Djinn_in_Tonic
2008-03-09, 11:16 AM
*The Ritualist*
Sacrificial Paradigm Mage
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The Ritualist is a part of Lord_Gareth's Paradigm Project (http://www.giantitp.com/forums/showthread.php?t=71041), an attempt to overhaul and replace the current magic system with something flavorful and effective.
Original Class Design: Lord_Gareth
Revised Class Design: Djinn_in_Tonic
Project Lead: Lord_Gareth
By our powers combined...
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http://fc02.deviantart.com/fs6/i/2005/054/6/9/Fire_Magic__final__by_ramy.jpg
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"True magic isn’t something you can simply call on a whim. It is a long and arduous task…and one that will utterly consume those who would trifle with it." -Domric Elrys, Daemon Magus
"It matters not what the cost is, so long as I may ease your pain." -Mira Niliman, Martyr
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Table 1-1 The Ritualist
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Rituals Known
1st|
+0|
+2|
+0|
+2|Subparadigm, Ritual Magic, Magical Aura, Minor Rituals|2|
2nd|
+1|
+3|
+0|
+3|Subparadigm ability I|3|
3rd|
+1|
+3|
+1|
+3|Sacrificial Ability I|4|
4th|
+2|
+4|
+1|
+4|Subparadigm ability II|5|
5th|
+2|
+4|
+1|
+4|Adept Rituals|6|
6th|
+3|
+5|
+2|
+5|Subparadigm ability III|7|
7th|
+3|
+5|
+2|
+5| Sacrificial Ability II|8|
8th|
+4|
+6|
+2|
+6|Subparadigm ability IV|9|
9th|
+4|
+6|
+3|
+6||10|
10th|
+5|
+7|
+3|
+7|Subparadigm ability V, Moderate Rituals|11|
11th|
+5|
+7|
+3|
+7| Sacrificial Ability III|12|
12th|
+6/+1|
+8|
+4|
+8|Subparadigm Ability VI|13|
13th|
+6/+1|
+8|
+4|
+8||14|
14th|
+7/+2|
+9|
+4|
+9|Subparadigm Ability VII|15|
15th|
+7/+2|
+9|
+5|
+9| Sacrificial Ability IV, Major Rituals|16|
16th|
+8/+3|
+10|
+5|
+10|Subparadigm ability VIII|17|
17th|
+8/+3|
+10|
+5|
+10||18|
18th|
+9/+4|
+11|
+6|
+11|Subparadigm ability IX|19|
19th|
+9/+4|
+11|
+6|
+11| Sacrificial Ability V|20|
20th|
+10/+5|
+12|
+6|
+12|Subparadigm ability X, Supreme Ritual|21|[/table]
All power requires a sacrifice. This is the basic tenant that all Ritualists share, the belief that anything they gain must have something given up in return. No matter where they go, their magicks leave behind an impression, an indelible mark in the hearts and minds - or burned onto the landscape.
A Martyr rides through the lands, healing the sick and hiding the burning pain in her limbs as her miracles consume her body. A Daemon Magus marches at the head of a zombie horde, leaving nothing but ash and sorrow in his wake as he searches for power enough to prevent an even greater disaster. A Sandman quietly goes from village to village, listening to their woes. When he leaves, he seems older than he was before, but the problems are gone as if they never were - the villagers don't even know they ever had them, because they did not.
More than even other Paradigm Mages, the Ritualist believes in something. With every grim toll extracted from them, they affirm that belief that what they are doing is right to them in some way. This iron self-assurance often leads to fanatics and zealots among their ranks, but it cannot ever be said that a Ritualist lacks for conviction.
Religion - Ritualists have no special draw to or from religion, and worship as typical members of their races do. When they do worship, they tend toward gods or goddesses of magic, or else gods or goddesses of the kind of magic they perform (such as necromancy, healing, destruction, and the like).
Other Classes - Martyrs get along well with all classes except Daemon Magi, necromancers, and evil clerics, whom they have a hard time tolerating. Conversely, Daemon Magi and Sandmen often have issues with "good" folk, even if good themselves, due to the nature of their being.
Role - Martyrs serve as healers, protectors, and slayers of that which is corrupt. Daemon Magi wield powerful elemental magic and summon fiery demons from the Abyss. Sandmen provide impressive support spells, far-reaching divination magic, and fling foes deep into the streams of time.
Background - All Ritualists learn their craft from someone - there is no exception. Developing the discipline on one's own takes a Herculean mind, one that mortals cannot possess - they must learn it from a tome, a master, or, preferably, both.
Ritualist training is marked by pain, harsh lessons, and drills in ritualizing over and over again. A skilled Ritualist can draw his or her ritual circle completely blindfolded with one finger and still make it perfect. Very often, their masters' beliefs on magic become their own, making them a very rigid group with how magic is used. Ritualists have a hard time comprehending how Fastcasters operate - tool-users and Technomagi, however, are easier to understand.
Ritualists keep records of their work, painstakingly copied into books to aid in their research and in the development of new Rituals.
Starting Gold – 6d4x10 gp (150gp).
Hit Dice: D6
Class Skills - Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (All skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points per Level - 2 + Intelligence Modifier
Proficiencies - Ritualists are proficient with all simple weapons. They are not proficient in any form of armor.
Subparadigm - At first level, the Ritualist must choose his subparadigm - Martyr, Daemon Magus, or Sandman. This choice cannot be changed once it is made and determines all other class features, including Rituals, from this class.
The Subpardigms
Martyr
A Martyr uses her own life force to perform her rituals, becoming more and more exhausted the more she uses her abilities. Her rituals heal her allies, create powerful wards and protections, and eventually can create life itself. Her abilities stress her great healing prowess and her skill at lessening the suffering of others.
Primary Incanting Attribute: Martyrs rely on their strong force of personality and their caring for others to carry them through their pain. As a result, Marty’s use Charisma as their Primary Incanting Attribute.
Payment Attribute: Martyrs feed their spells using their life force, and, as such, take Constitution damage to fuel their Payments.
Sacrifice: Martyrs find themselves tiring more and more with every ritual they perform. They gain points of Pain by performing rituals, which bestows penalties upon them. Refer to table 2-1 for the penalties incurred by Martyrs.
Traditions: Martyrs gain access to the traditions of Essence, Radiance, Spiritualism, and Warding.
Skills: Martyrs add Diplomacy and Heal to their list of class skills.
Special: Due to their tolerance for pain and suffering, Martyrs have a d8 Hit Die instead of a d6.
Daemon Magus
A Daemon Magus spills his own blood to perform his rituals, eventually becoming wracked with intense, consuming pain. His rituals conjure forth the fires of Hell, animate the dead, and destroy the soul itself. His abilities stress his demonic connection and his ability to fuel rituals with his very blood.
Primary Incanting Attribute: Daemon Magi rely on their raw influence to make their demonic pacts and their strong sense of self to fight through the horrors around them. As a result, Martyr’s use Charisma as their Primary Incanting Attribute.
Payment Attribute: Daemon Magi pull their powers from Hell itself, which strains their very soul. As such, they take Charisma damage to fuel their Payments.
Sacrifice: Daemon Magi find their bodies suffering greater and greater trauma with every ritual they perform. They gain points of Corruption by performing rituals, which bestows penalties upon them. Refer to table 2-2 for the penalties incurred by Daemon Magi.
Traditions: Daemon Magi gain access to the traditions of Destruction, Diabolism, Elementalism, and Necromancy.
Skills: Daemon Magi add Bluff and Intimidate to their list of class skills.
Special: Due to their offensively oriented nature, Daemon Magi have a +3/4 Base attack Bonus instead of a +1/2.
Sandman
A Sandman sacrifices his life itself to perform his rituals, aging visibly with each successful Incantation. His rituals provide powerful divination, bend time to his will, and even rewrite the very past. His abilities stress his mastery over the flow of time, and his power to exercise his dominion over it.
Primary Incanting Attribute: Sandmen rely on cunning and sheer force of will to bend time around them. As a result, Sandmen use Wisdom as their Primary Incanting Attribute.
Payment Attribute: Sandmen suffer mental trauma as their psyche is sent hurtling through the sands of time, and, as such, they take Wisdom damage to fuel their Payments.
Sacrifice: Sandmen find their age increasing steadily with every ritual they perform. They gain points of Sand by performing rituals, which bestows penalties upon them. Refer to table 2-3 for the penalties incurred by Sandmen.
Traditions: Sandmen gain access to the traditions of Essence, Foretelling, Peregrination, and Time.
Skills: Sandmen add Sense Motive and Sleight of Hand to their list of class skills.
Special: Due to a limited precognition, Sandmen have a strong Reflex save instead of a weak ones.
Ritual Magic (Sp) - Ritualists perform powerful rituals—magical effects that grow stronger and stronger the longer the ritual progresses. A Ritualist has an Incanter level equal to his Ritualist level.
Learning Rituals: A Ritualist begins play knowing two Minor rituals from any of his associated traditions (see Traditions, below). At each subsequent Ritualist level he learns another Minor ritual from any of his associated traditions.
At 5th level he may choose to learn an Adept ritual in place of a Minor ritual.
At 10th level he may choose to learn a Moderate or Adept ritual in place of a Minor ritual.
At 15th level he may choose to learn a Major, Moderate, or Adept ritual in place of a Minor ritual.
At 20th level he may choose to learn a Supreme, Major, Moderate, or Adept ritual in place of a Minor ritual.
Incanting a Ritual: Incanting a ritual is at least a full-round action, although some rituals have a longer incanting time. Once the initial incanting has been accomplished, the Incanter may choose to continue performing the ritual to add Extensions. Each ritual has a specified number of additional rounds of incanting required to activate an extension. Extensions must be activated in order, but the Incanter may choose to cease incanting at any time. Doing so lets the ritual progress along its nature duration at whatever level it is currently at. No ritual may be incanted past its final extension: once this point is reached the ritual takes effect automatically.
Traditions: Rituals are divided into groups called traditions. A Ritualist may only learn rituals from traditions associated with his subparadigms. A list of associated rituals is given with each subparadigm.
The save DC of a ritual is equal to (10 + ½ the Incanter’s Ritualist level + The Incanter’s primary Incanting attribute modifier at the time of incanting).
Example of an Incantation:
Domric Elrys, a 12th level Daemon Magus, wants to perform the ritual Calling the Dancing Flames. Since Calling the Dancing Flames has an incanting time of 1 round, Domric must spend at least one full-round action casting the ritual.
After the initial incanting time has elapsed, Domric is given a choice; will he let the ritual take effect (dealing 12d4 points of fire damage to a single target), or will he continue incanting to further empower the effect?
Domric chooses to continue incanting for an additional round. At the end of this round, he is given the same choice; let the ritual take effect (dealing 12d6 points of damage to two separate targets), or continue incanting.
At this point, Domric decides to let the ritual take effect, and his opponents are seared by sheets of flame. He could, however, continue to incant the ritual until he has reached the final extension, at which point he must stop casting the ritual, which takes effect immediately.
Ritual Durations: Rituals have a variety of durations, all of which are handled in a slightly different way.
-Instantaneous: A ritual with a duration of Instantaneous has no effect until the incanter ceases to incant the ritual, at which point the effect and any extensions occur immediately.
-X rounds/minutes/hours/days: A ritual with a duration of X (units of time) has no effect until the incanter ceases to incant the ritual, at which point the effect and any extensions occur immediately and continue until the duration has elapsed.
-Permanent: A ritual with a duration of Permanent has no effect until the incanter ceases to incant the ritual, at which point the effect and any extensions occur immediately. The ritual remains active until dismissed or dispelled.
-Casting + X rounds A ritual with a duration of Casting begins as soon as the initial incanting time has elapsed, and each extension adds further to the effect of the ritual. When the Incanter ceases to incant the ritual all currently active effects continue until the duration has elapsed.
Sacrifices: Ritual magic is powerful, but it comes at a cost. Each paradigm possesses its own set of penalties for performing rituals, but the basics are the same for each.
Whenever a ritual is performed, the Incanter gains a number of points of Pain, Corruption, or Sand depending on the level of the ritual performed (Minor=1, Adept=2, Moderate=3, Major=4, Supreme=5). After every casting, compare this number to the relevant table to see whether or not sufficient points have been accumulated to receive a penalty.
Pain, Corruption and Sand fade away at a rate of ¼ Incanter level/hour (minimum 1).
Sacrifice Tables
Table 2-1: The Martyr
{table=head]Pain|Condition|Effect
1-4|None|None
5-9|Fatigued| -2 to Strength and Dexterity, can’t charge or run.
10-14|Winded| -4 to Strength and Dexterity, speed reduced by 10ft.
15-19|Exhausted| -6 to Strength and Dexterity, speed reduced by 50%.
20+|Staggered|Can take only a single move action or standard action each round. Unable to perform rituals.[/table]
Table 2-2: The Daemon Magus
{table=head]Corruption|Condition|Effect
1-4|None|None
5-9|Bruised| -1 to all attack rolls, ability checks, and skill checks, speed reduced by 5ft.
10-14|Injured| -2 to all attack rolls, ability checks, and skill checks, speed reduced by 10ft.
15-19|Wounded| -3 to all attack rolls, ability checks, and skill checks, speed reduced by 15ft.
20+|Crippled|-4 to all attack rolls, ability checks, and skill checks, unable to move or perform Rituals.[/table]
Table 2-3: The Sandman
{table=head]Sand|Condition|Effect
1-4|None|None
5-9|Aged|-1 penalty to all physical abilities.
10-14|Venerable|-3 penalty to all physical abilities.
15-19|[Decrepit|-6 penalty to all physical abilities.
20+|Comatose|Unconscious.[/table]
Payment: Under most normal circumstances, a simple sacrifice is sufficient to perform a ritual. However, it is occasionally necessary to perform a more potent ritual than time would otherwise allow. This is where payment comes in. Payment advances a ritual instantly to any extension—for a price. The cost is 1 point of ability damage per desired extension. This ability damage cannot be negated in any way, and is taken immediately after the incantation ceases.
-Martyrs pay points of Constitution as their body pays the price of their sacrifices.
-Daemon Magi pay points of Charisma as they offer their soul to abyssal powers.
-Timebenders pay points of Wisdom as their minds frantically strive to understand their twisting of time itself.
Example of a Complete Incantation:
Domric Elrys, a 12th level Daemon Magus, wants to perform the ritual Calling the Dancing Flames. Since Calling the Dancing Flames has an incanting time of 1 round, Domric must spend at least one full-round action casting the ritual.
However, Domric needs a more potent effect than a single round can grant him. He decides to make a payment to advance the ritual to extension III, and chooses to cease incanting immediately. His ritual goes off after the initial incanting time, dealing 12d10 points of damage to four targets.
Now Domric must determine his sacrifices. Calling the Dancing Flames is a minor ritual, so he gains 1 point of corruption—not enough to alter his condition. However, he also made a payment for three extensions, so he takes 3 points of Charisma damage.
Force of Belief (Su) – Like all mages, Ritualists project an aura of power as their strength of belief alters the world around them. Mages from other paradigms within 30ft of a Ritualist suffer a -2 penalty to the save DCs of their magical effects if the Ritualist has four or more Paradigm levels.
As the Ritualist gains levels the strength of his belief begins to subtly warp the environment around him—rocks bleed, flowers moan in pain, the air seems slightly darker or lighter, or time seems to slow to a crawl or speed up immensely. Players are encouraged to come up with their own effects based on subparadigm and should note that these have no game effect—they just look cool.
Subparadigm Abilities - Aside from his rituals, the Ritualist gains a number of benefits based on his subparadigm.
Subparadigm Abilities
Martyr Abilities
I – Share the Burden (Su): Upon reaching 2nd level a Martyr may heal her allies with a touch, taking their wounds upon herself. As a standard action she may touch a creature and heal it for an amount of hp up to her current hit point total. The Martyr then takes damage equal to the amount of hp healed. This damage cannot be prevented, though it can be healed normally.
II – Transferal (Su): Upon reaching 4th level a Martyr may remove curses, poisons and diseases from her allies—for a price. As a full-round action, a Martyr may touch a creature under the effects of a curse, poison or disease and transfer any and all effects to herself instead. The Martyr gets no saving throw to stop the initial effect, although if the curse, poison, or disease allows additional saving throws she may make them normally.
III – Noble Sacrifice (Su): Upon reaching 6th level a Martyr gains the ability to suffer in an allies place. As an immediate action a Martyr may declare that she will suffer the effects of a single attack or spell in place of an ally within 30ft. This must be declared before damage is rolled, and the decision cannot be reversed.
IV – Lay on Hands (Su): Upon reaching 8th level, a Martyr with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her Martyr level x her Charisma bonus. A Martyr may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action. A Martyr may not heal herself in this manner.
Alternatively, a Martyr can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The Martyr decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
V – Lifesense (Su): Upon reaching 10th level a Martyr gains a supernatural attunement with life itself. By concentrating, a Martyr can sense the presence or absence of life within sixty feet of her. If she continues to concentrate for another round, she determines the amount and type of life near her (such as "three humanoids, four outsiders, and two animals"). By concentrating another round, she determines the exact location of the life near her.
This ability can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
VI – Support the Weak (Su): Upon reaching 12th level a Martyr may bolster a failing comrade. As a swift action the Martyr picks a single ally within 30ft and, for as long as this ability is active, she takes all damage that would be dealt to that ally and suffers the effects of all spells that would target that ally. If the Martyr falls unconscious or dies, this ability ceases immediately. Otherwise it remains active, regardless of intervening distance or planar boundaries, until the Martyr chooses to break the connection.
VII – Improved Transferal (Su): Upon reaching 14th level a Martyr gains a saving throw against the initial effect of any curse, poison or disease that she contacts through the use of the Transferal ability.
VIII – Improved Noble Sacrifice (Su): Upon reaching 16th level a Martyr takes half damage from any attack she suffers in place of an ally, and gains a +4 bonus to saving throws when the target of spells that would have targeted an ally.
IX – Glory of the Martyr: Upon reaching 18th level a Martyr is truly a being of pious sacrifice. When she has less than half her hp remaining, all her allies within 30ft gain a +2 bonus to attack rolls, damage rolls, saving throws, and skill checks. When the Martyr is reduced to negative hp, this bonus increases to +5.
X – Martyrdom (Ex): Upon reaching 20th level, a Martyr has reached the culmination of her abilities. She gains the Sacred Watcher template, and from here on pays her Sacrifice cost with her Charisma score rather than her Constitution score. Additionally, she may have one ward per point of her Wisdom modifier, rather than merely one ward.
Daemon Magus Abilities
I – Fiendish Resistance (Ex): Upon reaching 2nd level a Daemon Magus is partially acclimated to the elements of the Abyss. He gains resistance 5 to Fire, Cold, and Electricity.
II – Blood Sacrifice (Su): Upon reaching 4th level a Daemon Magus may empower his Rituals by spilling his own blood. He may take 2d6 damage when performing a Ritual. If he does so, the Ritual’s DC increases by 1.
III – Gaze of the Pit (Su): Upon reaching 6th level a Daemon Magus’ soul has been touched by evil, and his gaze carries this taint. As a standard action he may lock eyes with a creature within 30ft. His target must succeed on a Will save (DC 10 +1/2 the Daemon Magus’ class level + his Charisma modifier) or be shaken until the end of the encounter. A successful save renders the target immune to this attack for 24 hours. This is a mind-affecting fear effect.
IV – Wreath of Flame (Su): Upon reaching 8th level a Daemon Magus brings the fires of Hell with him everywhere. Once per encounter, as a swift action, he may activate this ability and swath himself in a cloak of lurid flames. Any creature striking the Daemon Magus with a melee weapon or natural weapon takes 2d6 points of fire damage, and the Daemon Magus’ melee attacks deal an additional 2d6 points of fire damage. This ability lasts for a number of rounds equal to ½ the Daemon Magus’ class level.
V – Sanguine Empowerment (Su): Upon reaching 10th level a Daemon Magus may spill his own blood to increase the power of his Rituals. He may take damage when performing a Ritual to increase the Incanter level by up to 4. The amount the Incanter level is increased depends on the amount of damage taken: 1-1d6, 2-2d6, 3-3d6, 4-4d6.
VI – Fiendish Bond (Ex): Upon reaching 12th level a Daemon Magus bonds further with the creatures of the Abyss. He gains damage reduction 5/magic and his resistances increase to 15.
VII – Improved Blood Sacrifice (Su): Upon reaching 14th level a Daemon Magus may further empower his Rituals by spilling his own blood. He may take 4d6 damage when performing a Ritual. If he does so, the Ritual’s DC increases by 2. This effect does not stack with Blood Sacrifice.
VIII – Improved Gaze of the Pit (Su): Upon reaching 16th level a Daemon Magus’ has been truly consumed by the Abyss. A failed Will save now results in the target being frightened for a number of rounds equal to the Daemon Magus’ Charisma modifier and then shaken until the end of the encounter, and a successful Will save results in the target being shaken for a number of rounds equal to the Daemon Magus’ Charisma modifier and then being immune to the effects of this attack for 24 hours. This is a mind-affecting fear effect.
IX – Lifeblood’s Power (Su): Upon reaching 18th level a Daemon magus may pour forth his own blood to produce a Ritual of untold power. He may take damage when performing a Ritual to treat all variable numeric values as empowered or maximized. The result he gains depends on the amount of damage taken: Empowered-4d6, Maximized-8d6.
X – Form of the Pit (Ex): At 20th level a Daemon Magus has been completely consumed by the might of the Abyss. His type changes to Outsider (native), he gains +4 Charisma, Damage Reduction 10/magic, Darkvision 60ft, +1 natural armor, and immunity to fire, poison, cold and electricity.
Sandman Abilities
I – Step in Time (Su): Upon reaching 2nd level a Sandman may step outside the timeline for a brief period of time. Once per encounter, as a swift action, he may vanish for 1 round, appearing in that exact space one round later. If the square he formerly occupied is occupied by something else, he instead appears in the nearest available square. The Sandman may count the round spent outside time towards the casting time of a Ritual.
II – Twist Fate (Su): Upon reaching 4th level a Sandman may take an immediate action to force a target to re-roll any single attack roll, skill check, ability check, or saving throw. The target must take the re-roll, regardless of the result. The Sandman takes 1 point of ability damage to Strength, Dexterity, and Constitution as time takes its payment.
III – Halt the Flow (Su): Upon reaching 6th level a Sandman may slow time to a halt, gaining extra time in which to work. As a swift action he may take 1 point of ability damage to Strength, Dexterity, and Constitution to take an additional standard action in a round.
IV – Precognition (Su): Upon reaching 8th level a Sandman receives a +1 bonus to Initiative, ability checks, attack rolls, and saving throws as he sees a short distance into the future.
V – Protective Flow (Su): Upon reaching 10th level a Sandman gains the ability to cause time to shield him from harm. Once per encounter, as a swift action, he may activate this barrier. For the next round nothing short of direct divine intervention can affect the Sandman in any way.
VI – Youth Regained (Ex): Upon reaching 12th level a Sandman gains the ability to alter his own personal time frame. Once per day, as a full-round action, he may regain all lost points to his Strength, Dexterity, and Constitution.
VII – Improved Twist Fate (Su): Upon reaching 14th level a Sandman may choose whether the target takes the better of the two rolls or the worse.
VIII – Improved Halt the Flow (Su): Upon reaching 16th level a Sandman gains an additional full-round action when he uses Halt the Flow.
IX – Dual Flow (Su): Upon reaching 18th level a Sandman is able to exist twice in the same time-frame. By taking 2 points of ability damage to Strength, Dexterity and Constitution he may perform two separate Rituals at the same time.
X – One with the Stream (Ex): At 20th level a Sandman becomes an entity of time and time alone. His type changes to Outsider (native) and he gains the incorporeal subtype, a +4 Wisdom bonus, has no maximum age and suffers no aging penalties, although bonuses continue to accrue. Finally, he receives a +3 bonus to Initiative, ability checks, attack rolls, and saving throws as his precognition guides him.
Sacrificial Abilities: Ritualists gain some small benefits from their sacrifices, depending on their subparadigm.
Sacrificial Abilities
Martyr Abilities
I – Suffer not Overmuch (Su): Upon reaching 3rd level a Martyr and all her allies within 30ft gain a +1 Moral bonus to saving throws so long as she has at least 5 points of Pain.
II – Relieve the Burden (Su): Upon reaching 7th level a Martyr gains Damage Reduction 3/- so long as she has at least 5 points of pain.
III – Improved Suffer not Overmuch (Su): Upon reaching 11th level a Martyr and all her allies within 30ft gain a +2 Moral bonus to saving throws so long as she has at least 10 points of Pain.
IV – Improved Relieve the Burden (Su): Upon reaching 15th level, a Martyr gains Damage Reduction 6/- so long as she has at least 10 points of Pain.
V – Supreme Suffer not Overmuch (Su): Upon reaching 19th level a Martyr and all her allies within 30ft gain a +3 Moral bonus to saving throws so long as she has at least 10 points of pain.
Daemon Magus Abilities
I – Blast of Hellfire (Sp): Upon reaching 3rd level a Daemon Magus may channel a blast of Hellfire into an opponent within 60ft as a ranged touch attack requiring a standard action. This attack deals 1d4 points of fire damage/2 class levels, and may only be used if the Daemon Magus has at least 5 points of Corruption.
II – Infernal Armor (Su): Upon reaching 7th level a Daemon Magus gains +2 Natural Armor so long as he has over 5 points of Corruption.
III – Improved Blast of Hellfire (Sp): Upon reaching 11th level a Daemon Magus may channel a blast of Hellfire into an opponent within 60ft as a ranged touch attack requiring a standard action. This attack deals 1d6 points of fire damage/2 class levels, and may only be used if the Daemon Magus has at least 10 points of Corruption.
IV – Improved Infernal Armor (Su): Upon reaching 15th level, a Daemon Magus gains +4 Natural Armor so long as he has over 5 points of Corruption.
V – Supreme Blast of Hellfire (Sp): Upon reaching 19th level a Daemon Magus may channel a blast of Hellfire into an opponent within 60ft as a ranged touch attack requiring a standard action. This attack deals 1d8 points of fire damage/2 class levels, and may only be used if the Daemon Magus has at least 15 points of Corruption.
Sandman Abilities
I – Speed through Time (Su): Upon reaching 3rd level a Sandman gains an additional immediate action each round as long as he has at least 5 points of Sand.
II – Disrupt the Flow (Su): Upon reaching 7th level a Sandman gains the ability to knock his foes from the time stream. Once per round, as a standard action, he may force an target within 30ft to make a Will save (DC 10 + 1/2 the Sandman's class level + The Sandman's Wisdom modifier). A failed save results in that creature vanishing for 1 round, to appear in exactly the same location at the end of the duration or, if that space is occupied, in the nearest available space. This ability may only be used if the Sandman has at least 5 points of Sand.
III – Improved Speed through Time (Su): Upon reaching 11th level a Sandman gains an additional immediate move action or immediate action each round as long as he has at least 10 points of Sand.
IV – Improved Disrupt the Flow (Su): Upon reaching 15th level a Sandman gains the ability to knock his foes from the time stream. Once per round, as a standard action, he may force an target within 30ft to make a Will save (DC 10 + 1/2 the Sandman's class level + The Sandman's Wisdom modifier). A failed save results in that creature vanishing for 1d2 rounds, to appear in exactly the same location at the end of the duration or, if that space is occupied, in the nearest available space. This ability may only be used if the Sandman has at least 10 points of Sand.
V – Supreme Speed through Time (Su): Upon reaching 19th level a Sandman gains an additional standard action or immediate action each round as long as he has at least 15 points of Sand.
Sacrificial Paradigm Mage
*****
The Ritualist is a part of Lord_Gareth's Paradigm Project (http://www.giantitp.com/forums/showthread.php?t=71041), an attempt to overhaul and replace the current magic system with something flavorful and effective.
Original Class Design: Lord_Gareth
Revised Class Design: Djinn_in_Tonic
Project Lead: Lord_Gareth
By our powers combined...
*****
http://fc02.deviantart.com/fs6/i/2005/054/6/9/Fire_Magic__final__by_ramy.jpg
*****
"True magic isn’t something you can simply call on a whim. It is a long and arduous task…and one that will utterly consume those who would trifle with it." -Domric Elrys, Daemon Magus
"It matters not what the cost is, so long as I may ease your pain." -Mira Niliman, Martyr
*****
Table 1-1 The Ritualist
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Rituals Known
1st|
+0|
+2|
+0|
+2|Subparadigm, Ritual Magic, Magical Aura, Minor Rituals|2|
2nd|
+1|
+3|
+0|
+3|Subparadigm ability I|3|
3rd|
+1|
+3|
+1|
+3|Sacrificial Ability I|4|
4th|
+2|
+4|
+1|
+4|Subparadigm ability II|5|
5th|
+2|
+4|
+1|
+4|Adept Rituals|6|
6th|
+3|
+5|
+2|
+5|Subparadigm ability III|7|
7th|
+3|
+5|
+2|
+5| Sacrificial Ability II|8|
8th|
+4|
+6|
+2|
+6|Subparadigm ability IV|9|
9th|
+4|
+6|
+3|
+6||10|
10th|
+5|
+7|
+3|
+7|Subparadigm ability V, Moderate Rituals|11|
11th|
+5|
+7|
+3|
+7| Sacrificial Ability III|12|
12th|
+6/+1|
+8|
+4|
+8|Subparadigm Ability VI|13|
13th|
+6/+1|
+8|
+4|
+8||14|
14th|
+7/+2|
+9|
+4|
+9|Subparadigm Ability VII|15|
15th|
+7/+2|
+9|
+5|
+9| Sacrificial Ability IV, Major Rituals|16|
16th|
+8/+3|
+10|
+5|
+10|Subparadigm ability VIII|17|
17th|
+8/+3|
+10|
+5|
+10||18|
18th|
+9/+4|
+11|
+6|
+11|Subparadigm ability IX|19|
19th|
+9/+4|
+11|
+6|
+11| Sacrificial Ability V|20|
20th|
+10/+5|
+12|
+6|
+12|Subparadigm ability X, Supreme Ritual|21|[/table]
All power requires a sacrifice. This is the basic tenant that all Ritualists share, the belief that anything they gain must have something given up in return. No matter where they go, their magicks leave behind an impression, an indelible mark in the hearts and minds - or burned onto the landscape.
A Martyr rides through the lands, healing the sick and hiding the burning pain in her limbs as her miracles consume her body. A Daemon Magus marches at the head of a zombie horde, leaving nothing but ash and sorrow in his wake as he searches for power enough to prevent an even greater disaster. A Sandman quietly goes from village to village, listening to their woes. When he leaves, he seems older than he was before, but the problems are gone as if they never were - the villagers don't even know they ever had them, because they did not.
More than even other Paradigm Mages, the Ritualist believes in something. With every grim toll extracted from them, they affirm that belief that what they are doing is right to them in some way. This iron self-assurance often leads to fanatics and zealots among their ranks, but it cannot ever be said that a Ritualist lacks for conviction.
Religion - Ritualists have no special draw to or from religion, and worship as typical members of their races do. When they do worship, they tend toward gods or goddesses of magic, or else gods or goddesses of the kind of magic they perform (such as necromancy, healing, destruction, and the like).
Other Classes - Martyrs get along well with all classes except Daemon Magi, necromancers, and evil clerics, whom they have a hard time tolerating. Conversely, Daemon Magi and Sandmen often have issues with "good" folk, even if good themselves, due to the nature of their being.
Role - Martyrs serve as healers, protectors, and slayers of that which is corrupt. Daemon Magi wield powerful elemental magic and summon fiery demons from the Abyss. Sandmen provide impressive support spells, far-reaching divination magic, and fling foes deep into the streams of time.
Background - All Ritualists learn their craft from someone - there is no exception. Developing the discipline on one's own takes a Herculean mind, one that mortals cannot possess - they must learn it from a tome, a master, or, preferably, both.
Ritualist training is marked by pain, harsh lessons, and drills in ritualizing over and over again. A skilled Ritualist can draw his or her ritual circle completely blindfolded with one finger and still make it perfect. Very often, their masters' beliefs on magic become their own, making them a very rigid group with how magic is used. Ritualists have a hard time comprehending how Fastcasters operate - tool-users and Technomagi, however, are easier to understand.
Ritualists keep records of their work, painstakingly copied into books to aid in their research and in the development of new Rituals.
Starting Gold – 6d4x10 gp (150gp).
Hit Dice: D6
Class Skills - Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (All skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points per Level - 2 + Intelligence Modifier
Proficiencies - Ritualists are proficient with all simple weapons. They are not proficient in any form of armor.
Subparadigm - At first level, the Ritualist must choose his subparadigm - Martyr, Daemon Magus, or Sandman. This choice cannot be changed once it is made and determines all other class features, including Rituals, from this class.
The Subpardigms
Martyr
A Martyr uses her own life force to perform her rituals, becoming more and more exhausted the more she uses her abilities. Her rituals heal her allies, create powerful wards and protections, and eventually can create life itself. Her abilities stress her great healing prowess and her skill at lessening the suffering of others.
Primary Incanting Attribute: Martyrs rely on their strong force of personality and their caring for others to carry them through their pain. As a result, Marty’s use Charisma as their Primary Incanting Attribute.
Payment Attribute: Martyrs feed their spells using their life force, and, as such, take Constitution damage to fuel their Payments.
Sacrifice: Martyrs find themselves tiring more and more with every ritual they perform. They gain points of Pain by performing rituals, which bestows penalties upon them. Refer to table 2-1 for the penalties incurred by Martyrs.
Traditions: Martyrs gain access to the traditions of Essence, Radiance, Spiritualism, and Warding.
Skills: Martyrs add Diplomacy and Heal to their list of class skills.
Special: Due to their tolerance for pain and suffering, Martyrs have a d8 Hit Die instead of a d6.
Daemon Magus
A Daemon Magus spills his own blood to perform his rituals, eventually becoming wracked with intense, consuming pain. His rituals conjure forth the fires of Hell, animate the dead, and destroy the soul itself. His abilities stress his demonic connection and his ability to fuel rituals with his very blood.
Primary Incanting Attribute: Daemon Magi rely on their raw influence to make their demonic pacts and their strong sense of self to fight through the horrors around them. As a result, Martyr’s use Charisma as their Primary Incanting Attribute.
Payment Attribute: Daemon Magi pull their powers from Hell itself, which strains their very soul. As such, they take Charisma damage to fuel their Payments.
Sacrifice: Daemon Magi find their bodies suffering greater and greater trauma with every ritual they perform. They gain points of Corruption by performing rituals, which bestows penalties upon them. Refer to table 2-2 for the penalties incurred by Daemon Magi.
Traditions: Daemon Magi gain access to the traditions of Destruction, Diabolism, Elementalism, and Necromancy.
Skills: Daemon Magi add Bluff and Intimidate to their list of class skills.
Special: Due to their offensively oriented nature, Daemon Magi have a +3/4 Base attack Bonus instead of a +1/2.
Sandman
A Sandman sacrifices his life itself to perform his rituals, aging visibly with each successful Incantation. His rituals provide powerful divination, bend time to his will, and even rewrite the very past. His abilities stress his mastery over the flow of time, and his power to exercise his dominion over it.
Primary Incanting Attribute: Sandmen rely on cunning and sheer force of will to bend time around them. As a result, Sandmen use Wisdom as their Primary Incanting Attribute.
Payment Attribute: Sandmen suffer mental trauma as their psyche is sent hurtling through the sands of time, and, as such, they take Wisdom damage to fuel their Payments.
Sacrifice: Sandmen find their age increasing steadily with every ritual they perform. They gain points of Sand by performing rituals, which bestows penalties upon them. Refer to table 2-3 for the penalties incurred by Sandmen.
Traditions: Sandmen gain access to the traditions of Essence, Foretelling, Peregrination, and Time.
Skills: Sandmen add Sense Motive and Sleight of Hand to their list of class skills.
Special: Due to a limited precognition, Sandmen have a strong Reflex save instead of a weak ones.
Ritual Magic (Sp) - Ritualists perform powerful rituals—magical effects that grow stronger and stronger the longer the ritual progresses. A Ritualist has an Incanter level equal to his Ritualist level.
Learning Rituals: A Ritualist begins play knowing two Minor rituals from any of his associated traditions (see Traditions, below). At each subsequent Ritualist level he learns another Minor ritual from any of his associated traditions.
At 5th level he may choose to learn an Adept ritual in place of a Minor ritual.
At 10th level he may choose to learn a Moderate or Adept ritual in place of a Minor ritual.
At 15th level he may choose to learn a Major, Moderate, or Adept ritual in place of a Minor ritual.
At 20th level he may choose to learn a Supreme, Major, Moderate, or Adept ritual in place of a Minor ritual.
Incanting a Ritual: Incanting a ritual is at least a full-round action, although some rituals have a longer incanting time. Once the initial incanting has been accomplished, the Incanter may choose to continue performing the ritual to add Extensions. Each ritual has a specified number of additional rounds of incanting required to activate an extension. Extensions must be activated in order, but the Incanter may choose to cease incanting at any time. Doing so lets the ritual progress along its nature duration at whatever level it is currently at. No ritual may be incanted past its final extension: once this point is reached the ritual takes effect automatically.
Traditions: Rituals are divided into groups called traditions. A Ritualist may only learn rituals from traditions associated with his subparadigms. A list of associated rituals is given with each subparadigm.
The save DC of a ritual is equal to (10 + ½ the Incanter’s Ritualist level + The Incanter’s primary Incanting attribute modifier at the time of incanting).
Example of an Incantation:
Domric Elrys, a 12th level Daemon Magus, wants to perform the ritual Calling the Dancing Flames. Since Calling the Dancing Flames has an incanting time of 1 round, Domric must spend at least one full-round action casting the ritual.
After the initial incanting time has elapsed, Domric is given a choice; will he let the ritual take effect (dealing 12d4 points of fire damage to a single target), or will he continue incanting to further empower the effect?
Domric chooses to continue incanting for an additional round. At the end of this round, he is given the same choice; let the ritual take effect (dealing 12d6 points of damage to two separate targets), or continue incanting.
At this point, Domric decides to let the ritual take effect, and his opponents are seared by sheets of flame. He could, however, continue to incant the ritual until he has reached the final extension, at which point he must stop casting the ritual, which takes effect immediately.
Ritual Durations: Rituals have a variety of durations, all of which are handled in a slightly different way.
-Instantaneous: A ritual with a duration of Instantaneous has no effect until the incanter ceases to incant the ritual, at which point the effect and any extensions occur immediately.
-X rounds/minutes/hours/days: A ritual with a duration of X (units of time) has no effect until the incanter ceases to incant the ritual, at which point the effect and any extensions occur immediately and continue until the duration has elapsed.
-Permanent: A ritual with a duration of Permanent has no effect until the incanter ceases to incant the ritual, at which point the effect and any extensions occur immediately. The ritual remains active until dismissed or dispelled.
-Casting + X rounds A ritual with a duration of Casting begins as soon as the initial incanting time has elapsed, and each extension adds further to the effect of the ritual. When the Incanter ceases to incant the ritual all currently active effects continue until the duration has elapsed.
Sacrifices: Ritual magic is powerful, but it comes at a cost. Each paradigm possesses its own set of penalties for performing rituals, but the basics are the same for each.
Whenever a ritual is performed, the Incanter gains a number of points of Pain, Corruption, or Sand depending on the level of the ritual performed (Minor=1, Adept=2, Moderate=3, Major=4, Supreme=5). After every casting, compare this number to the relevant table to see whether or not sufficient points have been accumulated to receive a penalty.
Pain, Corruption and Sand fade away at a rate of ¼ Incanter level/hour (minimum 1).
Sacrifice Tables
Table 2-1: The Martyr
{table=head]Pain|Condition|Effect
1-4|None|None
5-9|Fatigued| -2 to Strength and Dexterity, can’t charge or run.
10-14|Winded| -4 to Strength and Dexterity, speed reduced by 10ft.
15-19|Exhausted| -6 to Strength and Dexterity, speed reduced by 50%.
20+|Staggered|Can take only a single move action or standard action each round. Unable to perform rituals.[/table]
Table 2-2: The Daemon Magus
{table=head]Corruption|Condition|Effect
1-4|None|None
5-9|Bruised| -1 to all attack rolls, ability checks, and skill checks, speed reduced by 5ft.
10-14|Injured| -2 to all attack rolls, ability checks, and skill checks, speed reduced by 10ft.
15-19|Wounded| -3 to all attack rolls, ability checks, and skill checks, speed reduced by 15ft.
20+|Crippled|-4 to all attack rolls, ability checks, and skill checks, unable to move or perform Rituals.[/table]
Table 2-3: The Sandman
{table=head]Sand|Condition|Effect
1-4|None|None
5-9|Aged|-1 penalty to all physical abilities.
10-14|Venerable|-3 penalty to all physical abilities.
15-19|[Decrepit|-6 penalty to all physical abilities.
20+|Comatose|Unconscious.[/table]
Payment: Under most normal circumstances, a simple sacrifice is sufficient to perform a ritual. However, it is occasionally necessary to perform a more potent ritual than time would otherwise allow. This is where payment comes in. Payment advances a ritual instantly to any extension—for a price. The cost is 1 point of ability damage per desired extension. This ability damage cannot be negated in any way, and is taken immediately after the incantation ceases.
-Martyrs pay points of Constitution as their body pays the price of their sacrifices.
-Daemon Magi pay points of Charisma as they offer their soul to abyssal powers.
-Timebenders pay points of Wisdom as their minds frantically strive to understand their twisting of time itself.
Example of a Complete Incantation:
Domric Elrys, a 12th level Daemon Magus, wants to perform the ritual Calling the Dancing Flames. Since Calling the Dancing Flames has an incanting time of 1 round, Domric must spend at least one full-round action casting the ritual.
However, Domric needs a more potent effect than a single round can grant him. He decides to make a payment to advance the ritual to extension III, and chooses to cease incanting immediately. His ritual goes off after the initial incanting time, dealing 12d10 points of damage to four targets.
Now Domric must determine his sacrifices. Calling the Dancing Flames is a minor ritual, so he gains 1 point of corruption—not enough to alter his condition. However, he also made a payment for three extensions, so he takes 3 points of Charisma damage.
Force of Belief (Su) – Like all mages, Ritualists project an aura of power as their strength of belief alters the world around them. Mages from other paradigms within 30ft of a Ritualist suffer a -2 penalty to the save DCs of their magical effects if the Ritualist has four or more Paradigm levels.
As the Ritualist gains levels the strength of his belief begins to subtly warp the environment around him—rocks bleed, flowers moan in pain, the air seems slightly darker or lighter, or time seems to slow to a crawl or speed up immensely. Players are encouraged to come up with their own effects based on subparadigm and should note that these have no game effect—they just look cool.
Subparadigm Abilities - Aside from his rituals, the Ritualist gains a number of benefits based on his subparadigm.
Subparadigm Abilities
Martyr Abilities
I – Share the Burden (Su): Upon reaching 2nd level a Martyr may heal her allies with a touch, taking their wounds upon herself. As a standard action she may touch a creature and heal it for an amount of hp up to her current hit point total. The Martyr then takes damage equal to the amount of hp healed. This damage cannot be prevented, though it can be healed normally.
II – Transferal (Su): Upon reaching 4th level a Martyr may remove curses, poisons and diseases from her allies—for a price. As a full-round action, a Martyr may touch a creature under the effects of a curse, poison or disease and transfer any and all effects to herself instead. The Martyr gets no saving throw to stop the initial effect, although if the curse, poison, or disease allows additional saving throws she may make them normally.
III – Noble Sacrifice (Su): Upon reaching 6th level a Martyr gains the ability to suffer in an allies place. As an immediate action a Martyr may declare that she will suffer the effects of a single attack or spell in place of an ally within 30ft. This must be declared before damage is rolled, and the decision cannot be reversed.
IV – Lay on Hands (Su): Upon reaching 8th level, a Martyr with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her Martyr level x her Charisma bonus. A Martyr may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action. A Martyr may not heal herself in this manner.
Alternatively, a Martyr can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The Martyr decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
V – Lifesense (Su): Upon reaching 10th level a Martyr gains a supernatural attunement with life itself. By concentrating, a Martyr can sense the presence or absence of life within sixty feet of her. If she continues to concentrate for another round, she determines the amount and type of life near her (such as "three humanoids, four outsiders, and two animals"). By concentrating another round, she determines the exact location of the life near her.
This ability can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
VI – Support the Weak (Su): Upon reaching 12th level a Martyr may bolster a failing comrade. As a swift action the Martyr picks a single ally within 30ft and, for as long as this ability is active, she takes all damage that would be dealt to that ally and suffers the effects of all spells that would target that ally. If the Martyr falls unconscious or dies, this ability ceases immediately. Otherwise it remains active, regardless of intervening distance or planar boundaries, until the Martyr chooses to break the connection.
VII – Improved Transferal (Su): Upon reaching 14th level a Martyr gains a saving throw against the initial effect of any curse, poison or disease that she contacts through the use of the Transferal ability.
VIII – Improved Noble Sacrifice (Su): Upon reaching 16th level a Martyr takes half damage from any attack she suffers in place of an ally, and gains a +4 bonus to saving throws when the target of spells that would have targeted an ally.
IX – Glory of the Martyr: Upon reaching 18th level a Martyr is truly a being of pious sacrifice. When she has less than half her hp remaining, all her allies within 30ft gain a +2 bonus to attack rolls, damage rolls, saving throws, and skill checks. When the Martyr is reduced to negative hp, this bonus increases to +5.
X – Martyrdom (Ex): Upon reaching 20th level, a Martyr has reached the culmination of her abilities. She gains the Sacred Watcher template, and from here on pays her Sacrifice cost with her Charisma score rather than her Constitution score. Additionally, she may have one ward per point of her Wisdom modifier, rather than merely one ward.
Daemon Magus Abilities
I – Fiendish Resistance (Ex): Upon reaching 2nd level a Daemon Magus is partially acclimated to the elements of the Abyss. He gains resistance 5 to Fire, Cold, and Electricity.
II – Blood Sacrifice (Su): Upon reaching 4th level a Daemon Magus may empower his Rituals by spilling his own blood. He may take 2d6 damage when performing a Ritual. If he does so, the Ritual’s DC increases by 1.
III – Gaze of the Pit (Su): Upon reaching 6th level a Daemon Magus’ soul has been touched by evil, and his gaze carries this taint. As a standard action he may lock eyes with a creature within 30ft. His target must succeed on a Will save (DC 10 +1/2 the Daemon Magus’ class level + his Charisma modifier) or be shaken until the end of the encounter. A successful save renders the target immune to this attack for 24 hours. This is a mind-affecting fear effect.
IV – Wreath of Flame (Su): Upon reaching 8th level a Daemon Magus brings the fires of Hell with him everywhere. Once per encounter, as a swift action, he may activate this ability and swath himself in a cloak of lurid flames. Any creature striking the Daemon Magus with a melee weapon or natural weapon takes 2d6 points of fire damage, and the Daemon Magus’ melee attacks deal an additional 2d6 points of fire damage. This ability lasts for a number of rounds equal to ½ the Daemon Magus’ class level.
V – Sanguine Empowerment (Su): Upon reaching 10th level a Daemon Magus may spill his own blood to increase the power of his Rituals. He may take damage when performing a Ritual to increase the Incanter level by up to 4. The amount the Incanter level is increased depends on the amount of damage taken: 1-1d6, 2-2d6, 3-3d6, 4-4d6.
VI – Fiendish Bond (Ex): Upon reaching 12th level a Daemon Magus bonds further with the creatures of the Abyss. He gains damage reduction 5/magic and his resistances increase to 15.
VII – Improved Blood Sacrifice (Su): Upon reaching 14th level a Daemon Magus may further empower his Rituals by spilling his own blood. He may take 4d6 damage when performing a Ritual. If he does so, the Ritual’s DC increases by 2. This effect does not stack with Blood Sacrifice.
VIII – Improved Gaze of the Pit (Su): Upon reaching 16th level a Daemon Magus’ has been truly consumed by the Abyss. A failed Will save now results in the target being frightened for a number of rounds equal to the Daemon Magus’ Charisma modifier and then shaken until the end of the encounter, and a successful Will save results in the target being shaken for a number of rounds equal to the Daemon Magus’ Charisma modifier and then being immune to the effects of this attack for 24 hours. This is a mind-affecting fear effect.
IX – Lifeblood’s Power (Su): Upon reaching 18th level a Daemon magus may pour forth his own blood to produce a Ritual of untold power. He may take damage when performing a Ritual to treat all variable numeric values as empowered or maximized. The result he gains depends on the amount of damage taken: Empowered-4d6, Maximized-8d6.
X – Form of the Pit (Ex): At 20th level a Daemon Magus has been completely consumed by the might of the Abyss. His type changes to Outsider (native), he gains +4 Charisma, Damage Reduction 10/magic, Darkvision 60ft, +1 natural armor, and immunity to fire, poison, cold and electricity.
Sandman Abilities
I – Step in Time (Su): Upon reaching 2nd level a Sandman may step outside the timeline for a brief period of time. Once per encounter, as a swift action, he may vanish for 1 round, appearing in that exact space one round later. If the square he formerly occupied is occupied by something else, he instead appears in the nearest available square. The Sandman may count the round spent outside time towards the casting time of a Ritual.
II – Twist Fate (Su): Upon reaching 4th level a Sandman may take an immediate action to force a target to re-roll any single attack roll, skill check, ability check, or saving throw. The target must take the re-roll, regardless of the result. The Sandman takes 1 point of ability damage to Strength, Dexterity, and Constitution as time takes its payment.
III – Halt the Flow (Su): Upon reaching 6th level a Sandman may slow time to a halt, gaining extra time in which to work. As a swift action he may take 1 point of ability damage to Strength, Dexterity, and Constitution to take an additional standard action in a round.
IV – Precognition (Su): Upon reaching 8th level a Sandman receives a +1 bonus to Initiative, ability checks, attack rolls, and saving throws as he sees a short distance into the future.
V – Protective Flow (Su): Upon reaching 10th level a Sandman gains the ability to cause time to shield him from harm. Once per encounter, as a swift action, he may activate this barrier. For the next round nothing short of direct divine intervention can affect the Sandman in any way.
VI – Youth Regained (Ex): Upon reaching 12th level a Sandman gains the ability to alter his own personal time frame. Once per day, as a full-round action, he may regain all lost points to his Strength, Dexterity, and Constitution.
VII – Improved Twist Fate (Su): Upon reaching 14th level a Sandman may choose whether the target takes the better of the two rolls or the worse.
VIII – Improved Halt the Flow (Su): Upon reaching 16th level a Sandman gains an additional full-round action when he uses Halt the Flow.
IX – Dual Flow (Su): Upon reaching 18th level a Sandman is able to exist twice in the same time-frame. By taking 2 points of ability damage to Strength, Dexterity and Constitution he may perform two separate Rituals at the same time.
X – One with the Stream (Ex): At 20th level a Sandman becomes an entity of time and time alone. His type changes to Outsider (native) and he gains the incorporeal subtype, a +4 Wisdom bonus, has no maximum age and suffers no aging penalties, although bonuses continue to accrue. Finally, he receives a +3 bonus to Initiative, ability checks, attack rolls, and saving throws as his precognition guides him.
Sacrificial Abilities: Ritualists gain some small benefits from their sacrifices, depending on their subparadigm.
Sacrificial Abilities
Martyr Abilities
I – Suffer not Overmuch (Su): Upon reaching 3rd level a Martyr and all her allies within 30ft gain a +1 Moral bonus to saving throws so long as she has at least 5 points of Pain.
II – Relieve the Burden (Su): Upon reaching 7th level a Martyr gains Damage Reduction 3/- so long as she has at least 5 points of pain.
III – Improved Suffer not Overmuch (Su): Upon reaching 11th level a Martyr and all her allies within 30ft gain a +2 Moral bonus to saving throws so long as she has at least 10 points of Pain.
IV – Improved Relieve the Burden (Su): Upon reaching 15th level, a Martyr gains Damage Reduction 6/- so long as she has at least 10 points of Pain.
V – Supreme Suffer not Overmuch (Su): Upon reaching 19th level a Martyr and all her allies within 30ft gain a +3 Moral bonus to saving throws so long as she has at least 10 points of pain.
Daemon Magus Abilities
I – Blast of Hellfire (Sp): Upon reaching 3rd level a Daemon Magus may channel a blast of Hellfire into an opponent within 60ft as a ranged touch attack requiring a standard action. This attack deals 1d4 points of fire damage/2 class levels, and may only be used if the Daemon Magus has at least 5 points of Corruption.
II – Infernal Armor (Su): Upon reaching 7th level a Daemon Magus gains +2 Natural Armor so long as he has over 5 points of Corruption.
III – Improved Blast of Hellfire (Sp): Upon reaching 11th level a Daemon Magus may channel a blast of Hellfire into an opponent within 60ft as a ranged touch attack requiring a standard action. This attack deals 1d6 points of fire damage/2 class levels, and may only be used if the Daemon Magus has at least 10 points of Corruption.
IV – Improved Infernal Armor (Su): Upon reaching 15th level, a Daemon Magus gains +4 Natural Armor so long as he has over 5 points of Corruption.
V – Supreme Blast of Hellfire (Sp): Upon reaching 19th level a Daemon Magus may channel a blast of Hellfire into an opponent within 60ft as a ranged touch attack requiring a standard action. This attack deals 1d8 points of fire damage/2 class levels, and may only be used if the Daemon Magus has at least 15 points of Corruption.
Sandman Abilities
I – Speed through Time (Su): Upon reaching 3rd level a Sandman gains an additional immediate action each round as long as he has at least 5 points of Sand.
II – Disrupt the Flow (Su): Upon reaching 7th level a Sandman gains the ability to knock his foes from the time stream. Once per round, as a standard action, he may force an target within 30ft to make a Will save (DC 10 + 1/2 the Sandman's class level + The Sandman's Wisdom modifier). A failed save results in that creature vanishing for 1 round, to appear in exactly the same location at the end of the duration or, if that space is occupied, in the nearest available space. This ability may only be used if the Sandman has at least 5 points of Sand.
III – Improved Speed through Time (Su): Upon reaching 11th level a Sandman gains an additional immediate move action or immediate action each round as long as he has at least 10 points of Sand.
IV – Improved Disrupt the Flow (Su): Upon reaching 15th level a Sandman gains the ability to knock his foes from the time stream. Once per round, as a standard action, he may force an target within 30ft to make a Will save (DC 10 + 1/2 the Sandman's class level + The Sandman's Wisdom modifier). A failed save results in that creature vanishing for 1d2 rounds, to appear in exactly the same location at the end of the duration or, if that space is occupied, in the nearest available space. This ability may only be used if the Sandman has at least 10 points of Sand.
V – Supreme Speed through Time (Su): Upon reaching 19th level a Sandman gains an additional standard action or immediate action each round as long as he has at least 15 points of Sand.