In the desert lands, in the dry and cold mountains, in the wastelands claimed by no man, life is harsh and often short and brutal. Books, shadowy patrons, or erratic blood of an ancient mistake are too weak to thrive here. A different kind of magic grows strong, magic of the quick advantage, magic of the survival of the fittest. Brujo (feminine bruja) practice witchcraft with an edge, magic on the edge of a knife, depending on the inherent magic present in nature around them without the protective obligation of the druid. Brujo take what they need, because nature has more than any spellcaster can take or even control, and to underestimate the power of the natural world is to be a weak fool. Cagy, tricky, and with unexpected abilities to manipulate the natural and sentient world, a brujo is not a magic-user to be trifled with.

Role: A brujo natural spellcaster with a martial and aggressive bent; curses are used to weaken opponents, in addition to the brujo’s spells. Though of brooding and independent nature, most brujo realize they are not front-line combatants and grudgingly cooperate with an adventuring party for mutual benefit.

Hit Dice: d8.

Starting Wealth: 105 gp

Class Skills
Your class skills are Autohypnosis (Wis), Heal (Wis), Handle Animal (Wis/Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Scrutiny (Int/Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.

Level BAB Fort Ref Will Special Spells per Day
1 2 3 4 5 6 7 8 9
1st +0 +2 +0 +2 Cabal, cantrips, cursed strike (30 ft.), curse pool, eschew materials, magic consumption 3
2nd +1 +3 +0 +3 Cursed bond 4
3rd +2 +3 +1 +3 Steal image 5
4th +3 +4 +1 +4 Animal shape 1/day 6 3
5th +3 +4 +1 +4 Bonus feat 6 4
6th +4 +5 +2 +5 Improved cursed bond 6 5 3
7th +5 +5 +2 +5 Animal shape 2/day 6 6 4
8th +6 +6 +2 +6 Borrow body 6 6 5 3
9th +6 +6 +3 +6 Cabal power, cursed strike (100 ft.) 6 6 6 4
10th +7 +7 +3 +7 Animal shape 3/day 6 6 6 5 3
11th +8 +7 +3 +7 Bonus feat 6 6 6 6 4
12th +9 +8 +4 +8 Steal body 6 6 6 6 5 3
13th +9 +8 +4 +8 Animal shape 4/day 6 6 6 6 6 4
14th +10 +9 +4 +9 Greater cursed bond 6 6 6 6 6 5 3
15th +11 +9 +5 +9 Borrow body 2/day 6 6 6 6 6 6 4
16th +12 +10 +5 +10 Animal shape 5/day 6 6 6 6 6 6 5 3
17th +12 +10 +5 +10 Bonus feat 6 6 6 6 6 6 6 4
18th +13 +11 +6 +11 Cabal power, cursed strike (400 ft.) 6 6 6 6 6 6 6 5 3
19th +14 +11 +6 +11 Greater image 6 6 6 6 6 6 6 6 4
20th +15 +12 +6 +12 Animal shape (at will, pass without trace) 6 6 6 6 6 6 6 6 6

Class Features
The following are class features of the brujo.

Weapon and Armor Proficiency: You are proficient with all weapons (simple, hand crossbow, hand axe, throwing axe, truncheon, short sword, natural weapons).

Cabals (Ex, Sp, Su): Cabals among the extremely loose brotherhood of brujo give direction to the temperament of these fractious mages of the wild, a means to define themselves, and that which they wish to control, and that which they hate and wish to destroy. What may be the only inviolable rule in the collectivity of brujo is that one must never fight (directly, anyway) a fellow member of one’s cabal. Each cabal starts play with a specialty ability that increases in power at 9th and 18th levels. Using these powers is a swift action. The totem animal for each cabal can be spoken to by members of that cabal as if they had speak with animals (for that species only) and, at 4th level and higher can be assumed with the animal shape ability as a free action, instead of a standard one. The elemental weakness incurred by all cabals influences a direction for that cabal’s hatred, and causes them to suffer accordingly:

  • Air (vulnerable to electricity, -2 to saving throws against spells with the air or electricity descriptors).
  • Earth (vulnerable to acid, -2 to saving throws against spells with the acid or earth descriptors).
  • Fire (vulnerable to fire, -2 to saving throws against spells with the fire descriptors).
  • Metal (vulnerable to sonic, -2 to saving throws against spells with the metal or sonic descriptors).
  • Water (vulnerable to cold, -2 to saving throws against spells with the cold or water descriptors).
  • Wood (vulnerable to radiant, -2 to saving throws against spells with the radiant or wood descriptors).

Cantrips (Cha): You can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Brujo Spells Known. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Curse Pool (Su; Cha): You use points from your curse pool to fuel your cursed strikes and some other abilities. You start play with a curse pool of 3 points plus your Charisma modifier, and adds 2 points every level after level 1. This pool renews when you renew your spells slots for the day.

Cursed Strike (Su; curse; Cha): Perhaps even more fearsome than their spellcasting ability is your ability to focus your ire to curse targets. By expending point(s) from your curse pool you can inflict penalties to attack rolls, armor class, and skill checks of your enemies on a one for one basis, up to a penalty equal to half the your level (minimum 1). The curse lasts 1 minute per brujo level.

You can use a cursed strike as an immediate action when making a melee attack or melee caster check, before the attack is rolled. If used in melee the target receives no save against the curse, but the curse fails on a miss and wastes the points from the curse pool.

At 1st level, you may make a cursed strike at a range of 30 ft. When used at range the target may make a Will save to negate the effect. At 9th level, the ranged curse can be used at a range of 100 ft. At 18th level the maximum range is 400 ft.

Eschew Materials: You gain Eschew Materials as a bonus feat at 1st level.

Spells (Cha): You are able to learn simple and complex spells. You always learn spells with the animal, curse, and healing descriptor. You may never spells with the positive energy descriptor. These spells make up your spell list. You can cast any spell you know without preparing it ahead of time. To learn or cast a spell, you must have a Charisma score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against a brujo’s spells is 10 + the spell level + the brujo’s Charisima modifier.

You can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on Table: Brujo. In addition, you receive bonus spells per day if you have a high Charisma score. Your selection of spells is extremely limited. You begin play knowing 4 0-level spells and 2 1st level spells of his choice. At each brujo level, you gain one or more new spells, as indicated on Table: Brujo Spells Known. Unlike spells per day, the number of spells you know is not affected by your Charisma score; the numbers on Table: Brujo Spells Known are fixed.

Upon reaching 4th level, and at every even-numbered level after that, you can choose to learn a new spell in place of one you already know. In effect, you lose the old spell in place of the new one. The spell’s level must be the same as the one being exchanged. You may swap out only a single spell at any given level, and must choose whether or not to swap the spell at the same time that you gain spells known for the level.

Brujo Spells Known
Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3
4th 6 3 1
5th 6 4 2
6th 7 4 2 1
7th 7 5 3 2
8th 8 5 3 2 1
9th 8 5 4 3 2
10th 9 5 4 3 2 1
11th 9 5 5 4 3 2
12th 9 5 5 4 3 2 1
13th 9 5 5 4 4 3 2
14th 9 5 5 4 4 3 2 1
15th 9 5 5 4 4 4 3 2
16th 9 5 5 4 4 4 3 2 1
17th 9 5 5 4 4 4 3 3 2
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3

Magic Consumption (Ex): You may consume the magic of a potion or scroll as a full-round action. The magic you consume can be used for one of two purposes:

  1. You can use the magic to restore lost curse points on a point per spell level basis
  2. You can exchange the spell stored in the potion or scroll with one of your known spells if it is on your spell list.

Cursed Bond (Ex or Sp): At 2nd level a you form a cursed bond of shared ire. This bond takes the form of a bonded fetish.

Your bond with a fetish imbues a set of homemade objects with the power to protect yourself. The fetish grants DR 1/magic to the brujo until you fail a saving throw vs. a spell specifically targeted at him, whereupon the fetish will negate the spell or effect. The fetish then becomes inert until the next time the you renew your spell slots. The fetish can negate spells of any spell level the you can cast, a higher-level spell does not trigger the fetish. Spells that the brujo voluntarily fail his saving throw against do not activate the fetish. The fetish is a set of small talismans and trophies the brujo collects over time. It cannot be sundered as it is not a single object, but if all the brujo’s fetishes are taken, it takes him one hour each day over a week’s time to create enough new ones to activate the ability again. Fetishes have no monetary cost.

Steal Image (Su): An iconic power of the brutish brujo is the ability to capture the image of an opponent, which gives the brujo protection from them for a time. You capture these images on small fetishes on yourself, tiny statuettes or framed pictures. At 3rd level, you can own 1 image fetish, and create and own another for every 3 levels past 3rd, to a maximum of 6 at 18th level. Image fetishes are created with a full-round action when in the presence of a member of a monster type or subtype and give a +2 profane bonus to armor class and attack rolls against creatures of that type. A stolen image has hardness 3 and 1 hit point; lost or destroyed images can be replaced up to the brujo’s maximum.

Animal Shape (Su): At 4th level, you gain the ability to turn himself into any Small or Medium animal and back again once per day. Your options for new forms include all creatures with the animal type. This ability functions as a beast shape I spell, except as noted here. The effect lasts for 1 hour per brujo level, or until you change back. Changing form is a standard action that doesn’t provoke an attack of opportunity. The form chosen must be one you are familiar with. You lose his ability to speak while in animal form because he is limited to the sounds a normal animal can make, but you can communicate with other animals of the same general grouping as the new form; you cannot cast spells.

You can use this ability once per day at 4th level, and an additional time per day for every three levels of brujo, to a maximum of five times per day at 16th level. At 20th level, you can assume animal form at will, and gains the power of pass without trace in animal form. At 7th level, you can use animal shape as beast shape II to change into a Large or Tiny animal. At 10th level, you can use animal shape as beast shape III to change into a Huge or Diminutive animal.

Bonus Feat: At levels 5, 11 and 16, you gain a bonus feat from the Item Creation or the Metamagic feat list. You must meet all prerequisites for the bonus feat.

Improved Cursed Bond: At 6th level your fetish’s DR becomes 2/silver, and it can absorb two spells per day before going inert.

Greater Cursed Bond: At 14th level, your fetish’s DR becomes 3/adamantine, and his fetish will negate three spells per day.

Borrow Body (Sp): At 8th level, a brujo can use marionette possession as a spell-like power once per day as a swift action, and can use it an additional time per day at 15th level. Any creature summoned by the brujo count as willing targets. A summoned creature possessed by this effect has the duration of the summoning extended to the duration of the possession.

Steal Body (Sp): At 12th level, a brujo can use possession as a spell-like ability.

Greater Image (Su): At 19th level, the bonuses to armor class and attack rolls granted by the steal image class ability increase to +4.

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.