Malice Binder

System: Pathfinder | SRD | Type: Subclass (Archetype) of Investigator

A lock of hair, a bit of blood, even a footprint is enough to grant a wily witch hunter an edge. Malice binders often rise from the ranks of the common folk rather than from wealthy nobles or the church. Their magic is old and crude, but devastatingly effective against those they hunt.

Class Abilities

Witch Lore (Ex) (addition)

Malice binders hunt and kill those who would plague the world with supernatural power. A malice binder can use inspiration on Knowledge (arcana), Spellcraft, Sleight of Hand, and Survival checks without expending a use of inspiration, provided he is trained in the skill, rather than on any Knowledge and Linguistics checks. He can later spend an investigator talent to gain the ability to use inspiration on any Knowledge and Linguistics checks. This alters inspiration.

Take a Bit (Ex) (addition)

The malice binder gains Improved Steal as a bonus feat at 1st level. At 3rd level, he can use inspiration to improve a steal combat maneuver check by spending one use of inspiration rather than two. This replaces trapfinding and trap sense.

Fettering (Su) (addition)

A malice binder forgoes alchemy for the study of sympathetic magic that allows him to hinder foes. Fetters rely on the magical resonance of creatures capable of casting spells (spellcasters and creatures with spell-like abilities) which saturates even their hair and clothing. Fetters cannot target a creature with no magical ability. The malice binder knows one fetter at 1st level and gains another at 4th level and every 2 levels thereafter. Every fetter requires a token taken from his desired target: a few hairs, a lost tooth, nail clippings, a scrap of clothing, or a small treasured possession with some significance. An investigator can obtain a single token in any of the following ways: a successful Sleight of Hand check against an unsuspecting target, a successful steal combat maneuver, or a successful Perception check (DC = 15 + the creature’s CR) to search an area his target occupied for at least 2 hours. Malice binders can search such a location for additional tokens, but each subsequent Perception check increases the DC by 5, regardless of success or failure. Tokens rely on the magic that clings to spellcasters and creatures with spell-like abilities; they must be carefully preserved as soon as they are recovered and before they can be used. Preparing a token requires a move action, and a malice binder can maintain one prepared token per class level. Each token can be used only to power a fetter targeting the creature it came from, and it is consumed in the process. At 7th level, the malice binder can instead prepare a token as a swift action. The DC to resist a fetter is equal to 10 + half the investigator’s class level + the investigator’s Charisma bonus. Activating a fetter is a standard action that provokes attacks of opportunity, and unless otherwise stated the target must be within 30 feet, plus 5 feet per 2 levels. Once a creature has been the target of a specific fetter, it is immune to that effect for 24 hours. This replaces alchemy. Divine Dread (Su

Take a Bit More (Ex) (addition)

At 8th level, taking a bit of clothing or hair to use as a token becomes second nature for the malice binder. He gains Quick Steal as a bonus feat. When attempting to steal a token, he gains a +2 competence bonus on combat maneuver checks. This replaces poison resistance.

Witch Trapper (Ex) (addition)

Beginning at 11th level, whenever the malice binder would gain a fetter, he can instead select a ranger trap ( Pathfinder RPG Ultimate Magic 64), treating his investigator level as his ranger level for the purpose of determining the trap’s effect. This replaces poison immunity.

Source: Blood of the Coven pg. 28

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