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*Pathfinder & Starfinder
Martial Rituals
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<blockquote data-quote="Quickleaf" data-source="post: 4664537" data-attributes="member: 20323"><p>The more I look at rituals the better I think they can simulate combat rites, or at least the underlying concept minus the ritual book/scrolls fluff. They require time to master, are useful in specific circumstances, have a cost to use, are mostly optional (e.g. only clerics and wizards automaticall get ritual casting), and the DM has the say over which appear in the game and when. They are helpful and add flavor to a PC, but not a must have.</p><p></p><p>I see martial rituals being divided into three broad types. The most numerous would be those that provide a unique ability outside of combat (eg. forced march). Then there would be some providing enhanced/epic skill use (eg. Acrobatics to duck alongside horse and use for cover). Last, there would be a few providing a minor bonus for a specific type of combat encounter (e.g. meditation to suppress condition).</p><p></p><p>Here are some further ideas for martial ritual categories:</p><p></p><p>Arming (Endurance): Caring for, enhancing, and making arms & armor.</p><p>Chivalry (Diplomacy): ?</p><p>Cunning (Bluff, Stealth, or Thievery): ?</p><p>Exploration (Endurance or Nature): A catch-all category, exploration rituals include a variety of effects useful in everyday adventuring.</p><p>Meditation (Endurance): These rituals allow you to heal faster, suppress conditions, and focus.</p><p>Might (Acrobatics, Athletics, or Endurance): These rituals allow you to accomplish amazing physical stunts.</p><p>Strategy (Bluff, History or Intimidate): These rituals grant you a strategic edge on your foes.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 4664537, member: 20323"] The more I look at rituals the better I think they can simulate combat rites, or at least the underlying concept minus the ritual book/scrolls fluff. They require time to master, are useful in specific circumstances, have a cost to use, are mostly optional (e.g. only clerics and wizards automaticall get ritual casting), and the DM has the say over which appear in the game and when. They are helpful and add flavor to a PC, but not a must have. I see martial rituals being divided into three broad types. The most numerous would be those that provide a unique ability outside of combat (eg. forced march). Then there would be some providing enhanced/epic skill use (eg. Acrobatics to duck alongside horse and use for cover). Last, there would be a few providing a minor bonus for a specific type of combat encounter (e.g. meditation to suppress condition). Here are some further ideas for martial ritual categories: Arming (Endurance): Caring for, enhancing, and making arms & armor. Chivalry (Diplomacy): ? Cunning (Bluff, Stealth, or Thievery): ? Exploration (Endurance or Nature): A catch-all category, exploration rituals include a variety of effects useful in everyday adventuring. Meditation (Endurance): These rituals allow you to heal faster, suppress conditions, and focus. Might (Acrobatics, Athletics, or Endurance): These rituals allow you to accomplish amazing physical stunts. Strategy (Bluff, History or Intimidate): These rituals grant you a strategic edge on your foes. [/QUOTE]
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