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MALEFACTOR

Some children begin life cruelly afflicted. Soon after birth, they and their families are beset by random misfortune, injury, and loss. Frequently they are abandoned by their communities for being born under an inauspicious sign, or sacrificed to allay curses seemingly brought down by dark Gods. Many afflicted by this misfortune live lives of sorrowful destitution, sometimes taking their own lives in misery. A choice few however, realize that while their affliction cannot be suppressed, it can be commanded. Whether through study or epiphany, these few learn to channel and command the misfortune that surrounds them, turning their hardship into a powerful weapon. These few are known as Malefactors. In order to preserve their own lives, they willingly bring misfortune and woe to those around them. They are dangerous to their allies and even more so to their adversaries. A Malefactor that has mastered the ability to transfer her own ill fate to others is truly a dangerous opponent.

 

Alignment: Any

Hit Die: d8

Class Skills: The malefactor’s class skills are Acrobatics(Dex), Athletics (Str), Craft (Int), Deception (Cha), Influence (Cha), Knowledge (arcane) (Int), Knowledge (occult) (Int), Profession (Wis), Sense Motive (Wis), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks per Level: 6 + Int

Table: The Malefactor

Malefactor.jpg

CLASS FEATURES

The following are the class features of the malefactor:

 

Weapon and Armor Proficiency:

Malefactors are proficient with all simple weapons. In addition, if this is the character's first level in any class, she may select a martial tradition of her choice.

 

Aura of Misfortune (Su):

All creatures (including the malefactor herself) within 10 feet of the malefactor are subject to a -2 penalty to their saving throws. This penalty increases to -3 at 6th level, and increases by an additional -1 every six levels thereafter. This ability is a curse effect and functions only while the malefactor is conscious, not if she is unconscious or dead.

Strife Pool (Ex):

The malefactor gains a supply of supernatural chaotic energy called Strife, which she can use to twist luck in a variety of ways. The maximum number of points in the malefactor’s Strife pool is equal to 1/2 her malefactor level + her Charisma modifier. A malefactor’s supply of Strife is replenished to maximum every 24 hours, at the same time each day. As a swift action, the malefactor can spend a point of strife to grant herself a +1 profane bonus to AC until the start of her next turn for every cursed opponent within Medium range. In addition, as long as the malefactor has at least one point of Strife, she is immune to the effects of her own aura of misfortune.

Harrowing Strike (Su):

When attacking a creature currently suffering from a curse effect, a malefactor can spend a point of Strife to add her Charisma modifier to the attack roll. At 5th level, this bonus also applies to the damage roll. At 11th level, a Harrowing Strike bypasses concealment (but not total concealment). At 17th level, a Harrowing Strike is made as a touch attack.

 

Malediction (Sp):

A malefactor’s most potent power lies with the ability to place her own misfortune upon others. These powers are called maledictions. At 1st level, 2nd level, and every 2 levels thereafter, the malefactor gains one malediction of her choice. A malefactor cannot select an individual malediction more than once. Any malediction that mimics a spell uses the malefactor's level as an effective caster level. Unless otherwise noted, using a malediction is a swift action that requires the malefactor to clearly verbalize a curse against a target within Close range. When using a malediction, the malefactor can spend 1 or more Strife to activate the malediction’s Dread Escalation. The save to resist a malediction is equal to 10 + 1/2 the malefactor’s level + the malefactor’s Charisma modifier. The effects of a malediction last as long as the malefactor desires, but she must be able to see or hear the target. If the target escapes her awareness for one minute, all maledictions affecting it immediately end. A creature can only be affected by a given malediction once every 24 hours. A malefactor can have a maximum number of active maledictions equal to her Charisma modifier (min 1) but can dismiss any number of active maledictions as a free action.

A list of all the Maledictions can be found HERE.

Strife Surge (Ex):

At 2nd level, whenever a creature within a malefactor’s aura of misfortune rolls a “natural 1” on a saving throw or attack roll, the unluck spirits become energized. For the next round, whenever the malefactor uses an ability or malediction that normally requires an expenditure of Strife, the amount of Strife consumed is reduced by 1, to a minimum of zero.

Luck of the Damned (Ex):

At 3rd level, a malefactor’s experience avoiding unluck enables her to subtly step between the jagged tendrils of misfortune. She gains a bonus equal to her Charisma modifier on all saving throws.

 

Cursebreaker (Sp):

The malefactor can break curses by drawing them into themselves. At 4th level, the malefactor can cast remove curse at will as a standard action, using her malefactor level as her caster level. Whether the curse is successfully removed or not, the malefactor must save against the curse’s effects (at the original DC) each time she uses this ability, suffering the effects herself if the save is failed.

 

Steal Victory (Su):

At 4th level, the malefactor can stifle the luck of an opponent. As an immediate action, whenever a target within 10 feet rolls a d20 for an attack roll, the malefactor may spend a point of Strife to force the target to roll two dice for their attack, and use the lowest roll. The malefactor must do this before the result of the roll is known.

Schadenfreude (Su):
Starting at 6th level, the malefactor gains vitality by leeching the misfortune of her victims. She gains 5 temporary hit points whenever another creature within Close range of her fails a saving throw against an ability, spell, or spell-like ability with the curse descriptor. These temporary hit points stack with themselves, up to a total equal to 1/2 the malefactor’s maximum hit points, and last for up to 1 minute.

 

Cursebound (Ex):

At 7th level, the malefactor may choose to become immune to cursed items and can use the items without suffering any ill effects. The malefactor can use any beneficial properties the item possesses, but is not hindered by the item’s detrimental properties. Once the item is no longer in the possession of the malefactor, it reverts back to its normal, cursed state. The malefactor is never hindered in any way by a cursed item, and can always remove them from her possession if she desires to do so. Additionally, as long as the malefactor has at least one point of Strife, she gains a +4 bonus to save against any type of curse or hex attempted against her, such as a Witch’s hex or bestow curse spell.

 

Discord (Ex):

At 9th level, creatures that team up to attack a malefactor find that they impede each other more than they help. Characters using the Aid Another action against a malefactor need to successfully attack AC 15, rather than AC 10, in order to have an effect, and creatures that flank the malefactor take a -2 profane penalty on their attack rolls against her instead of the normal +2 bonus.

 

Dual Malediction (Sp):

At 10th level, the malefactor can use two maledictions with the same swift action as long as each has a different target.

Bleak Prophecy (Su):
At 12th level, creature under the effects of a malediction are filled with dreadful visions of their own demise, causing them to become shaken for the duration.

 

Dire Displacement (Sp):

At 13th level, as a swift action, a malefactor may spend a point of Strife to enter a state of displacement, as the spell, for one round. Should an opponent make an unsuccessful melee attack against the malefactor due to the displacement effect, the attack is redirected against a random creature within the attacker’s reach, using the same modifiers as the original attack.

Dark Murmur (Su):
Those cursed by a malefactor find her as hard to catch as rumor itself. Starting at 14th level, the malefactor’s movement no longer provokes attacks of opportunity from creatures under the effects of her maledictions.

 

Reject Defeat (Ex):

At 15th level, by spending a point of Strife, a malefactor that rolls a “natural 1” on any saving throw may immediately re-roll. The malefactor must take the results of this re-roll.

 

Curse Sense (Su):

At 16th level, a malefactor gains a precise awareness of the subtle auras given off by a cursed object or creature. A malefactor detects cursed creatures (including creatures carrying cursed objects) within 30 feet as if by blindsense. In addition, she can automatically determine if a magical item is cursed by sight, without the need for a Spellcraft check.

Dark and Stormy Night (Su):
A malefactor of 18th level or higher can wreath herself in dread. As a standard action, she can project her power into her aura of misfortune, altering it to fit her idea of a dreadful or cursed place. This grants her concealment and a +5 circumstance bonus on Intimidate checks. This ability lasts for as long as the malefactor wishes, and she can cease projecting these images as a free action, even if it’s not her turn. This is an illusion (shadow) effect.

 

Great Discord (Ex):

At 19th level, creatures near the malefactor become even more inept. Creatures within the malefactor’s aura of misfortune take a -5 profane penalty on attack rolls made while flanking and must successfully attack AC 25 in order to use the Aid Another action.

Lingering Misfortune (Su):
Starting at 19th level, a malefactor can teleport to any space adjacent to a creature suffering from one of her maledictions as a move action, regardless of the distance between her and that creature. She does not need line of sight or effect to that creature, but instead gets a brief glimpse of the area within 10 feet of the creature in question before teleporting so she can safely select her arrival space or choose not to make the teleportation.

 

Ruinous Ascension (Ex):

At 20th level, a malefactor undergoes a perfect apotheosis of misfortune. She is permanently immune to any spell with the curse descriptor that allows spell resistance. In addition, her aura of misfortune is especially oppressive. Any creature within the Aura treats a roll of “natural 2” as if it was a “natural 1,” with regards to both saving throws and attack rolls (and abilities like Strife Surge).

ARCHETYPES

The following archetypes are available to the malefactor

BUMBLER

LUCKBRINGER

RAVENLORD

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