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    Sep 2014

    Default Re: Tome of Ritual Magic [Alternate Magic System]

    This class has two progressions, one based on the Martyr and one based on the Ritualist.

    Animus Savant

    "I see the flow of life, and I intend to use it."
    Mheagli Scoigh, Niwl Animus Savant


    An Animus Savant is someone who has come to the realization of his talents late in life, one who has only just seen the web of life that exists all about him, and always has. Having had this revelation, he has decided to dedicate his life to exploring it, to mastering the flow of life, be it for good or for ill. For there are always those Animus Savants who see in the revealed mystery an opportunity for power over their fellow creatures, and plunge fully into what it might offer. Conversely, there are those who come to the realization that all creatures truly are interconnected, and that by offering of themselves they can assist their friends and allies. But whatever path the Animus Savant takes, it is quickly apparent to all around him that he is a changed man, exploring a new path through the world.

    Becoming a Animus Savant
    Animus Savants come in two distinct forms: Martyr or Ritualist. Those who see lifeblood as a weapon, a tool to be used to oppress and control others and to reap the benefit for themselves, they follow the path of the Ritualist, often learning in months what would take years by the traditional path. To them, the sacrifice of living creatures is entirely worth the end result, and they are willing to see it through until the end. For those who are more gentle of nature, the path of the Martyr holds its own appeal, allowing the sacrifice of self towards a greater good. But in either case, it is a late path to take, one that a person arrives at often through a chance encounter with a ritual-using creature, resulting in an epiphany into a new kind of magic not yet seen. And with that epiphany comes a flurry of activity, a process of learning compressed by the frantic desires of the newly formed Animus Savant.

    Table 1: The Animus Savant
    Hit Die: See below

    Code:
    Level  BAB   Ref  Fort  Will  Abilities                           Rituals Known  Maximum Ritual Level
    
    1      +0    +0   +2    +2    Healing Touch/Grasp the Lifeblood   2              2
    2      +1    +1   +3    +3                                        3              2  
    3      +1    +1   +3    +3    Ritual Research                     4              3  
    4      +2    +2   +4    +4                                        6              3  
    5      +2    +2   +4    +4                                        7              4  
    6      +3    +3   +5    +5    Sacrificial Inspiration             8              4  
    7      +3    +3   +5    +5                                        10             5    
    8      +4    +2   +6    +6    Moment of Need/Close Enough         11             5
    9      +4    +3   +6    +6                                        12             6
    10     +5    +3   +7    +7    To Others, From One/Hemic Expert    14             6
    Class skills (2 + Int modifier per level): Concentration, Craft, Knowledge (All), Spellcraft, Use Magical Device, Use Rope.

    Requirements:
    Feats: Iron Will, Research
    Skills: Decipher Script 3, Knowledge (Religion) 5, Knowledge (Arcana) 5, Spellcraft 5
    Special: Must never have used Rituals before taking this class.

    Class Features
    By exploring the web of life through furious research, your talents as a Animus Savant allow your influence to extend well beyond the paltry confines of your own body.
    • Rituals: The Animus Savant gains rituals known from either the Martyr list or the Ritualist list. This is chosen when entering the class, and can never be changed. For all purposes, treat the Animus Savant as the chosen class, except that its ritual-wielder level is twice its class level. To choose the Martyr list, the Animus Savant must be Good-aligned, while to choose the Ritualist list, he must be Neutral or Evil.
    • Martyr: You have focused on enhancing those less fortunate, turning your soul outward in a selfless act of compassion, putting all others in front of yourself. You have d12 hit dice.
      • Healing Touch (Su): The Animus Savant gives up some of his body as a gift for those who need it most. Once every five rounds, the Animus Savant can touch and heal a single target a number of hit points equal to the total number of hit points the Martyr has sacrificed through his class abilities or rituals. This is a standard action.
      • Ritual Research (Ex): The Animus Savant is drawn to the use of certain rituals, ones that appeal directly to his nature. Each time he learns a new level of rituals, he picks a single ritual of that level. He can treat the chosen ritual as if it had one more hit dice than sacrificed to create it. The affected ritual still requires a sacrifice that meets the hit dice requirement. This hit dice increase does not alter the cost of the ritual in any way. Reduce the time needed to create the chosen ritual by 1 minute per ritual level. If this would reduce the time below 1 minute per ritual level, it does nothing.
      • Sacrificial Inspiration (Ex): The Animus Savant learns something new every time he sacrifices of himself, seeing in the ways of the good and the true a new inspiration, a new light in which to view the world. While he is under the effect of a ritual he created, the Animus Savant gains a single feat for which he meets the prerequisites. He may change the feat to another for which he meets the prerequisites each time he creates a new ritual. If he is ever not under the effect of a ritual, the feat is lost.
      • Moment of Need (Su): Once per day, as a swift action, the Animus Savant can create a ritual, paying the sacrifice cost as per normal. The ritual only affects the Animus Savant, and instead of the normal duration lasts one hour per hit dice sacrificed. No feats or other class features may be used to alter this ritual.
      • To Others, From One (Su): To be good, to be noble, sometimes requires elevating others ahead of oneself. For the Animus Savant, this act is as natural as breathing. Whenever the Animus Savant creates a ritual, he may choose to take a penalty up to half his class level to any one statistic, skill, save, attack rolls, or damage rolls. All allies within 60 feet of the Animus Savant gain twice the penalty taken as a sacred bonus to the chosen ability.
    • Ritualist: You have taken up a dark mantle, drawing upon the power of the living to feed your hunger for glory. You have d6 hit dice.
      • Grasp the Lifeblood (Su): As a standard action, the Animus Savant calls for the blood of the creature to slow and harden, damaging it's ability to move and to think. The target must make a will save of ten plus his Animus Savant level plus his charisma modifier. If the target fails, it is entangled and slowed. If the target falls below 20% of its hit points or 10 hit points, whichever is greater, it becomes paralysed instead of entangled or slowed. The duration is concentration. The target must be within 60' of the Animus Savant. This is a mind-affecting ability.

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

        Against undead creatures, this ability serves only to slow them, should they fail their saving throw.
      • Ritual Research (Ex): The Animus Savant is drawn to the use of certain rituals, ones that appeal directly to his nature. Each time he learns a new level of rituals, he picks a single ritual of that level. He can treat the chosen ritual as if it had one more hit dice than sacrificed to create it. The affected ritual still requires a sacrifice that meets the hit dice requirement. This hit dice increase does not alter the cost of the ritual in any way. Reduce the time needed to create the chosen ritual by 1 minute per ritual level. If this would reduce the time below 1 minute per ritual level, it does nothing.
      • Sacrificial Inspiration (Ex): The Animus Savant learns something new every time he sacrifices a creature, picking up little bits and pieces of knowledge from the soul energy of those he slays. While he is under the effect of a ritual he created, the Animus Savant gains a single feat for which he meets the prerequisites. He may change the feat to another for which he meets the prerequisites each time he creates a new ritual. If he is ever not under the effect of a ritual, the feat is lost.
      • Close Enough (Ex): When sacrificing a creature in a ritual, the Animus Savant can choose to treat the sacrificed creature as another creature of the same type that shares its alignment and whose hit dice total is within one of the creature actually sacrificed. He must make a successful knowledge check against a DC of 10 + hit dice of the chosen creature. The knowledge is as appropriate for the chosen creature.
      • Hemic Expert (Ex): When sacrificing a creature in a ritual, instead of creating the ritual's normal effect, an Animus Savant may choose to instead animate the creature as a controlled undead. If he does, the sacrificed creature gains the Blood Drained template, and is completely under the control of the Animus Savant. The duration is permanent, and the Animus Savant can have only one animated creature at a time. This does not count against his ritual hit dice cap.
    Last edited by Stratovarius; 2015-09-15 at 06:59 PM.