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Jinx (Malefactor)

October 16th, 2018

Joshua Zaback

Best in Class Archive

Every now and then, we like to experiment with the classes of some of our fellow third party publishers. This week we look at the malefactor from TPK Games. This class is naturally unlucky, and this archetype has no intention of changing that. Instead, we look at different ways for bad luck to manifest itself.

 

New Malefactor Archetype
Jinx

Jinxes are malefactors who have a strong aura of bad luck following them around. Unlike traditional malefactors, jinxes bring bad luck that results in the worst possible outcome for all those around the jinx. Cosmically unlucky, these jinxes are both assets and liabilities to those they travel with, bringing misfortune to friend and foe alike.

Aura of Bad Luck (Su): A jinx emits an aura of bad luck that is different from that emitted by most malefactors. Characters within 10 feet of the jinx, including the jinx herself, treat all rolls of 1 or 2 on a d20 as though it were a natural 1. This causes some rolls to automatically fail, but also modifies rolls which are not an automatic failure on a result of a 1 (such as skill checks) to be treated as though the character had rolled a 1. At 6th level, the aura of bad luck causes all d20 rolls of 3, 2, or 1 to be treated as a natural 1, in the same manner. At 12th level, all d20 rolls of 4, 3, 2, or 1 are treated as a natural 1, in the same manner. At 18th level, any result of a natural 20 is treated as a 19, instead. A jinx that has at least 1 point of Strife can spend a point of Strife as a free action to suppress this effect for 1 minute.

This ability replaces the aura of misfortune class feature.

Feed on Failure (Su): At 2nd level, a jinx can harness the energy left over from terrible incidents of bad luck, harvesting the potential positive outcomes that can never be. Whenever a character within the jinx’s aura of bad luck rolls a natural 1 on a d20 (including when the aura of bad luck modifies a roll to be treated as a natural 1), the jinx may add her Wisdom bonus to attack rolls against that character; this bonus lasts as long as the opponent is within the aura of bad luck. At 5th level, the jinx also adds her Wisdom bonus to damage rolls against that character. At 8th level, the jinx automatically confirms critical threats made against such characters. At 11th level, the jinx gains a dodge bonus to AC equal to 2 + 2 for each additional natural 1 her foe rolls while remaining in her aura of bad luck. At 14th level, whenever a character within the jinx’s aura of bad luck rolls a natural 1, the jinx gains a +1 bonus on all saving throws for 1 minute. This bonus stacks with itself. At 17th level, whenever the jinx attacks a character that rolled a natural 1 while within her aura of bad luck within the last round, she may expend 1 point of Strife in order to make the attack automatically threaten a critical hit, if successful. The jinx must use this ability before the attack roll is made, and the effect is wasted if she misses. At 20th level, a character that rolled a natural 1 within the last round while within the jinx’s aura of bad luck cannot attack the jinx, target the jinx with hostile spells or abilities, or include the jinx in the area of hostile spells or abilities.

This ability replaces the harrowing strike class feature.

Curse Catcher (Ex): At 4th level, jinx has the terrible luck to attract curses. Any curse effect that attempts to targets a character or object within 30 feet of the jinx must target the jinx, if able. If the spell or effect has only 1 target, the target must be the jinx. If the spell or effect has more than 1 target, it must simply include the jinx.

This ability replaces the cursebreaker class feature.

Poor Fortune (Su): At 7th level, the jinx makes life miserable for those within her aura of bad luck. Whenever a character (including the jinx) within the jinx’s aura of bad luck fails a saving throw, if they have a chance of suffering a greater effect from the spell or effect, they always suffer the worst possible effect of failing that saving throw. For example, an ability that makes a target shaken if he fails a saving throw, but panicked if he fails by 5 or more, would always make the character panicked. Additionally, characters within this range lose the benefits of the evasion and improved evasion class features, unless they have at least 4 more levels in a class that offers those class features than the jinx’s malefactor level.

This ability replaces the cursebound class feature.

Miserable Fortune (Su): At 9th level, the jinx manifests bad luck in ways that seem impossible, even turning the most skilled into bumbling buffoons at the worst possible time. Whenever a character within the jinx’s aura of bad luck rolls a natural 1 on a skill check (including when such checks are modified by the jinx’s aura of bad luck), the check is automatically a failure.

This ability replaces the discord class feature.

Great Misfortune (Su): At 19th level, the jinx causes wild swings in fortune, turning successes into failures. Characters within the jinx’s aura of bad luck must roll all skill checks, ability checks, and saving throws, even if they have an ability that lets them take a specific number (such as the skill mastery advanced rogue talent). If an effect requires a character to roll twice and take the worse result, instead he automatically fails. If an effect allows a character to roll twice and take the better result, or to choose the result, instead must take the worse result.

This ability replaces the great discord class feature.