Bumbler
Table of Contents
- Class Features
- Weapon and Armor Proficiency
- Jinxed Life (Pn)
- (Pn) Tags
- When the Dice Hate You
- Aura of Misfortune (Su)
- Catastrophe (Su)
- Deeper Rules
- Cause and Effect
- Lucky Roll (Su)
- Mixed Blessings (Su)
- Snake Eyes (Pn)
- Bad Luck Magnet (Pn)
- Uncanny Dodge (Ex)
- Critical Feat
- Skin of Your Teeth (Su)
- Escape Peril (Su)
- Aura of Disaster (Su)
- Improved Uncanny Dodge (Su)
- Attract Disaster (Su)
- Unkillable Fool (Su)
- Always an Option (Su)
- Bumbler Mixed Blessings
- Beginner’s Luck
- Cosmic Plaything
- Cursed Enough
- Cursed Pirate Treasure
- From the Jaws of Victory
- “I’m Okay!”
- Improbability Magnet
- Inopportune Moment
- Mistaken Identity (Ex)
- Pauli Effect
- What is the Pauli Effect?
- Playing Dead
- Pratfall Defense (Ex)
- Runaway! (Ex)
- School of Hard Knocks (Ex)
- Scream in Seven Languages (Ex)
- Scrying Rod
- Spell Mumble
- Bumbler Alternate Favored Class Bonuses
Bumblers are the sort of people who have bizarre luck; a mix of horrendous and stupendous luck. They can reliably count on things going wrong for them, but somehow they keep making it through the worst life has to throw at them. Their bad luck could be karmic retribution for a previous life, a curse from the gods, or perhaps it’s just all a cruel cosmic joke.
Sometimes it can be hard to tell if the fates either love or hate a bumbler. They might find vast fortunes… in cursed pirate gold. They might get denied passage on a ship… that is never heard from again. Their life is a constant give and take between luck and disaster and the bumbler learns to always take things as they come, accepting the good with the bad and vice versa.
Suffering through the worst life has to offer on a routine basis, the bumbler arrives in two flavors; the survivors and the dead. Those “lucky” enough to survive the trials of daily life find that while the cruel hand of fate slaps them silly, they can bring misfortune down on others. Friends quickly learn to be prepared for the worst around a bumbler and enemies suffer bizarre failures when around the bumbler.
No bumbler ever sets out to be an adventurer, adventures just happen to them (whether they like it or not). They accidentally are mistaken for prophesied heroes, stumble into political assassinations, and accidentally find ancient mystic artifacts that must be destroyed laying next to the road. Some bumblers become aware of their terrible fate, and lament the fact that they seem to have no escape; trying to run from an adventure just means the adventure goes and finds them.
Hit Dice: d8.
Role: Bumblers excel in battlefield disruption, keeping foes guessing on how the die will fall and relentlessly punishing enemy failure. Bumblers need a strong Wisdom score to power their abilities and increase the DC of their catastrophe class feature, and a decent Dexterity or Constitution can keep a bumbler alive.
Alignment: Any
Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: The bumbler class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
Class Features
Table: The Bumbler| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Fail Range | Catastrophes per turn |
|---|---|---|---|---|---|---|---|
| 1st | +0 | +2 | +2 | +2 | Aura of misfortune, catastrophe, jinxed life, lucky roll | 2 | 1 |
| 2nd | +1 | +3 | +3 | +3 | Mixed blessings, snake eyes | 2 | 1 |
| 3rd | +2 | +3 | +3 | +3 | Bad luck magnet, catastrophe | 2 | 2 |
| 4th | +3 | +4 | +4 | +4 | Mixed blessings, uncanny dodge | 2 | 2 |
| 5th | +3 | +4 | +4 | +4 | Catastrophe, critical feat, skin of your teeth 1/day | 3 | 2 |
| 6th | +4 | +5 | +5 | +5 | Escape peril, mixed blessings | 3 | 3 |
| 7th | +5 | +5 | +5 | +5 | Catastrophe | 3 | 3 |
| 8th | +6/+1 | +6 | +6 | +6 | Aura of disaster, improved uncanny dodge, mixed blessings | 3 | 3 |
| 9th | +6/+1 | +6 | +6 | +6 | Catastrophe, critical feat | 4 | 4 |
| 10th | +7/+2 | +7 | +7 | +7 | Mixed blessings, skin of your teeth 2/day | 4 | 4 |
| 11th | +8/+3 | +7 | +7 | +7 | Catastrophe | 4 | 4 |
| 12th | +9/+4 | +8 | +8 | +8 | Attract disaster, mixed blessings | 4 | 5 |
| 13th | +9/+4 | +8 | +8 | +8 | Catastrophe, critical feat | 5 | 5 |
| 14th | +10/+5 | +9 | +9 | +9 | Mixed blessings | 5 | 5 |
| 15th | +11/+6/+1 | +9 | +9 | +9 | Catastrophe, skin of your teeth 3/day | 5 | 6 |
| 16th | +12/+7/+2 | +10 | +10 | +10 | Mixed blessings, unkillable fool | 5 | 6 |
| 17th | +12/+7/+2 | +10 | +10 | +10 | Catastrophe, critical feat | 6 | 6 |
| 18th | +13/+8/+3 | +11 | +11 | +11 | Mixed blessings | 6 | 7 |
| 19th | +14/+9/+4 | +11 | +11 | +11 | Catastrophe | 6 | 7 |
| 20th | +15/+10/+5 | +12 | +12 | +12 | Always an option, mixed blessings, skin of your teeth 4/day | 6 | 7 |
The following are the class features of the bumbler.
Weapon and Armor Proficiency
The bumbler is proficient with all simple weapons, with light armor, and with light shields (wooden, steel, etc).
Jinxed Life (Pn)
The defining trait of a bumbler is their uncanny ability to fail at anything, no matter how simple. At 1st level, the bumbler expands their critical failure range. Any time they roll a d20, they automatically fail on a natural roll of 1 or 2, regardless of the overall result of the roll or the simplicity of the task. This takes effect even for rolls that normally cannot be critically failed, like skill checks.
At 5th level, and every 4 levels after that, the bumbler expands their failure range by an additional 1 point, to a maximum of rolls of 6 and below at 17th level.
(Pn) Tags
Class features tagged with a Pn denote penalties. These are class features that hamper or hinder the class in some way. This is often done to offset a stronger ability, or to provide additional flavor to the class.
When the Dice Hate You
Due to the nature of the jinxed life class feature, it is quite possible for a player to feel they are unable to contribute due to string of bad rolls; we all have those times where we can’t roll above a 5 to save our lives. Jinxed life is designed to add flavor and depth to the overall design of the bumbler, and if it becomes cumbersome or overly detrimental the GM is encouraged to waive the penalty when they feel it is appropriate to do so; do-or-die moments, after the 3rd low roll, etc.
Aura of Misfortune (Su)
Even at 1st level, the bad luck of the bumbler bleeds over into the lives of others. All enemies within 30 feet of the bumbler gain the effects of the bumbler’s jinxed life class feature.
Enemies receive a Will save (DC 10 + 1/2 bumbler level + Wisdom modifier) to resist the effect when they enter the area. If a creature leaves and re-enters the area, they must make the save again. If an enemy fails a d20 roll while under the effects of aura of misfortune, the bumbler may activate a catastrophe, if they have uses remaining this round (see the catastrophe class feature). The creature that failed the d20 roll is treated as the point of origin of the effect for the catastrophe.
Catastrophe (Su)
Standing next to a bumbler is almost never a good idea. Bad events turn worse, and the bumbler acts like a cosmic lightning rod attracting the worst situations possible. Whenever the bumbler or an enemy affected by their aura of misfortune fails on a roll (via the expanded range) the bumbler may choose to inflict a “catastrophe” on them (or themselves). The choice to trigger a catastrophe can be made as a free action. This only works on critically failed attack rolls and skill checks, not saving throws. The effect is always centered on the creature who critically failed the roll.
This may be done only once per turn at 1st level but may be done one additional time per round at 3rd level and every 3 levels thereafter as shown on Table: The Bumbler.
At 1st level, the bumbler knows the pinpoint disaster catastrophe and one other 1st level catastrophe of their choice. At 3rd level, and every odd level after that, the bumbler gains access to a new catastrophe.
Deeper Rules
- This may not be done more than once per creature per failure.
- The bumbler must adequately explain how the events come to pass (to the GM’s satisfaction) or have the effect fail.
- Certain catastrophes have requirements to what can trigger them.
At 1st level, the bumbler can learn catastrophes from the following list:
- Butterfingers (Ex): The triggering creature and all creatures within a 10 foot radius drop anything held in their hands. A Reflex save (DC 10 + 1/2 bumbler level + Wisdom modifier) resists the effect.
- Drag Down (Ex): The triggering creature and all adjacent creatures fall prone. A Reflex save (DC 10 + 1/2 bumbler level + Wisdom modifier) resists the effect.
- Dropped Guard: The triggering creature provokes an attack of opportunity from all adjacent enemies. A Reflex save (DC 10 + 1/2 bumbler level + Wisdom modifier) prevents this effect.
- Pinpoint Disaster: The triggering creature somehow creates a small painful mess that spills over to those around them. The triggering creature and all adjacent creatures take 1d6 + the bumbler’s class level in damage. The damage may be bludgeoning, piercing, or slashing damage (chosen by the bumbler before damage is rolled). A Reflex save (DC 10 + 1/2 bumbler level + Wisdom modifier) halves the damage.
- Smokescreen: The triggering creature kicks up a thick cloud of smoke, dust, sand, or the like. This functions as a mundane obscuring mist effect (using the bumbler’s level as their caster level) centered on the triggering creature that lasts for 1 minute.
- Wild Flailing (Ex): The triggering creature swings wildly, attacking anyone within reach. The triggering creature makes a single attack against each adjacent creature, at highest BAB, as if they had the Whirlwind Attack feat. This may only be triggered by an attack roll or physical ability-based skill check.
Starting at 5th level, the bumbler may also choose from the following catastrophes:
- Construction Fault: The triggering creature and adjacent creature each have a single wielded weapon of the bumbler’s choice take damage equal to the bumbler’s class level, ignoring hardness. If the wielder has a magic weapon, they get a Will save to halve the damage against any magic weapon they wield (normal weapons still take full damage). This can also affect wielded items like holy symbols, shields, or even potions. This may only be triggered by an attack roll.
- Explosion: The triggering creature somehow triggers a small explosion. The triggering creature and all creatures within a 15 foot radius take 1d6 damage per bumbler level. The damage may be acid, cold, electrical, or fire (chosen by the bumbler before damage is rolled). A Reflex save (DC 10 + 1/2 bumbler level + Wisdom modifier) halves the damage.
- Hopeless: The triggering creature and all creatures within 15 feet lose any morale bonuses. A Will save (DC 10 + 1/2 bumbler level + Wisdom modifier) negates this effect.
- Painful Lesson: The triggering creature and all adjacent creatures take a penalty on all d20 rolls equal to 1/4 the bumblers class level. A Fortitude save (DC 10 + 1/2 bumbler level + Wisdom modifier) resists the effect. This penalty lasts for 1d6 rounds and is a pain effect UM.
- Wrong Target (Ex): The attack becomes a critical threat, and redirects to a random allied creature that the triggering creature could hit (roll to determine which creature is struck). This may only be triggered by an attack roll.
Starting at 11th level, the bumbler may also choose from the following catastrophes:
- Bounce Back: The triggering creature automatically strikes themselves with their weapon, without needing an attack roll. They deal damage to themselves equal their weapon damage + their Strength modifier. This may only be triggered by an attack roll.
- Mad Magic: The triggering creature rolls d% as if they had activated a rod of wonder (Pathfinder Ultimate Equipment). The triggering creature is considered both the wielder and the target.
- Reverse Polarity: This may only be triggered by an attack roll with a spell. The caster of the triggering spell suffers the effects of the spell as if they had also cast it upon themselves.
Cause and Effect
Many of the early effects of the catastrophe class feature are the bumblers presence making a bad situation worse. A missed attack now swings madly into a friend. The bumbler sneezes so loudly while giving a speech that they kick up a dust cloud. However, later effects reflect a growing implausibility inherent in the bumblers world; things don’t always work the rules say they should around the bumbler.
These effects aren’t always the direct result of a failure, but may be the cause of the failure (construction fault) or things just go wrong unexpectedly (reverse polarity).
Lucky Roll (Su)
At 1st level, a bumbler gains a luck bonus on a single d20 roll each round. This is their “lucky roll”. The value of this bonus is equal to twice the number of critical failures they had on their last turn. The bumbler must declare they are using their lucky roll before they roll, and if the roll fails the use is still expended, but not if the roll is a critical failure.
Mixed Blessings (Su)
With all the bizarre misfortune they suffer, it really seems that a bumbler shouldn’t survive. Perhaps for all their bad luck they have someone looking after them, or they have some special talent for survival. Usually everyone just assumes they really are just that stupid lucky. No matter how they do it, veteran bumblers develop a repertoire of unusual survival tactics to better survive.
At 2nd level, the bumbler gains a blessing, chosen from the list of available bumbler blessings later in this class. The bumbler gains an additional blessing at 4th and every even level after that. A given blessing cannot be taken more than once, unless otherwise noted.
Snake Eyes (Pn)
Starting at 2nd level, the bumbler always loses games of chance. They always have the worst possible hand of cards, the coin always lands face down, and they always rolls snake eyes (unless it would cause them to win). The bumbler does not need to know or understand the rules of the game for this to occur.
This overrides any mundane effect that would forcibly cause them to win (trick decks, double-faced coins, loaded die, etc). In such an instance, the item in question either fails to function (the loaded die rolls normally), is lost/stolen/destroyed before the result can be known (the double-faced coin falls down a hole), or even somehow reverts to a standard item (the trick deck is now full of normal unmarked playing cards). If two or more bumblers play, all bumblers receive the worst possible result, even if it would normally be impossible to have that happen (3 bumblers playing blackjack would all receive identical hands… right down to the suites). A GM may override or invert this class feature if they feel the party is abusing it, such as by building wealth by repeatedly betting on the bumbler to lose a particular game.
Bad Luck Magnet (Pn)
Life kind of hates the bumbler, and they have a tendency to get the brunt of things even when they’re not at fault.
Starting at 3rd level, when a bumbler is within 30 feet of a trap that could possibly hit them, it goes off and attempts to do so. It doesn’t matter if they’re not something that would normally trigger it (for example: if they are a half-orc and a magical trap only targets elves, it would still go off) and they trigger it even if they didn’t do the action that would normally do so (a pressure plate trap 30 feet away that has a loaded arrow goes off when it can hit the bumbler, not when the pressure plate goes is stepped on).
In addition, if there is a spell or other such action that requires a random chance to be rolled to determine a square something lands in or the target of such action, do not roll. It always hits the bumbler.
Uncanny Dodge (Ex)
While not as graceful as others, the bumbler has a knack for dodging just out of the way of trouble, even when they are aware they’re in danger. They duck under an orcish axe to pick up a stray coin, or their sudden double take causes an assassin’s dagger to strike wide.
At 4th level, the bumbler gains the uncanny dodge class feature of the rogue (as described in Chapter 3 of the Pathfinder Core Rulebook). They cannot be caught flat-footed, nor do they lose their Dex bonus to AC if the attacker is invisible. They still lose their Dexterity bonus to armor class if immobilized. A bumbler with this ability can still lose their Dexterity bonus to armor class if an opponent successfully uses the feint action against them. If the bumbler already has uncanny dodge, such as from a previous class, they instead gain improved uncanny dodge.
Critical Feat
For all their misfortunes, bumblers have a bewildering ability to hit enemies where it hurts. Maybe it’s karma, or maybe it’s just bad luck on the part of their foes. At 5th level, the bumbler gains Critical Focus as a bonus feat, even if they don’t meet the prerequisites.
At 9th level, the bumbler gains Improved Critical (weapon wielded) as a bonus feat even if they don’t meet the prerequisites. This means that any weapon the bumbler wields gains the benefit of Improved Critical. This doesn’t stack with other effects that improve a weapons critical threat range, such as a keen weapon. In addition, they treat their BAB and effective fighter level as equal to their bumbler level for the purpose of qualifying for critical feats.
The bumbler gains an additional critical feat 13th level, and 17th level. They must meet the prerequisites for these feats.
Skin of Your Teeth (Su)
The bumbler is adept at surviving the worst the world has to offer, and can escape seemingly certain death. Maybe that arrow didn’t dig quite so deep after all, or they somehow found just the right spot to stand so they didn’t catch the full blast of the dragon’s fiery breath.
At 5th level, the first time each day the bumbler would be reduced below 1 hit point by an attack or spell, their hit points reset to 1 hp at the end of the round. Effects that slay their target without dealing hit point damage, such as ability damage, death effects, or poisons, are not affected by this ability. At 10th level, and every 5 levels after that, the bumbler can use this ability an additional time per day, to a maximum of 4 times at 20th level.
Escape Peril (Su)
A bumbler has a knack for surviving danger, though in unexpected ways; vomiting up a poisoned drink, tripping under lightning bolts, and otherwise fumbling their way past mortal danger.
At 6th level, when the bumbler fails a save, as an immediate action they may choose to resist the effect as though they had made the save. However, they suffer a condition based on the type of save required.
- Fortitude Save: The bumbler is sickened for 1d4 rounds.
- Reflex Save: The bumbler is knocked prone.
- Will Save: The bumbler is confused (as per the confusion spell) for 1 round. The bumbler may do this a number of times per day equal to their Wisdom modifier (minimum of once per day).
If the bumbler has the evasion or stalwart class features (or other similar abilities), this ability does not trigger the reduced effect; the bumbler still takes partial effect as though he did not have evasion or stalwart. If the bumbler is already suffering from the alternative effect (such as already being sickened when they fail a Fortitude save), they cannot use this ability.
Aura of Disaster (Su)
At 8th level, the range of the bumblers aura of misfortune class feature improves to 60 feet.
Improved Uncanny Dodge (Su)
At 8th level, the bumbler gains the improved uncanny dodge class feature of the rogue (as described in Chapter 3 of the Pathfinder Core Rulebook). They can no longer be flanked. This defense denies a rogue the ability to sneak attack the bumbler by flanking them, unless the attacker has at least four more rogue levels than the bumbler has bumbler class levels.
If a bumbler already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the bumbler.
Attract Disaster (Su)
It really seems like the world is out to get the bumbler some days, seemingly violating its own physical and magical laws to attack them. At 12th level, the bumbler may redirect a spell, spell-like ability, or supernatural effect to themselves as an immediate action. They may redirect the effect in one of the following ways, based on the shape or form of the effect:
- Retarget the spell to the bumbler (single-target effects, rays)
- Center the effect on the bumbler (bursts, cones)
- Pass through the bumbler’ square (lines, cones)
The bumbler must announce they are using this ability before saving throws are rolled. The bumbler must have line of sight to either the original target or the origin of the effect to use this ability. If they don’t have line of sight to the origin, the effect progresses as normal until the bumbler has line of sight to the effect. At this point the effect redirects itself to the bumbler.
Unkillable Fool (Su)
The bumbler’s ability to dodge around death is unbelievable, to the point that it seems that nothing can really kill them. At 16th level, the bumbler can use their skin of your teeth class feature to avoid being killed by effects that don’t deal hit point damage. This includes things like ability damage, death effects, and poisons. The bumbler is still reduced to 1 hit point, but ignores whatever effect would have killed them as though they had successfully saved against the effect. The bumbler must have a daily use of skin of your teeth remaining to use this ability.
Always an Option (Su)
At 20th level, as an immediate action the bumbler may declare a creature under the effect of their jinxed life class feature has failed a d20 roll, regardless of the total result of the creature’s roll. This may be used before the target rolls, while the target is still rolling, or after they have rolled, but must be declared before the results of the roll are known. The bumbler may use this ability safely once per day. However, the bumbler may use this ability any number of times per day, up to their Wisdom modifier. Each time after the first they use this ability, they automatically fail their next d20 roll.
Bumbler Mixed Blessings
Beginner’s Luck
Sometimes the bumbler is able to achieve the impossible simply because nobody told them it wouldn’t work. The bumbler is able to make skill checks on skills that normally require training, and gains a luck bonus equal to 1/2 their bumbler class level (minimum of +1) when making an untrained skill check.
Cosmic Plaything
The bumbler is a favorite plaything of the gods, and they hate having anyone else playing with their toys. The bumbler gains Spell Resistance equal to 11 + their bumbler level. The bumbler must be at least 12th level to take this mixed blessing.
Cursed Enough
The bumbler gets a luck bonus equal to 1/4th their bumbler class level on saves against curse effects and witch hexes (minimum of +1), and they may discard cursed items without needing a remove curse spell or similar effect. The bumbler must be at least 6th level to take this mixed blessing.
Cursed Pirate Treasure
When the bumbler receives loot from a CR appropriate encounter (GM discretion), the bumbler has a 3% chance per bumbler level of finding a random level-appropriate magic item. However, the magic item has a 50% of being cursed with a random drawback. The bumbler must be at least 8th level to take this mixed blessing.
From the Jaws of Victory
Choose a number between 10 and 19. Once chosen, the number cannot be changed. Any time someone (including the bumbler) under the effects of jinxed life rolls the chosen number, the attempt critically fails as per jinxed life. The bumbler must be at least 10th level to take this mixed blessing.
“I’m Okay!”
The bumbler gains an additional use per day of their skin of your teeth class feature. This blessing may be taken multiple times and each time it grants the bumbler an additional use. The bumbler must be at least 6th level to take this mixed blessing.
Improbability Magnet
Reality is never quite sure how to work around the bumbler, and normal causality sometimes gets left behind in their wake. Creatures attacked by the bumbler, attacking the bumbler, or targeted by a catastrophe cannot benefit from insight or luck bonuses until the end of their next turn.
Inopportune Moment
Once per round, the bumbler may use an attack of opportunity to activate either their escape peril or attract disaster class feature in place of an immediate action. The bumbler must have the escape peril class feature to take this mixed blessing.
Mistaken Identity (Ex)
Whenever the bumbler enters a new village town, or other densely populated area for the first time, there is a chance (3% per bumbler level) that they are mistaken for someone else. Should this occur, roll d% and consult Table 3-2: Mistaken Identity. It takes a Diplomacy check (DC 10 + bumbler level) to convince someone that there has been a mistake. The bumbler must be at least 6th level to take this mixed blessing.
Table: Mistaken Identity| Result | Description |
|---|---|
| 1-20 | The bumbler is mistaken for a wanted criminal. The initial attitude of the area becomes 2 worse than normal, to a minimum of unfriendly. |
| 21-40 | The town is suspicious of the bumbler, believing him to be someone of importance traveling incognito, a disguised noble, or other person of interest who does not want to be recognized. They often will endeavor to ingratiate themselves with the bumbler or discover his “true identity”, but this does not impact the initial attitude of the area. |
| 41-60 | Someone mistakes the bumbler for a friend. The initial attitude of the area is unchanged. |
| 61-80 | The bumbler is mistaken for a local celebrity. The initial attitude of the area improves by 1 step. |
| 81-98 | The bumbler is mistaken for a figure who divides (or divided) the populace. Maybe they mistake him for a beloved but exiled prince or maybe his arrival is regarded by local mystics as a sign of some great event that some really want to occur and others will fight to prevent. |
| 99-100 | The bumbler is mistaken for a figure of legend attached to a local legend or prophecy. The initial attitude of the area becomes helpful, and the bumbler receives a boon or items whose total value does not exceed 2000 gp x bumbler level. |
Pauli Effect
Constructs that start their turn within 30 feet of the bumbler become staggered. A Will save (DC 10 + 1/2 bumbler level + Wisdom modifier) negates the staggered effect. Clockwork items, mechanical traps, and other advanced creations within 30 feet of the bumbler have a 3% chance per bumbler level of failing to function each turn. Once the bumbler leaves the item resumes functioning normally.
What is the Pauli Effect?
The Pauli Effect is a phenomenon based on the Austrian physicist Wolfgang Pauli, who reportedly had the bizarre tendency to cause equipment to suffer technical failure by virtue of him simply being present. He had a cyclotron burn out when he visited Princeton University, had his car fail during a honeymoon, and had the drop mechanism for a chandelier fail (the chandelier was intended to drop when he entered the room, a lampshade on his presence breaking things). Pauli himself was reportedly a believer in the strong correlation between his presence and mechanical failure.
Playing Dead
The bumbler may delay the effects of their skin of your teeth ability up to 1 round per 2 bumbler levels. Until the bumbler chooses to revive themselves, they count as being dead, although they retain the ability to trigger skin of your teeth. The bumbler must have the skin of your teeth ability to take this mixed blessing.
Pratfall Defense (Ex)
When the bumbler is struck by an attack, they may fall prone as an immediate action, gaining a retroactive circumstance bonus to AC against the attack equal to 1/4th their bumbler level. If this would cause the attack to miss, the bumbler takes no damage. The use of this ability must be declared before damage is rolled, and cannot be used while already prone. The bumbler must be at least 4th level to take this mixed blessing.
Runaway! (Ex)
A lifetime of escaping disaster has taught the bumbler the best methods for moving quickly without getting their feet tangled. The bumbler gains a +5 foot bonus to their base move speed per 4 bumbler levels (minimum +5 feet) when moving away from enemies or other clearly dangerous areas, and they ignore the slowing effect of naturally occurring difficult terrain. Magical difficult terrain affects them normally.
School of Hard Knocks (Ex)
A lifetime of abuse has toughened the bumbler quite a bit. The bumbler adds 1/2 their Wisdom modifier (rounded down) in addition to their Constitution modifier to their hit points at each bumbler level. Additionally, the bumbler may choose whether or not their jinxed life class feature causes them to automatically fail Fortitude saves on a case-by-case basis.
Scream in Seven Languages (Ex)
It is important to know how to beg for mercy in other languages; “please stop hitting me” in one language might be “I’m not bleeding enough” in another. The bumbler is able to speak any non-secret language, as though they were under the effect of a mundane tongues spell. However, they do not actually understand the spoken language, and suffers a -4 penalty to all Charisma-based checks made while speaking a language they don’t actually know. The bumbler must have at least 3 ranks in Linguistics to take this mixed blessing.
Scrying Rod
Whenever a creature or object within 1 mile of the bumbler would be targeted by a scrying spell, locate object/creature spell, or a similar effect, the effect redirects to the bumbler instead. The caster isn’t aware of the change in target until they have line of sight to the bumbler, at which point a DC 15 Spellcraft check reveals the issue. The bumbler must be at least 6th level to take this mixed blessing.
Spell Mumble
As an immediate action, the bumbler may force a spellcaster within 30 feet attempting to cast a spell to roll a concentration check (DC 10 + bumbler level + spell level) or lose the spell. The bumbler must be able to see the spellcaster and recognize the act of spellcasting. The bumbler must be at least 6th level to take this mixed blessing.
Bumbler Alternate Favored Class Bonuses
- Human: +1/6 a new mixed blessing
- Halfling: +1/2 to the DC of one known catastrophe (max +3)