Jinx Master

Jinx masters are ninja who specialize in recovering treasures from ruins and tombs, some in a quest for knowledge, others out of a desire for riches. In addition to natural dangers and mundane traps, these locations are often protected by ancient curses or the psychic imprints of former occupants. Though not versed in magic, jinx masters learn to unweave these maledictions as easily as they unlock ancient vaults. Through their studies on how to undo hexes, they learn to cast some of their own.

Jinxes (Ex)

At 2nd level, a jinx master learns a witch hex. The jinx master can use these hexes as a standard action by expending 1 ki point. At 10th level and above, the jinx master can select a major hex. The save DC, if any, for a jinx is 10+1/2 ninja level + Cha mod.

Some hexes are permanent effects, or have a limited daily usage (such as 1 minute per level). The jinx master need not spend a ki point to use such a hex.

This replaces ninja tricks and master tricks.

The ninja may also select the following jinxes in place of a major hex.

Cursed Strike* (Su) Once per day, when the jinx master would normally deal sneak attack damage, she can instead forgo all bonus damage to attempt to curse her target (as per the spell bestow curse). The save is DC equal to 10 + 1/2 the jinx master’s ninja level + her Charisma modifier. The jinx master can use this ability an additional time per day at 15th level and 20th level.

Etheric Strike* (Su): With a successful sneak attack against undead, the jinx master can deal her sneak attack damage as positive energy damage rather than physical damage. The additional damage affects undead that are normally immune to sneak attacks because of their lack of a discernible anatomy (such as ghosts). A jinx master can make an etheric strike a number of times per day equal to 3 + her Charisma modifier.

Curse Sense (Ex)

At 4th level, a jinx master adds 1/2 her ninja level on Perception checks to notice haunted areas and incorporeal undead, and on Spellcraft checks to identify cursed items, and can cast detect magic at will as a divine cantrip.

In addition, the jinx master gains a +1 bonus on saving throws against curses and the abilities of the undead and a +1 dodge bonus to AC against attacks by such creatures. These bonuses increase by 1 at 6th level and every 3 ninja levels thereafter (to a maximum of +6 at 18th level).

This ability replaces uncanny dodge.

Disable Curse (Su)

At 8th level, a jinx master can attempt to disable a curse as she would a magical trap. This ability acts as remove curse, except instead of a caster level check, the jinx master attempts a Disable Device check (DC = 15 + the DC of the curse). Disabling a curse takes 2d4 rounds, and the jinx master cannot take 10 or 20 on this check. A jinx master can use this ability once per day at 8th level. At 12th level and every 4 ninja levels thereafter, a jinx master can use disable curse one additional time per day.

This ability replaces improved uncanny dodge.