so, couple things - a few of the things you're posting about are addressed, just not here yet (because I've been revising the Rituals over on my home forum). So I'll copy over the changes and post the change log below. And please note that a lot of tweaks to rituals are not mentioned, because any ritual that needed clarifying to have the same effect it already had didn't get listed. I'll then respond in a second post to everything from your list.

And I suspect the rules post not being as clear as it needs to be is the reason for it, but the minimum sacrifice for a ritual is equal to the ritual level (so 7hd for a 7th level). I'll update that when I get the chance.

Updated rituals were created after the changelist comments, and so are in response to them.
Ritual Warrior stuff:

General - Made everything 3rd person.
Bone Web - Changed from swift to standard, cleaned up.
Boneform Gear and Bloodform Champion are really similar. Not sure Champion is two levels better.
Boosted Brume of Broken Blades, also cleaned it up.
Cadaver Column - keep as swift action?
Disfiguring Death - Cleaned up, rewrote a bit.
Boosted Evacuating Touch to all saves.
Fear Ward can now stack with itself.
Finality - Increase the range it can affect creatures?
Flesh of the Fallen - This should be ritual level 1. Thoughts on changing it to increase power?
Grasping Hands - keep as swift action?
Hematic Shield - odd, not very useful. Rewrite?
Permeable Ward - Renamed Impermeable Ward, extra damage taken dropped.
Rush of Blood - Now grants +Init as well.
Rush of Blood, Greater - No penalty for full attacking.
Scything Bane - Enemies only now.
Seeping Spirit - Damagewise, outdoes Leeching Aura, but doesn't heal. Thoughts?
Siphon Spirit - Boosted from 1/3 to 1/2.
Striker's Gift - Boosted it, but don't really like the ritual as written. Thoughts?
Sympathetic Pain - Changed it, since it seemed weak for a 5th level ritual. Thoughts?

Edit: Updated Cabalistic Thaumaturge as follows -
Made it grant full progression in both Spells and Rituals
Clarified that you learn one Ritual of Spell Metamorphosis at each indicated level
Changed the prereqs of the spellpoint version slightly to account for system differences

Now for the Ritualist:

Changed all to third person
Barrier of Blood - Boosted retaliation damage to 1d6 per HD from 1d6/3 HD
Barrier of Blood, Greater - Boosted retaliation to 2d6/HD from 1d6/2 HD
Bloodspell - Added caster level
Bloodspell, Greater - Added caster level
Bloodstone - Boosted damage to 1d6/HD from 1d6/2 HD
Bolstered Blood - Changed effect from energy resistance to match Ritual Warrior version (fortification)
Boneform Gear - Changed to match Ritual Warrior version
Brume of Bolstered Blood - Changed to match Ritual Warrior version
Extract Essence - Underpowered and odd. Thoughts?
Flesh of the Fallen - Underpowered, same as Ritual Warrior version. Thoughts?
Forgotten Heritage - Now gain sacrifice's feats.
Lifeblood Shield - Now based on sacrificial hit dice
Rite of Immortality - Totally useless in most games. Thoughts?
Rush of Blood - Changed to match Ritual Warrior version
Rush of Blood, Greater - Changed to match Ritual Warrior version
Shattering Sphere - Boosted to 1/HD instead of 1/3 HD
Shroud Self - Drop a level?
Sickness in the Body - Unsure of combat effectiveness of this ritual. Thoughts?
Siphon Spirit - Changed to match Ritual Warrior version
Stolen Knowledge (Greater) - Cool concept, mostly useless. Thoughts?
Weapon of Blood - Changed to match Ritual Warrior version

And now for the Martyr:

Changed all to 3rd person
Added Range and Target entries
Changed range to 20 ft./hit dice
Divine Presence (all) - Changed to 1 day/hd instead of 1 hour/hd
Entwined Bodies - Changed to all physical stats
Entwined Magic - Now allows personal range spells
Entwined Spirits - Changed to all mental stats
Healer's Warning - Removed ability to affect a single ally with a ritual
Heavenly Gifts - Boosted slightly
Justice - Cleaned up, removed cap on boost
Life's Wrapping - Cleaned up, boosted healing
Network (all) - Removed penalties to Martyr
Radiance - Boosted significantly
Shield of the Soul - Cleaned up, boosted healing

All ranged touch attacks removed. It's Save or Suck all around.

Edit: Just noticed Radiance now completely overshadows Judgement. Thoughts?[/spoilers]

And now for the Rituals:
[spoilers=Updated Rituals]
Boosted Rituals:

Bloodform Champion
Level: Ritual Warrior 5
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

The ritual-wielder clothes himself in armour and weapons formed from the blood of the sacrifice. These items continually bleed, giving anyone trying to track the ritual-wielder a +10 bonus on their checks, except in rain or another condition that would wipe the trail clean. He gains proficiency with all martial weapons and all armours. When this ritual is completed, he must choose 1 suit of armour and either 1 two handed weapon, or a one handed weapon and shield. If it is a ranged weapon, it creates an unlimited supply of ammo. All items have a +1 Enhancement bonus to Armour Class, or Attack and Damage, for every 3 hit dice of the sacrifice. The ritual-wielder increases his size category by one (his gear growing to match), as well as increasing his BAB to match his character level. Finally, the ritual-wielder gains fast healing equal to half the hit dice of the sacrifice.

Finality
Level: Ritual Warrior 4
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: Fort negates

Whenever the ritual-wielder kills a creature and activates a ritual with his Finishing Strike class ability, one creature (within 5' per hit dice of the slain creature) must make a fortitude saving throw vs 10 + sacrifice hit dice (for Finality) + the ritual-wielder's intelligence modifier, or lose one half of its current hit points. If there is more than one legal target, the ritual-wielder chooses which must save.

Flesh of the Fallen
Level: Ritual Warrior 3
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

The ritual-wielder walls himself within the flesh of the sacrifice, creating a thick barrier over his body that wards off some of the damage from mundane attacks. He gains DR 1/magic for every two hit dice of the sacrifice. In addition, he gains fast healing 1 for every two hit dice of the sacrifice, but it only affects him at or below one-half his full normal hit points.

Hematic Shield
Level: Ritual Warrior 2
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

The ritual-wielder's blood thickens and slows within his body, becoming harder than the flesh that surrounds it, forming a second set of bones within his body. He can no longer bleed to death below 0 hit points. Any physical or elemental damage he takes does not take effect until the end of his next turn, and the total amount is reduced by one half the hit dice of the sacrifice.

Next round of fixed rituals:

Striker's Gift
Level: Ritual Warrior 1
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

Whenever the ritual-wielder kills a creature, for one minute his attacks deal 1d6 bonus damage for every two hit dice of the creature slain. The newest instance of Striker's Gift being activated takes precedence over preceding cases.

Extract Essence
Level: Ritualist 5
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

The ritual-wielder pulls the very soul out of a creature, ingesting it and gaining strength from the slain sacrifice. The ritual-wielder gains one bonus hit dice (d6), the commensurate number of temporary hit points (apply the ritual-wielder’s constitution modifier, if any), a +1 competence bonus on attack rolls, and a +1 competence bonus to his ritual-wielder level for every two hit dice of the sacrifice. The bonus hit dice count as regular hit dice for determining the effect of spells or abilities that are hit dice dependant.

Rite of Immortality
Level: Ritualist 6
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

As the sacrifice is killed at the end of the ritual and the ritual-wielder anoints himself, the lifeblood of the sacrifice flows into the ritual-wielder. The ritual-wielder becomes immune to any effect that would change his age category. As a swift action, he may become invulnerable to all damage or effects for one round. He may do this a total number of rounds equal to the hit dice of the sacrifice.

Shroud Self
Level: Ritualist 4
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

When the ritual-wielder performs this sacrificial rite, his form twists and changes, taking on aspects of the sacrificed creature. He gains the benefits of the creature's three physical statistics, as well having his BAB increase to the sacrifice's (if this would grant an increase), and gaining all of the victim's natural attacks, if it possesses any. This cannot increase the ritual-wielder's BAB above his character level.

Shroud Self, Minor
Level: Ritualist 1
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

When the ritual-wielder performs this sacrificial rite, his form twists and changes, taking on aspects of the sacrificed creature. He gains the benefits of one of the creature's three physical statistics, and the victim's primary natural attack.

Sickness in the Body
Level: Ritualist 3
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: Fortitude negates; see text

The ritual-wielder force a series of diseases into the afflicted creature's body, cursing him with sickness and ill health. Once per sacrificial hit dice, the ritual-wielder may make a melee touch attack against a creature, causing its body to shake and crumble. If the struck creature fails a fortitude save, it is nauseated and staggered, and takes a penalty on all fortitude and reflex saves of -1 per two hit dice of the sacrifice.

Stolen Knowledge
Level: Ritualist 3
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

The ritual-wielder searches the mind of the sacrifice as it dies, divesting it of its entire life history, and storing that knowledge in a corner of his mind. Once per hit dice of the sacrifice as a full round action, the ritual-wielder can target a single creature that he can see, and determine its name, race, alignment, and character class, and general estimate of its level or Hit Dice: low (5 HD or lower), medium (6 to 11 HD), high (12 to 20 HD), very high (21 HD to 40 HD), or deific (41 HD or higher).

Stolen Knowledge, Greater
Level: Ritualist 6
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

The ritual-wielder searches the mind of the sacrifice as it dies, divesting it of its entire life history, and storing that knowledge in a corner of his mind. Once per hit dice of the sacrifice as a ten minute action, the ritual-wielder can target a single creature that he has met before, and determine its name, race, alignment, and character class, a general estimate of its level or Hit Dice: low (5 HD or lower), medium (6 to 11 HD), high (12 to 20 HD), very high (21 HD to 40 HD), or deific (41 HD or higher) and its location (including place of residence, town, country, world, and plane of existence).

Radiance
Level: Martyr 7
Ritual Ritual Duration: 1 day/hit dice of the sacrifice
Range: Personal
Area: 20 ft./hit dice of the sacrifice
Saving Throw: See text

The ritual-wielder freezes his body in order to allow his soul to shine through, channelling its power against all of those who wish him ill. The ritual-wielder may not take an action for the duration of the effect. The blinding light of his soul reaches out into the darkness for 20 feet per hit dice of the sacrifice. Invisible, ethereal, and incorporeal creatures lose the special protections those states grant and may be struck normally. Evil creatures (including undead) must succeed at a Will save or be stunned, nauseated, and paralyzed, as their souls battle against the goodness in the light. Neutral creatures must succeed at a Will save or be sickened and staggered. All evil and neutral creatures must succeed at a Fortitude or be blinded and dazzled. All evil and neutral creatures take 4d6 divine damage every round they are in the area. The ritual-wielder may activate this as a standard action once per hit dice of the sacrifice. It lasts for 1 round per hit dice of the sacrifice, and creatures must save each round they are in the area.

Stratovarius
2015-09-23, 07:15 AM
How has no one commented on this?

I think because the system appeared whole cloth over here, and kind of possess a +5 Wall of Text attack. I wrote it originally back in 2007, and have been gently tweaking it ever since.


So, how to read: a ritual-user effectively has 3*level points of shifting abilities from their known list, each most likely at a max power of HD=level (the Martyr's self sacrifice cap or the likely max HD of creatures you find to sacrifice, though at low and high levels HD are more plentiful in livestock and big creatures). Assuming a proper rotation of resting for a Martyr or chaining sacrifices for a Ritualist, these should be up all the time, or for charged abilities have charges=level per day. Note that with -3 hp/level (and change) the Martyr is effectively a d6 class with the option to pay some cash to get more max hp for a few days.

The Martyr actually has to pay a bit more than that, because it's ritual level + the effective hit dice, so a 5th level ritual is 10hp minimum. But othe


In the general Ritual description, it would help if this was written a bit more mechanically. Start or title each paragraph with the appropriate tag (Sacrificial Hit Dice, some keyword for Sacrificial Hit Dice capacity of 3*level, Duration, Saving Throws). Duration should include a note that many rituals have hour/HD durations (I expect that when originally written this was not the case).

I added a General Terms section afterwards, which should hopefully help. And as of the update, almost all of the hour/HD durations are gone, if not all of them.


*Pre-Edit: ah, right, all rituals are available for 1 day/HD, it's just that for some reason a ton of them also have effects that last 1 day/HD. Seems a little unclear since non-charged rituals basically have an extra day/HD duration that means nothing, and this caused me to disregard the Effect Duration. . . except looking at Spirit Manacle here, we have an Effect Duration of day/HD with the actual effect in the text clearly round/HD. New material/format changes may have caused that.

Hopefully the cleaned up Rituals make this easier to understand, but that duration line, despite the name (my fault, I know) always meant the duration of the Ritual, not of the effect. It was a downside of originally starting from spells, which use Effect lines, but don't have two separate durations. So, no-use rituals last 1 day/HD. Use rituals last 1 day/HD or until their uses are expended, whichever comes sooner. Please note though that use rituals die after the duration of the final use, not before.


As noted below, there should be a general rule on range and targeting since it seems that many rituals lack this information. There should also be a mention of Spell Resistance, even if only a reminder that as Su abilities SR never applies (though a nod to some people's preference to X/magic transparency would be welcome).

This should all be in there, especially on the Martyr rituals where it was really lacking. That was one of the main goals of the update. Not quite sure what you're getting at with the transparency rules, though. There's not meant to be any here.


I think I might be missing something very important: is there a minimum HD requirement for higher level rituals? My gut tells me this really should be a thing, though as I read the Martyr rituals I start to think they're intended to have the option of lots of lower level links and transfers and debuffs. I haven't read any Blood rituals yet, but any Martyr ritual that avoids the +ritual level surcharge on hp (say by not spending hp) is gonna get real strong.

On the other end, I see no maximum HD limit, making non-hp sacrifices dangerous. This is okay if you need bodies supplied by the DM but gold is cheap for Martyrs, see Fettered Mind, below. And personally I think there's a hole in the hp sacrifice: temporary hp are still hp and basically invalidate any mechanic that starts by taking damage no matter how un-preventable or un-redirectable it is. Just add a line that the damage bypasses temporary hit points and you're fine.

Pre-edit: finally noticed that the Martyr doesn't have a HD=level max on hp sacrifice like I must have assumed, it's just the same 3*level HD limit as everything else. That'll just be bananas.

Yes, currently 3 * level is the only upper limit on rituals. Granted, that was written before the Martyr class, so it was designed with creature sacrifice in mind, which meant the DM had to be complicit in handing over something truly bonkers. And the minimum HD requirement is the ritual level (which might not be high enough).


I find the Martyr's more active abilities quite underwhelming. It's obviously more of a set buffs and go class, but still. The stunning touch from Wash the Sins gives you hp burn you can't heal until you rest, even if they make their save, so using it even once is a massive cost that just doesn't seem justifiable. Remove Temptation comes on at a a level where any weapon you sacrifice will be worth obscene amounts of cash that you should never give up-I also don't see why they'd ever fail to create a ritual unless they were already at max capacity (you could just make a 1HD ritual and let the rest go to waste). Reversing Strike is your way to speed up rituals so you can react in combat, but since you have to convert damage exactly it's quite a ways out of your control. On the other hand, Healing Touch is apparently usable on self with no upper health limit so the whole party is full all the time.

Updating the Martyr class features is already on the to-do list. I'm not super thrilled by them at the moment, and the 1st level ability (Touch of Friendship) is completely useless and needs to be replaced.

Remove Temptation - The Martyr doesn't get to decide what the hit dice of the sacrifice are. The gold cost of the item does that for him. But the whole gold sacrifice has always been a problem, and I'm very tempted to boot it over to the variant rule post and let it stay there.

Healing Touch - It's only supposed to work on other creatures, actually. Looks like I don't have that clause in there. The unlimited slow healing doesn't really bother me though, it's something I've got all over the place in my various systems. Just saves the party the cash of a wand of lessor vigor.


I'm pretty leery of the Ritualists at-will Entangle+Slow into Paralyze. Obviously it's there to make sure you can do a sacrifice and it's good that the brain-locked effect is all or nothing by releasing them on a successful save (though it could be a bit more clear that you do this after they've succumbed to the first effect), but that is still a really, really strong ability to have at-will with no cost. I'd let the first save grant immunity on a success, as with most at-will save or lose effects. As written it can't effect undead at all since it's mind affecting, just needs a note that undead immunity does not apply in addition to the altered effect.

It was at will so that the low level Ritualist had something it could do, in addition to the getting a sacrifice bit, because a lot of low level creatures are just boring and don't have the interesting abilities that rituals feed off of. I'll make the changes suggested though. In order to limit uses per day though, I'd probably need to create a second low level ability for the Ritualist in that case.


Immolator Apostate should list the damage of a medium fire for convenience. Cleanse in Fire seems useless unless you took Martyr to 9th for Reversing Strike to flash-cast it but the PrC is set for 7th level entry, and it also doesn't specify range. Even then it has the same problem as Wash the Sins in that using it even once docks your hit points for the rest of the day (possibly longer) in exchange for a single attack. Especially now that I've read the Martyr's ritual list.

Medium Fire it turns out is 2d6 a round, which is 1d6 higher than I wanted. I'll just write it into the text. Cleanse in Fire is poorly written, but it's actually a special ritual that gives you a fire burst attack, and is meant to be created via Self-Purgation. It needs to be reworked. It's also unlimited use.


Planar Animist is, as most HD based summons are, ridiculously broken. Even assuming you have to pay HD equal to the HD of the outsider (as written you only pay for duration so you can just spend 1 HD for anything, unless I'm missing a base rule somewhere that says higher level rituals have a minimum HD cost), that still lets you get three times your own hit dice in outsiders, each of which can very easily have spellcasting greater than their own hit dice (Gheale Eladrin and Trumpet Archon are the two favorite standouts, acquired here at 4th level rituals for ECL 11, also you should really specify how to round level=1/3 outsider's hit dice, since if it rounds down that means you can go to Planetars at ECL 11 instead). As much as I love a no-cost buffet that's a no-guilt summon instead of a calling, there's a reason the Planar X spells have huge costs.

Yeah, always knew this guy was a little strong. I'll have to revise it so it's relatively sane. Honestly, just switching it to Ritual Level = +1 per 2 hit dice probably would do it. That caps you at 14hd and under outsiders. And add in a clause I have elsewhere, which blocks the SLA cheese.


I don't see why the Quietus can get Allips before Shadows when Allips are better in every way. I'd also like to see Spectres on there, and Devourers are creepy as heck so nice choice. As cool as it is to be able to create and control NightXs, it comes in 2nd right under the Planar Animist for overpowered minions. The spellcasting progression is pretty cheap if you use something to expand the list, but not really a problem. I like the idea that they could sacrifice one of their undead to power a ritual, possibly one for making a new undead, except that as creatures created by a class feature you can't sacrifice your own undead. Also, the Quietus's undead animation brings up another point I may have missed: is there a requirement anywhere that a living sacrifice be sapient? Because turning cows into Allips and hunting dinosaurs for easy NightXs is probably not what you intended.

Because it was meant to be a Greater Shadow. Hence the level restriction. And no, there isn't... which means you could turn some of the large HD but squishy animals into very interesting options. The NightXs come online at level 16 at the earliest, so I'm a little less bothered, especially as your DM needs to hand you a 21 HD+ monster to sacrifice. Game balance by that point is kinda hosed anyway.

I'm not aware of the class feature rule on sacrifices, since this system never existed before... so I'd say you certainly can.


Okay, that was several hours, I think I'm done for now. Obviously I favor the Martyr class, simply because it's wholly self-sufficient and this also makes it the most easily breakable. I find it's class abilities extremely restrictive as written and hardly worth using, but many of it's Rituals range from stupid strong to grossly overpowered. With a heavy dependence on the rest of the party running cleanup I'd expect this to perform as well or better than a heal/buff/disable caster in the same hands.

Chained Body and "Reflexive" Retribution in particular should appeal to people who like the sort of aggro control found in MMOs (or anime about MMOs, I'm looking at you Log Horizon).

As mentioned above, the Martyr class abilities are in dire need of a clean-up. They're almost unchanged since it was first written and it shows. Chained Body got cleaned up/nerf-batted in the big update, but Reflexive Retribution still needs a few changes, looking at it again.

I'll answer the Rituals portion of the post when I've got more time. Thanks for taking a look at this! Nice to finally have someone give it the once over :D

Stratovarius
2015-09-23, 09:04 AM
Overall changes:
Added General Terms to the Basic Rules

Immolator Apostate:
Self-Purgation - Shortened amount of rounds spent in fire. Clarified charred touch to MTA. Can now use hit points burned away in fire to create a single ritual. Removed fire size.
Cleanse in Fire - Clarified it was a ritual, added action, reflex save, and ritual level.
Fever in the Flesh - Clarified wording, added duration, boosted damage dealt.
Flame Transference - Now works on any attack that deals fire damage.
Lost in the Flames - Removed fire size.
Immolation - Added action, extended time when hit points could be used for ritual creation.

Planar Animist:
Planar Rituals - Can summon a creature up to 14 hd now, and they cannot use SLAs above the level of the ritual used to summon them.

Quietus:
Rituals of Undead Creation - To create sentient undead, sacrifice must have been sentient. Clarified it is a greater shadow. Undead cannot create spawn. Added Ritual of Pain Remembered (spectres).
Bloodless Sacrifice - Made it explicit the Quietus can sacrifice its own minions. Changed from duration/half to sacrificial hit dice/half.

Martyr:
Gift of Self - Removed gold sacrifice, now ignores temp HP.
Healing Touch - Cannot target self

Ritualist:
Grasp the Lifeblood - Any successful save renders target immune. Targeting undead no longer considered mind-affecting.

Fizban
2015-09-24, 05:49 AM
Okay, so, couple things - a few of the things you're posting about are addressed, just not here yet (because I've been revising the Rituals over on my home forum). So I'll copy over the changes and post the change log below.
Makes perfect sense, one of the reasons so many people are using google docs nowadays. I appreciate your sticking to forums, at least for the moment, as I find them much more usable and readable on my end.

Spoilers to keep the thread navigable

The Martyr actually has to pay a bit more than that, because it's ritual level + the effective hit dice, so a 5th level ritual is 10hp minimum.
If you're doing rituals of your highest available level it's a little less than 1.5*level, I used an "and change" note somewhere. You could also just do one ritual and have very little overcharge. I meant it as a quick comparison for people reading and didn't want to round to -4hp/level= d4 HD, since 3*level is the HD cap anyway, so I rounded down if you will.

I added a General Terms section afterwards, which should hopefully help. And as of the update, almost all of the hour/HD durations are gone, if not all of them.
I don't remember it being up there in the long descriptions before but it is now, and the terms list is a nice summary.

Please note though that use rituals die after the duration of the final use, not before.
Yeah I caught that, a number of rituals lacked that duration is all.

This should all be in there, especially on the Martyr rituals where it was really lacking. That was one of the main goals of the update. Not quite sure what you're getting at with the transparency rules, though. There's not meant to be any here.
I'll be taking a break for a while before diving back in again but scrolling up and down it looks good (until I noticed the Target lines, see below). What I meant by transparency is just that psionics and incarnum both make a point of it and I figure it's good to have under it's own header for any big system, so when someone asks the question it's in bold. I also just like acknowledging that everything can always be adjusted, so if a DM is finding that the lack of transparency is a problem they can change it-a reminder that sometimes needs to be repeated.

And the minimum HD requirement is the ritual level (which might not be high enough).
It feels reasonable, certainly for the Ritualist, I'd have to do some proper mock-ups. It'd probably be easier to fix individual (Martyr) rituals if needed than potentially cripple the other two classes by changing the minimum from what you designed them under.

Updating the Martyr class features is already on the to-do list. I'm not super thrilled by them at the moment, and the 1st level ability (Touch of Friendship) is completely useless and needs to be replaced.
Huh. It looks like it's supposed to let you pass personal rituals to others, but I'm guessing then that all the Martyr rituals are written this way to begin with. Being able to dismiss rituals as a free action instead of the usual full-round is definitely a thing though. Lets you free up capacity if you decide you're willing to take the burn for another ability or prepare to use Reversing Strike.

Remove Temptation - The Martyr doesn't get to decide what the hit dice of the sacrifice are. The gold cost of the item does that for him. But the whole gold sacrifice has always been a problem, and I'm very tempted to boot it over to the variant rule post and let it stay there.
I can't double check it now but I know I'd been writing for a while and didn't at the time. Dumping the gold option is probably better for balance, but in general I'd still say that forcing you to use the full value of a sacrifice is silly when the whole point of a sacrifice is that you're willing to give up the whole of it in return for whatever you're getting. Or the bad RL example: if I pay for a $1 item with a $20 bill and tell them to keep the change, most people will keep the change (unless the multiverse is afraid of the Better Business Beureu or something :smallbiggrin:). I was going to ask about basing it on cost to create rather than market value and how that makes mundane items only worth 1/3 and then I read the crafting rules in your main setting link and was wondering what exactly the magic item market price is then (you say that adding the xp cost of creation as gp drastically increases the cost: specifically the cost to create becomes 70% instead of 50%, so does that increase the market price to 120% or 140%?).

Healing Touch - It's only supposed to work on other creatures, actually. Looks like I don't have that clause in there. The unlimited slow healing doesn't really bother me though, it's something I've got all over the place in my various systems. Just saves the party the cash of a wand of lessor vigor.
Indeed, I was sure you couldn't use it on self for a good while, and I also don't really mind the healing. It's a solid reason to be around even if you botch your preparations.

(Re: Grasp the Lifeblood) It was at will so that the low level Ritualist had something it could do, in addition to the getting a sacrifice bit, because a lot of low level creatures are just boring and don't have the interesting abilities that rituals feed off of. I'll make the changes suggested though. In order to limit uses per day though, I'd probably need to create a second low level ability for the Ritualist in that case.
At-will should be fine if they're immune on the first save, just means you can try it once per opponent, and you still have to concentrate or go all/nothing. Choosing between concentrating or risking the second save-out chance is a nice dilemma.

(Re: Immolator Apostate) Medium Fire it turns out is 2d6 a round, which is 1d6 higher than I wanted. I'll just write it into the text. Cleanse in Fire is poorly written, but it's actually a special ritual that gives you a fire burst attack, and is meant to be created via Self-Purgation. It needs to be reworked. It's also unlimited use.
I still don't see a target for that burst, is it centered on self or what now looks like the standard-ish 20'/HD? (And if centered on self, do you also take the damage?) That's a lot of fire damage, up to 6d6 per level at-will.

(Re: Planar Animist) Yeah, always knew this guy was a little strong. I'll have to revise it so it's relatively sane. Honestly, just switching it to Ritual Level = +1 per 2 hit dice probably would do it. That caps you at 14hd and under outsiders. And add in a clause I have elsewhere, which blocks the SLA cheese.
Interesting, that should put a good damper on it until someone can go through and see if there's any gaps left.

(Re: Quietus) Because it was meant to be a Greater Shadow. Hence the level restriction. And no, there isn't... which means you could turn some of the large HD but squishy animals into very interesting options. The NightXs come online at level 16 at the earliest, so I'm a little less bothered, especially as your DM needs to hand you a 21 HD+ monster to sacrifice. Game balance by that point is kinda hosed anyway.
The DM doesn't have to just hand you a big animal though, you can go for a hunt as easily as you could any other downtime activity, or faster with the right magic items or allies to locate and teleport, at which point they have to find a reason to deny you. I'll have to beg to differ on game balance being automatically screwed: it's that attitude that usually causes the problem. Doesn't mean I don't like the ability mind you, that's friggen awesome, and the creatures are roughly equivalent in power to say Greater Planar Ally/Binding a Planetar or something. But like the Planar Animist, you can get multiple minions and pay effectively no cost, which is what pushes it over the edge even if you have to hunt a dino.

I'm not aware of the class feature rule on sacrifices, since this system never existed before... so I'd say you certainly can.
Paragraph three under Performing Rituals: "The creatures used for this cannot have been created, summoned or called, including being gained via any class feature, and they must be alive at the time of sacrifice." An undead you created via a ritual gained as a special class feature has two hits, and even if you use a spell it's still a creature you created.

Chained Body got cleaned up/nerf-batted in the big update, but Reflexive Retribution still needs a few changes, looking at it again.
Solid nerf, but I strongly, strongly disagree with the convention of "Target: one creature/HD" when only one creature is affected by each activation. Simply put, I can't think of any other ability in the game that uses a target line to refer to multiple creatures over time without doing so in the same sentence (Ex: Implosion, which says "Target: one corporeal creature/round.") I expect this would cause massive confusion in anyone trying to read the entries quickly, obviously I know I would have been if I hadn't read the old version without them. The standard for target entries in any 3.5 system is that if it says multiple targets, they're all hit at once. If someone jumped to Chained Body because they heard it was good, saw "target 1 creature/HD" and didn't read carefully enough to notice that there's no "s" at the end of "creature" in the first sentence, they'd think it worked on multiple creatures every time. Further down on say, Spirit Shackles, it only says Target: Two creatures as expected (even though it has multiple charges), as does Justice (which has only one charge). Skimming makes it look like there are a ton of mass debuffs, when in actuality there are lots of charged single-target debuffs. Apologies if this is already being /has been addressed or sounds harsh, but I think it's very important. The rest of the new description blocks is all familiar and works as expected except this.
Divine Presence: summoning changed from hours to days, most impact at lowest levels before hours last all day. Let's see: Lesser can get you a herd of bison or a flock of hippogriffs, that's actually pretty strong if only for overland travel. While I'm here, the middle can get you at best a scad of polar bears or Bralani, decent for wiping mooks but easily cooked by a caster, and greater is good for a pride of Leonals, which sadly at that level aren't all that crazy either (at-will Wall of Force always has uses though, and extra healing/fireballs never hurt anyone). Don't think there's any serious problems here then.

Entwined Magic: is that maximum level restriction or total levels transferred? I expect the former but can see argument for the latter. I'd use, "The highest level of spells transferable."

Healer's Warning: I didn't mind the remote casting, but you're right that usually isn't available that level.

Heavenly Gift: I'm more confused on this one now. Before it seemed like a small instant buff best used for immunity to poison before entering a lair. Now I can't tell if it's an aura or just a very long lasting AoE buff.

Justice: hmm, thinking on a book I re-read recently, I'd like a provision regarding false-surrender. If the benefactor surrenders he should forfeit his buff, but if the accused surrenders and then tries to attack after the buff's gone the buff should come back. Assuming aggressive player use, their ally is assumed to surrender truly (because they couldn't hack it even with the buff), and their enemy is assumed to be treacherous. Unless that's meant to be a valid way for a canny foe to negate your single-shot (though high-powered) ritual.

Network: aha, it seems you'd already removed the penalties, well played.

Radiance: has flipped from anti-undead to not really, since the only status effects here that work on undead are blinding and ghost anchoring. Pretty good array of effects and still does something against undead, but I'd still take Judgement because it doesn't make you stand stock-still for a minimum of 7 rounds each time you use it, that's just asking for it.

Life's Wrappings/Shield of the Soul: I mentioned these before, but I'll add that they're reminding me of the Druid's Rejuvenation Cocoon spell, except instead of being a solid combo of not dying this turn/Healed in three turns/get your buffs ready, this is just lay there and hope your allies fend them off. So it remains best as a somewhat humiliating method of keeping NPCs alive when in hostile territory.

Nice to finally have someone give it the once over :D
I'd like to give it a couple more, but I don't want to make any promises. I never did finish responding to all that 5e Eberron material like I'd intended.

Stratovarius
2015-09-27, 08:10 AM
Martyr Rituals:
Absolve the Weak - HP cap removed
Call Boon (All) - Banned items with charges or uses
Fettered Mind - Removed HD limit, added Will save
Forge Lifebond - Added rounding
Judgement - Applies to undead, and all other unliving creatures
Justice - Added a nasty kicker for those who interfere
Prayer Focus - Now applies to (and blocks) special abilities
Sacrificial Knowledge (All) - Added in a ritual-wielder level
Shackled Thoughts - Added will save
Shelter in My Soul - Items are sheltered as well
Shifting Spirit - Cleaned up, added directions for unusable results
Sorrow's Burden - No longer a gaze
Soul's Shards - Cleaned up
Spirit Aura - Boosted power level
Swirling Lives - Made an AoE
Trammel the Soul - Clarified
Weaken Flesh - Fort save added
Woven Tapestry - Boosted to 6d8

Stratovarius
2015-09-27, 01:41 PM
Makes perfect sense, one of the reasons so many people are using google docs nowadays. I appreciate your sticking to forums, at least for the moment, as I find them much more usable and readable on my end.

I'm not a big fan of google doc links, they always make me not bother to look at the class. And since I got handed 7 subforums to play with, I figured I might as well keep taking advantage of that.

Comments are inside the spoilers.



I still don't see a target for that burst, is it centered on self or what now looks like the standard-ish 20'/HD? (And if centered on self, do you also take the damage?) That's a lot of fire damage, up to 6d6 per level at-will.

It's the standard range. Added into the ability description.


The DM doesn't have to just hand you a big animal though, you can go for a hunt as easily as you could any other downtime activity, or faster with the right magic items or allies to locate and teleport, at which point they have to find a reason to deny you. I'll have to beg to differ on game balance being automatically screwed: it's that attitude that usually causes the problem. Doesn't mean I don't like the ability mind you, that's friggen awesome, and the creatures are roughly equivalent in power to say Greater Planar Ally/Binding a Planetar or something. But like the Planar Animist, you can get multiple minions and pay effectively no cost, which is what pushes it over the edge even if you have to hunt a dino.

Nightwalkers are sentient, which makes it a little more difficult to hunt down an appropriate target - a player is looking more at outsiders or dragons in terms of monsters that are both sentient and consistently hit those HD requirements, and hunting those down is a little more difficult.


Paragraph three under Performing Rituals: "The creatures used for this cannot have been created, summoned or called, including being gained via any class feature, and they must be alive at the time of sacrifice." An undead you created via a ritual gained as a special class feature has two hits, and even if you use a spell it's still a creature you created.

This was meant to stop people from using summons/calling creatures in as free sacrifices. I'll leave the general rule as is, since I've added a specific exception in the Quietus class feature.


Solid nerf, but I strongly, strongly disagree with the convention of "Target: one creature/HD" when only one creature is affected by each activation. Simply put, I can't think of any other ability in the game that uses a target line to refer to multiple creatures over time without doing so in the same sentence (Ex: Implosion, which says "Target: one corporeal creature/round.") I expect this would cause massive confusion in anyone trying to read the entries quickly, obviously I know I would have been if I hadn't read the old version without them. The standard for target entries in any 3.5 system is that if it says multiple targets, they're all hit at once. If someone jumped to Chained Body because they heard it was good, saw "target 1 creature/HD" and didn't read carefully enough to notice that there's no "s" at the end of "creature" in the first sentence, they'd think it worked on multiple creatures every time. Further down on say, Spirit Shackles, it only says Target: Two creatures as expected (even though it has multiple charges), as does Justice (which has only one charge). Skimming makes it look like there are a ton of mass debuffs, when in actuality there are lots of charged single-target debuffs. Apologies if this is already being /has been addressed or sounds harsh, but I think it's very important. The rest of the new description blocks is all familiar and works as expected except this.

It's been changed to be more in line with normal entries.

Divine Presence: summoning changed from hours to days, most impact at lowest levels before hours last all day. Let's see: Lesser can get you a herd of bison or a flock of hippogriffs, that's actually pretty strong if only for overland travel. While I'm here, the middle can get you at best a scad of polar bears or Bralani, decent for wiping mooks but easily cooked by a caster, and greater is good for a pride of Leonals, which sadly at that level aren't all that crazy either (at-will Wall of Force always has uses though, and extra healing/fireballs never hurt anyone). Don't think there's any serious problems here then.

I tried to set as many rituals as possible back to 1 day/HD, because otherwise they were just spells with more use difficulties. And glad that there wasn't anything hiding in the lists. I glanced over them, but never did go check all the monsters added via splats.


Entwined Magic: is that maximum level restriction or total levels transferred? I expect the former but can see argument for the latter. I'd use, "The highest level of spells transferable."

Maximum level restriction. I'll update.


Healer's Warning: I didn't mind the remote casting, but you're right that usually isn't available that level.

I also removed it because making it work cleanly was going to be a bit of a mess.


Heavenly Gift: I'm more confused on this one now. Before it seemed like a small instant buff best used for immunity to poison before entering a lair. Now I can't tell if it's an aura or just a very long lasting AoE buff.

Cleaned it up. It's an emanation around the ritual-wielder that buffs all of this allies.


Justice: hmm, thinking on a book I re-read recently, I'd like a provision regarding false-surrender. If the benefactor surrenders he should forfeit his buff, but if the accused surrenders and then tries to attack after the buff's gone the buff should come back. Assuming aggressive player use, their ally is assumed to surrender truly (because they couldn't hack it even with the buff), and their enemy is assumed to be treacherous. Unless that's meant to be a valid way for a canny foe to negate your single-shot (though high-powered) ritual.

It's not. The ritual is mostly intended to trap the BBEG in a duel with the charging maniac or similar, so that minions can't come to the rescue. I'll add in the false surrender provisions.


Network: aha, it seems you'd already removed the penalties, well played.

On review, they were just too much for using the rituals. They would have needed to be better to deserve that kind of backlash.


Radiance: has flipped from anti-undead to not really, since the only status effects here that work on undead are blinding and ghost anchoring. Pretty good array of effects and still does something against undead, but I'd still take Judgement because it doesn't make you stand stock-still for a minimum of 7 rounds each time you use it, that's just asking for it.

Flipped stunned for dazed, which undead aren't immune to, and also grabbed the damage multiplier from Sunburst against undead. So zombies will have to be a bit more careful now.


Life's Wrappings/Shield of the Soul: I mentioned these before, but I'll add that they're reminding me of the Druid's Rejuvenation Cocoon spell, except instead of being a solid combo of not dying this turn/Healed in three turns/get your buffs ready, this is just lay there and hope your allies fend them off. So it remains best as a somewhat humiliating method of keeping NPCs alive when in hostile territory.

It was mostly intended as an out of combat healing tool, and to be used as a last ditch "save my buddy" when they're crippled or dying. Because of that, I might change them to immediates to trigger.

So made a fair number of changes, with the only area still outstanding being the Martyr base class itself. I'm also a little surprised at the love for the Martyr - everyone else who's tested/used the system (and I do mean everyone) has chosen to side with the Ritualist/Ritual Warrior instead as their option of choice.

Fizban
2015-09-27, 09:07 PM
Nightwalkers are sentient, which makes it a little more difficult to hunt down an appropriate target - a player is looking more at outsiders or dragons in terms of monsters that are both sentient and consistently hit those HD requirements, and hunting those down is a little more difficult. That's a solid restriction then.

[Target lines] It's been changed to be more in line with normal entries.
Yay!

[Summon monster rituals]I tried to set as many rituals as possible back to 1 day/HD, because otherwise they were just spells with more use difficulties. And glad that there wasn't anything hiding in the lists. I glanced over them, but never did go check all the monsters added via splats.
Oh I didn't go over the splat stuff, just the core lists. Main here is BoED, checking lists 3, 6, and 9. SM3 has Coure Eladrin and Musteval Guardinal, that's incorporeal scouting and some magic missile spamming, 6 has the Equinal which is nothing special, 9 starts having problems because they dumped a ton of stuff on it. Moon Dogs are terrible in a fight but have Astral Projection and Ethereal Jaunt at-will, Firre Eladrin have 12 level cleric casting, and Ursinal Guardinals have 12 level wizard casting (compare to the standard Coutal's 9th level sorcerer casting). Owl Archons do have Reincranate SLA, and Sword Archons are rolling in Divinations. Monster Manuals don't have any real additions for Good SM lists, Fiend Folio's Movanic Deva's always been a bit nuts as written on SM7, and I found the Valkyrie in Tome of Battle for end lists.

Considering how few Good creatures there are on the SM lists, a specific list for the rituals might be better, or a hybrid, since using specific lists cuts off a lot of lower level options you might want, like Hound or Lantern Archons. Say:

Lesser: SM3 Good only+ Bauriar, Coure Eladrin, and Musteval Guardinal
[medium]: SM 5 and 6 Good only+ Lantern Archon, Leskylor, and Equinal Guardinal (SM5 includes flying and single attack options as well as the Hound Archon)
Greater: SM 7, 8, or 9 Good only+ Asura, Three-Headed Leskylor, Owl Archon, Sword Archon, Valkyrie and maybe Movanic Deva (FF, if you're fine with Hallow, Commune, and proper Raise Dead on tap)
(Absent: SM8 Warden Archon [True Seeing 3/day] and Hollyphant [no save stun attack], SM9 Quesar [neutral alignment], the Astral Projector and the lv12 casters)

That is, assuming you want it to feel like a summoning spell. Greater ends up extremely versatile, but still far less so than a normal SM9 which could get whole packs of the lower level options. And you're still comparing a Valkyrie or Leonal to 7 charges of Wail of the Banshee. If you want it more restricted, then I'd just cherry pick the well known and/or bland celestials:

Lesser: Celestial Dire Badger, Coure Eladrin, Musteval Guardinal, Lantern Archon (Dire Badger from SM3 for fighting, Lantern is moved down a bit to match it's Improved Familiar friends)
[medium]: Hound Archon, Bralani Eladrin, Equinal Guardinal
Greater: Sword Archon, Leonal Guardinal, and Valkyrie (for chaotic representation)

Edit: oh, hadn't considered the Protectar (Minatures Handbook), the littlest quasi-angels. Probably wouldn't show up on SM until 3, but could be appropriate for Lesser Divine Prescence, and take the place of the Celestial Dire Badger on the narrow version so it's all proper celestials.

It also finally occurs to me that the restriction to only one active copy of any ritual means that you in fact cannot summon a herd of bison or a flock of hippogriffs, which significantly reduces that utility, and makes the whole thing a lot weaker and less awesome (reminiscent of the Astral Construct nerf, except this was there from the beginning so it's not a nerf). Does the one at a time restriction also apply to special class rituals, such as the Planar Animist's summoning, or the Quietus's undead? (presumably yes to the first and no to the latter). Class based rituals often have multiple forms but it's not clear how distinct they are for purposes of maintenance. Since the Planar Animist has Planar Rituals, I could argue that each summon is it's own ritual, or each creature entry, or at the very least each available plane.

So made a fair number of changes, with the only area still outstanding being the Martyr base class itself. I'm also a little surprised at the love for the Martyr - everyone else who's tested/used the system (and I do mean everyone) has chosen to side with the Ritualist/Ritual Warrior instead as their option of choice.
Well I haven't actually read the Ritualist or Ritual Warrior's rituals yet, but yeah I prefer stuff I can just use rather than stuff I have to kill for. I can gladly justify executing or even sacrificing an enemy soldier, but making all my main features rely on doing so constantly is too far in moral and mechanical vulnerability. Not sure I'd actually want to play a Martyr since it's more reliant on effective party-mates and I never trust anyone to pull their weight, but I certainly prefer it in concept. Good use of summons or Immolator Apostate would help with that.

There's also the problem where even one Ritualist/Warrior rather darkens the whole party's alignment and makes a Martyr quite out of place.

Stratovarius
2015-09-28, 06:43 AM
Lots of summons info

I'm not sure which way I'm leaning at the moment - I sort of want to expand the list of available summons available to the rituals, so as to allow the Martyr to pick whichever option is most useful and thus pick up some versatility that way. Given the duration of rituals, by the time Greater comes online, these are less summons and more temporary cohorts, so I might see if there's a sane way to do something like "All LG, NG, CG outsiders from CR 13 and under (and no templates, ever!)" in a way that won't allow for something gamebreaking.


It also finally occurs to me that the restriction to only one active copy of any ritual means that you in fact cannot summon a herd of bison or a flock of hippogriffs, which significantly reduces that utility, and makes the whole thing a lot weaker and less awesome (reminiscent of the Astral Construct nerf, except this was there from the beginning so it's not a nerf). Does the one at a time restriction also apply to special class rituals, such as the Planar Animist's summoning, or the Quietus's undead? (presumably yes to the first and no to the latter). Class based rituals often have multiple forms but it's not clear how distinct they are for purposes of maintenance. Since the Planar Animist has Planar Rituals, I could argue that each summon is it's own ritual, or each creature entry, or at the very least each available plane.

A Planar Animist can have up to 5 cohorts, theoretically - each level grants a different ritual, unless the Animist is being a dope and keeps choosing the same one over and over. Likewise the Quietus can use his rituals repeatedly, although I believe a RAW reading right now would block that, which is something I'll need to make clear. Quietus seems to have a lot of exceptions to the base rules for some reason.

And there never was an Astral Construct nerf - CPsi does not and never has existed :P


Well I haven't actually read the Ritualist or Ritual Warrior's rituals yet, but yeah I prefer stuff I can just use rather than stuff I have to kill for. I can gladly justify executing or even sacrificing an enemy soldier, but making all my main features rely on doing so constantly is too far in moral and mechanical vulnerability. Not sure I'd actually want to play a Martyr since it's more reliant on effective party-mates and I never trust anyone to pull their weight, but I certainly prefer it in concept. Good use of summons or Immolator Apostate would help with that.

There's also the problem where even one Ritualist/Warrior rather darkens the whole party's alignment and makes a Martyr quite out of place.

The Ritual Warrior is the least problematic of the three, as he can theoretically power his rituals only via killing creatures in combat. Given that's what everyone else is doing, that's morally not too bad. The Ritualist, on the other hand, is definitely darker, given he has to forcibly sacrifice creatures for a large proportion of his rituals. There are ways around it, but they significantly limit his powers. For the Martyr, I always thought of it as an exalted base class, where he could cripple foes, but the actual killing was usually out of his hands - hence why a lot of his strongest abilities only apply against Evil monsters.

The other Martyr PrCs, by the way, are Lifeweaver and Panegyric. Lifeweaver makes the Martyr into a walking set of ritual auras, as well as granting allies the ability to create their own rituals, should they want to. It's a way to get a lot of those personal range buffs onto friends. The Panegyric is more... unusual, and basically depends on being below half your total HP at all times. I suspect it's mostly unplayable, although the flavour is quite good. And it does have a capstone that makes me laugh every time I read it. Being able to bury an enemy in 80 spectres is one hell of a finisher.

Fizban
2015-09-30, 07:52 AM
Likewise the Quietus can use his rituals repeatedly, although I believe a RAW reading right now would block that, which is something I'll need to make clear. Quietus seems to have a lot of exceptions to the base rules for some reason.
Rather than a continuous ritual it's an instantaneous ritual that creates an undead which you permanently control. Dealing with free undead control tends to create exceptions.

The other Martyr PrCs, by the way, are Lifeweaver and Panegyric. Lifeweaver makes the Martyr into a walking set of ritual auras, as well as granting allies the ability to create their own rituals, should they want to. It's a way to get a lot of those personal range buffs onto friends. The Panegyric is more... unusual, and basically depends on being below half your total HP at all times. I suspect it's mostly unplayable, although the flavour is quite good. And it does have a capstone that makes me laugh every time I read it. Being able to bury an enemy in 80 spectres is one hell of a finisher.
Skimmed them before, read over again. Lifeweaver works fine, increase the cost to hit more targets, then just turn them all into auras for free instead (though I'd like it to specify what class allies who are granted rituals perform them as, no matter how obvious it would be to assume it's as Martyr). I'd also note that Scrying is a ridiculously short window to actually catch someone under attack unless a whole town is being massacred.

Panegyric's dependancy on 1/2hp or less is fine considering you'll be close to that anyway without sky-high con and other bonuses, and you can plan other defenses that don't rely on hp. More problematic is that Inheritance of the Meek is worse than House of the Holy in every way, gained at a later level after losing more ritual ability sharing only one ritual with only people at 1/2hp or less, and note that for any other character 1/2hp should signal retreat instead of attack. And your first and probably best class feature is healing them so they shouldn't be at 1/2hp (except I keep forgetting it's every 5 rounds instead of at-will). Lifeforce Arisen is only useable if you for some reason have a bunch of NPCs without weapons who are also beat up, because worse than "have a weapon" as a class feature is "give someone else a weapon, for one fight" At lower levels, Sacrificial Boon requires you to damage yourself down to half before you create your rituals in order to get the benefit, which is backwards from the obvious expectation that you'll burn hp down to 1/2 by creating rituals (and then stop there) to run your class features. Walk Amongst the Dead retains Raise Dead penalties despite the short timer, I'll stick with my Revenance+Revivify scrolls. I've liked the whole summon the spirits of everyone they've killed and crush them idea the capstone is using for some time myself and it's quite massively overpowered against anything that's not immune, and I suppose that 1d6/d8 touches could add up on anyone else.

You mention sharing those great personal-range buffs, but what personal range buffs (for Martyrs)? The only personal-only buff I see if Prayer Focus at 7th. Not that it matters since turning all your buffs into auras is already good enough for Martyr/Lifeweaver.

Also: Precognitive Awareness says "one ally" instead of "one creature." Swirling Lives should have text for how "one condition" is resolved, re: do you pick one type and it cures everyone of the same, or do you remove one of your choice from each, or do they pick, etc.

Stratovarius
2015-09-30, 10:17 AM
Another set of changes incoming.

Lifeweaver
Succour - Now useable as a full round action.
Leading the Ritual - Specifies as Martyr of character level

Panegyric
Panegyric Balance - Doubled bonuses, moved to level 1
Sacrificial Boon - Applies when a ritual drops you below half, flipped targeting, moved to level 2
Redirect Gift - Moved to level 2
Undying Devotion - Moved to level 3
Walk Amongst the Dead and the Dying - No penalties for being brought back, heals the dying much faster, moved to level 3
Inheritance of the Meek - Automatically applies rituals to wounded allies, moved to level 4
Lifeforce Arisen - Changed bonus from weapon to general bonus on all rolls

Because of all the changes above, the Panegyric now needs some new class features. I'll try and get them sorted at some point.


Skimmed them before, read over again. Lifeweaver works fine, increase the cost to hit more targets, then just turn them all into auras for free instead (though I'd like it to specify what class allies who are granted rituals perform them as, no matter how obvious it would be to assume it's as Martyr). I'd also note that Scrying is a ridiculously short window to actually catch someone under attack unless a whole town is being massacred.

These should be sorted (see the changelog above).


Panegyric's dependancy on 1/2hp or less is fine considering you'll be close to that anyway without sky-high con and other bonuses, and you can plan other defenses that don't rely on hp. More problematic is that Inheritance of the Meek is worse than House of the Holy in every way, gained at a later level after losing more ritual ability sharing only one ritual with only people at 1/2hp or less, and note that for any other character 1/2hp should signal retreat instead of attack. And your first and probably best class feature is healing them so they shouldn't be at 1/2hp (except I keep forgetting it's every 5 rounds instead of at-will). Lifeforce Arisen is only useable if you for some reason have a bunch of NPCs without weapons who are also beat up, because worse than "have a weapon" as a class feature is "give someone else a weapon, for one fight" At lower levels, Sacrificial Boon requires you to damage yourself down to half before you create your rituals in order to get the benefit, which is backwards from the obvious expectation that you'll burn hp down to 1/2 by creating rituals (and then stop there) to run your class features. Walk Amongst the Dead retains Raise Dead penalties despite the short timer, I'll stick with my Revenance+Revivify scrolls. I've liked the whole summon the spirits of everyone they've killed and crush them idea the capstone is using for some time myself and it's quite massively overpowered against anything that's not immune, and I suppose that 1d6/d8 touches could add up on anyone else.

Again, hopefully sorted (changelog) Aside from Revival, which I left as is for the moment.


You mention sharing those great personal-range buffs, but what personal range buffs (for Martyrs)? The only personal-only buff I see if Prayer Focus at 7th. Not that it matters since turning all your buffs into auras is already good enough for Martyr/Lifeweaver.

Call Boon series, Divine Presence series, Entwined series, Flesh Forged, Forge Lifebond, Healer's series, etc. Basically any ritual that doesn't grant uses to attack is shared via Houses of the Holy. So as a Lifeweaver, it's best to target yourself with all of those rituals and let the class ability turn it into an aura, rather than casting it on a friend.


Also: Precognitive Awareness says "one ally" instead of "one creature." Swirling Lives should have text for how "one condition" is resolved, re: do you pick one type and it cures everyone of the same, or do you remove one of your choice from each, or do they pick, etc.

Thanks for the catch, sorted.

Stratovarius
2015-10-03, 07:10 AM
Panegyric
Added Balancing the Scales, Ritual Empowerment, Moment of Justice, and Expunge Corruption.

That's the Panegyric class updated and finished, which means next on the list is fixing the Martyr's class abilities.

Stratovarius
2015-10-03, 10:38 AM
And now for the big one, the Martyr
Wash the Sins - Now a large AoE
Cleansing Touch - Usable at will, not per day
Reversing Strike - Can now cancel other rituals if desired
Gift of Life - Upgraded to True Resurrection
Hand of the Heavens - Cleaned up
Touch of Friendship - Rewrote completely. Now gives morale bonuses
Remove Temptation - Now an active ability
Added Bonus Feats
Added Goodness Abounds
Added Sanctified One
Added Resistance of Pain
Added Mettle & Improved Mettle
Added Holy Mantle
Added Blessed Sacrifice

On reviewing this class for the rebuild, damn did it have boring class abilities. That problem should now be sorted.

Fizban
2015-10-07, 06:37 AM
-Touch of Friendship: dull but useful. Kindof annoying having something that never scales or upgrades, but in reality it's never bad and gives you a filler action if you need it.

-Bonus Feats: also dull but useful, same intervals as Ritualist. I like having the Exalted option, though standard Exalted feats give little room for interesting combos. It's been a while since I read the ritual list but I don't think they've got all the effects you'd need to offset Vow of Poverty (could also be some good ritual user items too, haven't read those yet either). I get the feeling the Ritual feats were also all done before the Martyr, might want to go back and re-write some of them. Sacrificial Virtuoso may want a note for any alternate Martyr or PrC uses that retain their spellcraft check. Assuming that Slaying Strike sets the sacrificial HD equal to the target killed, as one would expect, this lets a Martyr sacrifice people, which may or may not be a good idea depending on how PrC-exclusive you want that to be (alignment arguments notwithstanding since everyone does it different).

-Goodness Abounds/Calming Breeze: as far as I know there's no such default official ability as an aura, even if everyone gets what you mean (Marshal and Draconic auras have special restrictions). It's better to say, "All creatures/allies within 30' gain the benefits of the Protection From Evil spell." The distinction between creatures and allies is important since Creatures allows aggressive blocking of compulsion effects but also fouls allied compulsions until you can dismiss it on your turn, while Allies should disallow creatures that are hostile to you. I expect Calming Breeze is meant to work on foes much like the Apostle of Peace's main shtick, though it could again specify enemies to avoid hindering allies if you chose..

-Wash the Sins: big enough to have a use even though I'd still never plan on it, but having lost the ability to dismiss their Rituals as a free action (previously under Touch of Friendship), you can't bust it out on purpose unless the emergency is that someone ended one of your rituals. Hmm, except since it's not listed as a ritual there isn't a HD cap to worry about, nevermind.

-Resistance of Pain: SR is a thing. Due to the fact that it's as likely to foul allied buffs or heals in combat, many homebrewers include lines removing the double-edge. This could be especially bad for the Martyr as most (or all?) of their fancy supernatural healing effects don't work on themselves. I'd really not name it anything to do with pain, since that usually indicated a bonus on saving throws against effects described as pain.

-Reversing Strike: I still don't like being stuck with the exact amount of damage dealt. Unlike being stuck with the HD of enemy monsters, damage can vary wildly to say the least. No need to say it's a free action when it's already triggered as a choice based on outside conditions, the free action line just makes it impossible to use since free actions can still only be used on your turn by default.

-Sanctified One: needs more text. Doesn't specify a ritual level, so you can cast high level spells with CL1, and you can also go straight to 9th level spells (not that the top level sanctified spells are much worth casting). I assume you get one casting, probably activated as a supernatural standard action like most charged rituals, but none of this is stated. Certainly worth an extra bit of utility though, and come to think of it, replacing the normal sacrifice component with the Martyr's sacrifice component makes the top-tier spells actually usable.

-Remove Temptation: "60 ft. standard action" is awkward, just move the 60' down to where you put "within range." Always good to specify rounding. I honestly don't see the need to give an item immunity when you're paying maximum hit points out of the day, allowing a save (fort even), and of course destroying your own loot. Even on spell component pouches it costs more than a Warlock's Baleful Utterance spam. I'd like it if you could take the sacrifice here and spend it on creating a ritual later (or even now), if you're effectively spending 2,000gp per SHD then some perks are in order (was that in the original version? I forget).
-Returning Anguish: so boss, great to combine with all the other damage reducing/redirecting effects you can get, maybe a little Moment of Perfect Mind/+psionic focus. I'd change the wording to use split or redirect, or at least put the "Martyr takes half damage" in front so it flows better. Also needs to specify what it works on, since the ability starts out just talking about damage but ends assuming a "striking creature." There's another reference to free actions that actually renders the ability useless (the only reason I can see to include it would be to prevent them from using this/Reversing Strike when unaware/flat-footed anyway).

-Hand of the Heavens: still pretty solid for non-Lifeweavers.

-Gift of Life: you know, I've always wanted to make a guy who could revive people basically at-will, and this is in fact the closest thing to that. Exactly zero hoops to jump through compared to other builds. Get some Autohypnosis ranks and perfectly memorize the details of everyone who dies in proximity to your adventures, bring them all back to life in your spare time once you hit 18th. Kinda breaks the ever loving crap out of the idea that anyone important stays dead unless the PC is the first to ever reach that level, unless the explanation is that a massive wave of epic threats immediately target you once you get it.

-Blessed Sacrifice: nice expensive all-in button, did you intend to have no limit on uses? I'd expect 1/day, seems to be a theme in variable resource pool classes having their capstone as a 1/day reload/reshuffle/limit break, not that I think it's the best method. Running around with only a single ritual is hardly the best idea, but this does let you just blast whatever ritual you want at maximum SHD every round.

-Holy Mantle: see now, Starmantle is so much better than the usual DR 10/magic/alignment. Such synergy, Starmantle+Returning Anguish+Reflexive Retribution ritual. Fight magic weapon user in melee: subtract X from melee attack and throw it back, then pass a cheap reflex save to cut damage in half, then will save to split what's left with the attack. You take 1/4(damage-20) and they take 20+1/4. Well it sounds nice until they Power Attack your face off anyway.
Martyr has definitely gotten stronger, looks pretty solid overall. Mostly just a couple of editing and style things, and the two-edged sword of SR. Might not be as strong as the PrCs, but that True Rez is gonna haunt anyone that PrCs out in a high level game.

-Panegyric Balance: okay, that is some strong buff. +4 AC/+2 saves (noticed that feat requirement) and DR 8/adamantine will go a long way towards keeping you alive, although it's made the class into an amazing dip just for that.

-Sacrificial Boon: this has gotten wiggy, highly dependant on what your max hp is. You can tank your hp down and get the effect on more rituals, but I'd expect most people to avoid the suicide plan and only let it crop up on their final ritual by a few hp (and since the effect is reduced, the suicide guy isn't getting much). It's a modest little extra buff slot you'll end up with. Pre-edit: oh, I see, it only triggers once anyway, k.

-Redirect Gift: actually, this has a bit of a problem interacting with the Martyr now that I think about it. The Martyr/Panegyric will almost always have their hp burned down below half, but since it's burn a healing spell can't actually increase you past half your maximum hit points, so this will never trigger. Also note that cure and other touch range spells would just go to. . . touch range, probably back on the caster.

-Undying Devotion: did this move to a lower level? Good to have early, though I'd still treat it as more of a "hey I don't die instantly like everyone else!" effect rather than trying to leverage the 20hp worth of room for more ritual burn.

-Walk Amongst the Dead and Dying: the dying effect is still something I'd avoid using, but the raising is just fine now and the dying boost could have some use if the character's got a lot of max hp and is needed to finish the fight.

-Inheritance of the Meek: yes, now this is a thing. There is a part of me that has that gut reaction of "the whole party gets everything constantly for free omg broken," but like I said, in any reasonably optimized game I feel that intentionally walking around with half hit points is asking for death (unless you're built for it). Sure the rest of the party will tank up or rage out, but they won't have your Panegyric AC or DR, anyone who's not a frontliner will have less hp, and unless you brought the right defenses they'll all be one good maximized boom from death. This could vary a lot depending on groups though. I'd really expect using it aggressively to put the whole party on edge for potentially huge gains, while using it defensively to bring tons of "yes so awesome best support char ever!" moments. The kind of exploitable thing that is exactly what it's meant to be. Oh, also: Lifeweaver's aura drops if he falls unconscious, does this still work if/when you drop?

-Balancing the Scales: don't remember if that was there before, but it's a pretty huge buff. Half a tank's hp added to a caster is some serious toughness. Of course it runs completely counter to Inheritance of the Meek and shuts it down when activated, in the interesting style of conflicting class abilities. At this point the Panegyric has some serious overall party toughness to put out: give everyone (else) half a character's worth of temp hp, then heal the party (sans self) half a character's worth of hp, then have the defenses kick in whenever anyone drops below half (capable of roughly halving or negating various attack methods). Call it an extra three halves worth of defense per person per fight. Compare to a caster: can they put out three halves of an hp bar per target per fight? (Nothing that the enemy obviously has their own blocks of attack negation and mass damage/disable) Dunno if those are useful comparisons, I'm just making it up as I go. Probably better to compare it to healer build casters: max temporary 3 hp/HD with Initiate of Ilmater (required Cleric 7), and heal spam every round for smaller amounts and limited uses, smaller and weaker buffs but active on demand to cover those temporary hit points and make them last longer. I don't really know how well healer builds work in other people's games to be honest. I build a solid heal/buff filler character for when I ran Red Hand of Doom, seemed to work pretty well at holding them together. I think a Panegyric would be stronger than he was, but the lack of Clerical utility hurts. Captain Awesome was frustrating because of Imbued Healing spam (1 temp hp/HD after any heal), but the Panegyric at ECL 10 gives a much larger pile of hp. Not being limited to daily uses might have saved the party when they kept forgetting they were out of spells though.

-Expunge Corruption: hmm, given the effect I'd call it "Corruption Turns Inward" or something myself. I feel the immunity piercing could be worded a bit better, but it's non-standard enough that it's easier to extrapolate the intent (though the question of spells and items might be raised). That said, wow that is aggressive. Good enough on it's own even without benefiting from the ritual beforehand, and you could just bomb a guy room with a single maxed ritual for negative levels equal to your own level, with no save or immunities. That is first resort boss killer material. Shadow Dragons are terrifying for their negative level breath weapons with save for half, and they max out at 8 for great wyrm. Needs some sort of limit on negative levels dealt. I do like it as a precursor to the Specte bomb capstone, and the delicious fun of dropping negative levels on people who expect to be dealing them out. Oh, and should specify an action.

-Rise and Rise Again: still solid. I see you moved the next ritual wielder drop to next level but I think it's fine here, if not at at 6th for symmetry. I think there's a bit of tradition in synching dropped caster levels with the levels where you get free resurrections.

-Moment of Justice: this might be going a bit far, or a bit early, but maybe not. With the extra death buffer you should be able to survive most one-shots from half, so this could trigger in multiple fights. On the other hand, it still shuts down Inheritance of the Meek and leaves you an inch from death, and having a trigger for when they figure out to target the support guy is pretty important (one could argue that weakness should be kept as a balancing factor, but I'd expect it to be even more frustrating for the DM not being able to target you without seeming like a jerk). And AoE damage can easily meet this amount, basically meaning you drop and everyone else lands back where they were.

-Ritual Empowerment: since you don't have an Empower Ritual/Maximize Ritual feat, I think it'd be appropriate to spell out what happens here. I think you mean to increase variables as well as uses though I don't recall many Martyr Rituals with variables. Makes it feel like if you just whip up another ritual you'll have more ammo and stronger effects to stretch the goal, but you're gambling your survivability and should really retreat. This is the first ability that really does that, at a level where it's really not advisable but the stakes should also be high enough you might be willing to try it.

-Lifeforce Arisen: changed to an everything bonus, okay. Presumably a standard action but not listed. Easy to compare to Expunge Corruption, both are 1/3 SHD converted, both are +X/-X to all rolls. Negative levels generally much better I'd say, since they hurt your foe's ability to deal damage via attack rolls or spells. This is best with party members that put out huge numbers of attacks since damage rolls are rolls (heck, spells have damage rolls), which does make this a fairly unique sort of bomb, but it's not the kind of thing you'd set up to go all in on like the negative levels. Goes good with really rapid shot, natural weapon builds, or Avalanche of Blades. Based on raw power this should probably be swapped with Expunge Corruption, but that destroys the foreshadowing effect and I wouldn't actually want to use this at a lower level. Or maybe I'm just tired.

-Revival: did this name change? Part of me thinks it should be really ostentatious, like "Fury of Lost Souls," or "Vengence of all those who came Before," but a simple one-word name is probably better. Also ought to specify action, as well as range and placement for summons, and what kind of actions they take when. I believe the default is that creatures summoned as a standard action get to take a standard action immediately on the turn they're summoned, which is what makes this so lethal: surround every space of the creature in all three dimensions, make incorporeal touch attacks. They could also partial charge if needed.
Panegyric looks like it went straight from neglected to DM's baby in one shot. Like any strong healer/buffer it's going to depend heavily on the DM and group, making the party invincible in some groups, and turning other games into a tactical scramble as the DM alternates between separating/cutting off/damage spiking/other and the players respond with their own madness, with the DM always having access to more toys. The two main offensive abilities seem crafted as an apology for all the DM hate, letting you basically crush many boss encounters as long as you make it there in one piece and hold them down. And in-game that's pretty much what should happen: any informed foe will have a gauntlet prepared and run at the sight of you. Compared to the base Martyr's more sedate abilities and the Lifeweaver's simple sharing, the new Panegyric brings the chaos.


I suppose I should get around to reading the Ritualist stuff sometime so I can properly compare it to the Martyr.


Feats
(copied from above: I get the feeling the Ritual feats were also all done before the Martyr, might want to go back and re-write some of them.)

-General: I'd suggest moving all mentions of money to a special or variant line at the bottom of the feats to minimize confusion. Special: if using the Monetary Sacrifice Variant, then X. More lines to alter but would make everything read better.

-Burn Essence is laughably bad (unless the 1HD effect of Ritualist/Warrior powers are really strong), which is a shame since Resilient Essence is pretty great. A feat to increase Martyr's hp burn recovery would be nice.

-Conjoined and Elaborate Ritual are feat-tax level overpowered, because they're literally doubling your effect for what might as well be free (and nothing says you can't combine them). I see no reason why every ritual specialist wouldn't have both as early as possible. Compare to Focused Ritual and Ritual Mastery, which are basically +1CL and 50% on durations only for a single ritual, rubbish.

-Don't know if Bloodsong is meant to increase the attack/damage bonus on higher perform checks, I'd say no since that's huge, but I wouldn't depend on commas for it.

-Consumptive Fetish should say how much you have to consume, since eating an entire body of your own size is rather impossible in that timescale without a special ability to do so.

-Ritual Study needs to say what class you use it as or what happens if you take a Martyr ritual.

Other: under Performing rituals, it would be nice of the spellcraft check bit used DC 5+etc instead of just words, making it easier to pick out, and/or stick it under General Terms.

Stratovarius
2015-10-07, 08:28 AM
Touch of Friendship: dull but useful. Kindof annoying having something that never scales or upgrades, but in reality it's never bad and gives you a filler action if you need it.

I was feeling a little uninspired when I went to rewrite this, so I snagged a (Bardic?) spell effect. It'll be useful 1-20, but it is just a little numbers bump for an encounter. Have to rely on those early rituals for something interesting.


Bonus Feats: also dull but useful, same intervals as Ritualist. I like having the Exalted option, though standard Exalted feats give little room for interesting combos. It's been a while since I read the ritual list but I don't think they've got all the effects you'd need to offset Vow of Poverty (could also be some good ritual user items too, haven't read those yet either). I get the feeling the Ritual feats were also all done before the Martyr, might want to go back and re-write some of them. Sacrificial Virtuoso may want a note for any alternate Martyr or PrC uses that retain their spellcraft check. Assuming that Slaying Strike sets the sacrificial HD equal to the target killed, as one would expect, this lets a Martyr sacrifice people, which may or may not be a good idea depending on how PrC-exclusive you want that to be (alignment arguments notwithstanding since everyone does it different).

I'll have to go back over the Ritual feats, I haven't paid too much attention to them in a while, aside from the ones players have grabbed, like Open Souled and Burn Essence. And since I've never had a player play a Martyr, that side is probably neglected.

The big clash (imo) with the Vows and Rituals is Vow of Poverty vs the Call Boon line, which to my mind is entirely preferable to that feat. But there are some like Nymph's Kiss and Touch of Golden Ice that could prove useful (the latter a little less so).


Goodness Abounds/Calming Breeze: as far as I know there's no such default official ability as an aura, even if everyone gets what you mean (Marshal and Draconic auras have special restrictions). It's better to say, "All creatures/allies within 30' gain the benefits of the Protection From Evil spell." The distinction between creatures and allies is important since Creatures allows aggressive blocking of compulsion effects but also fouls allied compulsions until you can dismiss it on your turn, while Allies should disallow creatures that are hostile to you. I expect Calming Breeze is meant to work on foes much like the Apostle of Peace's main shtick, though it could again specify enemies to avoid hindering allies if you chose.

Tweaked these to apply to allies only/hostiles only and fixed the wording.


Wash the Sins: big enough to have a use even though I'd still never plan on it, but having lost the ability to dismiss their Rituals as a free action (previously under Touch of Friendship), you can't bust it out on purpose unless the emergency is that someone ended one of your rituals. Hmm, except since it's not listed as a ritual there isn't a HD cap to worry about, nevermind.

Because it's just a class ability, it's useable at will. Although the HP loss does have the usual drawback of natural healing. On the other hand, it's a fairly large high DC stun effect, so there are times it could prove useful.


Resistance of Pain: SR is a thing. Due to the fact that it's as likely to foul allied buffs or heals in combat, many homebrewers include lines removing the double-edge. This could be especially bad for the Martyr as most (or all?) of their fancy supernatural healing effects don't work on themselves. I'd really not name it anything to do with pain, since that usually indicated a bonus on saving throws against effects described as pain.

Renamed to Resilience of Will, only applies to hostile effects now.


Reversing Strike: I still don't like being stuck with the exact amount of damage dealt. Unlike being stuck with the HD of enemy monsters, damage can vary wildly to say the least. No need to say it's a free action when it's already triggered as a choice based on outside conditions, the free action line just makes it impossible to use since free actions can still only be used on your turn by default.

That being stuck is why I switched it to allow a Martyr to cancel other rituals so that they can create one via Reversing Strike. Also, as they keep going up in levels, they get a number of abilities, both class and ritual based, which allow them to control the amount of damage they're taking, which makes Reversing Strike much more controllable.


Sanctified One: needs more text. Doesn't specify a ritual level, so you can cast high level spells with CL1, and you can also go straight to 9th level spells (not that the top level sanctified spells are much worth casting). I assume you get one casting, probably activated as a supernatural standard action like most charged rituals, but none of this is stated. Certainly worth an extra bit of utility though, and come to think of it, replacing the normal sacrifice component with the Martyr's sacrifice component makes the top-tier spells actually usable.

I've cleaned it up, but the wording is probably a little awkward. It's supposed to be "Pay hd of ritual-wielder level + spell level, at any point in the next day/hd you can cast the spell as a standard." And you can create any spell with a spell level equal or less than your highest ritual known (except 7th level rituals, which grant 7th 8th and 9th spells).


Remove Temptation: "60 ft. standard action" is awkward, just move the 60' down to where you put "within range." Always good to specify rounding. I honestly don't see the need to give an item immunity when you're paying maximum hit points out of the day, allowing a save (fort even), and of course destroying your own loot. Even on spell component pouches it costs more than a Warlock's Baleful Utterance spam. I'd like it if you could take the sacrifice here and spend it on creating a ritual later (or even now), if you're effectively spending 2,000gp per SHD then some perks are in order (was that in the original version? I forget).

The original version only worked against weapons you were being attacked with, so it was much more limited (it was also 1/day). I thought about having the new version smash all the items on a chosen person, like a Mord's Disjunction, but worried that might be too strong. Currently, just cleaned up and flipped save to Reflex.


Returning Anguish: so boss, great to combine with all the other damage reducing/redirecting effects you can get, maybe a little Moment of Perfect Mind/+psionic focus. I'd change the wording to use split or redirect, or at least put the "Martyr takes half damage" in front so it flows better. Also needs to specify what it works on, since the ability starts out just talking about damage but ends assuming a "striking creature." There's another reference to free actions that actually renders the ability useless (the only reason I can see to include it would be to prevent them from using this/Reversing Strike when unaware/flat-footed anyway).

Clarified it's melee and ranged attacks, so no returning spell damage. Also cleaned it up.


Hand of the Heavens: still pretty solid for non-Lifeweavers.

In theory, it's possible for this to cost less than a Lifeweaver-created ritual, depending on the number of targets. The Martyr would need to be rushing around doing a lot of touching in that one minute though. Although given that at this point Darting Defence is online, that could easily be worth it. Being able to outright cancel enemy attacks is always handy, especially across a whole party.


Gift of Life: you know, I've always wanted to make a guy who could revive people basically at-will, and this is in fact the closest thing to that. Exactly zero hoops to jump through compared to other builds. Get some Autohypnosis ranks and perfectly memorize the details of everyone who dies in proximity to your adventures, bring them all back to life in your spare time once you hit 18th. Kinda breaks the ever loving crap out of the idea that anyone important stays dead unless the PC is the first to ever reach that level, unless the explanation is that a massive wave of epic threats immediately target you once you get it.

This was originally just basic resurrection, but I felt that wasn't a strong enough effect this high up the class table. It's certainly going to mess with the overarching story of the campaign setting a little, because unlike the spell version, it is effectively free. But being able to drag old war heroes out of their graves to make one last stand on the side of good would be an awesome touch.


Blessed Sacrifice: nice expensive all-in button, did you intend to have no limit on uses? I'd expect 1/day, seems to be a theme in variable resource pool classes having their capstone as a 1/day reload/reshuffle/limit break, not that I think it's the best method. Running around with only a single ritual is hardly the best idea, but this does let you just blast whatever ritual you want at maximum SHD every round.

I hate uses per day limited abilities, so I almost never have them. Prefer to let the player choose whether and how to limit himself. And that's the idea, that the Martyr dumps everything they've got into a single offensive ritual looking for sky-high DCs, and hopefully wipes the floor with the act boss. Because if the Martyr doesn't, he just dropped all of his defences (and those of his allies).


Holy Mantle: see now, Starmantle is so much better than the usual DR 10/magic/alignment. Such synergy, Starmantle+Returning Anguish+Reflexive Retribution ritual. Fight magic weapon user in melee: subtract X from melee attack and throw it back, then pass a cheap reflex save to cut damage in half, then will save to split what's left with the attack. You take 1/4(damage-20) and they take 20+1/4. Well it sounds nice until they Power Attack your face off anyway.

I really didn't want some "You gain the half-celestial template" capstone, which has been overdone to death. And it fitted in so nicely with the Martyr when I ran across the spell, I had to work it in somehow. Interestingly, it really stuffs up outsiders (up to big uglies like the Pit Fiend) and other natural weapon wielders - a lot of them have chaos- and law/evil- aligned weapons that don't count as magic. Technically, it even transmutes their natural weapons into a disappearing burst of light, although I'm not sure how that could really work. Either way, it's a supremely powerful damage resistance ability.


Martyr has definitely gotten stronger, looks pretty solid overall. Mostly just a couple of editing and style things, and the two-edged sword of SR. Might not be as strong as the PrCs, but that True Rez is gonna haunt anyone that PrCs out in a high level game.

There's another pain point that's easy to miss - because Martyrs (and Ritualists) only get 7th level rituals at level 19, even a very slight loss of ritual-wielder levels cuts off those top level rituals. Given a few of those rituals are actually epic level spells (Damnation, for one), it's a lot of power to let go. It's another incentive to keep going down the main class. Although a few of the PrCs the penalties are too strong (Ceremonial Butcher comes to mind) and I'll need to tweak that.

And I sometimes get the impression you spend more time finding all the little quirks in the classes than I do fixing them. Either way, it's very much appreciated.

Fizban
2015-10-15, 08:45 AM
Been re/learning Tome of Radiance so I've not come back to this in a while, no new text dumps.

The big clash (imo) with the Vows and Rituals is Vow of Poverty vs the Call Boon line, which to my mind is entirely preferable to that feat. But there are some like Nymph's Kiss and Touch of Golden Ice that could prove useful (the latter a little less so).
I've got Call Boon marked in my head as "unreliable and dangerous," in the sense that it's so open ended it's liable to get DM wacked no matter which side of the screen I'm on. The gp limits and current wording that prevents any item with charges (including daily charges) makes me expect it's weaker than the Artificer research I did a while back and of course it also cuts into your other ritual allotments. On the other hand there are plenty of X/time period items still usable and you're not limited to arms/armor so it's probably at least as good if you've got a list ready, and that's where the DM whacking comes back (Artificer's have a much shorter list of weapon/armor options so it's almost possible to keep track of them).

Tweaked [auras] to apply to allies only/hostiles only and fixed the wording.
Went and looked up Calm Emotions the other day, never noticed it was a concentration spell. Vow of Peace doesn't make proper mention of it either, so I guess they consider it obvious enough to assume that duration is becomes "as long as they're in the aura." Amusingly, Vow of Peace does not include the same note as the Apostle of Peace's Pacifying Touch for leaving happy thoughts intact: a character with Vow of Peach is constantly suppressing all hostile emotions, and all positive emotions. So good job sticking with hostile-only there.

Renamed to Resilience of Will, only applies to hostile effects now.
Cool.

Also, as they keep going up in levels, they get a number of abilities, both class and ritual based, which allow them to control the amount of damage they're taking, which makes Reversing Strike much more controllable.
Was starting to notice that myself at the end, yeah.

I've cleaned it up, but the wording is probably a little awkward.
Mostly good, but still not sure if you intend to keep spellcasting restrictions like verbal/somatic components. Suggestion: "The spell is available for 1 day per hit die sacrificed, and he may trigger the spell at any point with a standard action. Activating the spell does not require any components, provoke attacks of opportunity, or allow counterspelling via means other than Dispel effects. Otherwise, the spell takes effect normally with his ritual-wielder level as his caster level and Wisdom as his spellcasting ability modifier." (rest is fine).

In theory, it's possible for this to cost less than a Lifeweaver-created ritual, depending on the number of targets. The Martyr would need to be rushing around doing a lot of touching in that one minute though. Although given that at this point Darting Defence is online, that could easily be worth it. Being able to outright cancel enemy attacks is always handy, especially across a whole party.
I meant in comparison to the Lifeweaver aura, though rechecking it I see that the range never increases past 10' so they'd probably still pay extra on at least a couple.

This was originally just basic resurrection, but I felt that wasn't a strong enough effect this high up the class table. It's certainly going to mess with the overarching story of the campaign setting a little, because unlike the spell version, it is effectively free. But being able to drag old war heroes out of their graves to make one last stand on the side of good would be an awesome touch.
Depending on much of a moral imperative it is to revive every person who dies it doesn't necessarily have to break the setting. Even realistic medieval populations are large enough that demanding a Martyr revive someone every day will mean they do nothing else for the rest of their life, when they could be out preventing larger disasters, and you can make all kinds of arguments about how such power is not to be used lightly and most people must accept death so it's worse overall if you go doing it willy-nilly. You mention old war heroes, I quite like that effect: in ancient times there were only so many dead heroes, but after several millienia (absurd time scales are standard) there are plenty for a modern person to try calling back. Assuming they died of not-age, weren't soul trapped/destroyed/permanently imprisoned by whoever did kill them, you can get enough solid data to cast the spell without a body, and they don't go nuts from the language/culture shock and agree to help you.

Technically, it even transmutes their natural weapons into a disappearing burst of light, although I'm not sure how that could really work. Either way, it's a supremely powerful damage resistance ability.
Normally I'd say "weapon does not mean natural weapon," except I've been using that exact ruling on a number of characters and monster builds. Let people rule as they will, I'd rather not touch that one.

There's another pain point that's easy to miss - because Martyrs (and Ritualists) only get 7th level rituals at level 19, even a very slight loss of ritual-wielder levels cuts off those top level rituals. Given a few of those rituals are actually epic level spells (Damnation, for one), it's a lot of power to let go. It's another incentive to keep going down the main class. Although a few of the PrCs the penalties are too strong (Ceremonial Butcher comes to mind) and I'll need to tweak that.
I hadn't noticed that actually, and it's a pretty big point. Although I don't agree with the "20 level build" people go around using as a standard (as the only way you'll go all the way to 20 without going epic is if you DM explicitly stops you there, which is lame), it's true that casters can afford three lost levels while ritual-wielders can only lose one and many of their PrCs cut more.

And I sometimes get the impression you spend more time finding all the little quirks in the classes than I do fixing them. Either way, it's very much appreciated.
Well yeah, it's bugfixing and the time sink there is reading the code and figuring out how it works/what's wrong so you can fix just a few characters. Not actually a programmer but it's the perfect comparison.

Stratovarius
2015-10-17, 09:47 AM
Panegyric Balance: okay, that is some strong buff. +4 AC/+2 saves (noticed that feat requirement) and DR 8/adamantine will go a long way towards keeping you alive, although it's made the class into an amazing dip just for that.

On the other hand, dipping for that ability chews up a ritual-wielder level, which is a big enough drawback I don't mind someone making that choice.


Sacrificial Boon: this has gotten wiggy, highly dependant on what your max hp is. You can tank your hp down and get the effect on more rituals, but I'd expect most people to avoid the suicide plan and only let it crop up on their final ritual by a few hp (and since the effect is reduced, the suicide guy isn't getting much). It's a modest little extra buff slot you'll end up with. Pre-edit: oh, I see, it only triggers once anyway, k.

At this point, it's more encouragement to stay a little under half HP, because every time you cross the line, you get to buff an ally for free. So, limited use ability, but never a drawback for this class.


Redirect Gift: actually, this has a bit of a problem interacting with the Martyr now that I think about it. The Martyr/Panegyric will almost always have their hp burned down below half, but since it's burn a healing spell can't actually increase you past half your maximum hit points, so this will never trigger. Also note that cure and other touch range spells would just go to. . . touch range, probably back on the caster.

Changed it so that now it can bounce any healing effect to any other ally within 30 ft. It's written to include things like the Mass Heal spells, so AoE heals effectively mean someone else gets to get double healed.


Undying Devotion: did this move to a lower level? Good to have early, though I'd still treat it as more of a "hey I don't die instantly like everyone else!" effect rather than trying to leverage the 20hp worth of room for more ritual burn.

It did, most of the existing Panegyric abilities got chased down the class tree. And the "I can run away when nearly dead!" is all its meant to be, although it does give a little more cushion for using rituals if a player really wants to push it. But they would just be asking to get KOed by a goblin with a stick.


Walk Amongst the Dead and Dying: the dying effect is still something I'd avoid using, but the raising is just fine now and the dying boost could have some use if the character's got a lot of max hp and is needed to finish the fight.

The Dying effect was meant to be a way to get a downed party member back in the fight fairly quickly, but the will save DC is probably a little high for that to be consistent, except with Will primary/Wis caster classes. Should I drop the DC?


Inheritance of the Meek: yes, now this is a thing. There is a part of me that has that gut reaction of "the whole party gets everything constantly for free omg broken," but like I said, in any reasonably optimized game I feel that intentionally walking around with half hit points is asking for death (unless you're built for it). Sure the rest of the party will tank up or rage out, but they won't have your Panegyric AC or DR, anyone who's not a frontliner will have less hp, and unless you brought the right defenses they'll all be one good maximized boom from death. This could vary a lot depending on groups though. I'd really expect using it aggressively to put the whole party on edge for potentially huge gains, while using it defensively to bring tons of "yes so awesome best support char ever!" moments. The kind of exploitable thing that is exactly what it's meant to be. Oh, also: Lifeweaver's aura drops if he falls unconscious, does this still work if/when you drop?

The original idea behind this was that it would save characters who had been horribly clobbered by a BBEG or were just worn down, extending how long the team can go through an endurance drag. I can't imagine that the buffs this provide are good enough that a squishy or a frontliner would want to hang around under half HP, especially as some of the best defensive buffs (Darting Defence, for one) can't be transferred through this ability, due to having uses. It also stops Inheritance being used offensively, since there isn't much in the way of long-duration no uses offensive buffs. As is always the case though, Call Boon could crop up here, since it has no uses. Call Boon really seems to crop up everywhere, doesn't it?

And yes, it shuts down when the Panegyric does. Made clear.


Balancing the Scales: don't remember if that was there before, but it's a pretty huge buff. Half a tank's hp added to a caster is some serious toughness. Of course it runs completely counter to Inheritance of the Meek and shuts it down when activated, in the interesting style of conflicting class abilities. At this point the Panegyric has some serious overall party toughness to put out: give everyone (else) half a character's worth of temp hp, then heal the party (sans self) half a character's worth of hp, then have the defenses kick in whenever anyone drops below half (capable of roughly halving or negating various attack methods). Call it an extra three halves worth of defense per person per fight. Compare to a caster: can they put out three halves of an hp bar per target per fight? (Nothing that the enemy obviously has their own blocks of attack negation and mass damage/disable) Dunno if those are useful comparisons, I'm just making it up as I go. Probably better to compare it to healer build casters: max temporary 3 hp/HD with Initiate of Ilmater (required Cleric 7), and heal spam every round for smaller amounts and limited uses, smaller and weaker buffs but active on demand to cover those temporary hit points and make them last longer. I don't really know how well healer builds work in other people's games to be honest. I build a solid heal/buff filler character for when I ran Red Hand of Doom, seemed to work pretty well at holding them together. I think a Panegyric would be stronger than he was, but the lack of Clerical utility hurts. Captain Awesome was frustrating because of Imbued Healing spam (1 temp hp/HD after any heal), but the Panegyric at ECL 10 gives a much larger pile of hp. Not being limited to daily uses might have saved the party when they kept forgetting they were out of spells though.

It's somewhat akin to being given Mass Heal as an every 5 round standard action SLA, once you combine it with Leaping Touch. Now, in most fights that probably means you only get to use it once, but once should be enough to stop people from falling over. So this ability is looking just a touch strong when it comes to healing, as in it can put anything short of dedicated Heal spam to shame. And it lasts forever, whereas eventually a Heal spammer will run out of juice. Against any kind of "smart" BBEG, the Panegyric would be targeted by absolutely everything to get them to go down first. The bigger problem here though is actually Leaping Touch, which grants it the Mass effect. Think I need to hit both abilities with a nerf bat.

Leaping Touch - something like "Halve the amount of healing for each creature after the first, so that the second creature receives half the total, the third a quarter, the fourth an eighth, and so on".
Balancing the Scales - "The maximum temporary hitpoints this ability can grant is equal to twice your class level". Either that or something that moves it away from temporary HP and instead rebalances hit points across the party. Problem is that requires % math at the table.
Haven't actually made either of these changes yet.


Expunge Corruption: hmm, given the effect I'd call it "Corruption Turns Inward" or something myself. I feel the immunity piercing could be worded a bit better, but it's non-standard enough that it's easier to extrapolate the intent (though the question of spells and items might be raised). That said, wow that is aggressive. Good enough on it's own even without benefiting from the ritual beforehand, and you could just bomb a guy room with a single maxed ritual for negative levels equal to your own level, with no save or immunities. That is first resort boss killer material. Shadow Dragons are terrifying for their negative level breath weapons with save for half, and they max out at 8 for great wyrm. Needs some sort of limit on negative levels dealt. I do like it as a precursor to the Specte bomb capstone, and the delicious fun of dropping negative levels on people who expect to be dealing them out. Oh, and should specify an action.

The downside was supposed to be that you also annihilated any Neutral allies in your party, but they'd be smart enough to just hang out out of range. So, large nerf bat incoming for this ability. Now single target, with a save, and deals less level drain.


Rise and Rise Again: still solid. I see you moved the next ritual wielder drop to next level but I think it's fine here, if not at at 6th for symmetry. I think there's a bit of tradition in synching dropped caster levels with the levels where you get free resurrections.

Given how strong Corruption is, at 6th might be a good idea. I'll scoot it forward.


Moment of Justice: this might be going a bit far, or a bit early, but maybe not. With the extra death buffer you should be able to survive most one-shots from half, so this could trigger in multiple fights. On the other hand, it still shuts down Inheritance of the Meek and leaves you an inch from death, and having a trigger for when they figure out to target the support guy is pretty important (one could argue that weakness should be kept as a balancing factor, but I'd expect it to be even more frustrating for the DM not being able to target you without seeming like a jerk). And AoE damage can easily meet this amount, basically meaning you drop and everyone else lands back where they were.

I'm not sure I like the ritual transference, although it is voluntary. It doesn't have the same restriction as Inheritance of the Meek, so a wiseguy party can actually injure the Panegyric below 0hp to transfer some of his offensive rituals (so that everyone gets a free shot in round 1), and then heal him back up and play normally.

Optional replacements for the ritual transfer are TempHP, or giving allies his Panegyric Balance benefits until he's upright once more.


Ritual Empowerment: since you don't have an Empower Ritual/Maximize Ritual feat, I think it'd be appropriate to spell out what happens here. I think you mean to increase variables as well as uses though I don't recall many Martyr Rituals with variables. Makes it feel like if you just whip up another ritual you'll have more ammo and stronger effects to stretch the goal, but you're gambling your survivability and should really retreat. This is the first ability that really does that, at a level where it's really not advisable but the stakes should also be high enough you might be willing to try it.

I've made it more explicit, and cleaned it up a little bit. Now, it's possible to abuse this by being fully healthy, getting beaten down till under 25%, using it, healing up, and using it again, to stock up on rituals and then go into combat normally. Just not sure how to stop ally abuse without completely changing the ability.


Lifeforce Arisen: changed to an everything bonus, okay. Presumably a standard action but not listed. Easy to compare to Expunge Corruption, both are 1/3 SHD converted, both are +X/-X to all rolls. Negative levels generally much better I'd say, since they hurt your foe's ability to deal damage via attack rolls or spells. This is best with party members that put out huge numbers of attacks since damage rolls are rolls (heck, spells have damage rolls), which does make this a fairly unique sort of bomb, but it's not the kind of thing you'd set up to go all in on like the negative levels. Goes good with really rapid shot, natural weapon builds, or Avalanche of Blades. Based on raw power this should probably be swapped with Expunge Corruption, but that destroys the foreshadowing effect and I wouldn't actually want to use this at a lower level. Or maybe I'm just tired.

Added standard action. With the negative levels being weakened, I think this is better, since it improves both offensive and defence across the whole party instead of one BBEG. And you're right that someone using a tonne of dice, such as a TWF sneaker, would love all the extra damage this grants. That never bothers me, because by the later stages of the game, HP damage is well below BFC as a primary strategy.


Revival: did this name change? Part of me thinks it should be really ostentatious, like "Fury of Lost Souls," or "Vengence of all those who came Before," but a simple one-word name is probably better. Also ought to specify action, as well as range and placement for summons, and what kind of actions they take when. I believe the default is that creatures summoned as a standard action get to take a standard action immediately on the turn they're summoned, which is what makes this so lethal: surround every space of the creature in all three dimensions, make incorporeal touch attacks. They could also partial charge if needed.

Nope, name's the same since the beginning. Added in standard action, adjacency rules for the souls, action order, and restricted it to being used only once per creature. So, it's an incorporeal touch bomb, and quite a big one. If a Panegyric could get lots of +all rolls, they could really abuse this ability on a BBEG. But I'd totally allow it for hilariousness, if nothing else.


Panegyric looks like it went straight from neglected to DM's baby in one shot. Like any strong healer/buffer it's going to depend heavily on the DM and group, making the party invincible in some groups, and turning other games into a tactical scramble as the DM alternates between separating/cutting off/damage spiking/other and the players respond with their own madness, with the DM always having access to more toys. The two main offensive abilities seem crafted as an apology for all the DM hate, letting you basically crush many boss encounters as long as you make it there in one piece and hold them down. And in-game that's pretty much what should happen: any informed foe will have a gauntlet prepared and run at the sight of you. Compared to the base Martyr's more sedate abilities and the Lifeweaver's simple sharing, the new Panegyric brings the chaos.

So the Panegyric should be tuned down a little bit from the energy drain/healing monster it was, but once it caps out, it can still crush bosses that aren't immune to drains of various kinds. And it should still keep the party's endurance level up and chugging along. Once it falls down though (because it doesn't get a lot of the protections it can hand out to allies), the party should get a lot weaker.

Stratovarius
2015-10-18, 10:35 AM
General: I'd suggest moving all mentions of money to a special or variant line at the bottom of the feats to minimize confusion. Special: if using the Monetary Sacrifice Variant, then X. More lines to alter but would make everything read better.

Done.


Burn Essence is laughably bad (unless the 1HD effect of Ritualist/Warrior powers are really strong), which is a shame since Resilient Essence is pretty great. A feat to increase Martyr's hp burn recovery would be nice.

He only needs 7 HD for a 7th level ritual, so it can actually be used to power any of them. Now, a large chunk of the Ritualist rituals rely on the underlying nature of the creature sacrificed, which can make burning Con pointless, but there are enough rituals out there that a Ritualist who focuses on it + Resilient Essence can stay maxed out permanently without killing anything.


Conjoined and Elaborate Ritual are feat-tax level overpowered, because they're literally doubling your effect for what might as well be free (and nothing says you can't combine them). I see no reason why every ritual specialist wouldn't have both as early as possible. Compare to Focused Ritual and Ritual Mastery, which are basically +1CL and 50% on durations only for a single ritual, rubbish.

Conjoined Ritual was designed so that if a Ritualist finds one interesting creature, they can get multiple benefits out of it. If a Ritualist is able to capture two identical creatures, it's actually weaker. Elaborate Ritual, on the other hand, is stupid, and needs fixing. Except I'm not sure how to without making it worthless. Might just drop it...


Don't know if Bloodsong is meant to increase the attack/damage bonus on higher perform checks, I'd say no since that's huge, but I wouldn't depend on commas for it.

It is, because it only applies to Ritual Subtype creatures, and because it requires concentration (your standard action). And currently, there's no class that supports Bard/Ritual crossovers, so the character build using it is at a distinct disadvantage.


Consumptive Fetish should say how much you have to consume, since eating an entire body of your own size is rather impossible in that timescale without a special ability to do so.

Magical gluttony corrected. Takes you a minute.


Ritual Study needs to say what class you use it as or what happens if you take a Martyr ritual.

Sorted both Ritual Study feats, added Ritual Knowledge as the Expanded Knowledge copycat


Other: under Performing rituals, it would be nice of the spellcraft check bit used DC 5+etc instead of just words, making it easier to pick out, and/or stick it under General Terms.

Sorted.

Stratovarius
2015-10-19, 10:11 AM
And now for round #3 of the bugfixing!


I've got Call Boon marked in my head as "unreliable and dangerous," in the sense that it's so open ended it's liable to get DM wacked no matter which side of the screen I'm on. The gp limits and current wording that prevents any item with charges (including daily charges) makes me expect it's weaker than the Artificer research I did a while back and of course it also cuts into your other ritual allotments. On the other hand there are plenty of X/time period items still usable and you're not limited to arms/armor so it's probably at least as good if you've got a list ready, and that's where the DM whacking comes back (Artificer's have a much shorter list of weapon/armor options so it's almost possible to keep track of them).

It's a "gentleman's agreement" ability, certainly. The no charges/uses cuts out most of the obvious abuses, like a Ring of Three Wishes, Wands, or Staves, but I'm sure a dedicated player can come up with something interesting all the same. But it has to be something he can use, since handing it to another player (the obvious use of summoning a big axe, for instance), doesn't work. I think there's enough in the way of restrictions that a player can't get away with too much, but I shall surely be proven wrong by the CO crowd sooner or later.


Went and looked up Calm Emotions the other day, never noticed it was a concentration spell. Vow of Peace doesn't make proper mention of it either, so I guess they consider it obvious enough to assume that duration is becomes "as long as they're in the aura." Amusingly, Vow of Peace does not include the same note as the Apostle of Peace's Pacifying Touch for leaving happy thoughts intact: a character with Vow of Peach is constantly suppressing all hostile emotions, and all positive emotions. So good job sticking with hostile-only there.

I didn't actually realize that Calm Emotions stopped you being happy as well (I haven't looked at the actual spell in ages). Most of the times at the table, it's just been used as a shutdown against ragers or hostiles, rather than anything more nuanced. The hostile only was more so a Martyr didn't shut down a Barbarian/Savage in their own party than anything more exciting.


Mostly good, but still not sure if you intend to keep spellcasting restrictions like verbal/somatic components. Suggestion: "The spell is available for 1 day per hit die sacrificed, and he may trigger the spell at any point with a standard action. Activating the spell does not require any components, provoke attacks of opportunity, or allow counterspelling via means other than Dispel effects. Otherwise, the spell takes effect normally with his ritual-wielder level as his caster level and Wisdom as his spellcasting ability modifier." (rest is fine).

Changes in place.


I meant in comparison to the Lifeweaver aura, though rechecking it I see that the range never increases past 10' so they'd probably still pay extra on at least a couple.

I'd sort of forgotten the Lifeweaver aura was so small. Tempted to bump it up to 20 or 30 ft, which would also make it more in line with all the other aura effects in ritual magic.


Depending on much of a moral imperative it is to revive every person who dies it doesn't necessarily have to break the setting. Even realistic medieval populations are large enough that demanding a Martyr revive someone every day will mean they do nothing else for the rest of their life, when they could be out preventing larger disasters, and you can make all kinds of arguments about how such power is not to be used lightly and most people must accept death so it's worse overall if you go doing it willy-nilly. You mention old war heroes, I quite like that effect: in ancient times there were only so many dead heroes, but after several millienia (absurd time scales are standard) there are plenty for a modern person to try calling back. Assuming they died of not-age, weren't soul trapped/destroyed/permanently imprisoned by whoever did kill them, you can get enough solid data to cast the spell without a body, and they don't go nuts from the language/culture shock and agree to help you.

The reason resurrecting old heroes came to mind is there's a book I read about it, I think from Michael Stackpole. Where they do exactly what you're suggesting, and bring back a long dead hero to save the day. He's not particularly happy with them as a result. Which strikes me as a much more realistic result than the hero being super thrilled to save the day again. It would also make a nice plot point in a high level campaign. Or even a lower level one, for that matter.


Normally I'd say "weapon does not mean natural weapon," except I've been using that exact ruling on a number of characters and monster builds. Let people rule as they will, I'd rather not touch that one.

I always viewed it as Weapon is a superset of Natural Weapons, Manufactured Weapons, and Unarmed Strikes (which are their own weird corner). It would strike me as really weird that that you could shrug off damage from epic magic weapons, but if a wolf runs up and bites your ankle, you take full damage. But DMs get the fun of that argument, not me.


I hadn't noticed that actually, and it's a pretty big point. Although I don't agree with the "20 level build" people go around using as a standard (as the only way you'll go all the way to 20 without going epic is if you DM explicitly stops you there, which is lame), it's true that casters can afford three lost levels while ritual-wielders can only lose one and many of their PrCs cut more.

I mostly plan my classes around 1-15 or so, because that's where I've found most stories stop. Above that, it becomes such a convoluted mess of abilities and counters in every round of combat that life just grinds to a halt. Whoever invented celerity and nerveskitter has a lot to answer for. The actual Arhosa Campaign Setting (my own world) expects everything to be concluded by about 13th, an idea I stole from Eberron shamelessly.


Well yeah, it's bugfixing and the time sink there is reading the code and figuring out how it works/what's wrong so you can fix just a few characters. Not actually a programmer but it's the perfect comparison.

I was a programmer, and one of my most vivid memories of it was spending several hours to find I'd written "== 1" instead of "== -1". Another was of writing "= 1" instead of "== 1". So I would say your analogy is very accurate.

Edit:
Changes to the Panegyric:
Leaping Touch - Halves healing with each jump (Half, quarter, eighth, etc.)
Balance the Scales - Max TempHP is 2x class level. TempHP lasts 1 round/level
Moment of Justice - Removed ritual transfer. Added Panegyric Balance transfer, for 1 round/level

Feats:
Elaborate Ritual - Increase duration by 4 HD, reduces all other HD stats (including bonuses) by 2.

Unless you've got more on the Martyr side of the house, I'd say that half, at least, of Ritual Magic is complete.

Lanth Sor
2015-10-19, 03:16 PM
So this is awesome...but curious if you thought about adding an actual material component aspect to it, that doesn't make you a lord of slaughter or the guy that bleeds alot. Like bone form using the finger bone of a humanoid etched in arcane writings, where people only find it distasteful not kill it with fire you just ate somebody. Maybe a fourth class would be most appropriate for that but just a thought. If your not in the "mood" i fully understand and will happly make the class or mod I just want your view point before doing anything that might go against the intent as a whole as i love the whole Sacrificer/Knight of Khorne/Martyr approach but the sacrificer doesn't fit the idea of a good guy ritualist and the martyr is really goodie two shoes, but so what i was looking for was the guy that uses expensive prep and unique items to preform their rituals.

Sorry for the jumble rant bottom line is Yeah! Sacrificer/Knight of Khorne/Martyr!, No non sacrifice blood option? if not something you had planned let me know ill happliy whip something up.

Stratovarius
2015-10-19, 04:00 PM
So this is awesome...but curious if you thought about adding an actual material component aspect to it, that doesn't make you a lord of slaughter or the guy that bleeds alot. Like bone form using the finger bone of a humanoid etched in arcane writings, where people only find it distasteful not kill it with fire you just ate somebody. Maybe a fourth class would be most appropriate for that but just a thought. If your not in the "mood" i fully understand and will happly make the class or mod I just want your view point before doing anything that might go against the intent as a whole as i love the whole Sacrificer/Knight of Khorne/Martyr approach but the sacrificer doesn't fit the idea of a good guy ritualist and the martyr is really goodie two shoes, but so what i was looking for was the guy that uses expensive prep and unique items to preform their rituals.

Sorry for the jumble rant bottom line is Yeah! Sacrificer/Knight of Khorne/Martyr!, No non sacrifice blood option? if not something you had planned let me know ill happliy whip something up.

So, the closest current option to what you're looking for is the Monetary Sacrifice rules under the Variant Rules link, but I've never been able to get the balance appropriately sorted on that, to the point where it used to be part of the Martyr class in addition to being a variant and got stripped out and relegated to variant status alone.

Now, the issue with alternate systems is that a lot of the rituals (those for the Ritualist and Ritual Warrior) rely on having a creature, or at least a creature analogue, on the sacrificing table. The "of the Fallen" line of Rituals all grant various abilities taken from the slain creature, so unless you were to create a whole pile of rituals that don't need that, you'd need to create a way to have the sacrifice count as a certain type of creature. Or use the sanctified rituals of the Martyr.

The simplest way around the problem is to allow the Ritualist to "prepare" ingredients, such as the dug up body of an Umber Hulk by treating it with special unguents and so on. But then you run into the issue of what's the cost/drawback? Money doesn't scale linearly in D&D, so you'd need to use something like HD * HD * 10gp, which is small enough at first level, but isn't really high enough at the upper end (although I suppose 4,000gp every time a Ritualist wants to use a ritual is a decent drawback).

If I was going to draw up basic rules for something like this, it would be:

Corpse Sacrifice
Corpse Sacrifice does not apply to the Martyr or similar ritual-creating classes
Normally, a ritual-wielder needs to sacrifice a living creature in order to power his rituals. However, this can prove to be an impediment to his dealings with the surrounding community (never mind the regional authorities), and so certain collections of ritual-wielders have discovered another, somewhat less gruesome, way to power their rituals. A ritual-wielder needs to "acquire" a mostly-intact (80% or better) corpse of a creature, and then spend one hour treating it with unguents and special salves to prepare the corpse for sacrifice. These materials cost 10gp times the (living) hit dice of the corpse squared (mathematically, 10gp * HD * HD). Once the corpse has been prepared in such a way, it can be used as per normal in a ritual at any point in the next week. If the corpse has not been used in a ritual within a week from it being treated, it decomposes and cannot be used again. This does not allow the sacrifice of undead, constructs, or any other creature that has never been alive.

Lanth Sor
2015-10-19, 06:09 PM
Ill hash out a class because that seems the best option for the system is make unique class features to shape the needs of the design.

So I'mma go smash some rocks together and come back when its not dead.

Stratovarius
2015-10-20, 05:49 AM
Ill hash out a class because that seems the best option for the system is make unique class features to shape the needs of the design.

So I'mma go smash some rocks together and come back when its not dead.

That is pretty close to how I approached it - there's no overlap between Martyr and the creature sacrificers, although those two could mostly swap rituals at will (aside from the few that depend on Finishing Strike).

Stratovarius
2016-03-25, 12:58 PM
Bloodlight Preceptor

"The light of your soul shall guide my way."
– Balhoa Bahat, Hastro Bloodlight Preceptor

Within each living creature is a soul, a gift. But not a gift to that creature, oh no. A gift to the Bloodlight Preceptor, for with it he can see the way forward, see the path that he is to take. And how he is to accomplish that goal. For him, the souls of the living are tools that illuminate his path, a constellation of energy that can be used to steal the life from yet more creatures, until the Bloodlight Preceptor has accomplished his goal of bathing the world in the ruby light of blood. Only then, when souls swirl about him and guide his path, is the Bloodlight Preceptor truly at home in the world.

Becoming a Bloodlight Preceptor
Bloodlight Preceptors have chosen to follow a specific path: that of the bloodstar. Formed from the souls of the deceased, these ritualistic creations have enticed the Bloodlight Preceptor since he first learned of them. Ever since then, he has dedicated his talents towards that outlet, always in search of a greater form of bloodlight. But only when he first becomes a Bloodlight Preceptor does he truly understand the concepts that have led him down his path, for it is then that he understands how to birth a whole panoply of bloodstars, and how to cover the world in their radiance.

Table 1: The Bloodlight Preceptor
Hit Die: d6


Level BAB Ref Fort Will Special Abilities Rituals
–––––––––––––––––––––––––––––––––––––––––––––––––– ––––––––––––––––––––––––––––––––––
1 +0 +0 +0 +2 Swarm of Lights, Personal Glow +1 Ritual Level
2 +1 +0 +0 +3 Outgoing Soul, Illumination +1 Ritual Level
3 +1 +1 +1 +3 Sight of the Bloodied Soul +1 Ritual Level

Class skills (2 + Int modifier per level): Concentration, Craft, Intimidate, Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Knowledge (Rituals), Knowledge (The Planes), Profession, Spellcraft, Use Magical Device, Use Rope.

Requirements:
Feats: Lightbringer
Rituals: 2nd level Rituals or above
Special: Must know at least two Bloodstar rituals

Class Features
The souls of others have brought illumination to the path before the Bloodlight Preceptor, but he does not cherish this light. Rather, he abuses it for his own gains.

Rituals Known: The Bloodlight Preceptor increases rituals known as if the character had gained a level in the ritual-wielding class at each indicated level.
Swarm of Lights (Ex): The Bloodlight Preceptor may have any number Bloodstar rituals active at a time, and when he spends a move action, may move as many bloodstars as desired as part of the same action.
Personal Glow (Su): A Bloodlight Preceptor is surrounded by a permanent ruby glow, equal in brightness to a Daylight spell cast at his ritual wielder level. Any creatures who suffer in bright light suffer in his presence.
Illumination (Ex): Bloodstar rituals created by the Bloodlight Preceptor have their area of effect increased by 10 ft. (usually from 10 ft. to 20 ft.).
Outgoing Soul (Su): The Bloodlight Preceptor is permanently under the effect of a Star of Self ritual with 1 sacrificial hit dice, and may move this bloodstar as a free action. It does not count against his ritual wielder hit dice cap. Abilities that increase the sacrificial hit dice of rituals do not increase the hit dice of this ritual.
Sight of the Bloodied Soul (Su): The light of the stolen souls in which the Bloodlight Preceptor traffics let it find others whom it can sacrifice. Any hostile creature illuminated by a Bloodstar ritual cannot go Ethereal or to the Shadow Plane, and loses any concealment, invisibility, or illusionary protection. In addition, the Bloodlight Preceptor can treat any bloodstar he controls as if it was an arcane eye (http://www.d20srd.org/srd/spells/arcaneEye.htm) by concentrating as a standard action.

Stratovarius
2017-11-03, 11:35 AM
Updated the front post with the vastly newer and more flavor-filled PDF link. (https://1drv.ms/b/s!AiRF2tz6n4u1k8dFT7AQn9cpmBri9A)

Xzoltar
2017-11-04, 12:07 AM
This new system look very promising, but yeah the wall of text is huge. Could you post something like a sample level 5 character and/or a sample encounter using the ability of one of the classes maybe against one of your monster. That would help understand the mechanics without having to read everything.

Kudos just on writing all this

Stratovarius
2017-11-04, 06:06 AM
Hope this helps:

PUTTING IT ALL TOGETHER
Relak Traven is a 3rd-level Hastro Ritualist. As a 3rd-level ritualist, he can be under the effects of up to 9 sacrificial hit dice at a given time (his ritual-wielder level of 3 * the 3 sacrificial hit dice allowed per ritual-wielder level). Already under the effect of a 2 sacrificial hit dice Dazzling Fetor and a 4 sacrificial hit dice Streaked Countenance, when the party is able to capture a leopard, a 3 hit dice animal, Relak decides to sacrifice it.

Binding the creature in place with the help of his allies, Relak spends the 5 minutes necessary to create a Wave of Fetor ritual, slaying the leopard at the conclusion of the ritual with a coup de grace and successfully passing the DC 14 Spellcraft check.

Now under the effect of three rituals, when the party encounters a mob of orcs later that day, Relak expends one of his three uses of Wave of Fetor to send the mob sprawling, making the fight easy for his allies.

By evening, Relak’s Dazzling Fetor has run its two day course, and he has 2 sacrificial hit dice available to create another ritual with.


DAZZLING FETOR
Level: Ritualist 1
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal; see text
Effect: Fog spreads in area; see text
Saving Throw: See text
Light sparkles as it passes through the mists that bleed outward from the ritual-wielder, a thin tint of blood catching the light and springing it free into rainbow colors. The fetor acts as per the Obscuring Mist spell with a caster level equal to the sacrificial hit dice, except as follows. Any creature within the area of the fetor must succeed at a Fortitude save each round that he is in the cloud or become dazzled for one round. If dispersed, the cloud reforms after one hour.

STREAKED COUNTENANCE
Level: Ritualist 1
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: See text
The ritual-wielder marks himself with leavings taken from the body of the sacrifice, strange whorls that cover his face. He gains a +1 bonus to Intimidate for each sacrificial hit dice. He may choose to expend the ritual in a single attack against a foe. If the total sacrificial hit dice is six or below, this creates a Fear spell that affects a single creature. If the total sacrificial hit dice is seven or above, this creates a Phantasmal Killer spell. The caster level for these spells is equal to the sacrificial hit dice. Using this effect ends the ritual.

WAVE OF FETOR
Level: Ritualist 1
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None
Once per hit dice of the sacrifice, the ritual-wielder can target a single point within 10 ft. per hit dice of the sacrifice. Any creature within 20 ft. of that point must succeed at a Reflex save or be knocked prone and pushed to the edge of the area. They are pushed outward in a direct line from the center point of the area to its edge.

Stratovarius
2017-11-14, 01:01 PM
Updated with some tweaked rituals and another two prestige classes.

Stratovarius
2017-11-17, 06:55 PM
Updated with Bone Crafter, Cabalistic Thaumaturge, and Caeth Guardian.

Stratovarius
2017-11-21, 12:26 PM
Carcass Hunter and Ceremonial Butcher. 7/17 PrCs complete.

Lanth Sor
2017-11-24, 01:04 PM
Incanter

"Silly wizard I draw upon powers more primal then your conventions."
– Koltriz Andokar, Elf Incanter

Rituals come in all forms, from the minor, daily, personal rituals of all beings, to those that can summon a demon, commune with a deity, or create an artefact. Many of these have no power beyond what the creator imbues into them through force of habit. There are other rituals that do possess an inherent power, ones performed far less than the daily, ones that call to beings and powers beyond the normal realm of existence. Rituals of this sort demand a sacrifice, given to gain access to what power the ritual offers. These greater rituals of sacrifice are the tool of the incanter, skilled crafters of elder magics.


Making a Incanter
An incanter gather rare reagents and the essence of things recently dead to combine them making tool for later use. They are rarely found without their tome of rituals and bag of rare oddities that would make the average person cringe. While they master a few rituals they can preform in a pinch, they tend to be more prepared and meticulous then most ritual wielders. They find the magic bound in standard spells to lose it soul and thus favor the intricacies of their bizarre rituals more natural.


Abilities: An Incanter uses Intelligence to determine what level of ritual an incanter can perform. If he has less than 11 Intelligence, he cannot perform any rituals. Depending on method of combat the incanter may prefer strength or dexterity, Charisma fuels their ability to gather the tools of their trade.

Races: Incanters can be found among any race. More socially advanced races are more common as tribal races tend to lack the convention of written records. Elves of particularly ancient origins and fringe practitioners of magic in human towns are the most common incanters. They are uncommon among the other standard races. Incanters exist in the in-between of primal tribal magic and wizard's high magic, any race that occupies that space is likely to carry a heightened number of incanters.

Alignment: Incanters have no proclivity for any alignment, they are just as likely to be a well meaning witch in the woods, or cackling hag of the bog. They can be community leaders, dark harbingers of a wrathful horde.

Starting Gold: 5d4 x 10

Starting Age: As Wizard.


Table 1: The Incanter
Hit Die: d8


Level BAB Ref Fort Will Abilities Maximum Ritual Level
–––––––––––––––––––––––––––––––––––––––––––––––––– –––––––––––––––––––––––––––––––––––––––––––––––––– ––
1 +0 +0 +0 +2 Incanter's Journal, Conservationist, 1
Prepared Rituals, Tactical Rituals
2 +1 +0 +0 +3 Incanter's Record 1
3 +1 +1 +1 +3 Packrat 1
4 +2 +1 +1 +4 Incanter's Record 2
5 +2 +1 +1 +4 2
6 +3 +2 +2 +5 Incanter's Record 2
7 +3 +2 +2 +5 3
8 +4 +2 +2 +6 Incanter's Record 3
9 +4 +3 +3 +6 3
10 +5 +3 +3 +7 Incanter's Record 4
11 +5 +3 +3 +7 4
12 +6 +4 +4 +8 Incanter's Record 4
13 +6 +4 +4 +8 5
14 +7 +4 +4 +9 Incanter's Record 5
15 +7 +5 +5 +9 5
16 +8 +5 +5 +10 Incanter's Record 6
17 +8 +5 +5 +10 6
18 +9 +6 +6 +11 Incanter's Record 6
19 +9 +6 +6 +11 7
20 +10 +6 +6 +12 Incanter's Record, Living Library 7
Class skills (6 + Int modifier per level, x4 at first level): Concentration, Craft, Decipher Script, Diplomacy, Heal, Knowledge (All; taken individually), Perform, Profession, Spellcraft, Survival, Use Magical Device, Use Rope.

Class Features
The search for the source of rituals true power guides you to greater understanding of self and the world around you.

Weapon and Armour Proficiency: Incanters are proficient with all simple weapons and light armour. If a Incanter wears armour, he takes a penalty on all skill checks made within a ritual equal to the Armour Check Penalty.
Incanter's Journal: The incanter carries a books filled with notes on monsters, rituals, and things they encounter. The incanter begins play with 4 rituals they can use recorded in their journal. As long as the incanter has their journal, they can preform any ritual in their journal, or in a deciphered journal. The incanter benefits form Knowledge devotion feat as long as they have their journal. They add an additional ritual each level to their journal. They may transcribe a ritual from another incanter's journal into their own at a cost of 50g per ritual level or spend a week with a ritual weilder and 25g per ritual level. Each ritual take up 1 page per level of the ritual.
There is no unified language for ritual magic and some incanters go out of their way to make their journals illegible to others. As such deciphering a journal of another incanter can be like learning a new language taking months or even years. Some journals are designed more as instructional guides, they can be simple enough non ritual-weilders can follow along.
Conservationist: The incanters have developed the art of utilizing pieces of the dead and objects of power to fuel their rituals. The incanter may spend an hour harvesting required reagents from a corpse that has not been used for any other means. The process yields resources of a value base on type and HD. These resources spoil after 1 day per class level. Gentle Repose does halt the spoilage. The process makes the corpse unfit for any other use save trun-in for quest reward.
Prepared Rituals: The incanter can spend 5 x sacrifice HD x ritual level minutes preparing a ritual for use. They must have all ingredients save the catalyst combined. Upon completion of the process the incanter makes a spellcraft check DC 10 + 1/2 sacrifice HD + ritual level, if successful the ritual is ready and can be completed at any time as long as all components are available.
Tactical Ritual: The incanter can preform a tactical ritual on the fly. Tactical rituals are sloppy and cost twice the normal resources. A tactical ritual takes 2 rounds per ritual level and sacrifice counts as half their normal HD for all effects based on HD including HD required to cast the ritual.
Incanter's Record: Starting at the second level and every even level there after the incanter adds a new record to their journal. These records are compilations of information she has found or tricks they have come to master.

Advanced Preservation: Any materials gathered via conservationist do not spoil while in the incanter's possession. The normal 1 day per hit die spoilage begins once they leave the incanter's possession.
Arcano Babble: The incanter starts spouting off random information form their journal, in incohesive lines that leave their enemies dazed. As a standard action, the incanter starts talking and anyone in 30ft must make a will save DC 10 + 1/2 class level + intelligence modifier. On a failed save they are dazed for 1d4 rounds. Ritual-wielders gain +4 to the save.
Archivist's Notes: When the incanter makes a knowledge devotion roll against a creature and takes 2 rounds joting down notes they can retain +1 of the bonus permanently. This bonus stacks each time used, but you cannot increase the bonus unless your current bonus i higher then your existing notes.
Convention Defined: The incanter gains a ritual feat they meet the requirements for. This may be taken an unlimited number of times each time learning another feat.
Master Preservation: By spending 30g times HD² of the creature harvested the incanter can permanently preserve materials gained though conservationist. Requires Advanced Preservation. Any such prepared materials have a market value of 60g times HD² of the creature.
Monster Hunter's Notes: The incanter gains the ability to research a specific creature(vampire, ogre, human, or etc.) and gains favored enemy toward that creature. Each creature takes up one page per bonus provided by favored enemy. The bonus provided is +1 per 5 your result exceeds DC 10 Knowledge check related to the creatures type. Research requires a large library, or a collection of works about the creature worth 25g per HD of the creature. The research can only be done once for a given creature per level.
Ritual Mastery: The incanter learns a few rituals so well they can preform the rituals without their journal. The incanter may choose a number of rituals equal to their intelligence modifier to master. The rituals must be rituals recorded in their journal. Upon reaching the 20th level the incanter adds 2 to the effective HD of any sacrifice used for one of the mastered rituals. This may be taken multiple times each time additional rituals are learned.
Ritualistic Knowledge: When the incanter uses knowledge devotion on a sacrifice prior to using conservation on them, they garner twice the normal sacrifice resources, unless the resource is unique, IE a creatures heart. Requires Conjoined Ritual feat.
Shared Experience: The incanter learns how to direct his allies in combat. As a standard action, they can grant any ally able to hear them the benefit of their knowledge devotion feat.
Training Notes: The incanter chooses 2 cross-class skills these skills are treated as class skills while the incanter has their journal. Additionally any skill points spent in the skill provide 1 rank while they possess their journal. This may be taken an unlimited number of times.

Packrat (Ex): Begining at the 3rd level, the incanter learns to maximize their storage space. The incanter may use either their strength or intelligence score for determining how much they can carry and add 1 per odd class level to the ability score for determining carry capacity.
Living Library(Su): The incanter has learned a new mnemonic method allowing them to internalize their journal no longer requiring a physical journal, however they may make one if they wish. Additionally knowledge becomes one skill, all ranks spent in different knowledge skills are put in this knowledge skill. Any ranks that would exceed your max ranks in a skill are returned to your pool of unspent skill points. IE a incanter with 23 ranks in 3 knowledges and 15 ranks in two others would now have 75 skill points to spend in addition to the skill points for reaching level 20.


Ingredient Values


Scarcity Rating
Scarcity 0 1 2 3 4 5 6 7 8 9 10 11 12 13
–––––––––––––––––––––––––––––––––––––––––––––––––– –––––––––––––––––––––––––––––––––––––––––––––––––– ––––––––––––––––––––––––––
Aberration 5g
Animal 1c
Construct 5g
Dragon
Elemental
Fey
Giant
Humanoid
Magical
Beasts
Monstrous
Humanoid
Ooze
Outsider
Plant
Undead
Vermin

Scarcity Modifiers
Difficulty:
Harvest Quality:
Size: The creatures size plays a large part in the difficulty of finding and even harvesting creatures. Medium and small creatures are common enough their size has no effect on scarcity. Large and Tiny creatures have a scarcity 1 higher then normal. Huge and diminutive creatures have a scarcity 2 higher then normal.

Lanth Sor
2017-11-24, 01:28 PM
Incanter Rituals

Level 1 Rituals

Absolve the Weak - Transfer HP damage
Affliction of Gluttony - Sicken target
Bloodstone - Create grenade
Boneform Item - Create basic items
Breaker - Ignore DR
Brume of Broken Blades - Damage armour, weapons
Burden of Virtue - Transfer negative effects to self
Dazzling Fetor - Dazzling mists
Entwined Knowledge - Share skills
Fettered Mind - Daze or slow creature
Flesh Forged - Natural Armour
Hematic Theft - Temp HP and damage
Life's Wrappings - Protect ally inside cocoon
Lunging Cadaver - Block attack
Network of Suffering Surrendered - Poison and Disease protection
Rush of Blood - Improve speed
Sap Strength - Fatigue targets
Shifting Spirit - Teleport enemy
Shroud Self, Minor - Minor stat boosts
Skills of the Fallen - Gain skills
Slithering Soul - Cloud Mind
Soul Counter - Gain AoOs
Streaked Countenance - Intimidate
Striker's Gift - Damage boost
Tangle of Blood - Entangle, harm target
Transfer Resistance - Gain resistance of sacrifice
Weaken Flesh - Remove Natural Armour


Level 2 Rituals

Anguish and Agony - Retaliation when struck
Blood Calls to Blood - Scrying
Bloodforce, Lesser - Dominate Sacrifice
Bloodseeking Blade - Keen, Wounding weapon
Bloodspell - Draw spells from sacrified creature
Bolstered Blood - Energy Resistance
Divine Presence, Lesser - Summon outsider
Entwined Bodies - Share physical abilities
Evacuting Touch - Damage will saves
Forge Lifebond - Share damage taken
Gift of Anguish - Transfer negative effects to enemy
Grasping Hands - Turn corpse into ally
Halo Strike - AoE damage
Healer's Warning - Aware of single ally, condition affecting him
Hematic Burst - Con and HP Damage
Hematic Shield - Immune to blood affecting
Lift the Mind - Boost mental abilities
Linked Lifeforce - Temp HP
Network of Hardened Skin - Sacred AC bonuses
Rotten Miasma - Sickening Cloud
Rush of Blood, Greater - Speed, Attack boost
Shackled Thoughts - Slow target
Shadows of Sin - Blind and Deafen
Speed of the Fallen - Gain movement modes
Strengthen the Body - Boost physical abilities
Weapon of Blood - Lifesteal Weapon


Level 3 Rituals

Barrier of Blood - Physical DR
Bloodwalk - Teleport
Bone Web - Trap enemy in bone lattice
Boneform Gear - Create arms and armour
Bound Soul Blade - Enhance weapon
Cadaver Column - Turn corpse into ally
Call Boon, Lesser - Summon item
Chained Body - Damage creature if it attacks
Entwined Spirits - Share mental abilities
Feats of the Fallen - Gain feat
Flesh of the Fallen - Immune to disease and poison
Fog of Lost Souls - Fear cloud
Impregnable Spirit - Fortitude boost, Mettle, Fortification
Network of Life's Gift - Fast Healing for allies
Permeable Ward - Damage resistance, penalty
Pinioned - Mental status effects against enemy
Precognitive Awareness - Reflex saves, Evasion
Reflexive Retribution - Return some damage to the attacker
Rush of Blood, Greater - Speed and extra attacks
Sacrificial Knowledge - Grant Ritual Knowledge
Scything Bane - Retaliation Aura
Seeping Spirit - Damage aura
Sickness in the Body - Inflict diseases
Siphon Spirit - Ability Damage
Stolen Knowledge - Gain knowledge
Stolen Spirit - Spell Turning
Unbreakable Body - Will saves, Mettle, Mindblank


Level 4 Rituals

Ability Transfer - Transfer class ability
Blood Coffin - Trap enemy in coffin, Save or Die
Bloodforce - Dominate Sacrifice
Bloodmist - Become deadly cloud
Entwined Senses - Share vision, senses
Fear Ward - Retaliate, shake enemy
Finality - Deal half hp in damage
Flesh Lance - Piercing Line attack
Healer's Viewing - Awareness of allies, conditions affecting them
Heavenly Gift - Temp HP, healing, morale bonuses
Leeching Aura - Damage and temp HP
Momentary Repentance - Dominate Evil
Network of Sheltered Soul - DR/Good
Shattering Sphere - Remove damage resistance
Shelter in my Soul - Store ally in self
Shield of the Soul - Wrap ally in cocoon
Shroud Self - Alter Self
Size of the Fallen - Change size
Soul Siphon - Level drain
Spirit Manacles - Pin creatures together, force shared damage
Subsume Essence - Gain SLA
Transfer Resistance, Greater - Gain all resistances of sacrifice
Withered Rose - Damage over Time, nausea
Woven Tapestry - Heal ally, dazzle enemies


Level 5 Rituals

Barrier of Blood, Greater - Physical DR
Blood Aflame - Fast Healing
Blood Dancer - Chain attacks
Blood Rain - Summon blood storm
Bloodform Champion - Summon armour and weapons
Bloodseeking Blade, Greater - Keen, wounding, coup de grace weapon
Bloodspell, Greater - Draw spells from sacrified creature
Call Boon - Summon expensive item
Death Ripple - AoE Save or Die
Disfiguring Death - Kill creature, AoE damage
Divine Presence - Summon outsider
Entwined Weaving - Share caster levels
Extract Essence - Gain a temporary level
Flood of Life - Gain temporary HP and Con
Forgotten Heritage - Polymorph self
Hematic Burst, Greater - Con and HP damage
Justice - Force duel
Network of Harm Undone - Elemental Resistance
Ritual Held - Animate Dead
Sacrificial Knowledge, Greater - Grant Ritual Knowledge
Sorrow's Burden - Shake and Slow target
Spirit Aura - See all living creatures
Spiritual Locus - Word of Recall
Sympathetic Pain - AoE shaken
Vitality Leech - Temp HP
Weaver's Life - Transfer damage to enemy, heal ally


Level 6 Rituals

Ascension - Flight, Plane Shift
Bless the Meek - Bonus to attack, damage, armour
Blood Wall - Create wall
Bloodforce, Mass - Create Swarms
Body of Blood - Polymorph self
Darting Defense - Block physical attacks
Despoiling Miasma - Burning, acidic, cloud
Entwined Magic - Transfer spell buffs
Face Thy Punishments - Trap target in sphere
Frozen Terror - AoE Paralysis
Network of Magic Sundered - Spell resistance
Restitution - Reflect attack to generator
Rite of Immortality - Prevent aging
Shatterspirit - Save or Die
Silted Water - Poison area
Soul Coffin - Self resurrection
Splintered Soul - Fission, stun target
Stolen Knowledge, Greater - Gain knowledge
Stolen Spirit, Greater - Greater Spell Turning
Swirling Lives - Massive healing


Level 7 Rituals

Blooded Land - Sympathy spell
Bloodforce, Greater - Dominate Sacrifice
Call Boon, Greater - Summon artefact
Damn the Soul - Send enemy to hell
Divine Presence, Greater - Summon outsider
Entwined Lifeforce - Share feats
Fall of Lifeblood - Storm of negative energy
Ingest Soul - Gain extraordinary quality
Judgement - AoE Save or Die
Lifeblood Shield - Absorb, deal, damage
Network of Souls - Share health amongst all allies
Prayer Focus - Invulnerable
Purge Thy Soul - Teleport target to Celestia
Radiance - Sunbeam, AoE blind
Repel Kinfolk - Protect against creature type
Rotten Flesh Fortress - Build fortress
Soul Portal - Planar travel
Soul's Shards - Trigger many rituals
Storm of Silent Shadows - Level drain fog
Trammel the Soul - Save or Die

Stratovarius
2017-12-05, 09:18 PM
When can we expect to see the class?

Also, pdf is up to Helfarch Ravager mechanics complete.

Lanth Sor
2017-12-06, 01:17 PM
after current base class challenge (http://www.giantitp.com/forums/showthread.php?540722-Base-Class-Contest-XXXXII-Entropy-and-Renewal) is done. Dec 15 is current due date. I think i have to wait until voting done.

Is it intentional that there is no Caster Level or caveat allowing ritual wielders to make magic items

Stratovarius
2017-12-09, 09:30 AM
Crafting (http://minmaxforum.com/index.php?topic=14178.0) is easily possible in their home setting, which is why it wasn't a focus of the system. 3rd edition crafting is mostly broken, anyway, so I stay away from it.

Lanth Sor
2017-12-09, 10:36 AM
For compatibility sake, I would just add a caveat, "If using base crafting rules necromant/ritual-wielder/etc count as caster level" that way it doesn't mess your original intent while allowing backward compatibility.

Stratovarius
2017-12-11, 12:32 PM
Still need to remember to add the comment about crafting.

Hunger prestige class complete and added to the Tome.

Stratovarius
2017-12-12, 02:10 PM
Immolator Apostate and Lifeweaver classes added to the Tome of Ritual Magic. That's 12 of the 17 prestige classes the system has.

Stratovarius
2018-01-01, 09:07 AM
Niwl Murk Blade added.

Stratovarius
2018-02-18, 11:20 AM
Two months later, but the Panegyric is added.

Stratovarius
2018-03-23, 03:18 PM
RITUAL MAGIC IS DONE! (https://1drv.ms/b/s!AiRF2tz6n4u1k8dFT7AQn9cpmBri9A)

Stratovarius
2018-05-11, 09:49 AM
Updated again with some tweaks (more to formatting than content).

Stratovarius
2018-05-17, 07:14 AM
And more tweaks.

Lanth Sor
2018-05-17, 12:41 PM
I recently had a breakthrough on the way to determine value and will be hashing out some more, hopefully. I'll have a full working class done soon.

Lanth Sor
2018-05-17, 12:57 PM
Incanter Rituals A-L
Below are presented the modifications to any ritual for use by an incanter.


Focus: Any items not consumed in the ritual required for completion of the ritual. Applies to only the incanters.
Preparation: What must be done for the ritual to be ready for use. Applies to only the incanters.
Catalyst: The thing that triggers the rituals process, after which any resources become wasted if ritual is not completed 1 day. Applies to only the incanters.
Completion: The last step to finish the ritual. Applies to only the incanters.
Material: Material expended during casterApplies to all ritual-wielders except incanters


Ability Transfer
Level: Martyr 4, Incanter 4
Preparation: Mixture of rare herbs(10g x HD²), bile(20g x HD²), and the allies blood(1hp) in vial drank upon completion.
Catalyst: Combining ingredients.
Completion: Combining ingredients and drinking bile.

Absolve the Weak
Level: Martyr 1, Incanter 1
Focus: A bowl carved and inlaid with eldritch symbols 30g.
Preparation: Oils and bodily fluids painted on the symbols(29g x HD²).
Catalyst: The ritual-wielder's blood is poured into the painted bowl.
Completion: Combining ingredients and drinking bile.

Affliction of Gluttony
Level: Martyr 1, Incanter 1
Preparation: Meat from the sacrifice smoked, prepared with herbs, and burnt symbols.(30g x HD²)
Catalyst: A drop of unholy oil(1g)
Cast: Consumption of a portion.

Anguish and Agony
Level: Ritual Warrior 2, Incanter 4
Preparation: Charred brittle bones of someone who attacked the preparer, or died due to an act of retribution. (30g x HD²)
Catalyst: Charred bone shards puncturing the skin.
Cast: Shattering the bones on your skin.

The ritual-wielder has warded himself against the strikes of others, promising them a bitter return on all that they do. Whenever he is struck in melee by a creature, he deals them 1d6 damage and grants a –1 attack penalty that lasts for one round in response. The attack penalty granted by this ritual does not stack with itself. This ritual only affects living creatures.

Annihilation Star
Level: Ritualist 5
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: Will negates
Preparation: Heart of a creature with the Fire Subtype scarred. (25g x HD²), fill the heart with unholy oil (5g x HD²).
Catalyst: Exose the hear to the flame of sin, igniting the unholy oil.
Cast: Consumption of the heart.

The ritual-wielder creates a ritualistic construct called a bloodstar that shoots from his hand and hovers in the air anywhere within the limit of the range (each round, he can move the bloodstar anywhere within 10 ft. per hit dice with a move action spent concentrating on the new position). The bloodstar pulses with ruby light (providing illumination in a 20-foot radius). As a standard action once per hit dice of the sacrifice, he may cause the bloodstar to send out a pulse of light, affecting all creatures within 10 ft. of the bloodstar. Any hostile creature who fails a Will saving throw is immediately slain. This can only affect living creatures. The bloodstar cannot be attacked or harmed by physical attacks. He may only have one bloodstar active at a time.

Ascension
Level: Martyr 6
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One allied creature/3 hit dice of the sacrifice
Saving Throw: None
Preparation: Willingly given feather(similar flight granting part) of a good outsider. (30g x HD²)
Catalyst: Etching runes in targets skin.
Cast: Bleeding on the etching.

Small morsels of the ritual-wielder's soul depart his body, affixing themselves to his allies, lifting them into the air. 1 creature per 3 hit dice of the sacrifice can fly, as per the spell. Once per hit dice of the sacrifice, all affected creatures can plane shift, as per the spell, to any good aligned plane. They may also return to the location on the prime material plane they shifted from.
Bless the Meek
Level: Martyr 6
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One allied creature/3 hit dice of the sacrifice
Saving Throw: See text
Sacrifice: Stew made of a non-sentient creature.

The ritual-wielder raises up those below him, giving them the means to overthrow their oppressors. 1 creature per 3 hit dice of the sacrifice gains a +1 sacred bonus to armour class, attack and damage rolls, and saves per 2 hit dice of the sacrifice against any monster whose challenge rating is greater than the affected creature's.

Blood Aflame
Level: Ritual Warrior 5
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None
Sacrifice: Broth made of the marrow of a creature with fast healing or regeneration.

The ritual-wielder feels his blood quicken, rushing to repair any injury that occurs, closing wounds that would kill a lesser man in mere minutes. The ritual-wielder gains Fast Healing equal to the hit dice of the sacrifice.

Blood Coffin
Level: Ritual Warrior 4
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: Fort negates
Sacrifice: Any corporeal living creature

You entrap your foes, leaving them writhing and in agony inside a coffin of living blood that saps their life away. Once per hit dice of the sacrifice, as a standard action that requires a melee touch attack that grants a Fortitude save vs 10 + hit dice of the sacrifice + ritual warrior's intelligence modifier, you enfold the target within a coffin of flesh and bone that has hardness of 8 and hit points equal to 20 per hit dice of the sacrifice. The first round that they are trapped within, the creature loses one third of its current hit points and is fatigued. The second round, it loses another one third of its hit points and is exhausted. The third round, it loses the final third and dies. If the coffin is shattered, the creature is freed, but his hit points are still lost. A creature inside the coffin can only attack with light weapons or natural attacks against the walls of the coffin. This does not work on non–living creatures.

Blood Dancer
Level: Ritual Warrior 5
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None
Sacrifice:

You have learned to make the blood of enemies call out to you, pulling you towards it for a brief moment. Once per hit dice of the sacrifice, as a standard action, you may strike a foe you are in melee range of, and then teleport to a foe of your choice within 5' per hit dice of the sacrifice. You make a single melee attack against that foe and teleport on to the next creature within 5' per hit dice of the sacrifice of you until all foes within range have been attacked once. You end your turn in melee range of the last target you struck. If you miss an attack or cannot arrive in melee range of the next creature, the chain is broken and your round is over. You gain a +2 bonus on attacks made during the Blood Dance.

Bloodform Champion
Level: Ritual Warrior 5
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None
Sacrifice:

The ritual-wielder clothes himself in armour and weapons formed from the blood of the sacrifice. These items continually bleed, giving anyone trying to track the ritual-wielder a +10 bonus on their checks, except in rain or another condition that would wipe the trail clean. He gains proficiency with all martial weapons and all armours. When this ritual is completed, he must choose 1 suit of armour and either 1 two handed weapon, or a one handed weapon and shield. If it is a ranged weapon, it creates an unlimited supply of ammo. All items have a +1 Enhancement bonus to Armour Class, or Attack and Damage, for every 3 hit dice of the sacrifice. The ritual-wielder increases his size category by one (his gear growing to match), as well as increasing his BAB to match his character level. Finally, the ritual-wielder gains fast healing equal to half the hit dice of the sacrifice.

Bloodseeking Blade
Level: Ritual Warrior 2
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None
Sacrifice:

The weapon the ritual-wielder uses to make the sacrifice drips blood after it is pulled from the sacrifice's body, and continues to do so for the duration of the ritual. That weapons becomes keen (or other appropriate property that doubles the threat range), and gains the wounding enhancement. Each time it strikes causes a fountain of blood to spray from the wound.

Bloodseeking Blade, Greater
Level: Ritual Warrior 5
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None
Sacrifice:

The weapon the ritual-wielder uses to make the sacrifice drips blood after it is pulled from the sacrifice's body, and continues to do so for the duration of the ritual. That weapons becomes keen (or other appropriate property that doubles the threat range), and gains both the wounding and Coup De Grace enhancements. Each time it strikes causes a fountain of blood to spray from the wound.

Bolstered Blood
Level: Ritual Warrior 2
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None
Sacrifice:

The ritual-wielder becomes more able to shrug off the effects of spells and heavy blows. If the sacrifice has 1–3 hit dice, he gains light fortification, moderate for 4–6 hit dice, and heavy for 7+ hit dice. He also gains a +1 bonus to all saving throws for every two hit dice of the sacrifice.

Bone Web
Level: Ritual Warrior 3
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None
Sacrifice:

The ritual-wielder rips the bones from the flesh of a corpse, transforming it into an awful spectacle entrapping those beneath. Once per hit dice of the sacrifice, as a standard action that requires touching the corpse of a creature, the ritual-wielder creates a dome of bone that engulfs a single creature and has hardness of 8 and hit points equal to 20 per hit dice of the sacrifice. It is a semi–open lattice and creatures with reach weapons can strike in or out at a –4 penalty, although the creature inside also receives partial cover. Every round that he remains within the bone cage, the creature takes 2d4 damage as thorns growing from the bone walls pierce his flesh. If the creature attempts any action, it takes 4d4 damage that round. If the dome is shattered, the creature is freed. A creature inside the dome can only attack with light weapons or natural attacks against the walls of the dome. This web lasts for 1 round/hit dice of the sacrifice.

Boneform Gear
Level: Ritual Warrior 3
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None
Sacrifice:

The ritual-wielder pulls the skeletal structure out of the sacrifice, warping and altering the bones to create a set of gear. When this ritual is completed, the ritual-wielder must choose 1 suit of armour and either 1 two handed weapon, or a one handed weapon and shield, or two light one–handed weapons. If it is a ranged weapon, it comes with 1d6 rounds of ammunition per hit dice of the sacrifice. All items have a +1 Enhancement bonus to Armour Class, or Attack and Damage, for every 3 hit dice of the sacrifice. The ritual-wielder is automatically proficient in the weapon, but only the boneform weapon, not every weapon of the type.

Bound Soul Blade
Level: Ritual Warrior 3
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None
Sacrifice:

The ritual-wielder twists and contorts the soul of the sacrifice, imbuing it into his weapon. His weapon gains a single enhancement (without charges), such as Shocking Burst or Bane, with a maximum enhancement possible of +1 per three hit dice of the sacrifice. This does not allow him to exceed the +10 overall cap for enhancements on the weapon.

Breaker
Level: Ritual Warrior 1
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None
Sacrifice:

When the ritual-wielder sacrifices a creature for this ritual, he intuitively understands the physiology that made it tough and strong, and the ways to overcome it. He ignores all damage resistance that has a component equal to that of the sacrificed creature. Thus, if he sacrificed a creature with damage resistance 5/cold iron and evil, he would ignore all damage resistance that is either cold iron, evil, or cold iron and evil. He does not ignore damage resistance such as 5/cold iron and good, or 5/adamantium and evil.

Brume of Broken Blades
Level: Ritual Warrior 1
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: Reflex negates
Sacrifice:

Once per sacrificial hit dice, the ritual-wielder can touch a target's armour or weapon. If successfully struck, a blood coloured haze surrounds it, eating away at the strength and integrity of the item. The wielder of the item gets a reflex save to resist. If he fails, the base damage or armour class of the item is reduced to zero. This effect lasts for 1 round per sacrificial hit dice.

Burden of Virtue
Level: Martyr 1
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: None
Sacrifice:

The ritual-wielder reaches out to touch the target, his hand enveloped in the energies he takes away from the touched creature. All negative effects, spell and otherwise, are transferred to the ritual-wielder, and he takes the full penalty from them. Those conditions must be either ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, immobilized, nauseated, sickened, stunned, or poisoned, or can be one targeted spell effect currently affecting the target with a duration of 1 or more rounds or to cancel a curse affecting the target as the remove curse spell. This ritual can be used as a standard action once per hit dice of the sacrifice.

Cadaver Column
Level: Ritual Warrior 3
Ritual Duration: Permanent
Saving Throw: None
Sacrifice:

The ritual-wielder calls to life the body of a dead foe, transforming it into a frightful pillar of labyrinthian flesh. Once per hit dice of the sacrifice, as a swift action that requires touching the corpse of a creature, the ritual-wielder may create a Cadaver Column (http://www.minmaxboards.com/index.php?topic=12871.0) out of a corpse.

Call Boon
Level: Martyr 5
Ritual Duration: 1 hour/hit dice of the sacrifice
Range: Personal
Saving Throw: None
Sacrifice:

The ritual-wielder sends out his spiritual energy, offering a gift of himself in order to ask a boon. In return, he is gifted with a single item up to 50,000 gold pieces in value. If this item leaves his possession, the ritual ends. At the end of the ritual's duration, all effects created from the item disappear, along with the item itself. It may not be an expendable item, or one with charges.

Call Boon, Greater
Level: Martyr 7
Ritual Duration: 1 hour/hit dice of the sacrifice
Range: Personal
Saving Throw: None
Sacrifice:

As Call Boon, except that the item may be any non-epic item, including minor artefacts, but not major artefacts. Effects created by this item do not end when the ritual does.

Call Boon, Lesser
Level: Martyr 3
Ritual Duration: 1 hour/hit dice of the sacrifice
Range: Personal
Saving Throw: None
Sacrifice:

As Call Boon, except that the item may be up to 10,000 pieces in value.

Chained Body
Level: Martyr 3
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: None
Sacrifice:

Barbed chains of spiritual energy reach out and enfold the creature the ritual-wielder indicates. If that creature attempts a melee or ranged attack, it takes damage equal to the hit dice of the sacrifice. This ritual can be used as a standard action once per hit dice of the sacrifice, and the effect lasts for one round per hit dice of the sacrifice. It can only strike a given creature once per round.

Darting Defense
Level: Martyr 6
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: None
Sacrifice:

A series of small discs made out of force swim into existence around the ritual-wielder (or targeted creature), swirling and spiralling around him. Once per round, he can choose to have a disc block a single physical attack. This is a free action, and must be chosen before he knows the result of the attacker's roll. He receives one disc per hit dice of the sacrifice.

Death Ripple
Level: Ritual Warrior 5
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: Fort negates
Sacrifice:

Death is a sympathetic force, and will try and snuff out all life around it. The ritual-wielder has learned to take advantage of that propensity, and uses it to create waves that roll over and engulf his enemies. Whenever the ritual-wielder creates a ritual with his Finishing Strike class feature, creatures within 10' of the killed creature must make a Fortitude saving throw versus 10 + the hit dice of the sacrifice (for Death Ripple) + his intelligence modifier or perish.

Disfiguring Death
Level: Ritual Warrior 5
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: Fort negates; reflex half; see text
Sacrifice:

The ritual-wielder forces a vicious and unstoppable process upon a creature, watching its face churn in agony before dying in a spray of bone and bile. Once per hit dice of the sacrifice, as a standard action that requires a melee touch attack that grants a Fortitude save vs 10 + hit dice of the sacrifice + ritual-wielder's intelligence modifier, he inflicts a terrible end upon the chosen creature. The touched creature's bones and organs grind and misshape themselves, killing the creature. Immediately afterwards, the dead creature's bones erupt in a visceral spray, dealing 1d4 damage per hit dice of the dead creature in a cone that is 5' long per hit dice of the creature. This has a reflex save for half equal to 10 + dead creature's hit dice. The cone originates at the creature killed, pointed directly away from the ritual-wielder.

Divine Presence
Level: Martyr 5
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Effect: One summoned creature
Saving Throw: None
Sacrifice:

A glowing sphere of light appears, and out of it comes a creature of the higher planes, willing and able to serve the ritual-wielder for the sacrifices he has made. This summons a good–aligned outsider from the Summon Monster VI list.

Divine Presence, Lesser
Level: Martyr 2
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Effect: One summoned creature
Saving Throw: None
Sacrifice:

A glowing sphere of light appears, and out of it comes a creature of the higher planes, willing and able to serve the ritual-wielder for the sacrifices he has made. This summons a good–aligned outsider from the Summon Monster III list.

Divine Presence, Greater
Level: Martyr 7
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Effect: One summoned creature
Saving Throw: None
Sacrifice:

A glowing sphere of light appears, and out of it comes a creature of the higher planes, willing and able to serve the ritual-wielder for the sacrifices he has made. This summons a good–aligned outsider from the Summon Monster IX list.

Entwined Bodies
Level: Martyr 2
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: Two allied creatures
Saving Throw: None
Sacrifice:

The ritual-wielder links two creatures together, weaving their lifeforces into an enmeshed knot. The ritual-wielder can be one of the targets of the Entwining, but does not need to be. The two creatures share all of their physical statistics, choosing the highest score for each ability. Should any ability incur negative penalties to one creature, the other entwined creature receives all of those same penalties.

Entwined Knowledge
Level: Martyr 1
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: Two allied creatures
Saving Throw: None
Sacrifice:

The ritual-wielder links two creatures together, weaving their lifeforces into an enmeshed knot. The ritual-wielder can be one of the targets of the Entwining, but does not need to be. The two creatures affected share all skill ranks, and can use the highest ranks among those entwined. Should any creature incur negative penalties to skills, the other entwined creature receives all of those same penalties.

Entwined Lifeforce
Level: Martyr 7
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: Two allied creatures
Saving Throw: None
Sacrifice:

The ritual-wielder links two creatures together, weaving their lifeforces into an enmeshed knot. The ritual-wielder can be one of the targets of the Entwining, but does not need to be. The two creatures affected share all feats. The maximum number of feats that can be transferred is equal to one per two hit dice of the sacrifice. Should anything incur negative penalties (including damage) to one creature, the other entwined creature receives all of those same penalties.

Entwined Magic
Level: Martyr 6
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: Two allied creatures
Saving Throw: None
Sacrifice:

The ritual-wielder links two creatures together, weaving their lifeforces into an enmeshed knot. The ritual-wielder can be one of the targets of the Entwining, but does not need to be. Any spell cast by one entwined creature upon itself also affects the other entwined creature. The highest level of spells transferable is equal to one half hit dice of the sacrifice. Should any spell incur negative penalties (including damage) to one creature, the other entwined creature receives all of those same penalties.

Entwined Senses
Level: Martyr 4
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: Two allied creatures
Saving Throw: None
Sacrifice:

The ritual-wielder links two creatures together, weaving their lifeforces into an enmeshed knot. The ritual-wielder can be one of the targets of the Entwining, but does not need to be. The two creatures affected share all aspects of their senses, including magical vision, hearing, smell, or touch. They are treated as having Uncanny Dodge if they are within 5' per hit dice of the sacrifice of one another. Should any spell blind, deafen, or incur negative penalties to one creature's vision, the other entwined creature receives all of those same penalties.

Entwined Spirits
Level: Martyr 3
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: Two allied creatures
Saving Throw: None
Sacrifice:

The ritual-wielder links two creatures together, weaving their lifeforces into an enmeshed knot. The ritual-wielder can be one of the targets of the Entwining, but does not need to be. The two creatures share all of their mental statistics, choosing the highest score for each ability. Should any ability incur negative penalties to one creature, the other entwined creature receives all of those same penalties.

Entwined Weaving
Level: Martyr 5
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: Two allied creatures
Saving Throw: None
Sacrifice:

The ritual-wielder links two creatures together, weaving their lifeforces into an enmeshed knot. The ritual-wielder can be one of the targets of the Entwining, but does not need to be. Whenever the two creatures cast the same spell during a round, both spells act in all regards as if they had come from the higher level caster. The maximum level of spell that can be affected is equal to one half hit dice of the sacrifice. Should any spell incur negative penalties (including damage) to one creature, the other entwined creature receives all of those same penalties.

Evacuating Touch
Level: Ritual Warrior 2
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None
Sacrifice:

Many is the time that had the ritual-wielder's target only been slightly weaker in his mental fortitude, he would have broken and run before the ritual-wielder's overwhelming prowess and fearsome appearance. Once per hit dice of the sacrifice as a standard action, the ritual-wielder can force base animal impulses into the creature touched, granting it a +2 bonus to Strength and Constitution, but causing a penalty to all saves equal to one-half the hit dice of the sacrifice.

Face Thy Punishments
Level: Martyr 6
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: Will negates
Sacrifice:

A globe of shimmering force encloses a creature, creating a sphere from which it cannot depart. If the creature fails a will save, it is unable to exit the 50' in radius sphere by any means, including teleportation or planar travel for a number of rounds equal to the hit dice of the sacrifice. This ritual can be used as a standard action once per hit dice of the sacrifice.

Fear Ward
Level: Ritual Warrior 4
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: Will negates
Sacrifice:

The ritual-wielder's very appearance, covered in grime and matted with the blood of enemy and ally alike, strikes fear into those who come into close contact with him. Whenever a creature strikes the ritual-wielder in melee, the creature must make a will save vs 10 + the sacrifice's hit dice + the ritual-wielder's intelligence modifier or become shaken for one round. If a creature activates this ability more than once in a round, they advance to panicked and then cowering.

Feats of the Fallen
Level: Ritual Warrior 3
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None
Sacrifice:

The ritual-wielder wrenches at the mind of the sacrifice, drawing forth knowledge of a specific ability that wretch has. For the duration of the ritual, he gains use of one feat that the sacrifice possessed. He does not need to meet the requirements of the feat.

Fettered Mind
Level: Martyr 1
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: Will negates
Sacrifice:

The ritual-wielder locks the target away within its own mind, bound in the vestiges of conscience. Evil creatures are dazed, neutral creatures are slowed, and good creatures are unaffected. This ritual can be used as a standard action once per hit dice of the sacrifice.

Flesh Forged
Level: Martyr 1
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: None
Sacrifice:

The infusion of the ritual-wielder's gift toughens the outer skin of the target, granting him a +1 natural armour bonus for each 2 hit dice sacrificed.

Flesh Lance
Level: Ritual Warrior 4
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None
Sacrifice:

Once per hit dice of the sacrifice, as a standard action, the ritual-wielder can recall the flesh and bone that made up the carcass of the sacrifice, and project that in a vicious attack that deals 3d6 damage per hit dice of the sacrifice in a piercing line 10' long per hit dice of the sacrifice.

Flesh of the Fallen
Level: Ritual Warrior 3
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None
Sacrifice:

The ritual-wielder walls himself within the flesh of the sacrifice, creating a thick barrier over his body that wards off some of the damage from mundane attacks. He gains DR 1/magic for every two hit dice of the sacrifice. In addition, he gains fast healing 1 for every two hit dice of the sacrifice, but it only affects him at or below one-half his full normal hit points.

Forge Lifebond
Level: Martyr 2
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: Will negates
Sacrifice:

An iron chain of spiritual energy (no physical effect) links the ritual-wielder to a targeted creature. If it is hostile, it gains a Will save to negate the effect. If it fails or is willing, all damage to hit points is split evenly among the two creatures, with each taking 1/2 of the total that would normally be applied after all damage resistances are figured in (round up, if necessary). This includes the loss of hit points from creating a sacrifice. This lasts for one day per hit dice of the sacrifice.

Freedom Vialed
Level: Martyr 2, Incanter 2, Ritualist 2
Ritual Duration: Instantaneous
Range: Touch
Target: 1 ounce of water per HD of sacrifice
Saving Throw: None
Focus Silver Basin etched with anarch runes (270g)
Preparation: Basin of clean water, a 1oz vial of the blood from a creature with a chaotic aura(29g x HD²).
Catalyst: Pouring the water and blood in the basin.
Cast: Reciting a incantation.

The ritual-wielder bleeds the sacrifice into a basin of water blessing it. The resulting mixture becomes anarchic water.
Material: 25g in silver.

Gift of Anguish
Level: Martyr 2
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: None
Sacrifice:

The ritual-wielder pulls the hurt and anguish out of his friend, holding it to return to that which gave it to him. The ritual-wielder may transfer a single negative status effect from an ally to himself, or from himself to an enemy. This ritual can be used as a standard action once per hit dice of the sacrifice.

Healer's Viewing
Level: Martyr 4
Ritual Duration: 1 day/hit dice of the sacrifice
Range: Personal
Target: One ally/hit dice of the sacrifice
Saving Throw: None
Sacrifice:

Sometimes the ritual-wielder needs to keep track of comrades who are separated; this ritual allows him to mentally monitor their relative positions and general condition. He is aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. If a subject leaves the plane, or if it dies, the ritual ceases to function for that creature. Once per hit dice of the sacrifice, the ritual-wielder may scry an ally, as per the spell. This always succeeds. Each time he scrys an ally, he may affect the ally with a single beneficial ritual. This ends the scrying effect.

Healer's Warning
Level: Martyr 2
Ritual Duration: 1 day/hit dice of the sacrifice
Range: Personal
Target: One ally/hit dice of the sacrifice
Saving Throw: None
Sacrifice:

Sometimes the ritual-wielder needs to keep track of comrades who are separated; this ritual allows him to mentally monitor their relative positions and general condition. He is aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. If a subject leaves the plane, or if it dies, the ritual ceases to function for that creature.

Heavenly Gift
Level: Martyr 4
Ritual Duration: 1 day/hit dice of the sacrifice
Range: Personal
Area: 20 ft./hit dice of the sacrifice emanation
Saving Throw: None
Sacrifice:

The ritual-wielder gives greatly of himself, and all allied creatures within 20' per hit dice of the sacrifice become immune to all diseases, sickness, nausea, poison, and fear. Each creature also receives a +1 morale bonus on attack rolls and Will saves for every 4 hit dice of the sacrifice.

Impregnable Spirit
Level: Martyr 3
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: Will negates
Sacrifice:

The ritual-wielder's sacrifice flows through the body of the target, stiffening its resolve against all outside effects, granting the target a +1 bonus on Fortitude saves for each hit dice sacrificed. If five hit dice are sacrificed, the target gains Mettle, and if ten hit dice are, Heavy Fortification.

Innocence Vialed
Level: Martyr 2, Incanter 2
Ritual Duration: Instantaneous
Range: Touch
Target: 1 ounce of water per HD of sacrifice
Saving Throw: None
Focus Silver Basin etched with celestial runes (270g)
Preparation: Basin of clean water, a 1oz vial of the blood from a creature with a good aura(29g x HD²).
Catalyst: Pouring the water and blood in the basin.
Cast: Reciting a incantation.

The ritual-wielder bleeds the sacrifice into a basin of water blessing it. The resulting mixture becomes holy water.
Material: 25g in silver.

Judgement
Level: Martyr 7
Ritual Duration: 1 day/hit dice of the sacrifice
Range: Personal
Area: 20 ft./hit dice of the sacrifice
Saving Throw: Fortitude negates
Sacrifice:

The ritual-wielder allows his spirit to reach out to those around him, marking their state of being, and whether it is good or ill. Those who are ill are punished, those who are middling are reprimanded, and those who are good escape punishment. All evil creatures within 20 feet per hit dice of the sacrifice must save or be destroyed, all neutral creatures must save or become dazed for one round, and good creatures need not save. This ritual can be used as a standard action once per hit dice of the sacrifice. This ritual's effects apply to undead, constructs, and other unliving creatures.

Justice
Level: Martyr 5
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: Two creatures
Saving Throw: Fortitude partial, see text
Sacrifice:

The ritual-wielder separates two creatures from the hordes around them, granting one wronged by the other a benefit in his pursuit of a proper ending to the matter. This ritual affects two creatures, one of whom must have wounded the other in some way. The wounded creature gets a +1 sacred bonus on attack, damage, and armour class for every two hit dice of the sacrifice. This bonus only applies against the creature that wounded it. No other creatures may attack or assist either of the two duellists in any way. Any creature that comes to the aid of either combatant must make a fortitude save or be destroyed (including undead, constructs, summons or other unliving creatures). Creatures that succeed at this fortitude save are paralyzed for one round. This rituals ends when one of the two creatures is dead or has surrendered. If one of the two creatures surrenders and then attempts to attack the other, the attacking creature must make a fortitude save or be destroyed. The aggrieved party gains double the normal benefits of the ritual, and the ritual does not end until one of the two creatures is dead. The ritual-wielder may target the two creatures, activating the duel, at any point during the ritual's duration as a standard action.

Life's Wrappings
Level: Martyr 1
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One ally
Saving Throw: None
Sacrifice:

The ritual-wielder gestures at a creature within range, sending out tendrils made from his own spirit to wrap the creature, keeping it safe from harm. The wrapping has hardness equal to two times the hit dice of the sacrifice and hit points equal to five times the hit dice of the sacrifice. The subject can still breathe but is otherwise helpless, unable to see outside the wrapping, speak, or take any physical actions. The subject can execute purely mental actions (such as manifesting powers or casting spells with no verbal, somatic, or material components). Cutting or damaging the wrapping can free a victim. The creature within the wrapping is visible only as a vague shape (substantial enough to interrupt line of sight) and cannot be directly harmed or interacted with unless the wrapping is destroyed. The wrapped creature can be moved normally (the weight of the wrapping is negligible). A creature that is wrapped while aloft begins to fall immediately (and takes falling damage, if appropriate), and a creature that is wrapped while swimming or underwater may drown. While inside the wrappings, the creature heals 10 hit points per minute spent in the wrappings. This cannot be used on a hostile creature. The ritual-wielder may target his ally at any point during the ritual's duration as an immediate action. The wrapping lasts for one minute per hit dice of the sacrifice.

Lift the Mind
Level: Martyr 2
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One ally
Saving Throw: None
Sacrifice:

The targeted creature gains a +1 sacred bonus to his Intelligence, Wisdom, and Charisma for each 2 hit dice sacrificed as the ritual-wielder guides him to a higher state of consciousness.

Lanth Sor
2018-05-17, 12:58 PM
Incanter Rituals M-Z

Momentary Repentance
Level: Martyr 4
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 60 ft.
Target: One creature
Saving Throw: Will negates
Sacrifice:

The ritual-wielder makes a gaze attack against a creature within 60', using the weight of the target's sins as a vehicle to force a change in the creature's soul. If the creature fails a will save, its alignment changes to good and it is dominated for a number of rounds equal to the hit dice of the sacrifice. The ritual-wielder can do this once per hit dice sacrificed as a standard action. The targeted creature must be evil.

Network of Hardened Skin
Level: Martyr 2
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One allied creature/3 hit dice of the sacrifice
Saving Throw: None
Sacrifice:

The ritual-wielder grants his allies a thicker skin, his sacrifice wrapping an extra layer of protection around his friends. He cannot affect himself with the positive aspects of this ritual. For every three hit dice of the sacrifice, he can target one willing creature. While this ritual is active, all targeted creatures gain a sacred bonus to AC equal to one–half the hit dice of the sacrifice.

Network of Harm Undone
Level: Martyr 5
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One allied creature/3 hit dice of the sacrifice
Saving Throw: None
Sacrifice:

The ritual-wielder's spent soul absorbs the energy directed at his friends, a guardian angel protecting them from harm. He cannot affect himself with the positive aspects of this ritual. For every three hit dice of the sacrifice, he can target one willing creature. While this ritual is active, all targeted creatures gains damage resistance to acid, cold, electrical, fire, and sonic energy equal to twice the hit dice of the sacrifice.

Network of Life's Gift
Level: Martyr 3
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One allied creature/3 hit dice of the sacrifice
Saving Throw: None
Sacrifice:

The ritual-wielder sacrifices himself to imbue a regenerative spirit into those with whom he is allied. He cannot affect himself with the positive regeneration of this ritual. For every three hit dice of the sacrifice, he can target one willing creature. While this ritual is active, all targeted creatures gain 1 point of fast healing for every three hit dice of the sacrifice.

Network of Magic Sundered
Level: Martyr 6
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One allied creature/3 hit dice of the sacrifice
Saving Throw: None
Sacrifice:

Spells fly at the ritual-wielder's allies, splashing over them, bright bursts of flame that leave them unharmed. Among all of the party, only the ritual-wielder is wounded. Burned, but not dead, he smiles and carries on. He cannot affect himself with the positive aspects of this ritual. For every three hit dice of the sacrifice, he can target one willing creature. While this ritual is active, all targeted creatures gains spell resistance equal to ten + twice the hit dice of the sacrifice.

Network of Sheltered Soul
Level: Martyr 4
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One allied creature/3 hit dice of the sacrifice
Saving Throw: None
Sacrifice:

The ritual-wielder sacrifices himself to imbue a resistant spirit into those with whom he is allied. He cannot affect himself with the positive aspects of this ritual. For every three hit dice of the sacrifice, he can target one willing creature. While this ritual is active, all targeted creatures gain DR/Good equal to one–half the hit dice of the sacrifice.

Network of Suffering Surrendered
Level: Martyr 1
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One allied creature/3 hit dice of the sacrifice
Saving Throw: None
Sacrifice:

Diseases and poisons are deadly to many adventurers. To the ritual-wielder, they are another way in which he can gift himself to his friends. He cannot affect himself with the positive aspects of this ritual. For every three hit dice of the sacrifice, he can target one willing creature. While this ritual is active, all targeted creatures that are struck by a disease or poison ability or spell instead transfer that effect to the ritual-wielder, who immediately makes the saving throw versus the effect. If the ritual-wielder is an invalid target for the disease or poison because of such things as race or class abilities, the poison fails to harm him.

Network of Souls
Level: Martyr 7
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One allied creature/3 hit dice of the sacrifice
Saving Throw: None
Sacrifice:

The ritual-wielder binds together all of his friends and allies, creating a network of life that resists even the toughest of challenges. He cannot affect himself with the positive aspects of this ritual. For every three hit dice of the sacrifice, he can target one willing creature. Whenever any targeted creature is struck for hit point damage, it is split evenly among all creatures affected by this ability.

Pinioned
Level: Martyr 3
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: Will negates, see text
Sacrifice:

The ritual-wielder batters at the gates of the affected creature's mind, slowly breaking down its resistances. Each round that the creature is under the effect of this ritual, he must save or be affected as follows: 1st round dazed, 2nd round stunned, 3rd round paralysed, 4th round charmed, and 5th round dominated. Once he is dominated, he remains that way for the duration of the ritual. This ritual can be used as a standard action once per hit dice of the sacrifice. If a creature saves at any point against this ritual, he cannot be affected again by the ritual.

Prayer Focus
Level: Martyr 7
Ritual Duration: 1 day/hit dice of the sacrifice
Range: Personal
Saving Throw: None
Sacrifice:

The ritual-wielder infuses his body with a resilience formed over years of self-sacrifice and denial. He is invulnerable to all attacks, spells, and special abilities, but neither can he attack, use rituals, spells, or special abilities. This benefit lasts for 1 round per hit dice of the sacrifice, and can be activated as a swift action once per hit dice of the sacrifice.

Precognitive Awareness
Level: Martyr 3
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: None
Sacrifice:

Joining with the ritual-wielder's gift gives the targeted creature a subconscious knowledge of what is about to happen, granting the target a +1 bonus on Reflex saves for each hit dice sacrificed. If five hit dice are sacrificed, the target gains Evasion, and if ten hit dice are, Improved Evasion.

Purge Thy Soul
Level: Martyr 7
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: Will negates
Sacrifice:

If the target fails a will save, the creature is teleported to the upper planes. Unless the GM devises a specific location and scenario in Celestia, the subject encounters a group of 2d4 planetars every hour he or she spends in heaven (he spends 1 hour per hit dice of the sacrifice). The ritual-wielder can activate this ritual as a standard action once for every hit dice of the sacrifice.

Radiance
Level: Martyr 7
Ritual Duration: 1 day/hit dice of the sacrifice
Range: Personal
Area: 20 ft./hit dice of the sacrifice
Saving Throw: See text
Sacrifice:

The ritual-wielder freezes his body in order to allow his soul to shine through, channelling its power against all of those who wish him ill. The ritual-wielder may not take an action for the duration of the effect. The blinding light of his soul reaches out into the darkness for 20 feet per hit dice of the sacrifice. Invisible, ethereal, and incorporeal creatures lose the special protections those states grant and may be struck normally. Evil creatures (including undead) must succeed at a Will save or be dazed, nauseated, and paralyzed, as their souls battle against the goodness in the light. Neutral creatures must succeed at a Will save or be sickened and staggered. All evil and neutral creatures must succeed at a Fortitude or be blinded and dazzled. All evil and neutral creatures take 4d6 divine damage every round they are in the area. This damage is tripled against undead creatures. The ritual-wielder may activate this as a standard action once per hit dice of the sacrifice. It lasts for 1 round per hit dice of the sacrifice, and creatures must save each round they are in the area.

Righteousness Vialed
Level: Martyr 2, Incanter 2, Ritualist 2
Ritual Duration: Instantaneous
Range: Touch
Target: 1 ounce of water per HD of sacrifice
Saving Throw: None
Focus Silver Basin etched with axial runes (270g)
Preparation: Basin of clean water, a 1oz vial of the blood from a creature with a lawful aura(29g x HD²).
Catalyst: Pouring the water and blood in the basin.
Cast: Reciting a incantation.

The ritual-wielder bleeds the sacrifice into a basin of water blessing it. The resulting mixture becomes axiomatic water.
Material: 25g in silver.

Reflexive Retribution
Level: Martyr 3
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: None
Sacrifice:

Whenever the ritual-wielder or targeted creature is struck by a melee attack, an amount of damage equal to the number of hit dice sacrificed for the ritual is redirected into the attacker. The ritual-wielder or targeted creature takes all damage beyond that returned to the attacker.

Restitution
Level: Martyr 6
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: None
Sacrifice:

An enemy launches an attack at the targeted creature, which he accepts with open arms, knowing that if he survives the blow, all will be well. Whenever struck by a spell, effect, or attack, if he target creature survives or passes the save, as an immediate action he may cause the attack to rebound on the creator, dealing the same damage or effect to it as was done to the targeted creature. This can be used once per hit dice of the sacrifice.

Sacrificial Knowledge
Level: Martyr 3
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: None
Sacrifice:

The targeted creature gains the ability to sacrifice itself to power a single first level ritual. That ritual is chosen at the beginning of Sacrificial Knowledge, and must be a ritual that the ritual-wielder knows. The targeted creature retains that ability for one day per hit dice of the sacrifice. He creates this ritual at the same level as the ritual-wielder who created Sacrificial Knowledge.

Sacrificial Knowledge, Greater
Level: Martyr 5
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: None
Sacrifice:

The targeted creature gains the ability to sacrifice itself to power a single second level ritual. That ritual is chosen at the beginning of Sacrificial Knowledge, and must be a ritual that the ritual-wielder knows. The targeted creature retains that ability for one day per hit dice of the sacrifice. He creates this ritual at the same level as the ritual-wielder who created Sacrificial Knowledge, Greater.

Shackled Thoughts
Level: Martyr 2
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: Will negates
Sacrifice:

The ritual-wielder induces blocks in the spiritual activity of the target, dulling the interaction with the afflicted creature's body. The afflicted creature may take a standard action or a move action during his round, but not both. His swift action is unaffected, and if he has more than one standard or move action, he only loses one. This ritual can be used as a standard action once per hit dice of the sacrifice, and the effect lasts for 1 round per hit dice of the sacrifice.

Shadows of Sin
Level: Martyr 2
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 60 ft.
Target: One creature
Saving Throw: Will negates
Sacrifice:

The ritual-wielder makes a gaze attack against a creature within 60', forcing the sins of the creature to swell and form a visible barrier. If the creature fails a Will save, it is blinded and deafened for a number of rounds equal to the hit dice of the sacrifice. This ritual can be used as a standard action once per hit dice of the sacrifice.

Shelter in My Soul
Level: Martyr 4
Ritual Duration: 1 day/hit dice of the sacrifice
Range: Touch
Target: One ally
Saving Throw: None
Sacrifice:

At the completion of the ritual, the ritual-wielder touches one willing creature, engulfing him in a flickering glow of white lights that builds and swirls, eventually consuming the targeted creature, causing it to disappear entirely. The creature (and all worn and held items it possesses) is stored in an extradimensional space within the soul of the ritual-wielder, and is completely immune to all forms of magic, including divinations. The ritual-wielder must sacrifice a number of hit dice equal to the hit dice of the creature to be hidden. This ritual lasts for one day per hit dice of the sacrifice. When the ritual ends, the ritual is cancelled, or the ritual-wielder dies, the stored creature immediately appears standing in the closest available space to the ritual-wielder, and the creature is dazed one round for every day spent within the ritual-wielder's soul. During his time in the ritual-wielder's soul, he heals at three times the normal natural rate.

Shield of the Soul
Level: Martyr 4
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None
Sacrifice:

As Life's Wrappings, except the Hardness is five times hit dice, the hit points are 15 times hit dice. While inside the wrappings, the creature heals 20 hit point per minute spent in the wrappings, and any ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, immobilized, nauseated, sickened, stunned, or poisoned is removed.

Shifting Spirit
Level: Martyr 1
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: None
Sacrifice:

The ritual-wielder teleports a single creature 50' per hit dice of the sacrifice in a random direction. This cannot put the creature in an area that would cause it harm upon arrival (this includes over chasms, above lava, or on other places that cannot support it). This ritual can be used as a standard action once per hit dice of the sacrifice. If the creature cannot safely appear at the randomly chosen destination, it appears in the nearest safe square.

Sin Vialed
Level: Martyr 2, Incanter 2
Ritual Duration: Instantaneous
Range: Touch
Target: 1 ounce of water per HD of sacrifice
Saving Throw: None
Focus Silver Basin etched with infernal runes (270g)
Preparation: Basin of putrid water, a 1oz vial of the blood from a creature with a evil aura(29g x HD²).
Catalyst: Pouring the water and blood in the basin.
Cast: Reciting a incantation.

The ritual-wielder bleeds the sacrifice into a basin of water blessing it. The resulting mixture becomes holy water.
Material: 25g in silver.

Sorrow's Burden
Level: Martyr 5
Ritual Duration: 1 day/hit dice of the sacrifice
Area: 60 ft. cone
Saving Throw: Will negates
Sacrifice:

The ritual-wielder affects all creatures in a 60' cone, impressing upon them the weight of all his known and unknown sorrows. All creatures who fail a Will save are shaken and slowed for a number of rounds equal to the hit dice of the sacrifice. This ritual can be used as a standard action once per hit dice of the sacrifice.

Soul Coffin
Level: Martyr 6
Ritual Duration: Permanent, see text
Range: Personal
Saving Throw: None
Sacrifice:

The ritual-wielder creates an intangible block of soul matter that looks like a semi-transparent sarcophagus. Each time he dies, he is resurrected at the coffin one full day later, losing half of his current level's experience points. He is exhausted and shaken, and cannot use any ritual magic for one day each time he is resurrected. He may be resurrected a number of times equal to one half the hit dice of the sacrifice.

Soul's Shards
Level: Martyr 7
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: None
Sacrifice:

Small fragments of the ritual-wielder's soul spin off from his body, forming a protective barrier around the targeted creature. There is one shard per hit dice of the sacrifice. Each shard, when triggered as a full-round action, activates a single ritual that the ritual-wielder of 3rd level or lower. The activated ritual lasts for one hour per hit dice of the sacrifice, and has a ritual-wielder level and sacrificial hit dice equal to that used to create Soul's Shards.

Spirit Aura
Level: Martyr 5
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: None
Sacrifice:

The ritual-wielder grants a single willing creature the power to see the aura that surrounds all creatures, peeling away any invisibility, disguises, concealment, or hiding. It even allows vision into the Astral and Ethereal planes.

Spirit Manacles
Level: Martyr 4
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: Two creatures
Saving Throw: None
Sacrifice:

Binding weaves of spiritual energy entwine two creatures, interlinking their lifeforces. For 1 round per hit dice of the sacrifice, neither creature can move more than 10 feet from one another, and whenever one takes damage, the other takes an equal amount. This ritual can be used once per hit dice of the sacrifice. This ritual can be used as a standard action once per hit dice of the sacrifice.

Spiritual Locus
Level: Martyr 5
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: Two creatures
Saving Throw: None
Sacrifice:

You bind the soul of two creatures together, letting each come to the aid of the other. Once per hit dice of the sacrifice, either of the two touched creatures may teleport to the other, as per word of recall.

Splintered Soul
Level: Martyr 6
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: Will negates
Sacrifice:

If the target fails a will save, its soul splinters, crumbling into two equal parts. Treat this as if fission had been manifested on the creature, but instead of two negative levels, the duplicate and the original each function as if they had negative levels equal to half their total hit dice. Both the target creature and the duplicate are stunned for one round. This ritual can be used as a standard action once per hit dice of the sacrifice.

Strengthen the Body
Level: Martyr 2
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: None
Sacrifice:

The targeted creature gains a +1 bonus to his Strength, Dexterity, and Constitution for each 2 hit dice sacrificed as the ritual-wielder shows him how to achieve a body free from afflictions and wants.

Swirling Lives
Level: Martyr 6
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: See text
Saving Throw: None
Sacrifice:

The ritual-wielder spins out his life into small globes of pure energy, an offering to all of those around him. Once per round, he can direct a globe to cover an area 30 ft. in radius, centred on the ritual-wielder, in positive energy as a free action. All allied creatures heal 20 hit points of damage, or one negative condition (ability burn, ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fascinated, fatigued, immobilized, level drained, nauseated, petrified, sickened, stunned, or poisoned) of the ritual-wielder's choice. The ritual-wielder receives one globe per hit dice of the sacrifice.

Trammel the Soul
Level: Martyr 7
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: See text
Sacrifice:

The ritual-wielder drives the creature to its knees for each action it takes against the ritual-wielder or his ally. Each time the affected creature attempts a hostile act against the ritual-wielder or his ally, the creature must make a fortitude save or be destroyed. This ritual can be used as a standard action once per hit dice of the sacrifice, and affects the target creature for one round per hit dice of the sacrifice. This affects creatures that would normally be immune to fortitude saves.

Unbreakable Mind
Level: Martyr 3
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: See text
Sacrifice:

The mind of the target grows in power, shrugging off effects that before would have clouded its thoughts as the ritual-wielder's sacrifice grants the target a +1 bonus on Will saves for each hit dice sacrificed. If five hit dice are sacrificed, the target gains Mettle for Will saves, and if ten hit dice are, Mindblank.

Weaken Flesh
Level: Martyr 1
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: Fortitude negates
Sacrifice:

The ritual-wielder steals some of the strength from target, thinning his natural defences and causing the target to take a –1 penalty to natural armour bonus for each hit dice sacrificed. This cannot reduce their natural armour below 0. This ritual can be used as a standard action once per hit dice of the sacrifice.

Weaver's Life
Level: Martyr 5
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature, see text
Saving Throw: Fortitude half
Sacrifice:

The ritual-wielder can transfer the wounds of one creature to another. The ritual-wielder fully heals an ally within 5 feet per hit dice of the sacrifice. All of the damage healed this way is transffered to a single hostile creature within range. That creature has a fortitude save to halve the damage. This ritual can be used as a standard action once per hit dice of the sacrifice.

Woven Tapestry
Level: Martyr 4
Ritual Duration: 1 day/hit dice of the sacrifice
Range: 20 ft./hit dice of the sacrifice
Target: One creature
Saving Throw: Will negates; see text
Sacrifice:

A field of shimmering lights and glowing spheres surrounds the ritual-wielder. For each hit dice of the sacrifice, one glowing sphere appears. He can launch the spheres at the rate of one a round as a free action, each one either healing 6d8 damage, or dealing 6d8 damage to an undead creature, will save for half. Any hostile creature who approaches within 5' per hit dice of the sacrifice of the ritual-wielder while the field of shimmering lights is active must make a will save or be dazzled.

Stratovarius
2018-05-17, 04:05 PM
I recently had a breakthrough on the way to determine value and will be hashing out some more, hopefully. I'll have a full working class done soon.

Nice! If you need any help, don't hesitate to ask.

As a quick head's up, some of the rituals changed during the big update process. There's a few that got rewritten totally to try and prevent some overlap where different rituals were very similar in power, and more that just have minor tweaks to effects.

The PDF is the major source for all rituals now - updating all the various forum posts was a little too complicated.

Stratovarius
2018-05-31, 08:04 AM
I recently had a breakthrough on the way to determine value and will be hashing out some more, hopefully. I'll have a full working class done soon.

Any updates?


Also, I was debating creating an NPC class for the system, although I'm not really sure it needs it...

Lanth Sor
2018-05-31, 05:57 PM
Poor BAB, Good Will, Wizard prof, HD d4, 1 ritual a level, new ritual level every 5th, 10th, 15th, and 20th.

Other thought would be that a "rogue" is missing from the ritual wielders, more secret society assassin/gruesome butcher, less blood thirsty warlord/evil knight.

Stratovarius
2018-06-02, 11:44 AM
That would definitely be an area that's a little overlooked. For whatever reason I've never been a huge fan of making skill classes myself. There just are far fewer of them in my homebrew than either casters or very strong melee types. Looking at Arhosa, out of the 22 base classes, 4.5 could probably be said to be skill classes, but only 2 of them have anything like Sneak Attack/Skirmish, and all but 1 are also casters of some variety or another (although that means less in my worlds than elsewhere).

Stratovarius
2018-06-29, 06:11 AM
Few minor updates to the PDF to fix formatting, typos, little errors, etc.