Race: Oneida-tribe Iroquois
Str: 16 +3
Dex: 15 +2
Con: 14 +2
Int: 15 +2
Wis: 16 +3
Cha: 10 0
AC: 16 = +2 dex +3 bonus +1 two-weapon defense
Touch AC: 15 = +2 dex +3 bonus
Will: 8 = 3 + 5
Fort: 7 = 2 + 2 + 3
Ref: 10 = 2 + 5 + 3
Base Attack: +4
Melee: +7 (+8 with Handaxes) +6/+6 for two-weapon fighting
Ranged: +6 (+7 with handaxes) +5/+5 for two-weapon fighting
Acrobatics: 11 = 6 + 3 + 2
Climb: 12 = 6 + 3 + 3
Intimidate: 9 = 6 + 3 + 0
Knowledge (Local): 7 = 5 + 2
Knowledge (Religion): 7 = 5 + 2
Knowledge (History): 7 = 5 + 2
Profession (Shaman): 9 = 3 + 3 + 3
Sense Motive: 12 = 6 + 3 + 3
Stealth: 11 = 6 + 3 + 2
Swim: 11 = 5 + 3 + 3
Linguistics: 4 = 2 + 2
Racial and Class Features
Languages: English, French, Iroquois, German
+1 Skill point per level
Aura of Misfortune (-3): -3 to all saving throws made within 10 feet, excluding self as long as spite pool has any points in it.
Strife Surge (Ex): Whenever a creature within a malefactor's aura of misfortune rolls a "natural 1" on a saving throw or attack roll, the Yla spirits become energized. For the next round, whenever the malefactor uses an ability or malediction that normally requires an expenditure of Strife, the amount of Strife consumed is reduced by 1, to a minimum of zero.
Luck of the Damned (Ex): You add your Wisdom bonus to your Reflex and Fortitude saves.
Extra Strife: +2 Strife points per day.
Weapon Focus (Handaxe)
Harrowing Strike (Su): As a standard action, the malefactor can spend a point of Strife to make a special attack called a Harrowing strike. At 2nd level, the malefactor making a Harrowing Strike adds her Wisdom bonus to attack rolls. At 5th level, the malefactor can add her Wisdom bonus to both her attack and damage rolls.
Cursebreaker (Sp): The malefactor can break curses by drawing them into themselves. At will, the malefactor can target a creature with remove curse, using her malefactor level as her caster level. Whether the curse is successfully removed or not, the malefactor must save against the curse's effects (at the original DC) each time she uses this ability, suffering the effects herself if the save is failed.
Steal Victory (Su): At 4th level, the malefactor can stifle the luck of an opponent. As an immediate action, whenever a target within 10' rolls a d20 for an attack roll, the malefactor may spend a point of Strife to force the target to roll two dice for their attack, and use the lowest roll. The malefactor must do this before the result of the roll is known.
DC: 16 = 10 + 1/2 level + 3 wisdom
Spite Pool: 8 points per day
Apt Curse (Sp): The target of this malediction must make a Will save or suffer a 50% chance of taking no action each round the malediction is in effect. Otherwise, the target may act normally. 1 Strife
Fray (Su): This subtle malediction breaks down and destroys fibrous materials like cloth, ropes, webs, and vines. Attended objects and magical effects are entitled to a Fort save to resist the effect. Otherwise, the targeted object (or 5' square of fibrous material) takes 5 points of damage per round, bypassing DR, for the duration of the effect, as Yla spirits pick it apart. 1 Strife
Unwilling Bodyguard (Sp): A creature targeted with this malediction must make a Will save or become irresistibly attractive to ranged attacks. While this malediction is in effect, any ranged weapon attacks (but not magical ranged touch attacks, such as rays) that target the malefactor and miss instead target the afflicted enemy, using the same modifiers as the original attack, as long as the enemy is within 10' of the malefactor. A malefactor can only have one creature under the effects of unwilling bodyguard at a time. 2 strife