Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet.
Halfling Jinx (Su):
Halflings with this racial trait gain the ability to curse another creature with bad luck at will as a standard action. This curse has a range of 30 feet, and you must be able to see the target and have line of effect to it. The target gets a Will saving throw to resist this jinx (DC = 10 + 1/2 your level + your Charisma modifier). If your target makes this saving throw, it is immune to your jinx ability for 24 hours. A jinxed creature takes a –1 penalty on all saving throws. This jinx lasts for 24 hours or until you attempt to use your jinx again. A jinx is a supernatural ability, is not mind-affecting, does not allow spell resistance, and can affect any kind of creature not immune to luck effects.
Characters with this trait cast spells with the darkness, light, or shadow descriptor at +1 caster level. Halflings can take this trait in place of weapon familiarity.
Halflings receive a +2 racial bonus on all saving throws against fear.
Halflings receive a +2 racial bonus on Perception checks.
Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level. A witch cannot select an individual hex more than once.
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.
The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round.
This is a mind-affecting effect. At 8th level the penalty increases to –4.
When a creature fails its save against your evil eye hex, add the effect of your jinx to the effect of the hex. The save penalties from the hex and jinx stack. Using your jinx on another creature does not end the hex or the jinx effect on the hexed target.
Carrying Capacity Light 0-22.5 lb. Medium 22.5-45 lb. Heavy 45-67.5 lb.
Current Load Carried 31 lb.
Jinx is not jovial like most of his kin, he is withdrawn and cautious but can occasionally be seen to provide moments of truly heartwarming kindness.
He knows there is something dark inside him that feeds on the misfortune of others. But he has come to terms with that and learnt, to a lesser extent, to control it for his own purposes. Because of this, and the attitude of others, he has built up a shield around himself and it is only occasionally pierced.
In truth, he misses being part of something. halflings are communal by nature and eventhough he was different among his Circle, he was accepted and had a family. For a time he had that in Phaendar too, but that lack of contact is anathema to him and hurts him more than the name-calling or occasional beating.
Jinx is slight even for his race. Never physically strong nor as nimble as many of his kind, he looks pale with sunken eyes ringed with dark circles though whether this is due to his living conditions or anything is difficult to know.
His hair is long and black and decorated with tiny fetishes. If he had a care for it, it could be long and lustrous and actually a very striking feature.
His fingers are thin and pointed and he can often stand rigidly still, like a rabbit in the light of a lamp or an animal about to spring a snare. With arms and hands held stiffly to his sides, this tic most often manifests when he is confronted by an angry towns person.
Jinx is primarily a debuffer and battlefield controller. He will eventually be able to lower defences quite significantly and follow it up with debilitating spells.