| Buri |
Blood Ritualist
Using blood magic and dark rituals, the blood ritualist can deliver spells with increased deadliness and can even sap power from otherworldly spirits to use to her whims. The blood ritualist does not make pacts with these spirits. Rather, she has knowledge to compel them to surrender pieces of their power against their will.
Patron Spells
A blood ritualist can force otherworldly beings to grant power as she sees fit, at a price. When she would pick her patron at 1st level, the blood ritualist can pick one spell for each level patrons grant spells from any patron to create a customized array of spells. To use these spells, the blood ritualist must shed blood in some form. This can be by cutting herself, biting her cheek, or even the following round after gaining a bleed effect in combat. Using this shedding of blood to use these spells inflicts an additional 1 Con damage on top of any other side effects that happened when her blood was shed. The blood ritualist may do this for however many times per day equal to her constitution modifier as it was at the start of that day.
Using spells in this manner comes at a further cost. Each time the blood ritualist casts a spell with this ability, she is vulnerable to the source of that spell's power. The patron spirit has a 75% chance to inflict upon the ritualist a condition that is line with that patron's ethos for a period of 1d4 rounds for the first time a particular patron's power is used. Each time a particular patron's power is used, the duration of this condition increases by one step along a track of minutes, hours, and days. The ritualist can reduce durations longer than hours by two steps with a DC 25 will save. This save increases to DC 35 at level 14 for spells gained at level 14 and above. This ability replaces and acts like the normal patron rules in all other cases.
Blood Magic (Su)
As a full-round action, a blood ritualist can use a series of special chants, movements, and ritualistic blood letting to fuel her spells. At 4th level, and every 4 levels thereafter, she picks a school of magic. When casting spells from these schools, the blood ritualist must shed blood in some form. This can be by cutting herself, biting her cheek, or even the following round after gaining a bleed effect in combat. Using this shedding of blood to cast a spell of a school the ritualist has chosen inflicts an additional 1 Con damage on top of any other side effects that happened when her blood was shed. At the end of this full-round action, her spell casting is completed as a swift action at +2 CL and has a +2 bonus to its DC, if any. If the ritualist needs to make a spell resistance check to affect a target with that spell, she gets a +2 to that check. If the ritualist has already used a swift action this round, the spell is cast with an immediate action consuming the following round's swift action as normal. At 16th level, these bonuses increase by 1. At 20th level, they increase by 1 for a total of +4. The blood ritualist may do this for however many times per day equal to her constitution modifier as it was at the start of that day. This is in addition to the number of times she may call upon her patron spells. This ability replaces the hex gained at 4th level and every 4 levels thereafter until all schools have been selected, at which point she may gain hexes every 2 levels as normal.
Ritualistic Curse
The con damage taken from using Blood Magic or spells from her Patron Spells feature is not like normal ability damage. The spirits and cosmic underpinnings that fuel her magic in these ways are generally forced to give her power against their will and the universe itself is loathe to give up its power in these ways. As such, the ability damage from these method can not be healed by any means other than natural healing. Not even wish can hasten this process. Deific intervention may heal this damage if you can find a deity to heal such a vile creature. Evil aligned deities are even hesitant to bestow this gift upon blood ritualists fearing granting such a boon might in some unintentional way provide a conduit for the ritualist to force the deity to surrender its power to her in a similar manner she forces other beings, nay, creation itself, to give their power. The mere idea is anathema to all but the most insane deities.
Whispers of Blood (Su)
At 10th level, by consuming freshly shed blood of a still-living creature, the blood ritualist may temporarily gain a fraction of its magical ability. Upon consuming the blood, the ritualist must make a DC 20 Fort save to resist vomiting up the blood. If successful, she may make a Know (arcana) check with a DC of 10 + 1/2 of the creature's HD + caster level of the spell attempting to be identified against one spell the creature has prepared (for prepared casters) or knows (for spontaneous casters) starting with the lowest level spells first and only progressing to higher level spells after all spells of a given level have been attempted to be identified. A ritualist may try to identify higher level spells by sacrificing a spell she has prepared of the same level. A spell sacrificed in this manner consumes its slot as if it had been cast. Success let's the ritualist add the spell to her familiar for a period of 1d4 days. If she has open spell slots of an appropriate spell level, she may also prepare a single casting of that spell in that or a higher slot. There is no limit to how many spells the ritualist can acquire in this manner but must consume blood and make a new Fort save for each spell acquired. If a ritualist consumes blood quickly in succession to gain several spells and fails any of the Fort saves to resist vomiting, she loses all spells gained from that creature. While not an inherently evil act if the target is willing, the ritualist can easily slide down a corrupting path with this ability. This ability replaces the hex gained at 10th level.