Jinxer Guide

## Role

\*\*\*Damage: You’ve got the tools to hurt, but this isn’t where you hit hardest

\*\*\*\*\*Debuff: This is what makes jinxers such a pain. They have a debuff for every occasion

\*\*Support: They have some helpful spells

\*\*\*\*Utility: Not quite a brigand, but plenty of skills

\*\*Tank: You can defend yourself, but nobody else

## Ability Scores

\*Power\*\*\*\*:You will need one of these

\*\*\*\*Finesse\*: Dump the other

\*\*\*Grace: You’ll need some with such little armor

\*\*\*Vitality: everybody loves Vitality, and you’ll excel at pissing people off

\*Stature\*\*\*: Don’t need it unless you want a power build

\*\*\*\*Intellect: Spellcasting, skills, and class features rely on int

\*\*Acumen:It’s not your job to notice problems, it’s your job to cause problems

\*\*Resolve:Not many features need it, jinxers are cowards by nature

\*\*Ego: Don’t need it unless you want to intimidate

\*\*\*\*\*Charm: Jinxes are very DC reliant, so you want as much Charm as you can get

## Basics

\*\*D6 HD: not great, but you have the power of trickery on your side

\*\*\*\*3+ I Skill Points: With your High Intellect, you’ll have tons of these to throw around

\*\*\*\*Class Skills: Plenty to choose from

\*\*Good Resistances: Not the best, but they should be more worried about their own resistances

\*\*\*Proficiencies: not enough armor, but all martial weapons is nice

\*\*\*CB:Middling, but enough for what you need

\*\*MB: At least you *have* magic

## Features

\*\*Spellcasting: It’s a limited list, but since int is useful for you you’ll have plenty of little tricks to throw around.

\*\*\*\*\*Jinxes:

The power of jinxes comes from their versatility. They can choose to target any ability score for a variety of effects whenever they want. They are strongest as a supplement to other abilities and debuffing targets in order for other characters to take advantage of them. Every jinxer needs some friends.

\*\*\*\*Fumble: interrupt attacks, and *reusable*

\*\*\*Rumble: Waste a move action, and *reusable*

\*\*\*\*Stumble: Causes effects over multiple rounds regardless of success

\*\*\*Crumble: More situational, but can help against tougher foes.

\*\*\*\*\*Tumble:A personal favorite, this can be very useful with a bit of cleverness

\*\*\*\*Jumble: Great for targeting low Int monsters and enemies

\*\*\*Grumble: a bit of a wager, but can reduce overall damage

\*\*\*Humble: nice general debuff

\*\*\*\*Bumble: more situational, but devastating

\*\*\*Mumble: nice for shutting down (and up) spellcasters.

\*\*Snipe: Ok when you need a quick bit of damage

\*\*\*\*Hype: Finally some support, huge bonus but can be wasted easily

\*\*\*Swipe: Stealing has never been so fun!

\*\*Type: Good if you’re the only nerd on your team

\*\*Wipe: Situational, but can get you out of trouble

\*\*\*Gripe: Decent damage booster, stack with the \*\*\*\*Vengeful trait

\*\*\*Precision Damage:

Not as good as cousin Brigand’s, but nice to help up damage and take advantage of our debuffed enemies

\*\*\*Lucky Thief: Fairly small potatoes, but can be crucial when placed well, an effective Jinx DC increase.

\*\*\*\*Jinx Strike: Now you don’t need to choose between stabs and jabs

\*\*\*Stolen Talent: Lots of lovely choices, go check out the brigand guide.

\*\*\*\*Stolen Magic: Steal that scroll or rune to use power that somebody should have put on the top shelf to keep away from your grubby little hands.

\*\*\*\*Big Jinx: Nice upgrades, but still best used to fill gaps left by choices thus far

\*\*\*Might: Nice power sap for our Power jinxers.

\*\*\*Tight: Great battlefield control. There’s no running from you now

\*\*\*\*Sight: This will make everyone hate you, but also miss their attacks against you

\*\*\*\*\*Height: Fantastic as either a buff or debuff. Power jinxers gonna get swole

\*\*\*Flight:turn them into a balloon. Funnier than it is useful

\*\*Fight: Caster’s nightmare, a lot won’t care

\*\*\*Night: Solid Debuff

\*\*Fright: decent fear debuff, but lots of peeps have fear resisting abilities or immunity

\*\*Knight: Funny implications, but possibly not entirely useful

\*\*\*\*Slight: great aggro, just make sure you have the defense to back it up

\*\*\*Flex: Start really scaring the pants off of people

\*\*Checks: an unpredictable but potentially large bonus

\*\*Specs: nerd stuff, identify is probably better, unless you have some super hard to understand items

\*\*Techs: situational by campaign but can shut down some threats

\*\*\*Pecs: if the target isn’t going to fail a resistance, stab them harder

\*\*\*\*Mega Jinxes: These start to get a little crazy

\*\*\*Rip:decent damage, bullies little casters

\*\*\*\*Snip: debilitating ability damage

\*\*\*Grip: nice for holding someone down, no escape options

\*\*\*\*Clip: good ability damage, stunning is a lovely bonus

\*\*\*Nip: Bleed damage can be strong if the target is kept from healing

\*\*\*\*Slip: Useful for the jinxer and to get an enemy out of this realm of existence

\*\*Flip\*\*\*\*: more funny than it is useful indoors. But if you’re outside this becomes fantastic (their altitude by the end of it in feet is  = 16 \* (rounds\*6)^2. But their speed is so fast it takes an equal amount of time to slow to zero, reaching double that height total, then they freefall back down. SO even 1 round in reverse gravity means they are gone for slightly more than 3 rounds, and falling from a height of 1600ft, just above the height needed for human terminal velocity!(1500ft)

**TL;DR** max fall damage on fail regardless of roll

\*\*\*\*Trip: finally a good fear effect

\*\*Blip: theoretically useful, but mostly bizarre

\*\*\*\*Quip: Useful on friends and enemies

\*\*\*Stays: Good pin-down tool

\*\*\*\*Blaze: great damage against low F targets

\*\*\*Rays: fun but unpredictable

\*\*\*Gaze: excellent condition, but lots of creatures have good V resists

\*\*\*\*\*Slays: imposing *bloodied* is fun

\*\*\*\*Maze: lock away those low int monsters

\*\*\*Daze: decent way to incapacitate

\*\*\*\*Craze: useful on friends and enemies

\*\*\*\*Praise: Domination is great

\*\*\*\*\*Glaze: tons of creature have low CRs, this can knock them out very quickly

\*\*\*\*Unlucky: A nice final way to mess up their day

## Species

\*\*\*Human: decent array of stats and abilities for any playstyle

\*Dwarf: charm penalty is a no-go, not much else for you

\*\*\*Elf: int bonus will help them cast, with some other helpful abilities. Drow maybe \*\*\*\*4 stars

\*\*\*Half-Elf: good stats and and abilities for jinxer

\*\*Half-Orc: the int or charm penalty will hurt their casting or jinxes, and not enough to make up for it

\*\*\*\*Halfling: great stats for a jinxer, with lots of helpful traits

\*\*\*\*Gnome: also good for caster focused with a more rugged build than halfling

\*Goblin: Cha penalty is a no, even if other features are helpful

##### Easy Build:

Species: Halfling. Take Quick but Clumsy

Ability Scores: C > F > I > G > V > A > R > E > P > S

Feats: Weapon Finesse, Extra Class Feature(Jinx), Tough, Weapon Focus, Two Weapon Fighting, Skill Focus(Stealth), Armor Focus, Resistor, Vital Strike, Improved Two Weapon Fighting

Traits: Big Money, Armor Expert, Cheater’s Edge, Fearless, Helpful, Mr. Tough Guy

Jinxes: Fumble, Stumble, Jumble, Tumble, Hype

Stolen Magic: Curing, Viper Strike, Telekinetic Exploit, Modify Memory

Big Jinxes: Height, Sight, Tight

Mega Jinxes: Glaze

Equipment: Daggers and chain shirt

Playstyle: use jinxes first in any situation, since they have unlimited  uses, prep spells for specific utilities since you have so few. Enter into combat only against targets debuffed with jinxes when possible.