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Jinx Eater

CREATURE 4

Whether kidnapped, conscripted, or having entered voluntary service, a tengu in the role of jinx eater on a ship's crew is tasked with keeping the crew free of misfortune. Those with the necessary skill to do so often achieve a respected and privileged position on board.


Originally hailing from the continent of Tian Xia, tengu have spread across the globe. Though some staunchly uphold traditions, gazing at the sky from the tallest mountaintops, other tengu remain on the ground, adapting and blending into the societies in which they settle.


Perception +12; low-light vision
Languages Common, Tengu; plus two others
Skills Acrobatics +13, Athletics +9, Deception +12, Intimidation +12, Occultism +10, Sailing Lore +12
Str +2, Dex +4, Con +1, Int +1, Wis +1, Cha +2
Items Tengu Gale Blade, Leather Armor, Bottle (containing fine alcohol to throw overboard as an offering)

AC 21; Fort +8, Ref +14, Will +11
HP 65
Eat Fortune (concentrate, divine)
Frequency once per day
Trigger A creature within 60 feet uses a fortune or misfortune effect

Effect The tengu negates the attempt to manipulate fate and fortune. Eat Fortune gains the opposing trait, and the triggering effect is disrupted.

Speed 25 feet
Melee Tengu Gale Blade +13 (agile, disarm, finesse), Damage 1d6+4 slashing
Melee Beak +13 (finesse, unarmed), Damage 1d6+4 piercing
Jinxed Call (auditory, occult)

The jinx eater gives an eerie croak. Each non-tengu in a 30-foot emanation must succeed at a DC 21 Will save or be Clumsy 1 for 1 round (or 1 minute on a critical failure). Regardless of the results, each creature is then temporarily immune to Jinxed Call for 1 minute.

Sneak Attack

The jinx eater deals 1d6 extra precision damage to Off-Guard creatures.

Pathfinder NPC CoreORC