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Old 08-22-2012, 09:36 AM   Top  -  End  -  #1
sirpercival
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Join Date: Oct 2011
Default Ritual Magic (a homebrew subsystem) [PEACH]

RITUAL MAGIC

Introduction
This began as an idea for a gish class that could store up buffs given downtime, and then trigger them when needed to rock out on enemies; the idea turned into the Ritual Warrior prestige class. I liked the mechanics of the system so much that I then wrote the Ritual Expert class, generalized the system and wrote some feats, and added the Ritualist base class. Then Garryl came along and liked the system as well. He added a ton of new content (rituals, feats, items) in addition to editing and generally being an awesome guy. So, the Ritual system was born.

Very little of this system is game-breaking, but there's tons of options and flavor, for any character that wants to dip their toes ("trace X ritual" feats) or dive right in (prc's and base classes). Comments, suggestions, and feedback are welcome on everything. I hope you enjoy!

--sirpercival


(Note: everything in this thread was originally conceived and executed here.)


Index

Post 1: Introduction & Index
Post 2: Rules Explanation
Post 3: General rituals
Post 4: Ritualist (base)
Post 5: Ritualist rituals I
Post 6: Ritualist rituals II
Post 7: Bloodfire Seeker (base)
Post 8: Glyphwalker (base)
Post 9: Witchblood (base)
Post 10: Witchblood rituals
Post 11: Bloodfire Transcendant (prc)
Post 12: Bloodscarred Berserker (prc) by Garryl
Post 13: Circle Master (prc)
Post 14: Circle Master rituals
Post 15: Glyphchanter (prc) [unfinished]
Post 16: Redeemed (prc)
Post 17: Redeemed rituals
Post 18: Ritual Binder (prc)
Post 19: Ritual Chandler (prc)
Post 20: Ritual Expert (prc)
Post 21: Ritual Expert rituals
Post 22: Ritual Mage (prc)
Post 23: Ritual Mage rituals
Post 24: Ritual Prophet (prc)
Post 25: Ritual Prophet rituals
Post 26: Ritual Warrior (prc)
Post 27: Ritual Warrior rituals
Post 28: Soulfire Adept (prc)
Post 29: Races
Post 30: Feats
Post 31: Items
Post 32: Monsters I
Post 33: Monsters II (unfinished)
Post 34: reserved for new content
Post 35: reserved for new content
Post 36: reserved for new content
Post 37: reserved for new content
Post 38: reserved for new content
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Old 08-22-2012, 09:44 AM   Top  -  End  -  #2
sirpercival
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Join Date: Oct 2011
Default Rules Explanation

What is a Ritual?

A ritual is a magical effect similar to a spell. A character that has learned to "trace" rituals can do so at any time; after tracing, the ritual remains "charged" until the tracer decides to discharge it with an act of will, at which point the ritual takes effect. Discharging a ritual requires a free action (unless otherwise specified) which can only be performed on your turn, but you can take any number of such free actions, up to and including discharging all your charged rituals at once. In this way, a ritual tracer can store up ritual charges until they are needed. A ritual that is not discharged within 24 hours of its charging fades away with no effect. The duration of a ritual's effect depends on the method by which the tracer learned the ritual; see the individual class and feat descriptions for details.

Rituals come in five grades: minor, least, lesser, greater, and advanced. Tracing any ritual requires a diagram to be drawn on a flat, solid surface with a piece of chalk or charcoal; it also requires a drop of the tracer's blood (which deals 1 point of damage), and chanted words (a ritual cannot be traced while under the effect of a silence spell, for example). The length of time it takes to trace a ritual depends on its strength: a minor ritual takes 1 minute, a least ritual takes 5 minutes, a lesser ritual takes 10 minutes, a greater ritual takes 15 minutes, and an advanced ritual takes 30 minutes to trace.

Rituals are supernatural abilities. They cannot be counterspelled and are not subject to Spell Resistance, but they are magical effects and can be dispelled, and are suppressed in an antimagic field or dead magic zone (charged rituals remain charged, but cannot be discharged in such areas).

Charged rituals take different forms for different tracers, depending on how they were taught the arcane formulae. Some ritual tracers imbue the magical energy into concoctions that they imbibe, infusing their bodies with the charges; others draw sigils on their skin with specially prepared inks. Some ritualists have no outward evidence of their charged rituals, instead drawing the charge directly into their essence, where perhaps the augmentation is visible in their aura.

If a character has the ability to have more than one ritual charged at a time, she may charge the same ritual more than once. The number of times a given ritual can be traced per day varies; generally, rituals gained from a ritual class can be traced any number of times per day, while rituals learned from feats can only be traced once per day. A character who learns to trace rituals from feats (instead of class levels) may have only one ritual charged at any time unless they take the Extra Charge feat.


Stacking of Rituals
Like spells and similar effects, the bonuses granted by rituals generally don't stack. In particular, multiple instances of the same ritual do not stack with each other; different strengths of a ritual count as the same ritual for determining if a particular effect stacks.
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Old 08-22-2012, 09:56 AM   Top  -  End  -  #3
sirpercival
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Join Date: Oct 2011
Default Re: Ritual Magic (a homebrew subsystem)

List of General Rituals

These rituals are available to every ritual class, and are the only rituals which can be learned via feats.

Minor Rituals:
Spoiler


Least Rituals:
Spoiler


Lesser Rituals:
Spoiler


Greater Rituals:
Spoiler
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Old 08-22-2012, 10:11 AM   Top  -  End  -  #4
sirpercival
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Join Date: Oct 2011
Default Re: Ritual Magic (a homebrew subsystem)

Ritualist

Alignment: Any.
HD: d8
Races: Humans, half-elves, half-orcs, halflings, or any other race that values versatility.
Abilities: Intelligence governs how many minor rituals a ritualist can have charged simultaneously, as well as how difficult her rituals are to resist; Constitution is always useful (everyone needs more hit points), and any other ability score can be useful to a ritualist depending on what role she is trying to play.

Level BAB Fort Ref Will Rit. Charged Special
1 +0 +0 +0 +2 0* Ritual tracing (minor)
2 +1 +0 +0 +3 0* Bonus feat
3 +2 +1 +1 +3 0* Share ritual (minor)
4 +3 +1 +1 +4 3 Ritual tracing (least)
5 +3 +1 +1 +4 4 Ritual focus (minor)
6 +4 +2 +2 +5 4 Enduring ritual
7 +5 +2 +2 +5 5 Share ritual (least)
8 +6/+1 +2 +2 +6 5 Ritual tracing (lesser)
9 +6/+1 +3 +3 +6 6 Rapid tracing
10 +7/+2 +3 +3 +7 6 Ritual focus (least), bonus feat
11 +8/+3 +3 +3 +7 7 Share ritual (lesser)
12 +9/+4 +4 +4 +8 7 Ritual tracing (greater)
13 +9/+4 +4 +4 +8 8 Adaptive ritual
14 +10/+5 +4 +4 +9 9 Lasting ritual
15 +11/+6/+1 +5 +5 +9 10 Ritual focus (lesser), share ritual (greater)
16 +12/+7/+2 +5 +5 +10 11 Ritual tracing (advanced)
17 +12/+7/+2 +5 +5 +10 12 Potent ritual
18 +13/+8/+3 +6 +6 +11 13 Bonus feat
19 +14/+9/+4 +6 +6 +11 15 Share ritual (advanced)
20 +15/+10/+5 +6 +6 +12 17 Ritual focus (greater)

* At 1st-3rd level, you can have a number of simultaneous minor rituals charged equal to your Intelligence modifier; beginning at 4th level, the number of stronger rituals you can have charged at a time is given by the table.

Class Skills (4+Int modifier per level, x4 at 1st level): Concentration, Decipher Script, Craft, Knowledge (all skills, taken individually), Profession, Spellcraft, and Use Magic Device, as well as two additional skills of your choice.

Class Features

Weapon and Armor Proficiency: You are proficient with all simple weapons and with one martial weapon of your choice. You are also proficient with light armor and light shields.

Ritual tracing: You gain the ability to trace rituals, which are magical effects similar to a spells. See post #2 for details and rules for ritual tracing. You can trace a ritual at any time, any number of times per day. The duration of your ritual effects is equal to 1 round plus 1 round per Ritualist level, and the tracer level of your rituals is equal to your Ritualist level. The DC to resist the effect of any of your rituals is equal to your 10 + your Intelligence modifier + a number depending on the strength of the ritual: 0 for minor, 2 for least, 4 for lesser, 6 for greater, and 8 for advanced.

You begin by knowing every general minor ritual, as well as the minor rituals on your class list, below. You can have a number of minor rituals equal to your Intelligence modifier charged at any one time. At 4th level, you learn how to trace least rituals, and you know every general least ritual, as well as the least rituals on your class list, below. Similarly, at 8th level you learn to trace lesser rituals, at 12th level you learn to trace greater rituals, and at 16th level you learn to trace advanced rituals. Unlike rituals of lower strength, there are no general advanced rituals; the only advanced rituals you know are the ones on your class list, below.

For rituals stronger than minor, you can have a number of them charged at any time as shown on the table above, and you gain bonus charges equal to half your Intelligence modifier, rounded down. When you reach 8th level and gain access to lesser rituals, you cannot trace a lesser ritual unless you have at least one more least ritual than lesser rituals already charged. For example, an 8th-level ritualist with one least ritual and one lesser ritual charged must trace a second least ritual before tracing a second lesser ritual.

At 12th level, when you learn how to trace greater rituals, you cannot trace a greater ritual unless you have at least one more least ritual and one more lesser ritual than greater rituals already charged. For example, a 12th-level ritualist with one each least, lesser, and greater rituals charged could not trace another greater ritual until she had at least one more least and one more lesser ritual charged.

When you reach 16th level and are able to trace advanced rituals, you cannot trace an advanced ritual unless you have at least one more each least ritual, lesser ritual, and greater ritual than advanced rituals already charged. For example, a 16th-level ritualist with one each least, lesser, greater, and advanced rituals charged could not trace another advanced ritual until she traced at least one more least, lesser, and greater ritual each.

Bonus feat: At 2nd, 10th, and 18th level you gain a bonus ritual feat for which you meet the prerequisites.

Share ritual: Upon reaching 3rd level, you've learned how to share your rituals with others. You can choose to trace any ritual you know for someone else; they can discharge the ritual with an act of will as a swift action, and they gain the benefit of the ritual exactly as if you had charged it yourself. However, any ritual you trace for someone else counts against your total number of charged rituals until they discharge it. When you first gain this ability, you can only share minor rituals; at 7th level you learn how to share least rituals, and at 11th, 15th, and 19th level you learn how to share lesser, greater, and advanced rituals, respectively.

Ritual focus: Beginning at 5th level, you learn to focus your mind on a particular ritual and gain its benefits even when it is not charged. Each day, choose one minor ritual you know; for the next 24 hours you continuously gain the benefit of that ritual without tracing it or discharging it. You can change your focused ritual after 8 hours of rest, or after 24 hours have passed, whichever is sooner. If your focused ritual ends for any reason (such as being dispelled, or ending due to the wording of the ritual), it resumes its normal effect after 1d4 minutes. At 10th level, you can focus a least or minor ritual, at 15th level you can focus a lesser, least, or minor ritual, and at 20th level you can focus a greater, lesser, least, or minor ritual. You cannot focus Spell Rituals with this ability.

Enduring ritual: At 6th level, the duration of your ritual effects increases to 1 round + 3 rounds per 2 class levels (rounded up). Thus, a 7th-level ritualist's effects would last for 12 rounds.

Rapid tracing: When you reach 9th level, your mastery of rituals has progressed to the point where you can perform the ritual with shorthand. The tracing time of each of your rituals is reduced by 50%.

Adaptive ritual: A ritualist thrives on versatility and being able to meet any challenge. Beginning at 13th level, you may designate any one ritual you can trace as an adaptive ritual. At any time, you may substitute the effect of your adaptive ritual for the effect you would have gotten by discharging another ritual of the same strength. You may choose a new adaptive ritual each time you gain a level in this class.

Lasting ritual: At 14th level, the duration of each of your ritual effects increases to 1 round + 2 rounds per class level.

Potent ritual: Beginning at 17th level, your mastery of rituals is so complete that they are extremely difficult to prevent or suppress. The DC to dispel your ritual effects increases by 5, and once per day you may make a tracer level check to discharge a ritual in an antimagic field (DC 11 + the CL of the field) or dead magic zone (DC 33).





Alternate Class Feature: Blood Magic
Spoiler
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Old 08-22-2012, 10:13 AM   Top  -  End  -  #5
sirpercival
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Join Date: Oct 2011
Default Re: Ritual Magic (a homebrew subsystem)

Ritualist Class Ritual List (Part I)

Minor Rituals:
Spoiler


Least Rituals:
Spoiler


Lesser Rituals:
Spoiler
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Old 08-22-2012, 10:16 AM   Top  -  End  -  #6
sirpercival
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Join Date: Oct 2011
Default Re: Ritual Magic (a homebrew subsystem)

Ritualist Class Ritual List (Part II)

Greater Rituals:
Spoiler


Advanced Rituals:
Spoiler
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Old 08-22-2012, 10:32 AM   Top  -  End  -  #7
sirpercival
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Join Date: Oct 2011
Default Re: Ritual Magic (a homebrew subsystem)

Bloodfire Seeker

Alignment: Any.
Races: Any. Hemopyrrhic dwarves in particular are drawn to Bloodfire Seeker, though no one knows why...
Abilities: Constitution makes your world go round, and any other ability score can be useful to a bloodfire seeker depending on what role you are trying to play.
Hit die: d8.

Level BAB Fort Ref Will Rit. Known Rit. per Day Special
1 +1 +2 +0 +2 2 3 Ritual tracing (minor), bloodfused ritual (minor)
2 +2 +3 +0 +3 3 4 Expanded knowledge
3 +3 +3 +1 +3 4 5 Bonus feat
4 +4 +4 +1 +4 5 5 Bloodfire d4, bloodfused knowledge
5 +5 +4 +1 +4 6 6 Expanded knowledge, ritual tracing (least)
6 +6/+1 +5 +2 +5 7 6 Bloodfused ritual (least), bonus feat
7 +7/+2 +5 +2 +5 8 7 Bloodfire d6, bloodfire weapon
8 +8/+3 +6 +2 +6 9 7 Expanded knowledge
9 +9/+4 +6 +3 +6 10 8 Bloodfire defense, bonus feat
10 +10/+5 +7 +3 +7 11 8 Bloodfire d8, improved bloodfire, ritual tracing (lesser)
11 +11/+6/+1 +7 +3 +7 12 9 Bloodfused ritual (lesser), expanded knowledge
12 +12/+7/+2 +8 +4 +8 13 9 Bonus feat
13 +13/+8/+3 +8 +4 +8 14 9 Bloodfire d10, improved bloodfire weapon
14 +14/+9/+4 +9 +4 +9 15 10 Expanded knowledge
15 +15/+10/+5 +9 +5 +9 16 10 Bonus feat, improved bloodfire defense, ritual tracing (greater)
16 +16/+11/+6/+1 +10 +5 +10 17 11 Bloodfire d12, bloodfused ritual (greater), greater bloodfire
17 +17/+12/+7/+2 +10 +5 +10 18 11 Expanded knowledge
18 +18/+13/+8/+3 +11 +6 +11 19 11 Bonus feat
19 +19/+14/+9/+4 +11 +6 +11 20 12 Bloodfire d20, greater bloodfire weapon
20 +20/+15/+10/+5 +12 +6 +12 21 12 Bloodfire immolation, expanded knowledge, ritual tracing (advanced)

Class Skills (4+Int modifier per level, x4 at 1st level): Balance, Concentration, Climb, Craft, Hide, Jump, Knowledge (arcana), Knowledge (religion), Listen, Move Silently, Profession, Spellcraft, Spot, Tumble, and Use Magic Device.

Class Features

Weapon and Armor Proficiency: You are proficient with all simple and martial weapons, all armor, and shields (but not tower shields).

Ritual tracing: You gain the ability to trace rituals, which are magical effects similar to a spells. See post #2 for details and rules for ritual tracing. You can trace any ritual you know at any time. The duration of your ritual effects is equal to 1 round per class level, and the tracer level of your rituals is equal to your class level. You can trace a total number of rituals per day as shown in the table above; bloodfused rituals (see below) do not count against this maximum. You can have a maximum number of rituals charged at any time equal to your Constitution modifier. The DC to resist the effect of any of your rituals is equal to your 10 + your Constitution modifier + a number depending on the strength of the ritual: 0 for minor, 2 for least, 4 for lesser, 6 for greater, and 8 for advanced.

You begin play knowing two minor general rituals; every time you gain a level in this class, you learn another general ritual. At 5th level, you can learn least rituals, you can learn lesser rituals beginning at 10th level, at 15th level you can learn greater rituals, and you can learn advanced rituals at 20th level. At 3rd level, and every three levels after, you may learn a new general ritual in place of a ritual you already know of the same level. Since there are no general advanced rituals, at 20th level you may learn one advanced ritual from any class list.

When you reach 10th level and gain access to lesser rituals, you cannot trace a lesser ritual unless you have at least one more least ritual than lesser rituals already charged. For example, a 10th-level bloodfire seeker with one least ritual and one lesser ritual charged must trace a second least ritual before tracing a second lesser ritual. At 15th level, when you learn how to trace greater rituals, you cannot trace a greater ritual unless you have at least one more least ritual and one more lesser ritual than greater rituals already charged. For example, a 15th-level bloodfire seeker with one each least, lesser, and greater rituals charged could not trace another greater ritual until she had at least one more least and one more lesser ritual charged.

When you reach 20th level and are able to trace advanced rituals, you cannot trace an advanced ritual unless you have at least one more each least ritual, lesser ritual, and greater ritual than advanced rituals already charged. For example, a 20th-level bloodfire seeker with one each least, lesser, greater, and advanced rituals charged could not trace another advanced ritual until she trace at least one more least, lesser, and greater ritual each.

Bloodfused ritual: In addition to the normal method of ritual tracing, you gain the ability to subsume a ritual into your blood. You may perform a special ceremony which takes 8 hours and deals Constitution damage to you; if you do so, you can imbue your blood with the power of a ritual you know. The amount of Con damage depends on the strength of the ritual: 1d2 points for a minor ritual, 1d3 for a least, 1d4 for a lesser, or 1d6 for a greater ritual. This damage cannot be prevented or reduced in any way, or the ceremony fails. You may only bloodfuse rituals of a strength that you could learn from this class (for example, a character with fewer than 6 levels in Bloodfire Seeker can only bloodfuse minor rituals, even if he knew stronger rituals from levels in another class).

Once you have performed the ceremony, you gain the benefit of that ritual at all times. You can only have one bloodfused ritual of a given strength at a time; every time you perform the ceremony, any rituals of the same strength as the new bloodfused ritual are lost. The tracer level of your bloodfused rituals is equal to your class level, and the DC to resist the effect of any of your rituals is equal to your 10 + your Intelligence modifier + a number depending on the strength of the ritual: 0 for minor, 2 for least, 4 for lesser, 6 for greater, and 8 for advanced. If a bloodfused ritual ends for any reason (being dispelled, or ending due to the action of the ritual itself), then it resumes normal effect after 1d4 minutes. For the purposes of ritual feats and other effects, a bloodfused ritual counts as a charged ritual.

Expanded knowledge: At 2nd level, and every third level after, you learn one ritual from another class's list. Rituals learned from this class feature do not count against the number of general rituals known as shown on the table; the maximum strength of rituals you can learn with this class feature is the same as the maximum strength of general rituals you can learn normally.

Bonus feat: At 3rd level, and every three levels after, you gain a bonus feat for which you meet the prerequisites; these feats must be chosen either from the list of fighter bonus feats or the list of ritual feats.

Bloodfire (Su): Beginning at 4th level, the rituals you have fused into your blood have charged your essence with magical energy. Anything that damages you via a melee attack from a natural or non-reach weapon takes 1d4 damage per two class levels (rounded down). This damage is pure arcane energy and is not subject to damage reduction, or energy resistance or immunity; however, any creature damaged by your bloodfire can make a Fortitude save (DC 10 + 1/2 your class level + your Constitution modifier) for half damage. At every 3 levels after 4th, the size of the bloodfire damage die increases by 1 step, as shown on the table above.

Bloodfused resilience (Su): When you reach 4th level, you learn to redirect the energies of your bloodfused rituals towards healing your body. At any time as a free action, you may suppress the normal effects of one of your bloodfused rituals to heal ability damage you've taken. You heal 1 point of ability damage from the ability score of your choice for every 5 minutes you suppress a minor bloodfused ritual, every minute you suppress a least bloodfused ritual, every 5 rounds you suppress a lesser bloodfused ritual, or every round you suppress a greater bloodfused ritual. You may resume a ritual you've suppressed in this way at any time as a free action.

Bloodfire weapon (Su): Starting at 7th level, as a swift action you can voluntarily take 1 point of Constitution damage to imbue your weapon attacks with bloodfire for a number of rounds equal to your (new) Constitution modifier. This Con damage cannot be reduced or prevented in any way; however, any successful weapon attacks (whether with manufactured weapons or natural attacks) you make for the duration of this ability deal additional damage equal to that granted by your bloodfire ability. Multiple uses of this ability overlap, and do not stack.

Bloodfire defense (Su): When you reach 9th level, as a swift action you can voluntarily take 1 point of Constitution damage to surround yourself with a protective aura of bloodfire for a number of rounds equal to your (new) Constitution modifier. This Con damage cannot be reduced or prevented in any way; however, for the duration of the ability, you gain a +1 circumstance bonus to Armor Class per 3 class levels. Multiple uses of this ability overlap, and do not stack.

Improved bloodfire: At 10th level, the DC of the Fortitude save for half damage increases to 10 + 3/4 your class level (rounded down) + your Constitution modifier.

Improved bloodfire weapon (Su): Beginning at 13th level, any creature damaged by your bloodfire weapon ability must make a Fortitude save (DC equal to your bloodfire save DC) or be sickened for the remainder of the encounter.

b]Improved bloodfire defense:[/b] When you reach 15th level, whenever you use your bloodfire defense class feature, you may choose to increase the Constitution damage to 3 points; if you do so, the circumstance bonus to Armor Class increases to +1 per two class levels.

Greater bloodfire: Beginning at 16th level, the DC of the Fortitude save for half damage increases to 10 + your class level + your Constitution modifier.

Greater bloodfire weapon: Upon reaching 19th level, any creature affected by your improved bloodfire weapon ability becomes nauseated on a failed save, and sickened on a successful save.

Bloodfire immolation: At 20th level, you can release the arcane energy stored in your blood in a massive burst. As a standard action, you may voluntarily take Constitution damage to deal normal bloodfire damage in a burst emanating from you. The radius of the burst is equal to 20 feet per point of Constitution damage you take; this damage cannot be reduced or prevented in any way, or the effect fails.
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Old 08-22-2012, 10:35 AM   Top  -  End  -  #8
sirpercival
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Join Date: Oct 2011
Default Re: Ritual Magic (a homebrew subsystem)

Glyphwalker

Alignment: Any.
HD: d6
Races: Any.
Abilities: Wisdom determines how many rituals you can charge and how difficult they are to resist, as well as how well you can guide your glyphs; a high Constitution is helpful for everyone.

Level BAB Fort Ref Will Rit. Known Rit. Charged Special
1 +0 +0 +2 +2 4 0* Ritual tracing (minor), bonded glyph
2 +1 +0 +3 +3 5 0* Bonus feat
3 +2 +1 +3 +3 6 0* Animate glyph (minor), glyphic empathy
4 +3 +1 +4 +4 7 0* Adaptive learning
5 +3 +1 +4 +4 8 2 Ritual tracing (least)
6 +4 +2 +5 +5 9 3 Ritual Shorthand, runic senses
7 +5 +2 +5 +5 10 4 Animate glyph (least)
8 +6/+1 +2 +6 +6 11 4 Adaptive learning, runic versatility
9 +6/+1 +3 +6 +6 12 5 Ritual tracing (lesser)
10 +7/+2 +3 +7 +7 13 6 Bonus feat
11 +8/+3 +3 +7 +7 14 7 Animate glyph (lesser)
12 +9/+4 +4 +8 +8 15 8 Adaptive learning
13 +9/+4 +4 +8 +8 16 9 Ritual tracing (greater)
14 +10/+5 +4 +9 +9 18 10 Greater runic versatility
15 +11/+6/+1 +5 +9 +9 20 10 Animate glyph (greater)
16 +12/+7/+2 +5 +10 +10 22 11 Adaptive learning
17 +12/+7/+2 +5 +10 +10 24 12 Ritual tracing (advanced)
18 +13/+8/+3 +6 +11 +11 26 13 Bonus feat
19 +14/+9/+4 +6 +11 +11 28 14 Animate glyph (advanced)
20 +15/+10/+5 +6 +12 +12 30 15 Adaptive learning, runic mastery

* At 1st-4th level, you can have a number of simultaneous minor rituals charged equal to your Wisdom modifier; beginning at 5th level, the number of stronger rituals you can have charged at a time is given by the table.

Class Skills (4+Int modifier per level, x4 at 1st level): Concentration, Craft, Decipher Script, Knowledge (all skills, taken individually), Listen, Profession, Search, Spellcraft, Spot, and Use Magic Device.

Class Features

Weapon and Armor Proficiency: You are proficient with all simple weapons and one martial weapon of your choice, light armor, and shields (but not tower shields).

Ritual tracing: You gain the ability to trace rituals, which are magical effects similar to a spells. See post #2 for details and rules for ritual tracing. You can trace a ritual at any time, any number of times per day. The duration of your ritual effects is equal to 1 round plus 1 round per Glyphwalker level, and the tracer level of your rituals is equal to your Glyphwalker level. The DC to resist the effect of any of your rituals is equal to your 10 + your Wisdom modifier + a number depending on the strength of the ritual: 0 for minor, 2 for least, 4 for lesser, 6 for greater, and 8 for advanced.

You begin by knowing four minor rituals from any list (including class lists). You can have a number of minor rituals equal to your Wisdom modifier charged at any one time. At 5th level, you learn how to trace least rituals, at 9th level you learn to trace lesser rituals, at 13th level you learn to trace greater rituals, and at 17th level you learn to trace advanced rituals. As you increase in level, you learn more rituals as shown in the table above, again from any list; you can only learn rituals of a level you are able to trace.

For rituals stronger than minor, you can have a number of them charged at any time as shown on the table above, and you gain bonus charges equal to half your Wisdom modifier, rounded down. When you reach 9th level and gain access to lesser rituals, you cannot trace a lesser ritual unless you have at least one more least ritual than lesser rituals already charged. For example, a 9th-level glyphwalker with one least ritual and one lesser ritual charged must trace a second least ritual before tracing a second lesser ritual.

At 13th level, when you learn how to trace greater rituals, you cannot trace a greater ritual unless you have at least one more least ritual and one more lesser ritual than greater rituals already charged. For example, a 13th-level glyphwalker with one each least, lesser, and greater rituals charged could not trace another greater ritual until she had at least one more least and one more lesser ritual charged.

When you reach 17th level and are able to trace advanced rituals, you cannot trace an advanced ritual unless you have at least one more each least ritual, lesser ritual, and greater ritual than advanced rituals already charged. For example, a 17th-level glyphwalker with one each least, lesser, greater, and advanced rituals charged could not trace another advanced ritual until she traced at least one more least, lesser, and greater ritual each.

Bonded glyph: You tattoo a special glyph onto your skin, which takes on a form of sentience. Your bonded glyph is similar to a wizard's familiar, but is not a creature in the traditional sense. It grants you certain abilities, and gains in power as you increase in level, as detailed below.

Spoiler


Bonus feat: At 2nd level, and again at 10th and 18th level, you gain a bonus ritual or metaritual feat for which you meet the prerequisites.

Animate glyph (Su): When you reach 3rd level, you gain the ability to animate a glyph for a ritual that you know. You trace the ritual as normal, but instead of becoming charged, the result is a crawling glyph associated with the ritual you trace. The crawling glyph lasts for 1 hour per class level or until destroyed; you have no special control over the glyph except by using your glyphic empathy ability. When you animate the glyph, you can make a Spellcraft check to have the crawling glyph know one trick of your choice; the DC of the Spellcraft check is the DC to train a non-animal creature that trick. You can use this ability once per day per three class levels, rounded down. At 3rd level, you can animate minor rituals, at 7th level you can animate least rituals, at 11th you can animate lesser rituals, at 15th level you can animate greater rituals, and at 19th level you can animate advanced rituals. You cannot have more than one crawling glyph of the same strength animated at a time.

Glyphic empathy (Ex): Beginning at 3rd level, you can attempt to control crawling glyphs (either those you create or ones you encounter). This works like the Handle Animal skill, except that your bonus on the check is equal to your class level plus your Wisdom modifier, and the DC is equal to 5 + the crawling glyph's hit dice.

Adaptive learning: At 4th level, and every four levels after, you may learn a new ritual in place of a ritual you already know; the new ritual must be chosen from the list of general rituals.

Ritual Shorthand: At 6th level, you gain Ritual Shorthand as a bonus feat. You must meet the prerequisites.

Runic senses (Su): Beginning at 6th level, you gain the trapfinding special ability; however, you can only use it for magical traps, and you use Spellcraft to disable them instead of Disable Device.

Runic versatility (Sp): At 8th level, you gain the ability to cast the following spells as spell-like abilities at a caster level equal to your class level: ghoul glyph, glyph of warding, and explosive runes. You can use this ability a total number of times per day equal to your Wisdom modifier, but can only cast each individual spell a maximum of twice per day.

Greater runic versatility: Beginning at 14th level, you add the following spells to the list of spells to choose from when using your runic versatility class feature: evacuation rune, greater glyph of warding, symbol of fear, symbol of pain, symbol of persuasion, symbol of sleep, symbol of spell loss, and symbol of thirst

Runic mastery: At 20th level, you add the following spells to the list of spells to choose from when using your runic versatility class feature: symbol of death, symbol of insanity, symbol of stunning, and symbol of weakness. In addition, the number of times you can use the ability increases to twice your Wisdom modifier, though you can still only cast each individual SLA a maximum of twice per day.
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Old 08-22-2012, 10:38 AM   Top  -  End  -  #9
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Default Re: Ritual Magic (a homebrew subsystem)

Witchblood

Alignment: Any nongood.
HD: d6
Races: Any.
Abilities: Charisma determines the potency of your rituals and other class features; Constitution is always useful (everyone needs more hit points, and witchbloods are somewhat squishy).

Level BAB Fort Ref Will Rituals Special
1 +0 +0 +0 +2 0* Evil eye, ritual tracing (minor)
2 +1 +0 +0 +3 0* Dark whispers
3 +1 +1 +1 +3 0* Bloodstained Ritual
4 +2 +1 +1 +4 0* Dark infusion I, dark shepherd
5 +2 +1 +1 +4 2 Ritual tracing (least)
6 +3 +2 +2 +5 3 Blood Curse
7 +3 +2 +2 +5 3 Abominable gaze
8 +4 +2 +2 +6 4 Dark infusion II
9 +4 +3 +3 +6 5 Ritual tracing (lesser)
10 +5 +3 +3 +7 5 Sacrificial Ritual
11 +5 +3 +3 +7 6 Blooded tracing, fearsome might
12 +6/+1 +4 +4 +8 7 Dark infusion III
13 +6/+1 +4 +4 +8 7 Ritual tracing (greater)
14 +7/+2 +4 +4 +9 8 Sacrificial Animation
15 +7/+2 +5 +5 +9 9 Terrifying visage
16 +8/+3 +5 +5 +10 9 Dark infusion IV
17 +8/+3 +5 +5 +10 10 Ritual tracing (advanced)
18 +9/+4 +6 +6 +11 11 Horrible power
19 +9/+4 +6 +6 +11 12 Nefarious rite
20 +10/+5 +6 +6 +12 13 Dark transformation, the bitter end

* At 1st-4th level, you can have a number of simultaneous minor rituals charged equal to your Charisma modifier; beginning at 5th level, the number of stronger rituals you can have charged at a time is given by the table.

Class Skills (4+Int modifier per level, x4 at 1st level): Bluff, Concentration, Craft, Heal, Intimidate, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Profession, Sense Motive, Spellcraft, and Use Magic Device.

Class Features

Weapon and Armor Proficiency: You are proficient with simple weapons and light armor, but not shields.

Ritual tracing: You gain the ability to trace rituals, which are magical effects similar to a spells. See post #2 for details and rules for ritual tracing. You can trace a ritual at any time, any number of times per day. The duration of your ritual effects is equal to 1 round plus 1 round per Witchblood level, and the tracer level of your rituals is equal to your Witchblood level. The DC to resist the effect of any of your rituals is equal to your 10 + your Charisma modifier + a number depending on the strength of the ritual: 0 for minor, 2 for least, 4 for lesser, 6 for greater, and 8 for advanced.

You begin by knowing every general minor ritual, as well as the minor rituals on your class list, below. You can have a number of minor rituals equal to your Charisma modifier charged at any one time. At 5th level, you learn how to trace least rituals, and you know every general least ritual, as well as the least rituals on your class list, below. Similarly, at 9th level you learn to trace lesser rituals, at 13th level you learn to trace greater rituals, and at 17th level you learn to trace advanced rituals. Unlike rituals of lower strength, there are no general advanced rituals; the only advanced rituals you know are the ones on your class list, below.

For rituals stronger than minor, you can have a number of them charged at any time as shown on the table above, and you gain bonus charges equal to half your Charisma modifier, rounded down. When you reach 9th level and gain access to lesser rituals, you cannot trace a lesser ritual unless you have at least one more least ritual than lesser rituals already charged. For example, a 9th-level witchblood with one least ritual and one lesser ritual charged must trace a second least ritual before tracing a second lesser ritual.

At 13th level, when you learn how to trace greater rituals, you cannot trace a greater ritual unless you have at least one more least ritual and one more lesser ritual than greater rituals already charged. For example, a 13th-level witchblood with one each least, lesser, and greater rituals charged could not trace another greater ritual until she had at least one more least and one more lesser ritual charged.

When you reach 17th level and are able to trace advanced rituals, you cannot trace an advanced ritual unless you have at least one more each least ritual, lesser ritual, and greater ritual than advanced rituals already charged. For example, a 17th-level witchblood with one each least, lesser, greater, and advanced rituals charged could not trace another advanced ritual until she traced at least one more least, lesser, and greater ritual each.

Evil eye (Su): You have the ability to turn the evil eye on an opponent within 60 feet; that opponent must make a Will save (DC 10 + 1/2 your witchblood level + your Charisma modifier) or take a penalty to attacks, saves, ability checks, skill checks, and weapon damage rolls equal to half your witchblood level (rounded up) for 1 hour thereafter. You can use this ability a number of times per day equal to 3 + your Charisma modifier, as a standard action that does not provoke attacks of opportunity. Spell resistance does not apply. You cannot affect the same target more than once every 24 hours with this ability (a creature that makes its save has not been affected). In all ways other than those defined here, it counts as the active version of a gaze attack.

Dark whispers (Su): When you reach 2nd level, you gain the ability to whisper subversive secrets, turning weak minds to your purpose. You may use this ability once per day per class level, as a standard action that does not provoke attacks of opportunity. It functions exactly like the command spell, except that it is not subject to spell resistance, and you may only use it against creatures with Hit Dice less than or equal to your witchblood level. This is a mind-affecting, language-dependent effect, with a caster level is equal to your class level and a DC of 10 + 1/2 your witchblood level + your Charisma modifier.

Bloodstained Ritual: At 3rd level, you gain Bloodstained Ritual as a bonus feat. You must meet the prerequisites.

Dark shepherd: Beginning at 4th level, the fiendish beings which taught you the secrets of ritual magic also grant you a companion, similar to a wizard's familiar, to guide you on your dark and twisted path. The type of creature depends on your alignment: if you are lawful, your dark shepherd is an imp, and if you are chaotic, it is a quasit (if you are neutral, you choose one or the other when you gain this ability and it does not change). Your dark shepherd cannot use its commune ability, but is otherwise a normal creature of its type -- however, it gains in power as you increase in level, as detailed below.

You cannot dismiss your dark shepherd; however, if it dies, you must make a DC 15 Fortitude saving throw or lose 200xp per witchblood level; success reduces the loss to one-half that amount. However, your experience point total can never go below 0 as the result of the dark shepherd's demise. A slain dark shepherd is replaced after a year and day. You may not use your dark shepherd in a Bloodstained Ritual.

Spoiler


Dark infusion I: When you reach 4th level, the fiendish rituals and rites you have performed begin to affect changes on your physical makeup. Your Dexterity increases by 2 points, and you gain darkvision out to a range of 60 feet. In addition, you gain a natural armor bonus equal to half the number of rituals you have charged at any time (or your existing natural armor increases by the same amount).

Blood Curse: At 6th level, you gain Blood Curse as a bonus feat as long as you meet the prerequisites.

Abominable gaze (Su): Beginning at 7th level, whenever an opponent fails a save against your evil eye ability, they must make a Fortitude save against the same DC (with a penalty from being affected by the evil eye) or be paralyzed for 1d4 minutes.

Dark infusion II: When you reach 8th level, the twisted rituals infusing your essence have wrought more changes upon your body. Your Constitution increases by 2 points, and you become immune to poison. In addition, you gain resistance to acid, cold, electricity, and fire equal to the number of rituals you have charged at any given time.

Sacrificial Ritual: At 10th level, you gain Sacrificial Ritual as a bonus feat, as long as you meet the prerequisites.

Blooded tracing: Beginning at 11th level, whenever you trace a ritual using the Bloodstained Ritual feat, you may deal additional damage to the willing or helpless participant to increase the potency of the ritual. For each 2d8 damage you deal, the ritual's duration increases by 2 rounds, the tracer level increases by 1, and the save DC increases by 1. If the other participant dies due to this extra damage, the ritual fails and you cannot trace that ritual again for 24 hours.

Fearsome might: At 11th level, whenever you discharge a ritual, instead of gaining its normal effect you may choose to activate this ability for the duration of the ritual. You gain two claw natural attacks and a bonus to Strength; the base damage of the claw attacks and the amount of the Strength bonus depend on the strength of the ritual you discharge, as shown in the following table.
Ritual Type Strength bonus Claw damage
Minor +2 1d4
Least +4 1d6
Lesser +6 1d8
Greater +8 2d6
Advanced +10 3d6

Dark infusion III: When you reach 12th level, more changes have twisted you even further to the darkness. Your Intelligence increases by 2 points, and you gain damage reduction /good equal to the number of rituals you have charged at any given time.

Sacrificial Animation: At 14th level, you gain Sacrificial Animation as a bonus feat. You must meet the prerequisites.

Terrifying Visage (Su): When you reach 15th level, your evil eye becomes a full-blown gaze attack. You can activate or deactivate it as a swift action; while it is active, opponents must save against the passive effect as normal for a gaze attack, and you can use the active effect in place of an attack, an unlimited number of times per day.

Dark infusion IV: When you reach 16th level, you have nearly subsumed the dark power of your rituals into your body. Your Dexterity increases by another two points, and you gain spell resistance equal to 10 + the number of rituals you have charged at any time.

Horrible power (Ex): At 18th level, whenever you attack someone with the claws you gain from your fearsome might ability, you may attempt to demoralize them as a free action. This ability works even against opponents immune to fear, though such creatures gain a +4 bonus on the opposed check.

Nefarious rite: Beginning at 19th level, whenever you discharge a ritual, you may choose to activate this ability instead of gaining its normal effect. You release the stored ritual charge in an instantaneous burst of negative energy around you (spell resistance applies); the radius of the burst and the amount of negative energy damage depends on the strength of the discharged ritual, as shown in the following table. Creatures struck by the burst may make a Fortitude save for half damage (DC equal to the DC of the discharged ritual). In the case of a greater ritual, no save applies, but the subject regains lost levels after a number of hours equal to the tracer level of the ritual; if the discharged ritual is advanced, there is no saving throw to avoid gaining the negative levels, but 24 hours after gaining them, the subject must make a Fortitude saving throw (DC equal to the DC of the discharged ritual) for each negative level. If the save succeeds, that negative level is removed, while if it fails, the negative level also goes away, but one of the subject’s character levels is permanently drained.
Ritual Type Radius Damage
Minor 10 feet 1d8
Least 30 feet 3d8
Lesser 60 feet 6d10
Greater 90 feet 1d4 negative levels
Advanced 150 feet 2d4 negative levels

Dark transformation: When you reach 20th level, your transformation is complete. Your Charisma increases by 4 points, your type changes to outsider with the evil subtype, and you grow a pair of batlike wings that allow you to fly with good maneuverability, at a speed equal to 5 feet per ritual you have charged at any given time.

The bitter end (Su): At 20th level, your evil eye has become an unstoppable force. Any creature who rolls a natural 1 on the Fortitude save to prevent paralysis dies instantly; 1d4 hours later, they rise as a chanting echo under your control. You cannot control more hit dice of chanting echoes this way than twice your class level.

Ex-Witchbloods
A witchblood who becomes good loses the benefit of her ritual tracing, evil eye, dark whispers, dark shepherd, fearsome might, and nefarious rite class features (as well as any bonus feats which require non-good alignment) and cannot advance as a witchblood. If an ex-witchblood gains the ability to trace rituals from another class, she cannot trace rituals from the witchblood class list.
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Old 08-22-2012, 10:40 AM   Top  -  End  -  #10
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Join Date: Oct 2011
Default Re: Ritual Magic (a homebrew subsystem)

Witchblood Class Ritual List

Minor Rituals:
Spoiler


Least Rituals:
Spoiler


Lesser Rituals:
Spoiler


Greater Rituals:
Spoiler


Advanced Rituals:
Spoiler
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Old 08-22-2012, 10:43 AM   Top  -  End  -  #11
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Default Re: Ritual Magic (a homebrew subsystem)

Bloodfire Transcendant

Requirements
Base Attack Bonus: +5
Skills: Knowledge (arcana) 8 ranks
Special: Bloodfire class feature

HD: d8

Level BAB Fort Ref Will Special
1 +1 +2 +0 +0 Bloodfire, elemental companion (Medium)
2 +2 +3 +0 +0 Bloodfusion 2/day
3 +3 +3 +1 +1 Elemental companion (Large)
4 +4 +4 +1 +1 Elemental infusion
5 +5 +4 +1 +1 Elemental companion (Huge), improved bloodfire
6 +6 +5 +2 +2 Bloodfusion 4/day
7 +7 +5 +2 +2 Elemental companion (greater)
8 +8 +6 +2 +2 Dispel vulnerability, elemental infusion
9 +9 +6 +3 +3 Elemental companion (elder)
10 +10 +7 +3 +3 Bloodfusion 6/day, elemental transcendence
Class Skills (4+Int modifier per level): Balance, Climb, Craft, Hide, Jump, Knowledge (arcana), Listen, Move Silently, Profession, Spot, and Tumble.

Class Features

Weapon and Armor Proficiency: You gain no new proficiency with weapons or armor.

Bloodfire (Su): You add your Bloodfire Transcendant class levels to your levels in the class that grants you the Bloodfire ability for determining the die size, number of damage dice, and DC.

Elemental Companion: At 1st level, you call a Medium bloodfire elemental to become your companion. It gains abilities based on your class level, as described below. Your elemental companion also grows in size as you increase in level, becoming Large at 3rd level, and Huge at 5th. At 7th level, the companion becomes a greater elemental, and at 9th it becomes an elder elemental.

If the elemental companion dies, you take hit point damage equal to the elemental’s Hit Dice, as well as 1d4 points of damage to each ability score. You can summon a new bloodfire elemental 24 hours later; you can dismiss your elemental at any time without taking this damage, but you must still wait 24 hours before summoning another elemental.

Spoiler


Bloodfusion (Ex): Beginning at 2nd level, you learn to fuse your bloodfire elemental companion into your own body, becoming one creature. Your skin bursts into incandescent purple-white flames (which do not damage you or your equipment), and your arms form wings of the same substance. You gain bonuses based on the size and strength of your companion, as described below. The bloodfusion lasts for 1 minute per class level; you can use this ability twice per day at 2nd level, four times per day at 6th level, and 6 times per day at 10th level. Activating this ability is a standard action which does not provoke attacks of opportunity.

Spoiler


Elemental Infusion: At 4th level, you have fused with your companion often enough that your physical body has begun to change. You become immune to sleep effects, and you have a 25% chance of negating critical hits and sneak attacks. At 8th level, the changes to your body and mind increase. You become immune to poison and paralysis, and your chance to negate critical hits and sneak attacks increases to 75%.

Improved bloodfire: The DC of the Fortitude save for half damage increases to 10 + 3/4 your effective class level (rounded down) + your Constitution modifier.

Dispel vulnerability: As you become more and more like your bloodfire companion, the arcane energies in your veins take on a greater role in sustaining your life. At 8th level, you become partially vulnerable to dispel effects. Any spell, power, or supernatural ability that would attempt to dispel were you a magical effect does 1d4 damage per two caster levels, subject to the same limit as the source of the dispel (for example, a dispel magic spell deals a maximum of 5d4 damage with a caster level of 10). You may make a Fort save to halve the damage. Effects that do not require a dispel check to dispel a spell deal 1d4 damage per 2 caster levels (no maximum) and do not allow a saving throw for reduced damage.

Elemental transcendance: When you reach 10th level, the changes wrought on your body are complete. Your type changes to elemental (native), and you can no longer be flanked, are not subject to critical hits, and are immune to stunning.
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Old 08-22-2012, 10:44 AM   Top  -  End  -  #12
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Join Date: Oct 2011
Default Re: Ritual Magic (a homebrew subsystem)

Bloodscarred Berserker
(by Garryl)

Requirements
Base Attack Bonus: +5
Class Features: Bloodfire
Ritual Tracing: Ability to trace a minor ritual
Special: Ability to enter a rage, frenzy, or similar state

HD: d12

Level BAB Fort Ref Will Rit. Known Special
1 +1 +2 +0 +2 1 Bloodfire, Rage, Ritual Tracing, Ritual Frenzy (Least)
2 +2 +3 +0 +3 2 Bloodsense (Scent)
3 +3 +3 +1 +3 2 Bloodfrenzy Rituals
4 +4 +4 +1 +4 3 Bloodfire Weapon
5 +5 +4 +1 +4 3 Bloodbath Weapon (Con damage)
6 +6 +5 +2 +5 4 Ritual Frenzy (Lesser)
7 +7 +5 +2 +5 5 Bloodsense (Blindsense)
8 +8 +6 +2 +6 5 Bloodbath Weapon (Con drain)
9 +9 +6 +3 +6 6 Bloodsense (Blindsight)
10 +10 +7 +3 +7 7 Ritual Frenzy (Greater)


Class Skills (4+Int modifier per level, x4 at 1st level): Balance, Climb, Craft, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (religion), Listen, Move Silently, Spellcraft, Spot, Survival, Swim, Tumble, and Use Magic Device.

Class Features

Weapon and Armor Proficiency: You gain no new proficiencies.

Ritual Tracing: Your class levels stack with your levels in your other ritual tracing classes to determine your ritual tracer level for the purpose of the duration and effect of your rituals. This does not grant any other benefits of gaining levels in ritual tracing classes, such as additional rituals known and charged, or the ability to trace higher strength rituals.

Rituals Known: At each Bloodscarred Berserker level, with the exception of 3rd, 5th, and 8th level, you learn one ritual from any class's ritual list or from the general ritual list. You can learn a ritual of any strength you can discharge through your Ritual Frenzy ability.

Bloodfire (Su): Your Bloodscarred Berserker levels stack with your levels in the class that grants you the Bloodfire ability to determine the damage, save DC, and other effects of the ability, including gaining the Improved Bloodifre and Greater Bloodfire abilities. You do not gain any other improvements in your other Bloodfire-related abilities.

Rage (Ex): Your Bloodscarred Berserker levels stack with your levels in the class that granted you the ability to enter a rage, frenzy, or similar state for the purpose of that ability. If you have multiple abilities that allows you to enter such a state, choose one when you enter this class. Your class levels only stack for the purpose of that ability, not for gaining or improving other rage-related abilities (such as the Greater Rage, Mighty Rage, and Tireless Rage abilities).

Ritual Frenzy: Starting at 1st level, whenever you enter a rage, frenzy, or simialr state, choose a least or minor ritual you know. You can discharge that ritual as though you had traced it, although its duration is while you rage instead of its normal duration and you cannot apply metaritual feats to it. The tracer level of your ritual frenzy is equal to your class level (stacking with your class levels in other ritual tracing classes; see Ritual Tracing above), and the DC to resist the effect of any of your ritual frenzies is equal to your 10 + your Constitution modifier + a number depending on the strength of the ritual: 0 for minor, 2 for least, 4 for lesser, 6 for greater, and 8 for advanced. Starting at 6th level, you can discharge a second ritual this way while you rage. It must be of lesser or lower strength. At 10th, you can discharge a third such ritual of greater or lower strength.

Bloodsense (Su): Beginning at 2nd level, you gain the scent ability, except that it only allows you to detect recently-spilled blood. You can detect any creature that is at 0 or fewer hit points and not stable, any creature is suffering from Constitution damage or drain, any creature suffering from a bleeding wound, any fresh blood (less than 1 hour old), and anything damaged by your Bloodfire ability within the last 24 hours.

Starting at 7th level, your ability to smell blood improves. You gain blindsense out to the range of your Bloodsense scent, allowing you to pinpoint anything of which your Bloodsense scent would have made you aware, even if it is more than 5 feet away from you. At 9th level, this improves to blindsight, letting you detect spilled blood as well as if you could see it.

Bloodfrenzy Rituals (Su): Beginning at 3rd level, while raging, you can use the save DC of your Bloodfire ability in place of the save DCs of your rituals (whichever is better).

Bloodfire Weapon (Su): You gain the Bloodfire Weapon ability at 4th level, as per the Bloodfire Seeker ability of the same name. Your Bloodscarred Berserker levels stack with your Bloodfire Seeker levels to determine the effect of this ability.

Bloodbath Weapon (Su): Starting at 5th level, when you use your Bloodifre Weapon ability, you deal an additional 1 point of Cosntitution damage on each hit that deals Bloodfire Weapon damage. Starting at 8th level, you may have this instead become Constitution drain (chosen for each attack). For each point of Constitution drain you inflict this way, you heal 1 point of Constitution damage or drain.
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Last edited by sirpercival : 08-23-2012 at 04:22 PM.
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Old 08-22-2012, 10:46 AM   Top  -  End  -  #13
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Join Date: Oct 2011
Default Re: Ritual Magic (a homebrew subsystem)

Circle Master

Requirements
Skills: Knowledge (Arcana) 15 ranks or Knowledge (Religion) 15 ranks, Spellcraft 15 ranks
Feats: Ritual Shorthand
Special: Ability to trace a greater ritual; knowledge of 5 Circle or Zone rituals.

HD: d8

Level BAB Fort Ref Will Special Ritual Tracing
1 +0 +0 +0 +2 Circle focus +1 level of existing class
2 +1 +0 +0 +3 Area boost +1 level of existing class
3 +1 +1 +1 +3 Walk the edge +1 level of existing class
4 +2 +1 +1 +4 Ritual tracing (advanced) +1 level of existing class
5 +2 +1 +1 +4 Circle jump, perfect self +1 level of existing class


Skills: The Circle Walker's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int).
Skill points per level: 2 + Int

Class Features

Weapon and Armor Proficiency: You gain no new proficiency in weapons, armor, or shields.

Ritual tracing: At each level, you gain an increase in tracer level, number of simultaneous charged rituals, and rituals known as if you gained a level in a ritual tracing class you had levels in before entering this prestige class. You do not, however, gain any other benefit a character of that class would have gained, such as access to new ritual strengths or other class features. If you have levels in more than one ritual tracing class, you must choose which class to apply these levels to for the increases described above.
At 4th level, you learn to trace advanced rituals, and learn all the advanced rituals on your Circle Master list. You cannot trace an advanced ritual unless you have at least one more each least ritual, lesser ritual, and greater ritual than advanced rituals already charged. For example, a 4th-level circle master with one each least, lesser, greater, and advanced rituals charged could not trace another advanced ritual until she traced at least one more least, lesser, and greater ritual each.

Circle focus: Upon entering the Circle Master class, you give up your ability to trace rituals from other class lists, limiting yourself to general rituals and the rituals on the Circle Master class list. However, whenever you trace a ritual from your Circle Master class list, your tracer level for the ritual and the DC to resist the effects of the ritual (if any) each increase by 1 per class level.

Area boost: At 2nd level, the numeric measurements of all your circle and zone rituals' area increases by 100%.

Walk the edge: Beginning at 3rd level, you develop an uncanny knack for being outside areas of effect. This ability works like the improved evasion special ability, except that it functions no matter what type of armor you wear.

Circle jump: At 5th level, you learn to trace a special ritual that gives you incredible mobility. You can trace this advanced ritual any number of times per day, but you can only have one tracing of it charged at any given time. Unlike other rituals, this ritual remains charged until it is discharged, and does not dissipate after 24 hours. When you discharge the ritual, you and objects or willing creatures that you touch are instantly teleported to the exact location where you traced the ritual, as the greater teleport spell, except that you can use this ritual for interplanar travel. There is no limit on distance, but any effect that blocks teleportation or interplanar travel prevents you from discharging the ritual.

Perfect self: When you reach 5th level, your body changes to emulate the perfection of a circle. Your type changes to outsider, your Charisma increases by 2 points, and you gain damage reduction 5/--. Unlike other outsiders, you can still be brought back from the dead as if you were a member of your previous creature type.
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Old 08-22-2012, 10:48 AM   Top  -  End  -  #14
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Join Date: Oct 2011
Default Re: Ritual Magic (a homebrew subsystem)

Circle Master Class Ritual List

Minor Rituals:
Spoiler


Least Rituals:
Spoiler


Lesser Rituals:
Spoiler


Greater Rituals:
Spoiler


Advanced Rituals:
Spoiler
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Old 08-22-2012, 10:49 AM   Top  -  End  -  #15
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Default Re: Ritual Magic (a homebrew subsystem)

Reserved for Glyphchanter prc

(this doesn't exist yet, but is on my very long homebrew to-do list)
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Old 08-22-2012, 10:50 AM   Top  -  End  -  #16
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Default Re: Ritual Magic (a homebrew subsystem)

Redeemed

Requirements
Skills: Knowledge (Religion) 10 ranks, Knowledge (The Planes) 10 ranks
Feats: Blood Curse
Special: Dark Infusion class feature
Special: Must receive the benefit of an atonement spell cast by a good-aligned outsider, which changes your alignment to good. This alignment change may cause you to lose the benefit of class features (see, for example, the Ex-Witchblood entry in the Witchblood class description).

HD: d8

Level BAB Fort Ref Will Rituals Special
1 +0 +2 +2 +2 0* Ritual tracing (minor), conversion, bright menace
2 +1 +3 +3 +3 0* Bright attendant
3 +2 +3 +3 +3 3 Ritual tracing (least)
4 +3 +4 +4 +4 4 Bright renewal I
5 +3 +4 +4 +4 5 Ritual tracing (lesser)
6 +4 +5 +5 +5 6 Radiance
7 +5 +5 +5 +5 7 Ritual tracing (greater)
8 +6 +6 +6 +6 8 Bright renewal II
9 +6 +6 +6 +6 9 Ritual tracing (advanced)
10 +7 +7 +7 +7 10 Bright metamorphosis

Skills: The Redeemed's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Int), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skill points per level: 4 + Int

Class Features

Weapon and Armor Proficiency: You gain proficiency in martial weapons, medium armor, and shields (but not tower shields).

Ritual casting: You gain the ability to trace rituals, which are magical effects similar to a spells. See post #2 for details and rules for ritual tracing. You can trace a ritual at any time, any number of times per day. The duration of your ritual effects is equal to 2 rounds per Redeemed level, and the tracer level of your rituals is equal to your Redeemed level. The DC to resist the effect of any of your rituals is equal to your 10 + your Charisma modifier + a number depending on the strength of the ritual: 0 for minor, 2 for least, 4 for lesser, 6 for greater, and 8 for advanced.

You begin by knowing every general minor ritual, as well as the minor rituals on your class list, below. You can have a number of minor rituals equal to your Charisma modifier charged at any one time. At 3rd level, you learn how to trace least rituals, and you know every general least ritual, as well as the least rituals on your class list, below. Similarly, at 5th level you learn to trace lesser rituals, at 7th level you learn to trace greater rituals, and at 9th level you learn to trace advanced rituals. Unlike rituals of lower strength, there are no general advanced rituals; the only advanced rituals you know are the ones on your class list, below.

For rituals stronger than minor, you can have a number of them charged at any time as shown on the table above, and you gain bonus charges equal to half your Charisma modifier, rounded down. When you reach 5th level and gain access to lesser rituals, you cannot trace a lesser ritual unless you have at least one more least ritual than lesser rituals already charged. For example, a 5th-level Redeemed with one least ritual and one lesser ritual charged must trace a second least ritual before tracing a second lesser ritual.

At 7th level, when you learn how to trace greater rituals, you cannot trace a greater ritual unless you have at least one more least ritual and one more lesser ritual than greater rituals already charged. For example, a 7th-level Redeemed with one each least, lesser, and greater rituals charged could not trace another greater ritual until she had at least one more least and one more lesser ritual charged.

When you reach 9th level and are able to trace advanced rituals, you cannot trace an advanced ritual unless you have at least one more each least ritual, lesser ritual, and greater ritual than advanced rituals already charged. For example, a 9th-level Redeemed with one each least, lesser, greater, and advanced rituals charged could not trace another advanced ritual until she traced at least one more least, lesser, and greater ritual each.

Conversion: When you enter this class, if you have any of the following feats, replace them as shown in the table below. If you already have the replacement feat, you instead gain a bonus exalted feat for which you meet the prerequisites. However, if you ever willingly perform an evil act, you lose all benefits of this prestige class until you receive the benefit of an atonement spell from the same good-aligned outsider that cast it originally.
Original Feat Replacement
Blood Curse Blood Bond
Sacrificial Ritual Blood Ceremony
Sacrificial Animation Any exalted feat for which you meet the prerequisites

Bright menace (Su): You gain the ability to emit an aura of menace whenever you are angry. You may begin or end this effect as a swift action. While this ability is active, any opponent within 30 feet must make a Will save (DC 10 + your class level + your Charisma modifier) or take a penalty on attacks, AC, and saves equal to half your class level (minimum -1) for 24 hours or until they successfully hit you in combat. An opponent who resists or breaks the effect cannot be affected again for 24 hours.

Bright attendant: At 2nd level, you gain a companion to attend you, sent by your guardian patron. The companion you gain depends on your alignment: if you are lawful good, you gain a lantern archon; if you are neutral good, you gain a musteval guardinal; and if you are chaotic good, you gain a coure eladrin. Your bright attendant gains in power as you increase in level, as described below. If your attendant dies, you must make a DC 15 Fortitude saving throw or lose 200xp per redeemed level; success reduces the loss to one-half that amount. However, your experience point total can never go below 0 as the result of the bright attendant's demise. A slain bright attendant is replaced after one month.

Spoiler


Bright renewal I: When you reach 4th level, the touch of your patron's beneficence infuses you with new resolve. Your Strength increases by 2 points, and you become immune to disease. In addition, you gain resistance to acid, cold, and electricity equal to the number of rituals you have charged at any given time.

Radiance: Beginning at 6th level, you may discharge one of your charged rituals as a standard action to activate this ability. You release radiant positive energy in a burst emanating from your square, which heals living creatures and damages undead and evil outsiders (Reflex save for half damage, with a DC equal to the original DC of the ritual). You heal or deal dice of damage equal to your class level; the size of the damage dice and the radius of the burst depend on the strength of the discharged ritual, as shown in the following table; the "damage die" column shows first the size of the healing die, and second the size of the damage die for undead and evil outsiders.
Ritual Strength Damage die Radius
Minor 1d2/1d4 10 feet
Least 1d4/1d6 20 feet
Lesser 1d6/1d8 30 feet
Greater 1d8/1d10 50 feet
Advanced 1d10/2d6 75 feet

Bright renewal II: At 8th level, your body displays more signs of perfection. Your Charisma increases by 2 points, and you gain damage reduction /evil equal to the number of rituals you have charged at any given time.

Bright metamorphosis: When you reach 10th level, your metamorphosis is complete. Your Charisma and Intelligence each increase by 2 points, your type changes to outsider with the good subtype, and you grow a pair of feathered wings that allow you to fly with good maneuverability, at a speed equal to 5 feet per ritual you have charged at any given time.
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Last edited by sirpercival : 08-22-2012 at 08:09 PM.
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Old 08-22-2012, 10:51 AM   Top  -  End  -  #17
sirpercival
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Join Date: Oct 2011
Default Re: Ritual Magic (a homebrew subsystem)

Redeemed Class Ritual List

Minor Rituals:
Spoiler


Least Rituals:
Spoiler


Lesser Rituals:
Spoiler


Greater Rituals:
Spoiler


Advanced Rituals:
Spoiler
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Old 08-22-2012, 10:52 AM   Top  -  End  -  #18
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Default Re: Ritual Magic (a homebrew subsystem)

Ritual Binder

Requirements
Alignment: Any nongood
Skills: Knowledge (The Planes) 6 ranks, Intimidate 4 ranks
Feats: Any metaritual feat
Ritual Tracing: Ability to trace a least ritual from a class list
Special: Ability to bind a 2nd-level vestige

HD: d4

Level BAB Fort Ref Will Special Ritual tracing
1 +0 +0 +0 +2 Soul binding +1 +1 level of existing class
2 +1 +0 +0 +3 Exploit vestige, soul binding +2 +1 level of existing class
3 +1 +1 +1 +3 Soul binding +3, vestigial awareness +1 level of existing class
4 +2 +1 +1 +4 Ritual tracing (lesser), soul binding +4 +1 level of existing class
5 +2 +1 +1 +4 Soul binding +5, vestige metaritual 1/day +1 level of existing class
6 +3 +2 +2 +5 Soul binding +6 +1 level of existing class
7 +3 +2 +2 +5 Soul binding +7, vestige metaritual 2/day +1 level of existing class
8 +4 +2 +2 +6 Ritual tracing (greater), soul binding +8 +1 level of existing class
9 +4 +3 +3 +6 Soul binding +9, vestige metaritual 3/day +1 level of existing class
10 +5 +3 +3 +7 Soul binding +10, vestige tracing +1 level of existing class

Skills: The Ritual Binder's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Intimidate (Int) Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill points per level: 4 + Int

Class Features

Weapon and Armor Proficiency: You gain no new proficiency in weapons, armor, or shields.

Ritual tracing: At each level, you gain an increase in tracer level, number of simultaneous charged rituals, and rituals known as if you gained a level in a ritual tracing class you had levels in before entering this prestige class. You do not, however, gain any other benefit a character of that class would have gained, such as access to new ritual strengths or other class features. If you have levels in more than one ritual-tracing class, you must choose which class to apply these levels to for the increases described above. At 4th level, you gain access to lesser rituals, and at 8th level you gain access to greater rituals, if you did not have such access already; this access functions exactly as if you had gained the ability from your original ritual tracing class, including which class rituals you learn.

Soul Binding Bonus: At each ritual binder level, your soul binding ability improves as if you had also gained a level in whatever class you gained the soul binding ability from. Your ritual binder levels and your levels in that class stack for the purpose of determining your bonus on binding checks, the effectiveness of your vestige-granted abilities, your ability to bind higher-level vestiges, and the number of vestiges you can bind. You do not, however, gain any other benefit a member of that class would have gained.

Exploit vestige (Su): At 2nd level, you learn how to use a bound vestige to boost your ritual tracing. With this ability, you can choose to forego gaining one of the vestige’s granted abilities in order to gain one additional simultaneous charge slot. You decide which ability to give up before you make the binding check, and you can forego only one ability per day in this manner, even if you can bind multiple vestiges. Vestiges react poorly to your use of this ability, so you take a –5 penalty on your binding check. If you make a good pact despite this penalty, you gain a charge slot in exchange for the ability you gave up. If you make a poor pact (that is, you fail your binding check), you do not gain the extra charge slot, and you still give up the designated ability for the day. When you use this ability and make a good pact, you sever a portion of the bound vestige’s awareness of the world that it would normally receive through you. Essentially, your binding amounts to a certain amount of trickery. The vestige being bound expects to be able to experience life through its binder, but when you make a good pact, you partially suppresses the benefit the vestige receives, making it uncomfortable and angry.

Vestigial awareness (Su): Beginning at 3rd level, you can force your bound vestige to focus on alerting you to danger rather than letting it revel in the sensations that it perceives through your pact. Whenever you make a good pact with a vestige, you gain a +2 bonus on initiative checks for the duration of the pact.

Vestige metaritual (Su): At 5th level, you can use a bound vestige to augment your rituals by temporarily giving up access to its powers. Using vestige metaritual is a swift action that does not provoke attacks of opportunity. Choose one of the vestiges to which you are bound whenever you activate this ability. You can then apply the effects of any metaritual feat that you possess to a ritual you trace that round, without increasing the tracing time or the number of charge slots it takes up. However, when you discharge the augmented ritual, you lose access to all the abilities and powers granted by the chosen vestige upon activation and do not regain them for 5 rounds. You cannot use this ability if you do not have a vestige bound, or if you do not currently have access to its abilities (through the use of this ability, an antimagic field, or some other effect). Vestige metaritual is usable once per day at 5th level, two times per day at 7th level, and three times per day at 9th level.

Vestige tracing (Su): At 10th level, you can use a bound vestige’s power to trace a ritual outside the normal limits of time and magic. Once per day, you can trace any ritual that you know as a standard action. You need not meet any of the normal conditions for tracing the ritual (solid surface, free movement, vocalizing, or 1 damage) as the vestige supplies the requirements for you; however, you may not augment the ritual using items, feats, or other class features in any way.
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Last edited by sirpercival : 08-23-2012 at 10:32 AM.
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Old 08-22-2012, 10:54 AM   Top  -  End  -  #19
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Default Re: Ritual Magic (a homebrew subsystem)

Ritual Chandler

A ritual chandler is a student of the art of crafting and using Ritual Incense, and learns how to make Ritual Candles, special incenses with greatly-enhanced properties and uses.

BECOMING A RITUAL CHANDLER
Any character who can craft ritual incenses can become a ritual chandler.

ENTRY REQUIREMENTS
Skills: Knowledge (Arcana) 8 ranks, Spellcraft 8 ranks
Feats: Craft Ritual Incense.
Rituals: Able to trace Least rituals, knowledge of at least one Circle or Zone ritual.

Class Skills
The Ritual Chandler's class skills are Concentration, Decipher Script, Craft, Knowledge (all skills, taken individually), Profession, Spellcraft, and Use Magic Device.
Skills Points at Each Level : 2 + Int

Hit die: d6


Level BAB Fort Ref Will Special Craft Res. Ritual tracing
1 +0 +0 +0 +2 Bonus metaritual feat, ritual candle (source) 500 +1 level of existing class
2 +1 +0 +0 +3 Charge incense 700 +1 level of existing class
3 +1 +1 +1 +3 Power incense 900 +1 level of existing class
4 +2 +1 +1 +4 Ritual candle (reuse) 1,200 +1 level of existing class
5 +2 +1 +1 +4 Ritual tracing (lesser), harvest candle 1,500 +1 level of existing class
6 +3 +2 +2 +5 Split candle 2,000 +1 level of existing class
7 +3 +2 +2 +5 Ritual candle (delay) 2,500 +1 level of existing class
8 +4 +2 +2 +6 Metaritual incense 3,000 +1 level of existing class
9 +4 +3 +3 +6 Ritual tracing (greater) 4,000 +1 level of existing class
10 +5 +3 +3 +7 Ritual candle (permanent) 5,000 +1 level of existing class

Weapon and Armor Proficiencies: A ritual chandler gains no new weapon or armor proficiencies.

Ritual tracing: At each level, you gain an increase in tracer level, number of simultaneous charged rituals, and rituals known as if you gained a level in a ritual tracing class you had levels in before entering this prestige class. You do not, however, gain any other benefit a character of that class would have gained, such as access to new ritual strengths or other class features. If you have levels in more than one ritual-tracing class, you must choose which class to apply these levels to for the increases described above. At 5th level, you gain access to lesser rituals, and at 9th level you gain access to greater rituals, if you did not have such access already; this access functions exactly as if you had gained the ability from your original ritual tracing class, including which class rituals you learn.

Craft reserve: Crafting a ritual incense requires expenditure of time, wealth, and XP just like crafting any other magic item. However, you gain a craft reserve (as shown on the table above) which can be used to cover the XP cost of crafting ritual incenses and candles (see below). Each time you gain a new level, you receive a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. You can also use your craft reserve to supplement the XP cost of a ritual incense or candle you are crafting, taking a portion of the cost from your craft reserve and a portion from your own XP.

Bonus metaritual feat: At 1st level, you gain a bonus metaritual feat for which you meet the prerequisites.

Ritual candle: Upon entering this class, you learn to make Ritual Candles, a special variation on ritual incense with enhanced properties. A ritual candle is essentially a ritual incense which is already partially traced, giving the user more versatility in how it is used. Only those rituals which affect an area can be made into ritual candles. Crafting a ritual candle is just like crafting any other magical item, but they can only be crafted by ritual chandlers. The market price for a ritual candle is 75gp per tracer level, multiplied by an amount based on the strength of the ritual as shown in the table for Ritual Incense; it is three times the cost of a stick of Ritual Incense crafted with the same ritual.

However, unlike a ritual incense, a ritual candle requires the crafter to partially trace the ritual contained within. The crafting process has the same requirements as tracing the given ritual in addition to the normal requirements for crafting an item, and enough of the crafter's blood to deal damage equal to the ritual's save DC. The resulting ritual also depends on the abilities of the crafter (in terms of duration, save DC, etc.), and not the creature that uses the candle. The duration of the ritual stored in a ritual candle is one round per tracer level.

While using a ritual incense charges the ritual for the user (to be discharged as normal at a later point), a ritual candle immediately generates the effect of the enclosed ritual when it is used. The creature that uses the candle gains any special benefits of the ritual as normal, but the effect of the ritual is always centered on the candle's square and not the creature that used it. This allows the user to light the candle and then depart, leaving the effect of the ritual intact. Using a ritual candle is a standard action that does not provoke attacks of opportunity.

Beginning at 4th level, you can create ritual candles which are reusable. You can activate such a candle by spending a standard action as normal, and then deactivate it with another standard action. You may do this as many times as you like until the total amount of time that the candle has been active is equal to the duration of the stored ritual. For example, a ritual candle with a tracer level of 20 could be used 20 times in one-round increments before the candle was used up.

At 7th level, you learn how to build a delay into the activation of a ritual candle. Such a candle, when activated, takes effect a number of rounds later of your choice, up to twice your Ritual Chandler level. For example, a 7th-level Ritual Chandler could create a delay of anywhere from 0 to 14 rounds (a candle with a 0-round delay takes effect immediately).

Once you reach 10th level, you can create a permanent candle. Such a candle costs four times as much as a normal ritual candle, and you may only have one such candle at a time (you can destroy a permanent candle using the Harvest Candle ability, described below). A permanent candle can be reused (as the 4th-level ability) any number of times, for any number of rounds. Only you may activate or deactivate a permanent candle.

Charge incense (Su): Beginning at 2nd level, whenever you use a ritual incense, you may choose to use your tracer level for rituals instead of the tracer level of the incense. You may use this ability once per day per class level.

Power incense (Su): Once you reach 3rd level, whenever you use a ritual incense, you may choose to use your save DC for the given ritual instead of the normal save DC of the incense. You may use this ability once per day per class level.

Harvest candle (Su): At 5th level, you gain the ability to recover the ritual magic which remains in reusable ritual candles. This ability works as an artificer's Retain Essence class feature, except that you recover an amount of the total xp equal to the fraction of duration remaining in the candle. A permanent candle counts as having all of its duration remaining at all times.

Split candle: Beginning at 6th level, while crafting a reusable candle, you can divide it up into two or more segments, each with a portion of the full duration of the candle. Each segment acts as a normal reusable candle with the given duration (of minimum 1 round), chosen at crafting time. For example, a ritual chandler crafting a reusable candle with a tracer level of 10 could divide those 10 rounds up however he chose among the segments. Each segment can be activated individually at any time as normal, and the segments need not be connected to each other. Any delay built into the activation applies to each segments.

Metaritual incense At 8th level, you gain the ability to apply metaritual feats you know to ritual incenses. Whenever you activate a ritual incense, you may pay 5xp times the number of extra charges a metaritual feat would require to apply that metaritual feat to the ritual contained in the incense. The xp may be paid from your Craft Reserve or your character XP pool as normal.
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Last edited by sirpercival : 08-23-2012 at 10:33 AM.
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Old 08-22-2012, 10:55 AM   Top  -  End  -  #20
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Default Re: Ritual Magic (a homebrew subsystem)

Ritual Expert

Requirements
Base Attack Bonus: +3
Skills: Knowledge (Arcana) 4 ranks or Knowledge (Religion) 4 ranks, Spellcraft 4 ranks, any 3 other skills 8 ranks each
Special: Ability to trace a minor ritual

HD: d6

Level BAB Fort Ref Will Rituals Special
1 +0 +0 +2 +2 3 Ritual tracing (minor, least)
2 +1 +0 +3 +3 3 Ritual awareness +1
3 +2 +1 +3 +3 4 Bonus skill trick
4 +3 +1 +4 +4 5 Ritual tracing (lesser)
5 +3 +1 +4 +4 5 Enduring ritual, ritual awareness +2
6 +4 +2 +5 +5 6 Bonus skill trick, evasion
7 +5 +2 +5 +5 7 Ritual tracing (greater)
8 +6 +2 +6 +6 7 Ritual awareness +3
9 +6 +3 +6 +6 8 Bonus skill trick
10 +7 +3 +7 +7 9 Ritual bond


Skills: The Ritual Expert's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Spellcraft (Int), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill points per level: 6 + Int

Class Features

Weapon and Armor Proficiency: You are proficient with simple weapons and one martial weapon of your choice, as well as light armor and light shields.

Ritual tracing: You gain the ability to trace rituals, which are magical effects similar to a spells. See post #2 for details and rules for ritual tracing. You can trace a ritual at any time, any number of times per day. The duration of your ritual effects is equal to 1 round per class level, and the tracer level of your rituals is equal to your class level. The DC to resist the effect of any of your rituals is equal to your 10 + your Intelligence modifier + a number depending on the strength of the ritual: 0 for minor, 2 for least, 4 for lesser, 6 for greater, and 8 for advanced.

You begin by knowing every general minor ritual, as well as the minor rituals on your class list, below. You can have a number of minor rituals equal to your Intelligence modifier charged at any one time. You also learn how to trace least rituals, and you know every general least ritual, as well as the least rituals on your class list, below. At 4th level, you learn to trace lesser rituals, at 7th level you learn to trace greater rituals, learning all general and class rituals of the appropriate grade when you gain access to them.

For rituals stronger than minor, you can have a number of them charged at any time as shown on the table above, and you gain bonus charges equal to half your Intelligence modifier, rounded down. When you reach 4th level and gain access to lesser rituals, you cannot trace a lesser ritual unless you have at least one more least ritual than lesser rituals already charged. For example, a 4th-level ritual expert with one least ritual and one lesser ritual charged must trace a second least ritual before tracing a second lesser ritual.

At 7th level, when you learn how to trace greater rituals, you cannot trace a greater ritual unless you have at least one more least ritual and one more lesser ritual than greater rituals already charged. For example, a 7th-level ritual expert with one each least, lesser, and greater rituals charged could not trace another greater ritual until she had at least one more least and one more lesser ritual charged.

Ritual awareness: Starting at 2nd level, your senses are heightened by the charged magic of your rituals. You gain a +1 bonus to initiative checks and Reflex saves for each ritual you have charged at any time. The bonus increases by +1 at 5th level, and again at 8th level.

Bonus skill trick: At 3rd, 6th, and 9th level, you learn a bonus skill trick of your choice for which you meet the prerequisites. These do not count against the normal limit of skill tricks you can learn.

Enduring ritual: At 5th level, whenever you discharge a ritual the effects last for 2 rounds per class level.

Evasion: Beginning at 6th level, you gain evasion as the rogue class feature. If you already have evasion from another source, you instead gain improved evasion.

Ritual bond: When you reach 10th level, your mastery of ritual tracing is complete. Choose one least ritual that you know, which is not a Spell Ritual; you are constantly under the effect of that ritual. If your bonded ritual ends for any reason (such as being dispelled, or ending due to the wording of the ritual), it resumes its normal effect after 1d4 minutes.
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Last edited by sirpercival : 08-23-2012 at 10:33 AM.
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Old 08-22-2012, 10:56 AM   Top  -  End  -  #21
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Join Date: Oct 2011
Default Re: Ritual Magic (a homebrew subsystem)

Ritual Expert Class Ritual List

Least Rituals:
Spoiler


Lesser Rituals:
Spoiler


Greater Rituals:
Spoiler
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Last edited by sirpercival : 08-23-2012 at 07:34 AM.
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Old 08-22-2012, 10:57 AM   Top  -  End  -  #22
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Default Re: Ritual Magic (a homebrew subsystem)

Ritual Mage

Requirements
Skills: Knowledge (Arcana) 8 ranks or Knowledge (Religion) 8 ranks, Spellcraft 8 ranks
Spellcasting: Ability to cast 3rd level arcane or divine spells
Special: Ability to trace a minor ritual

HD: d6

Level BAB Fort Ref Will Rituals Special Spellcasting
1 +0 +0 +0 +2 1 Ritual tracing (minor, least), share ritual --
2 +1 +0 +0 +3 2 Spelltouched ritual +1 level of existing class
3 +1 +1 +1 +3 3 -- +1 level of existing class
4 +2 +1 +1 +4 3 Ritual tracing (lesser) --
5 +2 +1 +1 +4 4 Spellfused ritual +1 level of existing class
6 +3 +2 +2 +5 5 -- +1 level of existing class
7 +3 +2 +2 +5 6 Ritual tracing (greater) --
8 +4 +2 +2 +6 6 -- +1 level of existing class
9 +4 +3 +3 +6 7 -- +1 level of existing class
10 +5 +3 +3 +7 8 Spellbound ritual +1 level of existing class


Skills: The Ritual Mage's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill points per level: 2 + Int

Class Features

Weapon and Armor Proficiency: You gain no new proficiency in weapons, armor, or shields.

Ritual tracing: You gain the ability to trace rituals, which are magical effects similar to a spells. See post #2 for details and rules for ritual tracing. You can trace a ritual at any time, any number of times per day. The duration of your ritual effects is equal to 1 round per class level, and the tracer level of your rituals is equal to your class level. The DC to resist the effect of any of your rituals is equal to your 10 + your primary casting ability modifier + a number depending on the strength of the ritual: 0 for minor, 2 for least, 4 for lesser, 6 for greater, and 8 for advanced.

You begin by knowing every general minor ritual, as well as the minor rituals on your class list, below. You can have a number of minor rituals equal to your primary casting ability modifier charged at any one time. You also learn how to trace least rituals, and you know every general least ritual, as well as the least rituals on your class list, below. At 4th level, you learn to trace lesser rituals, at 7th level you learn to trace greater rituals, learning all general and class rituals of the appropriate grade when you gain access to them.

For rituals stronger than minor, you can have a number of them charged at any time as shown on the table above, and you gain bonus charges equal to half your primary casting ability modifier, rounded down. When you reach 4th level and gain access to lesser rituals, you cannot trace a lesser ritual unless you have at least one more least ritual than lesser rituals already charged. For example, a 4th-level ritual mage with one least ritual and one lesser ritual charged must trace a second least ritual before tracing a second lesser ritual.

At 7th level, when you learn how to trace greater rituals, you cannot trace a greater ritual unless you have at least one more least ritual and one more lesser ritual than greater rituals already charged. For example, a 7th-level ritual mage with one each least, lesser, and greater rituals charged could not trace another greater ritual until she had at least one more least and one more lesser ritual charged.

Spellcasting: At each level except 1st, 4th, and 7th, you gain new spells per day and spells known as if you had also gained a level in a spellcasting class you belonged to before adding this prestige class. You do not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If you had more than one spellcasting class before becoming a ritual mage, you must decide to which class you add the new level for purposes of determining spells per day and spells known.

Share ritual: Your animal companion, familiar, or special mount (if applicable) gains the benefit of any ritual you discharge, as long as it is within 5 feet of you when you discharge it. The ritual's effect ends when the duration (determined by your class level) expires, as normal.

Spelltouched ritual: At 2nd level, whenever you discharge a ritual, you may sacrifice a spell slot or prepared spell. If you do so, the duration of the ritual's effect increases by a number of rounds equal to twice the spell's level (0th-level spells grant 1 additional round).

Spellfused ritual: Beginning at 5th level, your blending of rituals and spells has become more pronounced. At any time, you may sacrifice spell slots or prepared spells as a free action to automatically benefit from a ritual effect that you know, but do not have charged, as if you discharged it. You must sacrifice 2 total spell levels to benefit from a least ritual, 5 total spell levels for a lesser ritual, and 8 total spell levels for a greater ritual; these levels may be sacrificed in any combination (but you may not sacrifice 0th-level spells or spell slots for this purpose). For example, a 5th-level wizard/5th-level ritual mage could sacrifice two 1st-level prepared spells or one 2nd-level prepared spell to benefit from a least ritual he knows.

Spellbound ritual: At 10th level, you have blended your knowledge of rituals and spellcasting completely. As a free action you can discharge a number of charged rituals to regain a prepared spell or spell slot that you just cast. You must discharge a number of rituals equal to 1 + the level of the spell to be regained; the discharged rituals have no effect, and are simply lost. You must discharge at least one least ritual to regain a spell slot of 2nd level or higher, at least one lesser ritual to regain a spell slot of 4th level or higher, at least one greater ritual to regain a spell slot of 6th level or higher, and at least one advanced ritual to regain a spell slot of 8th level or higher.
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Last edited by sirpercival : 08-23-2012 at 11:24 AM.
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Old 08-22-2012, 11:03 AM   Top  -  End  -  #23
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Join Date: Oct 2011
Default Re: Ritual Magic (a homebrew subsystem)

Ritual Mage Class Ritual List

Least Rituals:
Spoiler


Lesser Rituals:
Spoiler


Greater Rituals:
Spoiler
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Last edited by sirpercival : 08-23-2012 at 09:12 AM.
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Old 08-22-2012, 11:10 AM   Top  -  End  -  #24
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Default Re: Ritual Magic (a homebrew subsystem)

Ritual Prophet

Requirements
Skills: Knowledge (Arcana) 12 ranks or Knowledge (Religion) 12 ranks, Knowledge (The Planes) 6 ranks, Spellcraft 12 ranks
Feats: Ritual Infusion
Special: Ability to trace a lesser ritual.

HD: d6

Level BAB Fort Ref Will Special Ritual tracing
1 +0 +0 +0 +2 Ritual of prophecy (greater) --
2 +1 +0 +0 +3 Blood speaks +1 level of existing class
3 +1 +1 +1 +3 Ritual of visions --
4 +2 +1 +1 +4 Blood knows +1 level of existing class
5 +2 +1 +1 +4 Ritual of prophecy (advanced), ritual of sight --


Skills: The Ritual Prophet's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Spot (Wis).
Skill points per level: 2 + Int

Class Features

Weapon and Armor Proficiency: You gain no new proficiency in weapons, armor, or shields.

Ritual tracing: At 2nd and 4th level, you gain an increase in tracer level, number of simultaneous charged rituals, and rituals known as if you gained a level in a ritual tracing class you had levels in before entering this prestige class. You do not, however, gain any other benefit a character of that class would have gained, such as access to new ritual strengths or other class features. If you have levels in more than one ritual-tracing class, you must choose which class to apply these levels to for the increases described above. You also add the rituals on the Ritual Prophet class list below to your class list; you learn these rituals as you normally do. If you gained the ability to trace a lesser ritual from a feat instead of a ritual tracing class, you gain no benefit from this class feature except for the ability to learn Ritual Prophet class rituals from feats.

Ritual of prophecy: You gain the ability to trace a special ritual, which grants you insight into your own near future. Once per day, you can trace the ritual of prophecy to gain an insight bonus equal to twice your class level, which you can divide up however you like between saves, skill checks, ability checks, armor class, initiative checks, attack rolls, or damage rolls; the effect lasts for 24 hours. You choose how to divide the bonus when you trace the ritual. The ritual of prophecy counts as a greater ritual in terms of tracing time and ritual strength.

At 5th level, the bonus from the ritual of prophecy increases to four times your class level; however, you cannot assign a bonus greater than twice your class level to any single feature. The advanced ritual of prophecy counts as an advanced ritual in terms of tracing time and ritual strength.

Blood speaks: Beginning at 2nd level, once per day you can trace a special ritual to gain knowledge of the unknown. This greater ritual requires enough blood to deal 3d8 points of damage to you; however, you gain the benefit of a commune spell without paying the XP cost. Your caster level for the spell is equal to your tracer level for the ritual. As normal, the damage caused by this ritual is voluntary and cannot be reduced or prevented in any way or the ritual fails and the daily use is wasted.

Ritual of visions: At 3rd level, you gain the ability to trace a special ritual once per day that increases your awareness of the universe at the expense of your awareness of your immediate surroundings. When you trace the ritual of visions, you can use greater scrying as a spell-like ability at will; in addition, when scrying you are gain the benefit of the detect chaos, detect evil, detect good, detect law, detect magic, message, read magic, and tongues spells. However, fleeting images and phantom sounds of faraway people and places dance at the edge of your senses, applying a -6 penalty to Spot and Listen checks and a -4 penalty to initiative checks. The effect of this ritual lasts for 24 hours; it counts as an advanced ritual for tracing time and strength purposes.

Blood knows: When you reach 4th level, once per day you can trace a special ritual to gain even greater knowledge of the unknown. This advanced ritual requires enough blood to deal 5d8 points of damage to you; however, you gain the benefit of the vision spell without paying the XP cost or requiring material components, and instead of making a caster level check, you make a Knowledge (arcana) check against the same DC. Your caster level for the spell is equal to your tracer level for the ritual. As normal, the damage caused by this ritual is voluntary and cannot be reduced or prevented in any way or the ritual fails and the daily use is wasted.

Ritual of sight: At 5th level, you gain the ability to trace a special ritual once per day that reveals to you the true nature of your environment. When you trace the ritual of sight, you continually benefit from the effects of both true seeing and greater arcane sight. The effect of this ritual lasts for 24 hours; it counts as an advanced ritual for tracing time and strength purposes. You cannot have both the ritual of sight and the ritual of visions active at the same time -- tracing one ends the effect of the other.
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Last edited by sirpercival : 08-23-2012 at 10:34 AM.
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Old 08-22-2012, 11:12 AM   Top  -  End  -  #25
sirpercival
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Join Date: Oct 2011
Default Re: Ritual Magic (a homebrew subsystem)

Ritual Prophet Class Ritual List

Minor Rituals:
Spoiler


Least Rituals:
Spoiler


Lesser Rituals:
Spoiler


Greater Rituals:
Spoiler


Advanced Rituals:
Spoiler
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Last edited by sirpercival : 08-23-2012 at 11:05 AM.
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Old 08-22-2012, 11:14 AM   Top  -  End  -  #26
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Default Re: Ritual Magic (a homebrew subsystem)

Ritual Warrior

Requirements
Base Attack Bonus: +5
Skills: Knowledge (Arcana) 4 ranks or Knowledge (Religion) 4 ranks, Spellcraft 4 ranks
Special: Proficiency with all martial weapons, ability to trace a minor ritual.

HD: d8

Level BAB Fort Ref Will Rituals Special
1 +1 +2 +0 +2 2 Ritual tracing (minor, least)
2 +2 +3 +0 +3 3 Ritual vitality 5
3 +3 +3 +1 +3 4 Bonus feat
4 +4 +4 +1 +4 5 Ritual tracing (lesser)
5 +5 +4 +1 +4 6 Enduring ritual
6 +6 +5 +2 +5 7 Bonus feat
7 +7 +5 +2 +5 7 Ritual tracing (greater)
8 +8 +6 +2 +6 8 Ritual vitality 10
9 +9 +6 +3 +6 8 Bonus feat
10 +10 +7 +3 +7 9 Ritual bond


Skills: The Ritual Warrior's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion), Profession (Wis), Spellcraft (Int), and Swim (Str).
Skill points per level: 2 + Int

Class Features

Weapon and Armor Proficiency: You gain proficiency in a single exotic weapon of your choice, as well as light and medium armor and shields (including tower shields).

Ritual casting: You gain the ability to trace rituals, which are magical effects similar to a spells. See post #2 for details and rules for ritual tracing. You can trace a ritual at any time, any number of times per day. The duration of your ritual effects is equal to 1 round per class level, and the tracer level of your rituals is equal to your class level. The DC to resist the effect of any of your rituals is equal to your 10 + your Wisdom modifier + a number depending on the strength of the ritual: 0 for minor, 2 for least, 4 for lesser, 6 for greater, and 8 for advanced.

You begin by knowing every general minor ritual, as well as the minor rituals on your class list, below. You can have a number of minor rituals equal to your Wisdom modifier charged at any one time. You also learn how to trace least rituals, and you know every general least ritual, as well as the least rituals on your class list, below. At 4th level, you learn to trace lesser rituals, at 7th level you learn to trace greater rituals, learning all general and class rituals of the appropriate grade when you gain access to them.

For rituals stronger than minor, you can have a number of them charged at any time as shown on the table above, and you gain bonus charges equal to half your Intelligence modifier, rounded down. When you reach 4th level and gain access to lesser rituals, you cannot trace a lesser ritual unless you have at least one more least ritual than lesser rituals already charged. For example, a 4th-level ritual warrior with one least ritual and one lesser ritual charged must trace a second least ritual before tracing a second lesser ritual.

At 7th level, when you learn how to trace greater rituals, you cannot trace a greater ritual unless you have at least one more least ritual and one more lesser ritual than greater rituals already charged. For example, a 7th-level ritual warrior with one each least, lesser, and greater rituals charged could not trace another greater ritual until she had at least one more least and one more lesser ritual charged.

Ritual vitality: Starting at 2nd level, you gain 5 bonus hit points for each ritual you have charged at any time. These are not temporary hit points and are not lost first; whenever you discharge a ritual, your maximum and current hit point total decreases. At 8th level, you instead gain 10 bonus hit points for each ritual you have charged at any time.

Bonus feat: At 3rd, 6th, and 9th level, you gain a bonus feat for which you meet the prerequisites. You can choose any ritual feat or fighter bonus feat. In addition, you count as a fighter of your class level (plus any fighter levels you have) for the purposes of qualifying for feats.

Enduring ritual: At 5th level, whenever you discharge a ritual, the effects last for 2 rounds per class level.

Ritual bond: When you reach 10th level, your mastery of ritual tracing is complete. Choose one least ritual which is not a spell ritual; you are constantly under the effect of that ritual. If your bonded ritual ends for any reason (such as being dispelled, or ending due to the wording of the ritual), it resumes its normal effect after 1d4 minutes.
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Last edited by sirpercival : 08-23-2012 at 11:27 AM.
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Old 08-22-2012, 11:16 AM   Top  -  End  -  #27
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Join Date: Oct 2011
Default Re: Ritual Magic (a homebrew subsystem)

Ritual Warrior Ritual List

Least Rituals:
Spoiler


Lesser Rituals:
Spoiler


Greater Rituals:
Spoiler
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Last edited by sirpercival : 08-23-2012 at 11:31 AM.
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Old 08-22-2012, 11:17 AM   Top  -  End  -  #28
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Default Re: Ritual Magic (a homebrew subsystem)

Soulfire Adept

Requirements
Skills: Knowledge (arcana or religion) 8 ranks
Meldshaping: Ability to shape 3 soulmelds, including incarnate weapon and incarnate avatar; ability to bind a soulmeld to the crown chakra
Ritual Tracing: Able to trace minor rituals
Special: Bloodfire class feature, bloodfused ritual class feature.

HD: d6

Level BAB Fort Ref Will Special Ritual tracing or Meldshaping
1 +1 +2 +0 +2 Soulfire +1 level of existing ritual class and +1 level of existing meldshaping class
2 +2 +3 +0 +3 Chakra bind (feet, hands) +1 level of existing ritual class and +1 level of existing meldshaping class
3 +3 +3 +1 +3 Greater soulfire, ritual tracing (least) +1 level of existing ritual class
4 +4 +4 +1 +4 Ritual essentia +1 level of existing meldshaping class
5 +5 +4 +1 +4 Soulfire essence +1 level of existing ritual class and +1 level of existing meldshaping class
6 +6 +5 +2 +5 Bloodfused chakra (minor) +1 level of existing ritual class and +1 level of existing meldshaping class
7 +7 +5 +2 +5 Greater ritual essentia +1 level of existing ritual class
8 +8 +6 +2 +6 Chakra bind (arms, shoulders, brow) +1 level of existing meldshaping class
9 +9 +6 +3 +6 Greater soulfire essence, ritual tracing (lesser) +1 level of existing ritual class and +1 level of existing meldshaping class
10 +10 +7 +3 +7 Bloodfused chakra (least) +1 level of existing ritual class and +1 level of existing meldshaping class

Skills: The Soulfire Adept's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Climb (Str), Craft (Int), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha).
Skill points per level: 4 + Int

Class Features

Weapon and Armor Proficiency: You gain no new proficiency in weapons, armor, or shields.

Ritual tracing: At every level except 4th and 8th, you gain an increase in tracer level, number of simultaneous charged rituals, and rituals known as if you gained a level in a ritual tracing class you had levels in before entering this prestige class. You do not, however, gain any other benefit a character of that class would have gained, such as access to new ritual strengths or other class features. If you have levels in more than one ritual-tracing class, you must choose which class to apply these levels to for the increases described above. At 3rd level, you gain access to least rituals, and at 9th level you gain access to lesser rituals, if you did not have it already; this access functions exactly as if you had gained the ability from your original ritual tracing class, including which class rituals you know.

Meldshaping: At every level except 3rd and 7th, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the soulfire adept level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds. If you had more than one meldshaping class before becoming a soulfire adept, you must decide to which class to add each level for the purpose of determining your essentia pool, meldshaper level, and number of soulmelds and chakra binds available.

Soulfire (Su): Whenever you have your incarnate weapon shaped, it does an extra 2d8 bloodfire damage for each essentia invested in that soulmeld. When you reach 3rd level, you gain the ability to bind incarnate weapon to your hands chakra; if you do, the amount of extra bloodfire damage increases to 3d8 per point of essentia invested in the soulmeld.

Chakra binds: At 2nd level, you can bind soulmelds to your hands and feet chakras. At 8th level, you gain the ability to bind soulmelds to your arms, brow, and shoulder chakras.

Ritual essentia: Beginning at 4th level, you gain 1 bonus essentia for every bloodfused ritual you have at any given time. At 7th level, the amount of bonus essentia granted by this ability increases to 2 points per bloodfused ritual. Bloodfused chakras do not count for this ability.

Soulfire essence (Su): At 5th level, whenever you have the incarnate avatar shaped, you gain damage reduction 3/-- for each point of essentia you invest in that soulmeld. At 9th level, you gain the ability to bind the incarnate avatar to your shoulders chakra; if you do, you also gain resistance against acid, cold, electricity, fire, and sonic damage equal to 5 times the number of essentia invested in the soulmeld.

Bloodfused chakra: Beginning at 6th level, whenever you perform the ceremony to gain a bloodfused ritual, you may forgo the normal effect of the ritual to increase the essentia capacity of soulmelds occupying one of your chakras. You choose the chakra when you perform the ceremony, and the chakras you may choose depend on the strength of the bloodfused ritual. The essentia capacity of the chosen chakra increases by 1 for soulmelds occupying the chakra, and 2 for soulmelds bound to the chakra. At 6th level, you may replace a minor bloodfused ritual to augment your crown, feet, or hands chakra, and at 10th level you may replace a lesser bloodfused ritual to augment your arms, shoulders, or brow chakra. You may only have one bloodfused chakra at any time.
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Last edited by sirpercival : 08-23-2012 at 11:47 AM.
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Old 08-22-2012, 11:18 AM   Top  -  End  -  #29
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Default Re: Ritual Magic (a homebrew subsystem)

New Races

Hemopyrrhic Dwarf
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Rite-born
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Witchkin
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Last edited by sirpercival : 08-23-2012 at 11:50 AM.
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Old 08-22-2012, 11:20 AM   Top  -  End  -  #30
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Default Re: Ritual Magic (a homebrew subsystem)

Feat Index

General Feats Prerequisites Benefit
Trace Minor Ritual Knowledge (Arcana) 3 ranks or Knowledge (Religion) 3 ranks, Spellcraft 3 ranks Learn to trace a minor ritual 1/day
Trace Least Ritual Knowledge (Arcana) 6 ranks or Knowledge (Religion) 6 ranks, Spellcraft 6 ranks, character level 9th, Trace Minor Ritual Learn to trace a least ritual 1/day
Trace Lesser Ritual Knowledge (Arcana) 9 ranks or Knowledge (Religion) 9 ranks, Spellcraft 9 ranks, character level 15th, Trace Minor Ritual, Trace Least Ritual Learn to trace a lesser ritual 1/day
Item Creation Feats Prerequisites Benefit
Craft Ritual Incense Ability to trace a ritual from a class ritual list You can craft ritual incenses
Craft Ritual Glyph Ability to trace a ritual from a class ritual list, Craft Ritual Incense You can craft ritual glyphs
Craft Ritual Item Ability to trace a lesser ritual from a class ritual list You can craft various ritual items
Metaritual Feats Prerequisites Benefit
Chaotic Ritual Ability to trace a ritual, nonlawful alignment Trace a ritual that changes its effect at random
Empower Ritual Ability to trace a ritual Increase variable numeric effects of a ritual by 50%
Heighten Ritual Ability to trace a ritual Increase save DC of a ritual
Maximize Ritual Ability to trace a ritual Variable numeric effects of a ritual have maximum effect
Quicken Ritual Ability to trace a ritual Cast a ritual as a full-round action
Stalwart Ritual Ability to trace a ritual, nonchaotic alignment Ritual can't be dispelled, may function in antimagic field
Widen Ritual Ability to trace a ritual Increase area of effect of ritual by 100%
Ritual Feats Prerequisites Benefit
Bloodstained Ritual Knowledge (religion) 6 ranks, ability to trace a ritual Have another creature take the damage when you trace a ritual
Blood Bond Bloodstained Ritual Bind a ritual to an additional willing creature
Blood Ceremony Bloodstained Ritual, Blood Bond Bind a ritual to a group of willing creatures
Blood Curse Bloodstained Ritual, nongood alignment Turn a ritual into a curse on a creature
Sacrificial Ritual Bloodstained Ritual, Blood Curse, Knowledge (religion) 9 ranks, nongood alignment, ability to trace a least ritual Sacrifice a creature during a ritual to gain benefits
Sacrificial Animation Bloodstained Ritual, Blood Curse, Sacrificial Ritual, Knowledge (religion) 12 ranks, nongood alignment, ability to trace a least ritual A sacrificed creature animates as a skeleton or zombie
Extra Charge Ability to trace two rituals once, or one ritual twice Gain an additional ritual charge slot
Ritual Infusion Ability to trace a ritual Gain benefits from having rituals charged
Ritual Alacrity Ritual Infusion Gain a bonus on initiative and Reflex saves from having rituals charged
Ritual Fury Ritual Infusion Gain a bonus on melee damage and an AC penalty from having rituals charged
Ritual Power Ritual Infusion Gain a bonus on Strength checks and Fort saves from having rituals charged
Ritual Stoicism Ritual Infusion Gain SR and a bonus on Will saves from having rituals charged
Ritual Shorthand Ability to trace a ritual, Spellcraft 8 ranks Make Spellcraft checks to trace rituals faster

General Feats
Spoiler


Ritual Feats
Spoiler


Item Creation Feats
Spoiler


Metaritual Feats
Spoiler
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(member in good standing of the troll-feeder's guild)

I am the assassin of productivity.

Super boss Muscle Wizard avvie by Ceika.

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Last edited by sirpercival : 08-23-2012 at 12:29 PM.
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