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Table:JinxJinx
Alignment: Any.
Hit Die: d6.
Class Skills:
The jinx's class skills (and the key ability for each skill) are
Craft (Int), Fly (Dex), Heal (Wis), Knowledge (all skills taken
individually) (Int), Profession (Wis), Spellcraft (Int), and Use Magic
Device.
Skill Ranks per Level: 2 + Int modifier.
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LevelBABFort SaveRef SaveWill SaveSpecialSpells per day0th1st2nd3rd4th5th
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1+0'+0'+0'+2'Jinx's Famaliar31----
4
2+1'+0'+0'+3'31----
5
3+1'+1'+1'+3'32----
6
4+2'+1'+1'+4'320---
7
5+2'+1'+1'+4'321---
8
6+3'+2'+2'+5'321---
9
7+3'+2'+2'+5'3320--
10
8+4'+2'+2'+6'3321--
11
9+4'+3'+3'+6'3321--
12
10+5'+3'+3'+7'3322--
13
11+5'+3'+3'+7'33320-
14
12+6/+1'+4'+4'+8'33321-
15
13+6/+1'+4'+4'+8'33321-
16
14+7/+2'+4'+4'+9'33332-
17
15+7/+2'+5'+5'+9'33332-
18
16+8/+3'+5'+5'+10'333320
19
17+8/+3'+5'+5'+10'333321
20
18+9/+4'+6'+6'+11'333331
21
19+9/+4'+6'+6'+11'333332
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20+10/+5'+6'+6'+12'333332
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Class Features:

All of the following are class features of the jinx NPC class.
Weapon and Armor Proficiency: Jinxs are skilled with all simple weapons. Jinxs are not proficient with any type of armor or shield. Armor interferes with a jinx’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor on page 83 of the Pathfinder RPG Core Rulebook).

Spells
An jinx casts arcane spells, which are drawn from the jinx spell list. A jinx must choose and prepare her spells in advance.

To prepare or cast a spell, a jinx must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a jinx's spell is 10 + the spell level + the jinx's Intelligence modifier.

A jinx may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the jinx decides which spells to prepare.

Like other spellcasters, a jinx can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Jinx. In addition, she receives bonus spells per day if she has a high Intelligence score.

Where Table: Jinx indicates that the jinx gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Intelligence score for that spell level.

Jinx’s Familiar (Ex)
At 1st level, a jinx forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a jinx by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard’s arcane bond class feature, except as noted in the jinx’s Familiar section.

A jinx must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a jinx knows, and a jinx cannot prepare a spell that is not stored by her familiar. A jinx’s familiar begins play storing all of the 0-level jinx spells plus three 1st level spells of the jinx’s choice. The jinx also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new jinx level, she adds two new spells of any spell level or levels that she can cast (based on her new jinx level) to her familiar. A jinx can also add additional spells to her familiar through a special ritual.
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Jinxs choose their spells from the following list:
0th Level: bleed, detect magic, daze, guidance, light, mending, putrefy food and drink, read magic, stabilize, touch of fatigue.
1st Level: bungle, burning hands, cause fear, command, compel hostility, comprehend languages, cure light wounds, detect secret doors, diagnose disease, fumbletongue, hexward, ill omen, infernal healing, obscuring mist, peace bond, sleep, transfer tattoo.
2nd Level: alter self, blood transcription, carry companion, cure moderate wounds, daze monster, delay pain, delay poison, detect thoughts, embrace destiny, false life, find traps, ghostly disguise, lipstitch, tattoo potion, web.
3rd Level: anthropomorphic animal, bestow curse, clairaudience/clairvoyance, countless eyes, deep slumber, delay poison, communal, dispel magic, fly, lightning bolt, remove curse, remove disease, tongues.
4th Level: age resistance, lesser, cure serious wounds, false life, greater infernal healing, greater, minor creation, neutralize poison, threefold aspect.
5th Level: baleful polymorph, break enchantment, cure critical wounds, curse, major, major creation, magic jar, overland flight, reincarnate.
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