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    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.

    {table=head]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)[/table]

    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.
    Last edited by sirpercival; 2012-10-07 at 09:33 PM.
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