Unknown (Hanian Ritualist)Medium HumanoidHit Dice: 3d6 + 3 (13 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +4 armour), touch 12, flat-footed 14
Base Attack/Grapple: +1/+0
Attack: Club +0 melee (1d6)
Full Attack: Club +0 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Grasp the Lifeblood
Special Qualities: Ritual Magic
Saves: Fort +2, Ref +3, Will +4
Abilities: Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 15
Feats: Opened Soul, Skilled Executioner, Subsume Lifeblood
Skills: Spellcraft 6, K(Rituals) 6
Treasure: Chain Shirt, Amulet of Tears
Bloody Terror (Ex): Whenever the ritualist is under the effect of a Ritual, he gains a +1 bonus to intimidate for every ritualist level he has. He takes an equal penalty to all other charisma–based skills except Use Magical Device.
Grasp the Lifeblood (Su): As a standard action, the ritualist calls for the blood of the creature to slow and harden, damaging it's ability to move and to think. The target must make a will save of ten plus one-half ritualist level (minimum of one) plus his charisma modifier. If the target fails, it is entangled and slowed. If the target succeeds at the save, remove all effects from Grasp the Lifeblood, and the target is immune to Grasp the Lifeblood for one hour. If the target falls below 20% of its hit points or 10 hit points, whichever is greater, it becomes paralysed instead of entangled or slowed. The duration is concentration. The target must be a living creature, and must be within 60' of the ritualist. This is a mind-affecting ability.
As a move-action, the ritualist may attempt to brain-lock the target. If the target fails a will save of ten plus one-half ritualist level (minimum of one) plus his charisma modifier, that target is paralysed and immobile for six minutes per ritualist level. If the target succeeds at the save, remove all effects from Grasp the Lifeblood, and the target is immune to Grasp the Lifeblood for one hour. Only one creature may be under the effect of Grasp the Lifeblood at a time.
Against undead creatures, this ability serves only to slow them, should they fail their saving throw. It is not considered mind-affecting for these creatures.
Sacrificial Armour: At 2nd level, a ritualist gains a deflection bonus to his armour class equal to the highest level of ritual currently affecting him.
Cage the Soul
Level: Ritualist 1
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None
Once per hit dice of the sacrifice, the ritual-wielder can target a living creature within 10 ft. per hit dice of the sacrifice. That creature suffers no ill effects as long as it does not attempt to move, attack, cast a spell with material or somatic components, or perform any other action that requires movement. During any round in which the target moves in any fashion, however, it takes 1d8 points of damage (no save). The effect lasts for one round plus one round per two sacrificial hit dice. Will negates being affected by the ritual.
Tangle of Blood
Level: Ritualist 1
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal; see text
Saving Throw: Reflex negates
Once per sacrificial hit dice, the ritual-wielder can make a touch attack against an opponent. If successful, the target is entangled for one round for each hit dice sacrificed. They also take 1d4 points of damage per round, as the entangling blood slowly rasps against their form.
Wave of Fetor
Level: Ritualist 1
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None
Once per hit dice of the sacrifice, the ritual-wielder can target a single point within 10 ft. per hit dice of the sacrifice. Any creature within 20 ft. of that point must succeed at a Reflex save or be knocked prone and pushed to the edge of the area. They are pushed outward in a direct line from the centre point of the area to its edge.
Subsume Lifeblood [Ritual]
Prerequisites: One ritual feat, constitution 13, knowledge of at least one ritual using a melee touch attack.
Benefit: At the end of each round in which the ritual-wielder successfully strikes with a ritual that requires a melee touch attack, he heals a number of hit points equal to the ritual's level as he siphons off a little of the vitality of the struck creature.
Skilled Executioner [Ritual]
Prerequisites: Able to use 1st level rituals.
Benefit: You have a natural affinity for ritual slayings. You gain a +3 bonus on spellcraft checks made during the course of a ritual. Also, all rituals take 1 minute less per level of the Ritual (Effectively, 4 minutes per ritual level instead of 5).
Resilient Essence [Ritual]
Prerequisites: Burn Essence
Benefit: You heal ability damage and ability burn damage more quickly than normal. You heal a number of ability points per day equal to 1 + your unmodified Constitution bonus (before taking any increases or damage/burn into effect).
Normal: You heal ability damage and ability burn at a rate of 1 per day.
An amulet of tears has 3 charges, which are renewed each day at dawn. Spending 1 or more charges when you activate the amulet grants you temporary hit points, as described below. These hit points last for up to 10 minutes; they don’t stack with any other temporary hit points.
1 charge: 12 temporary hit points.
2 charges: 18 temporary hit points.
3 charges: 24 temporary hit points.