Witchling

Entry Requirements
Skills:
Knowledge (Arcana) 6 Ranks, Intimidate 3 Ranks
Feats: Force of Personality

Hit Die: d6

Level BAB Fort Ref Will Special
1st +0 +0 +0 +2 Jinx, Evil Eye
2nd +1 +0 +0 +3 Witchfire
3rd +1 +1 +1 +3 Dire Brand
Class Skills: Concentration, Craft, Intimidate, Knowledge (Arcana), Listen, Profession, Search, Spot. 4 + Int Modifier Skill Points.

Wpn/Arm Prof: The witchling does not gain any new weapon or armor proficiencies.

Jinx (Su): The witchling may, once per day, spend 15 minutes in meditation to roll a d20 and record the result, this is their Jinx Value (new rolls will overwrite the old results). Whenever a hostile creature within 30ft of the witchling rolls a d20 for an attack roll, ability check, or skill check, the witchling may choose to swap the roll with their Jinx Value, replacing their Jinx Value with the targeted roll. This may only be done once per round.

Several witchling abilities reduce their Jinx Value, these abilities cannot reduce the Value below 1, and if an ability would reduce it below 1, it cannot be used.

At 2nd level, the witchling may use this ability on allies as well. This may not target the witchling.

At 3rd level, the witchling may use this ability on Saving Throws and Critical Confirmation rolls.

Evil Eye (Su): As a standard action, the witchling may lower their Jinx Value by 1 to place a hex on a target they can see. The target must make a Fortitude saving throw (DC 10 + Half the Witchling's Character Level + the Witchling's Cha Mod) or be sickened for one minute. If the witchling also possesses Daunting Presence, they may use that feat as part of the same action as using this ability by lowering their Jinx Value by an additional 1.

Witchfire (Su): Starting at 2nd level, as a swift action, the witchling may conjure a baleful, flame-like energy to their hand by reducing their Jinx Value by 1. This witchfire sheds light as a torch and can be used to make a melee touch attack to deal 1d6 points of damage. The witchling may disperse their witchfire as a free action.

As a standard action, the witchling may reduce their Jinx Value by 2 while holding their witchfire to excite it to either make a touch attack or fire a ray of energy (60ft range) that deals 2d6 points of damage plus an additional amount of damage equal to their Cha bonus (if any) on a successful melee or ranged touch attack (respectively). This is in addition to the 1d6 damage from using witchfire to attack normally.

The witchling may reduce their Jinx Value by 2 when using Evil Eye or making an attack with witchfire to force the target to succeed on a Fortitude saving throw (DC 10 + Half the Witchling's Character Level + the Witchling's Cha Mod) or become fatigued for one minute.

Dire Brand (Su): At 3rd level, the witchling gains the ability to place a brand on any creature that fails a saving throw against Evil Eye or Witchfire. This brand lasts for 1 hour and allows the witchling to use Jinx on the branded individual as long as they are within 1 mile of the witchling. Additionally, the witchling may target a branded individual with Evil Eye without needing to see them, though if they cannot see the creature, the duration of the brand is not refreshed.