|Little Red Goblin Games|
Okay, thank you.
The Executioner kills people (among other things, obviously), the Puppeteer sics puppets on people, so their description says exactly what they do.
But take the description of the Ritualist for example, they perform rituals to give themselves pseudo-supernatural abilities. Don't get me wrong, nothing about that doesn't sound awesome.
I'm just left wondering what the ritual abilities do. This being a skill book, I would assume that they are either require skill rolls to work, or work to enhance skills, or both I suppose.
Are they front line fighters who avoid attacks with rituals of acrobatically dodging attacks like it's a gun fu movie and attack with rituals of sleight of hand to have invisible attacks one cannot dodge?
Are they skill monkeys with rituals of hypnotic voice for diplomacy or rituals to enhance stealth by fading into the background like you're invisible?
Are they control types with rituals of using crafts to MacGyver traps and rituals to use sleight of hand to steal large objects?
So really I just want a short short summary of what they do. Ritualists perform rituals to do what? Professors master skills to do what exactly?
As for spell hybrid feats, I'll just settle for necrobotany. I assume it allows one to make undead out of vegetation. Does it work with Create Undead and Create Greater Undead or just Animate Dead?
|Little Red Goblin Games|
Ritualists are an interesting class and typically take the role of a front line fighter but have some unique skill options. They are probably in the same zip code as rangers in that they are martial characters who have skill monkey potential (they are 6 + Int, full BAB). Ritualists are more focused on duplicity and keeping the secrets of an order than nature or survival though (a lot of bluff and sense motive stuff). They are kind of the enforcers of secret orders (think like fictional representations of the Knights Templar, Illuminati, Masons, etc) and can, as you suggested, use hypnosis and mind wipes on people. Their main mechanic revolves around expending action types doing ritualistic things (anointing their weapon, speaking an ancient poem, prostrating themselves, etc) for powerful short term benefits (gaining 1/4th your level to damage, bypassing DR, etc).
Spell hybrid feats are a series of feats that require someone to have some level of specialization with a specific school (a wizard with that school as their specialized school, Spell Focus in that school, an archetype that specializes in it, etc) and a bunch of ranks in a specific skill. They modify spells of that school in a specific way. For example, Necrobotany causes undead you create to be immune to a lot of the things undead are normally immune to by taking a "plant form", basically having them become pseudo plant-type creatures. It works with ALL undead you create via a necromancy spell.
Necrobotany fuses necromancy and Knowledge (nature).
Omnimancy fuses Enchantment and Knowledge (local).
Mechanimancy fuses Conjuration and Knowledge (engineering).
Arkhomancy fuses Divination and Knowledge (history).
Theatrimancy fuses Illusion and Perform.
Dreamcrafter fuses Transmutation and Craft.
|1 person marked this as a favorite.|
Huh, so Necrobotany does the exact opposite of what I thought it would do, good to know.
I do love the concept though, I remembering really loving the stone zombies from the Scarred Lands I think, where the necromancers figured out how to combine animate dead with flesh to stone to make construct zombies.
Oh and by the by I love the crafting items out of normally intangible things, while I'm gushing. Just wish there was a way for equipment summoner types to get in on the fun.
And Ritualists are Men in Black types, that has all sort of fun ways to integrate them into a campaign. For example, a campaign with some Mythos touches to it, making Ritualists guardians of secrets that Player Character Races weren't meant to know.
Thanks for the info, I look forward to the day I've got some cash. :)