Jinxer

Jesters, jokers, and master of japes, jinxers seek joy in life but often at the expense of others. In terms of personality, jinxers are not always cruel, even if their attempts to lighten the mood may occasionally seem inappropriate or socially unacceptable. But all jinxers, in order to fuel their power, pilfer dark secrets from eldritch powers. While they may appear to go jauntily through life, jinxers often must tread carefully in the pursuit of power.

d6 hit die, 3 + Intellect skill points per level

Class skills: Investigation, Linguistics, Monsters, Occult, Device, Deception, Diplomacy, Disguise, Athletics, Sleight of Hand, Tinker, Acrobatics, Stealth, Craft

Good resistances: Power, Finesse, Grace, Intellect, Charm

Proficiencies: Light Armor, Martial Weapons

**Spellcasting:**

A jinxer records eldritch spells in a spellbook as a wizard does, and must study this for 1 hour each day in order to prepare spells. Unlike most eldritch casters, jinxers do not form a pact with an outsider. A jinxer has simply been able to “steal” secrets of the occult through either careful observance or imitation. They begin with 2 spells inscribed in their book. They add 1 spell to their spellbook each level. Additional eldritch spells may be added to their spellbook by copying them out of the spellbooks of other casters, or copying them from a stored magic item, such as an enhanced object, which consumes the item. A jinxer’s spellbook is usually not meant to be used for such purposes, and is overflowing with the magical energies within. The DC of a jinxer’s spells is 16 + MB used to cast the spell + I, with the number of bonus spells they get determined by Intellect.

**Jinxes:**

At 1st level, a jinxer learns to impart foul effects on other creatures through their dark energy. The DC of a Jinx is 16 + half the jinxer’s level + C. Using a Jinx is usually a standard action that does not provoke an opportunity attack. A jinxer gains the use of one Jinx at 1st level, 2nd level, and an additional Jinx at 4th level and every 3 levels thereafter. Once a creature has been targeted by a Jinx, they cannot be targeted again until the jinxer takes a short rest. Jinxes marked with an \* may target a creature any number of times. Jinxes marked with \*\* do not target other creatures, and alter the jinxer permanently. Jinxes have a range of 30ft unless otherwise stated.

Bumble - The target cannot take actions outside their turn for 1d2 rounds (includes quick actions and no actions). ER negates.

Crumble - The target’s skin turns ashen, causing them to lose up to 10 points of DR for 1d4+1 rounds. VR halves.

Fumble\* - The target takes a -8 to their next attack roll. FR halves.

Gripe - When damaged by a creature, the jinxer can gain a bonus to hit and damage for one round equal to their Charm modifier against a single designated creature, and gains precision damage on these attacks even if they would not normally do so. Using this Jinx is a quick action.

Grumble - The target is filled with rage and takes a -5 penalty to attack rolls for 1d4 rounds, but deals +2 damage. AR negates.

Humble - The target is *shaken* for 1d8 rounds. RR negates.

Hype - One ally gains a bonus to their next 1dW roll within 1 round equal to the jinxer’s C + lvl/2.

Jumble - The target is *confused* for 1d4 rounds. IR negates.

Mumble - The target is unable to speak coherently for 1d6 rounds. This prevents spell casting with verbal components, loud vocalizations, and verbal language. CR negates.

Rumble\* - One held item shakes violently, and falls to the ground. PR of the wielding creature negates.

Snipe - The jinxer makes a ranged touch attack against one target within 30ft, dealing 1d6 unholy damage per level. The range increases by an additional 5 ft per 2 levels.

Stumble - The target must succeed a GR or fall prone at the end of their turn for the next 1d4+1 turns.

Swipe\*\* - The jinxer may use Sleight of Hand in place of TEB to make a steal exploit.

Tumble - The target is jolted abruptly 10ft, plus 5 feet for every 5 by which the target failed the resistance. The direction of this movement chosen by the jinxer. If the target comes into contact with a solid surface before the movement is ended, they take 1d6 bludgeoning damage for every 5 feet remaining in the movement. SR negates. On a failure, the target must also succeed a GR or be knocked prone.

Type - The jinxer gains a bonus to their next Monsters check made to identify a creature, equal to their Charm modifier plus half the jinxer’s level.

Wipe\*\* - The DC to track the jinxer permanently increases by I + lvl. The jinxer is magically alerted if someone is trying to track them down and enters within 1 mile of them.

**Precision Damage:**

A jinxer gains 1d6 precision damage at 2nd level. This functions the same as the brigand ability of the same name. This increases by 1d6 at 5th level and every 3 levels thereafter.

**Lucky Thief:**

At 3rd level, once per round the jinxer can steal luck as a quick action. The jinxer chooses a single 1dW roll made by a target within 30ft. This roll takes a -2 penalty. For the next 1 round, the jinxer can add a +2 luck bonus to any 1dW roll they make as no action. They can use this ability a number of times per day equal to their Charm modifier. This penalty and bonus increases to 3 at 11th level, and 4 at 19th level.

**Jinx Strike:**

At 6th level, the jinxer can use a Jinx as a swift action upon landing a successful attack that deals precision damage. If this is used on a critical hit, the DC of the Jinx increases by 2. At 10th level, once per round a Jinx can be used as a free action upon an attack which deals precision damage. At 16th level, a Jinx can be used in this manner twice per round.

**Stolen Talent:**

At 6th level, the jinxer gains a Brigand Trick, treating their jinxer level as their brigand level. They gain another trick at 12th and 18th level.

**Stolen Magic:**

At 9th level, the jinxer can add a single spell of any level they can cast to their spellbook from any spell list, though they must encounter the spell in either stored or cast form. They can steal magic from any form of stored magic. They gain an additional spell using Stolen Magic at 12th, 15th, and 18th level.

**Big Jinx:**

At 10th level, the jinxer can select Jinxes from the following list:

Checks - Select one skill when this Jinx is taken. The jinxer takes a -2 penalty, but add 1d10 to all rolls with this skill.

Flex - The jinxer adds their Power modifier to an Intimidate check agaisnt one target.

Flight - The target is weightless for 1d4 rounds. SR negates. Their TED and TEB are reduced by 50 and they gain a fly speed of 10ft but cannot change direction without touching a solid object.

Fight - The target can only move or make melee attacks for the next 1d4 rounds. IR negates.

Fright - The target is *frightened* for 1d6 rounds. RR negates.

Height - The target is affected by the spell *Reduce* or *Enlarge Person*. The jinxer chooses which of the two spells to use. ER negates.

Knight - The target feels a compulsion to do only good and noble deeds for 2d6 hours. They are unable to take violent or criminal actions during this time. ER negates.

Might - The target takes 4 Power drain. PR halves. If the target fails this resistance, the jinxer gains a +2 to Power for 1d6 rounds. This bonus can stack with itself.

Night - The target is *blinded* for 1d6 rounds. AR negates.

Pecs\*\* **-** Using this Jinx on a Jinx Strike with a melee weapon adds your level to the damage roll. This damage is multiplied on a critical hit.

Sight - Clouds block the target’s vision, imposing miss chance 2 on all their attacks for 1d6+1 rounds. The target may make a GR each round, which allows them to ignore the effect for one round.

Slight - The target may only target or attack the jinxer for 1d4 rounds. CR negates.

Specs - The jinxer gains a +20 to their next skill check made to identify a magic item, and may use a standard action to take a 30 on this check.

Techs **-** One item malfunctions and gains the *broken* condition. Held or worn items make make a SR using the wielder’s bonuses

Tight - The target feels as though the very air around them is impeding their movement. Their movement is reduced to 1/4 their normal movement speed for 1d4 rounds. During these rounds, a successful FR allows them to move at half normal speed.

**Mega Jinx:**

At 19th level, the jinxer can select Jinxes from the following list:

Blaze **-** Target takes 6d6 fire damage and is *on fire*. They must succeed a FR  as a move action to remove the *on fire* condition.

Blip -  The target ceases to exist for one round. They cannot take damage, make resistances, take any kinds of actions, make skill checks or interact in any way with reality. Spells and other effects the target has previously created remain in effect, as long as they do not require the target’s concentration, though the concentration effect continues upon their return. Any other effect that requires the creature’s existence and presence is gone for one round. The target does not lose concentration on any effect, move relative to the earth (or other celestial body they are situated upon), or otherwise experience time for this round. If they are unable to return to the place they ceased to exist, they reappear in a nearby space. The target is unaware that any time has passed. ER negates.

Clip -  The target takes 1d12 Vitality drain and is *stunned* for 1 round. VR negates the stun and halves the Vitality drain.

Craze - Target enters a Frenzy as per a 1st level warrior and attacks the nearest creatures for 1d10 rounds. RR negates.

Daze - Target is *dazed* for 1d6+1 rounds. AR reduces this to *altered* for 1.

Nip - One part of the target’s flesh is removed, dealing bleed equal to half the jinxer’s level. SR halves.

Slip - The target becomes incorporeal for 1d6 +1 rounds. IR negates.

Flip - The target is affected by the spell *Reverse Gravity* for 1d8 rounds. AR halves.

Gaze - The target turns to stone. VR negates.

Glaze - One selected creature becomes completely void of thought. They are considered *helpless* for 1d4+1 rounds as they stare blankly. CR negates.

Grip - The target is held by an ethereal hand and *entangled* for 1d6+1 rounds. GR negates

Maze - As *Maze*. IR negates.

Praise - One creature obeys the jinxer’s every command. ER negates. They can attempt an ER at the end of each round to end the effect. This effect lasts for a maximum number of rounds equal to the jinxer’s level.

Rays **-** Beams of light shoot out of the jinxer’s fingertips dealing 1d10 damage per level. This Jinx requires a ranged touch attack and has a range of 60ft. The damage type is chosen randomly (roll 1d8, 1: Fire, 2: Cold, 3: Electric, 4: Corrosive, 5: Sonic, 6: Poison, 7: Force, 8: Unholy).

Rip - The target is pulled in different directions, taking 1d8 damage per jinxer level. Additionally, the jinxer may move the target to any square within 60ft. PR negates movement and halves damage.

Slays - This can only be used with Jinx Strike. The target takes the base damage of the weapon used to make the Jinx Strike to its Health instead of HP.

Snip -  Tiny blades slice at the target’s appendages, dealing 1d12 Finesse drain. FR halves.

Stays **-** One creature must succeed a PR each round to move. On a success, their movement is halved. On a failure, they lose the action spent and the movement does not occur. This effect lasts for 2d4 rounds.

Trip - The target sees horrifying otherworldly visions. The target is *cowering* for 1 round and *frightened* for 1d6 then shaken permanently. The target is only *shaken* permanently on a successful RR. If the target is immune to fear, that immunity is removed for 1d6 rounds on a failure.

Quip - The target is overcome with frustration and violently attacks the nearest creature as a quick action with a +4 to hit and damage. The target also takes 1d12 non-lethal damage in the process. CR negates.

**Unlucky**:

At 20th level, once per round the jinxer can force a creature to reroll a successful resistance against their Jinx by expending a spell slot as a quick action. The creature must roll the resistance again taking a penalty equal to the spell level expended.