TEXT: 1
  Hybrid Class: Persecutor
  Aaron Hollingsworth
  
  2
  Hybrid Class: Persecutor
  Hybrid Class: Persecutor was written by 
  Aaron Hollingsworth.
  Art was commissioned from Brett Neufeld 
  as part of our Stock Art Patreon. 
  Editing by Perry Fehr
  Layout in 6 x 9 by Mark Gedak
  Hybrid Classes: Persecutor  is compatible with 
  the Porphyra Campaign Setting and the 
  Porphyra Wiki located at: http://porphyra.wikidot.com/
  If you have trouble locating reference content on the site 
  drop me an email at purpleduckgames@gmail.com and I 
  will get the content updated and point you to it.
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  Find our other products exclusively on Rpgnow.
  
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  Hybrid Class: Persecutor
  “The scariest monsters are the ones that lurk within our souls…”
  - Edgar Allan Poe
  No matter what form they take, monsters hide. Whether behind the kindly 
  expressions of a malicious tyrant, the seductive smile of glamoured hag, or 
  in the darkness it calls home, the monsters of the world hide for many a 
  reason. A common reason is the persecutor. Hunters of men and monsters, 
  of mages and the mundane, persecutors root out and quell destructive 
  forces for the sake of their own people. Trained to be relentless and merci-
  less, few of these brave individuals survive their instruction. Those that do 
  must undergo a final test: Alchemical Mutation. Persecutors are taught an 
  archaic form of alchemy that allow them to create their own mutagens and 
  extracts. To pass the trial, they must imbibe a mutagen of their own making 
  without dying or going permanently insane. The singular pupils who pass 
  become violent exemplars of unconventional justice. 
  Role: Persecutors excel in the thick of combat. When given a moment to 
  prepare their sundry disciplines, they shine when battling overconfident 
  spellcasters and supernatural creatures. 
  Alignment: Any. 
   
  Hit Die: d8.
  Parent Classes: Alchemist and Ranger
  Starting Wealth: 4d6 × 10 gp (average 105 gp.) In addition, each character 
  begins play with an outfit worth 10 gp or less. 
  Class Skills
  The persecutor’s class skills are Climb (Str), Craft (any) (Int), Disable De-
  vice (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (engineering) 
  (Int),  Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowl-
  edge (religion) (Int), Perception (Wis), Sleight of Hand (Dex), Spellcraft 
  (Int), Stealth (Dex), Survival (Wis), Swim (Str), Use Magic Device (Cha). 
  Skill Ranks per Level: 6 + Int modifier.
  
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  Table: Persecutor   
  Level
  Base Attack 
  Bonus
  Fort
  Ref
  Will
  Special
  Extracts per Day
  1st
  2nd
  3rd
  4th
  5th
  6th
  1
  +0
  +2
  +2
  +0
  Alchemy, hex 
  eyes, mutagen, 
  signs (1d4), 
  track
  1
  —
  —
  —
  —
  —
  2
  +1
  +3
  +3
  +0
  Combat po-
  tency, disci-
  pline
  2
  —
  —
  —
  —
  —
  3
  +2
  +3
  +3
  +1
  Endurance, 
  signs (2d4), 
  swift alchemy
  3
  —
  —
  —
  —
  —
  4
  +3
  +4
  +4
  +1
  Discipline, 
  persecutor’s 
  medallion
  3
  1
  —
  —
  —
  —
  5
  +3
  +4
  +4
  +1
  Signs (3d4)
  4
  2
  —
  —
  —
  —
  6
  +4
  +5
  +5
  +2
  Discipline  
  4
  3
  —
  —
  —
  —
  7
  +5
  +5
  +5
  +2
  Signs (4d4)
  4
  3
  1
  —
  —
  —
  8
  +6/+1
  +6
  +6
  +2
  Discipline, 
  Swift Tracker
  4
  4
  2
  —
  —
  —
  9
  +6/+1
  +6
  +6
  +3
  Evasion, signs 
  (5d4)
  5
  4
  3
  —
  —
  —
  10
  +7/+2
  +7
  +7
  +3
  Discipline  
  5
  4
  3
  1
  —
  —
  11
  +8/+3
  +7
  +7
  +3
  Signs (6d4)
  5
  4
  4
  2
  —
  —
  12
  +9/+4
  +8
  +8
  +4
  Discipline, 
  magic insight
  5
  5
  4
  3
  —
  —
  13
  +9/+4
  +8
  +8
  +4
  Signs (7d4)
  5
  5
  4
  3
  1
  —
  14
  +10/+5
  +9
  +9
  +4
  Discipline  
  5
  5
  4
  4
  2
  —
  15
  +11/+6/+1
  +9
  +9
  +5
  Signs (8d4), 
  persistent 
  mutagen
  5
  5
  5
  4
  3
  —
  16
  +12/+7/+2
  +10
  +10
  +5
  Discipline, 
  Improved Eva-
  sion 
  5
  5
  5
  4
  3
  1
  17
  +12/+7/+2
  +10
  +10
  +5
  Signs (9d4)
  5
  5
  5
  4
  4
  2
  18
  +13/+8/+3
  +11
  +11
  +6
  Discipline 
  5
  5
  5
  5
  4
  3
  19
  +14/+9/+4
  +11
  +11
  +6
  Signs (10d4)
  5
  5
  5
  5
  5
  4
  20
  +15/+10/+5
  +12
  +12
  +6
  Grand Perse-
  cution
  5
  5
  5
  5
  5
  5
  
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  Class Features
  The following are the class features of the persecutor. 
   
  Weapon and Armor Proficiency A persecutor is proficient with all simple 
  and martial weapons and with light armor, medium armor, and shields (ex-
  cept tower shields).
  Alchemy (Su) Persecutors are not only masters of creating mundane alchemi-
  cal substances such as alchemist’s fire and smokesticks, but also of fashioning 
  magical potion-like extracts in which they can store spell effects. In effect, a 
  persecutor prepares his spells by mixing ingredients into a number of extracts, 
  and then “casts” his spells by drinking the extract. When a persecutor creates 
  an extract, he infuses the concoction with a tiny fraction of his own magical 
  power—this enables the creation of powerful effects, but also binds the effects 
  to the creator. When using Craft (alchemy) to create an alchemical item, a 
  persecutor gains a competence bonus equal to his class level on the Craft 
  (alchemy) check. In addition, a persecutor can use Craft (alchemy) to identify 
  potions as if using detect magic. He must hold the potion for 1 round to make 
  such a check. 
     A persecutor can create two special types of magical items—extracts and 
  mutagens are transformative elixirs that the persecutor drinks to enhance his 
  physical abilities—both of these are detailed in their own sections below. 
     Extracts are the most varied of the two. In many ways, they behave like 
  spells in potion form, and as such their effects can be dispelled by effects like 
  dispel magic using the persecutor’s level as the caster level. Unlike potions, 
  though, extracts can have powerful effects and duplicate spells that a potion 
  normally could not. 
     A persecutor can create only a certain number of extracts of each level per 
  day. His base daily allotment of extracts is given on Table: Persecutor. In addi-
  tion, he receives bonus extracts per day if he has a high Intelligence score, in 
  the same way a wizard receives bonus spells per day. When a persecutor mixes 
  an extract, he infuses the chemicals and reagents in the extract with magic 
  siphoned from his own magical aura. An extract immediately becomes inert 
  if it leaves the persecutor’s possession, reactivating as soon as it returns to his 
  keeping—a persecutor cannot normally pass out his extracts for allies to use 
  (but see the “infusion” discovery below). An extract, once created, remains 
  potent for 1 day before becoming inert, so a persecutor must re-prepare his 
  extracts every day. Mixing an extract takes 1 minute of work—most persecu-
  tors prepare many extracts at the start of the day or just before going on an 
  
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  adventure, but it’s not uncommon for a persecutor to keep some (or even all) 
  of his daily extract slots open so that he can prepare extracts in the field as 
  needed. 
     Although the persecutor doesn’t actually cast spells, he does have a formulae 
  list that determines what extracts he can create. a persecutor can utilize spell-
  trigger items if the spell appears on his formulae list, but not spell-completion 
  items (unless he uses Use Magic Device to do so). An extract is “cast” by 
  drinking it, as if imbibing a potion—the effects of an extract exactly duplicate 
  the spell upon which its formula is based, save that the spell always affects 
  only the drinking persecutor. The persecutor uses his level as the caster level 
  to determine any effect based on caster level. Creating extracts consumes raw 
  materials, but the cost of these materials is insignificant—comparable to the 
  valueless material components of most spells. If a spell normally has a costly 
  material component, that component is expended during the consumption 
  of that particular extract. Extracts cannot be made from spells that have focus 
  requirements (persecutor extracts that duplicate divine spells never have a 
  divine focus requirement). a persecutor can prepare an extract of any formula 
  he knows. To learn or use an extract, a persecutor must have an Intelligence 
  score equal to at least 10 + the extract’s level. The Difficulty Class for a saving 
  throw against a persecutor’s extract is 10 + the extract level + the persecutor’s 
  Intelligence modifier. a persecutor may know any number of formulae. He 
  stores his formulae in a special tome called a formula book. He must refer to 
  this book whenever he prepares an extract but not when he consumes it. a 
  persecutor begins play with two 1st level formulae of his choice, plus a num-
  ber of additional forumlae equal to his Intelligence modifier. At each new 
  persecutor level, he gains one new formula of any level that he can create. a 
  persecutor can also add formulae to his book just like a wizard adds spells to 
  his spellbook, using the same costs and time requirements. a persecutor can 
  study a wizard’s spellbook to learn any formula that is equivalent to a spell 
  the spellbook contains. A wizard, however, cannot learn spells from a formula 
  book. a persecutor does not need to decipher arcane writings before copying 
  them.
  Hex Eyes (Su) A persecutor’s eyes are capable of visual perception beyond the 
  mundane. He has darkvision 60 ft (or +30 ft. If he already possessed darkvi-
  sion). He also adds his Intelligence bonus as an insight bonus to Will saves 
  against spells and spell-like abilities from the illusion school.
  Mutagen (Su) At 1st level, a persecutor discovers how to create a mutagen 
  that he can imbibe in order to heighten his physical prowess at the cost of 
  
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  his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, 
  it remains potent until used. A persecutor can only maintain one dose of 
  mutagen at a time—if he brews a second dose, any existing mutagen becomes 
  inert. As with an extract, a mutagen that is not in a persecutor’s possession 
  becomes inert until a persecutor picks it up again. 
     When a persecutor brews a mutagen, he selects one physical ability score—
  either Strength, Dexterity, or Constitution. It’s a standard action to drink a 
  mutagen. Upon being imbibed, the mutagen causes the persecutor to grow 
  bulkier and more bestial, granting him a +2 natural armor bonus and a +4 
  alchemical bonus to the selected ability score for 10 minutes per persecu-
  tor level. In addition, while the mutagen is in effect, the persecutor takes a 
  –2 penalty to one of his mental ability scores. If the mutagen enhances his 
  Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it 
  applies a penalty to his Wisdom. If it enhances his Constitution, it applies a 
  penalty to his Charisma. 
     A non-persecutor who drinks a mutagen must make a Fortitude save (DC 
  10 + 1/2 the persecutor’s level + the persecutor’s Intelligence modifier) or 
  become nauseated for 1 hour—a non-persecutor can never gain the benefit 
  of a mutagen, but a persecutor can gain the effects of another persecutor’s 
  mutagen if he drinks it. (Although if the other persecutor creates a different 
  mutagen, the effects of the “stolen” mutagen immediately cease.) The effects 
  of a mutagen do not stack. Whenever a persecutor drinks a mutagen, the ef-
  fects of any previous mutagen immediately end.
     A persecutor may select the Extra Discovery feat as though he had the 
  discovery class feature, but only for the purposes of selecting discoveries that 
  augment his mutagen and extract class features.
  Track (Ex) A persecutor adds half his level (minimum 1) to Survival skill 
  checks made to follow tracks.
   
  Signs (Su) A persecutor is able to use a rudimentary form of magic in which 
  he makes gestural signs to devastating effect. Making a sign is a standard ac-
  tion that requires one free hand and does not provoke attacks of opportunity. 
  A persecutor can make a number of signs each day equal to his class level + 
  his Intelligence modifier. A sign’s effect is a 15 ft cone of energy that deals 
  1d4 points of fire damage per 2 persecutor levels. The persecutor can reshape 
  this cone into a 20 ft. line if he so desires, as a non-action. This damage can 
  be halved with a successful Reflex save (DC = 10 + ½ persecutor’s level + 
  persecutor’s Intelligence modifier).  
   
  
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  Combat Potency (Ex) Starting at 2nd level, a persecutor treats his class level 
  as his base attack bonus for the purpose of qualifying for combat feats. 
  Disciplines (Ex/Su) Starting at 2nd level, and every even level thereafter, a 
  persecutor may learn a new form of discipline. The following is a list of disci-
  plines: 
     Acid Sign (Su): You are able to change the energy of your sign damage to 
  acid damage. 
     Alchemist Discovery: You gain an alchemist discovery. You must meet the  
  qualifications for this discovery and it must be a discovery that augments your 
  mutagen and extract class features.
     Bane (Su): You can imbue one of your weapons with the (i)bane weapon 
  special ability as a swift action. You must select one creature type when you 
  use this ability (and a subtype if the creature type selected is humanoid or 
  outsider). Once selected, the type can be changed as a swift action. This 
  ability only functions while you wield the weapon. If dropped or taken, the 
  weapon resumes granting this ability if it is returned to you before the dura-
  tion expires. This ability lasts for a number of rounds per day equal to your  
  persecutor level. These rounds do not need to be consecutive. You must be at 
  least 6th level to select this discipline. 
     Combat Stylist: Choose one form of ranger combat style, such as archery or 
  two-weapon combat. You gain a bonus combat feat from this style, treating 
  your class level as your ranger level. Once a combat style is chosen, it cannot 
  be changed. This discipline can be selected multiple times. Each time, it ap-
  plies to a new bonus feat in your chosen combat style. You can only select this 
  discipline at 2nd, 6th, 10th, 14th, or 18th level.
     Concussive Sign (Su): You are able to change the energy of your sign damage 
  to sonic damage. You must be at least 10th level to select this discipline.  
     Explosive Bolt (Su): As a standard action, you can infuse a single arrow, 
  crossbow bolt, or one-handed firearm bullet with the power of your sign, load 
  the ammunition, and shoot the ranged weapon. You must be proficient with 
  the weapon in order to accomplish this. When the infused ammunition hits 
  its target, it deals damage normally and detonates as if you had used your 
  sign ability at the target (no save). If the explosive missile misses, it does not 
  detonate. You must be at least 4th level to select this discipline.
     Favored Terrain (Ex): You can select one terrain from the ranger’s favored 
  terrain list; you gain this as a favored terrain, as the ranger class feature. Your 
  class level is equal to your ranger level for purposes of improving the bonuses 
  from this favored terrain and gaining new favored terrains. You must be at 
  least 4th level to select this discipline.
  
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     Force Sign (Su): You are able to change the energy of your sign damage to 
  force damage. You must be at least 10th level to select this discipline. 
     Frost Sign (Su): You are able to change the energy of your sign damage to 
  cold.
     Martial Mutagen (Su): Select two combat feats that you qualify for. You 
  gain the benefits one of these feats whenever you use your mutagen to in-
  crease your Strength score and you gain the benefits one of the other feat 
  whenever you use your mutagen to increase your Dexterity score. Once 
  these feats are selected and assigned to specific ability scores, they cannot be 
  changed or reassigned. This discipline can be selected multiple times. Each 
  time, it applies to two new combat feats. 
     Poison Use (Ex): You are trained in the use of poison and cannot accidental-
  ly poison yourself when applying poison to a weapon. If you are at least 6th 
  level, you can apply a dose of poison to a weapon as a swift action.
     Poison Resistance (Ex): You gain a +2 bonus on all saving throws against 
  poison and disease. If this discipline is selected up to 2 more times, its effects 
  will stack. If this discipline is selected a fourth time, you become completely 
  immune to poison and all forms of disease, including supernatural diseases, 
  such as mummy rot.
     Puncturing Sign (Su): You are able to change the energy of your sign damage 
  to piercing damage.
     Quarry (Ex): You gain the ability to denote a quarry, similar to the ranger 
  class feature. You can, as a standard action, denote one target within your line 
  of sight as your quarry. Whenever you is following the tracks of your quarry, 
  you can take 10 on your Survival skill checks while moving at normal speed, 
  without penalty. In addition, you receive a +2  insight bonus on attack rolls 
  made against your quarry, and all critical threats are automatically confirmed. 
  You can have no more than one quarry at a time and the creature’s type must 
  possess supernatural or spell-like abilities. You can dismiss this effect at any 
  time as a free action, but you cannot select a new quarry for 24 hours. If you  
  see proof that your quarry is dead, you can select a new quarry after waiting 1 
  hour. You must be at least 12th level to select this discipline.
     Reaping Sign (Su): You are able to change the energy of your sign damage to 
  slashing damage. 
     Spontaneous Healing (Ex): While affected by your mutagen, you gain the 
  ability to heal from wounds rapidly. As a free action once per round, you 
  can heal 5 hit points as if you had the fast healing ability. You can heal 5 hit 
  points per day in this manner for every 2 persecutor levels you possess. If you 
  fall unconscious because of hit point damage and you still have healing avail-
  able from this ability, the ability activates automatically each round until you 
  
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  are conscious again or the ability is depleted for the day.
     Switch Weapons (Ex): As long as you have at least one free hand and are 
  considered armed, you can simultaneously sheathe a weapon and a draw a 
  different weapon as a swift or immediate action without provoking attacks of 
  opportunity. 
     Thrashing Sign (Su): You are able to change the energy of your sign damage 
  to  bludgeoning damage.
  Endurance (Feat) A persecutor gains Endurance as a bonus feat at 3rd level.
  Swift Alchemy (Ex) At 3rd level, a persecutor can create alchemical items 
  with astounding speed. It takes an alchemist half the normal amount of time 
  to create alchemical items, and he can apply poison to a weapon as a move 
  action.
  Persecutor’s Medallion (Su) At 4th level, a persecutor forges a special medal-
  lion which aids him in recognizing monsters and sensing magical phenom-
  ena. When wearing his medallion, he gains the constant benefits of detect 
  magic, as well as a +3 bonus to initiative, Perception, and Sense Motive checks 
  made against creatures with supernatural or spell-like abilities. This bonus 
  increases by 1 at 8th, 12th, and 18th level. A persecutor’s medallion functions 
  only for the persecutor who made it, and uses up the neck magic item slot. If 
  a persecutor’s medallion is lost or destroyed, it can be replaced after an 8 hour 
  ritual and using materials worth 100 gp per class level. 
  Woodland Stride (Ex) Starting at 7th level, a persecutor may move through 
  any sort of undergrowth (such as natural thorns, briars, overgrown areas, and 
  similar terrain) at his normal speed and without taking damage or suffering 
  any other impairment. 
     Thorns, briars, and overgrown areas that are enchanted or magically ma-
  nipulated to impede motion, however, still affect him.
  Swift Tracker (Ex) Beginning at 8th level, a persecutor can move at his nor-
  mal speed while using Survival to follow tracks without taking the normal –5 
  penalty. He takes only a –10 penalty (instead of the normal –20) when mov-
  ing at up to twice normal speed while tracking. 
   
  Evasion (Ex) When he reaches 9th level, a persecutor can avoid even magical 
  and unusual attacks with great agility. If he makes a successful Reflex saving 
  throw against an attack that normally deals half damage on a successful save, 
  
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  he instead takes no damage. Evasion can be used only if the persecutor is 
  wearing light armor, medium armor, or no armor. A helpless persecutor does 
  not gain the benefit of evasion.
  Magic Insight (Su) At 12th level, a persecutor gains an insight bonus equal 
  to his Intelligence modifier to Will saves made against spells and spell-like 
  abilities. 
  Persistent Mutagen (Su) At 15th level, the effects of a mutagen last for 1 
  hour per level.
  Improved Evasion (Ex) At 16th level, a persecutor’s evasion improves. This 
  ability works like evasion, except that while the persecutor still takes no dam-
  age on a successful Reflex saving throw against attacks, he henceforth takes 
  only half damage on a failed save. A helpless persecutor does not gain the 
  benefit of improved evasion.
   
  Grand Persecution Upon reaching 20th level, a persecutor perfects his 
  methods of rooting out and dispatching his enemies. He gains two additional 
  disciplines, and he gains the constant benefits of arcane sight and echolocation.
  Feats
  The following feats are available to the persecutor hybrid class.
  Elder Speech
  Your order sometimes finds it necessary to communicate with that which you must 
  destroy.
  Prerequisite: Linguistics 1 rank, Discipline class feature
  Benefit: You can use tongues as a spell-like ability, once per day per 2 persecu-
  tor levels, for 10 minutes per use.  
  Extra Persecutor Discipline 
  You have gained a new discipline. 
  Prerequisite: Discipline class feature. 
  Benefit: You gain one additional discipline. You must meet all of the prereq-
  uisites for this discipline. 
  Special: You can gain Extra Persecutor Discipline multiple times.
  
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  Extra Signs 
  You can make signs more times per day. 
  Prerequisite: Signs feature. 
  Benefit: You can make two additional signs per day. 
  Special: You can gain Extra Signs multiple times. Its effects stack.
  Favored Class Bonuses
  Instead of adding a hit point or a skill point when increasing in the favored 
  class of persecutor, a persecutor may instead choose the alternate class bonus. 
  These favored class bonuses are not race-specific. Once a type of favored class 
  bonus is chosen, it cannot be changed. Fractional increases must reach whole 
  numbers to be effective.
     Aasimar Add +¼ to the persecutor’s natural armor bonus when using the 
  character’s mutagen.
     Anumus Add a +1 bonus on Perception and Survival checks made in dim 
  light and darkness.
     Avoodim Choose one type of martial weapon. Add a +½ circumstance 
  bonus on critical hit confirmation rolls with that weapon (maximum bonus 
  of +4). This bonus does not stack with Critical Focus.
     Boggard Add +½ to sign damage.
     Catfolk Add a +1 bonus on Perception and Survival checks made in dim 
  light and darkness.
     Changeling Add +½ to sign damage.
     Dragonblood Add +¼ to the persecutor’s natural armor bonus when using 
  the character’s mutagen.
     Drow Add a +1 bonus on Perception and Survival checks made in dim 
  light and darkness.
     Dwarf Choose one type of martial weapon. Add a +½ circumstance bonus 
  on critical hit confirmation rolls with that weapon (maximum bonus of +4). 
  This bonus does not stack with Critical Focus.
     Elf Add a +1 bonus on Perception and Survival checks made in dim light 
  and darkness.
     Enigmon Add one extract formula from the persecutor’s list to the char-
  acter’s formulae book. This formula must be at least one level lower than the 
  highest-level formula the persecutor can create.
     Erkunae Add +½ to the number of signs per day the persecutor can make.
     Eventual Add +½ to sign damage.
     Fetchling Choose one ranged weapon. Add +1 foot to the range increment 
  
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  of that weapon. This option has no effect unless the ranger has selected it 5 
  times (or another increment of 5); a range increment of 24 feet is effectively 
  the same as a range increment of 20 feet, for example.
     Gathlain Add a +1 bonus on Perception and Survival checks made in dim 
  light and darkness.
     Gnome Add +½ to the number of signs per day the persecutor can make.
     Goblin Add +¼ to the persecutor’s natural armor bonus when using the 
  character’s mutagen.
     Grippli Add a +1 bonus on Perception and Survival checks made in dim 
  light and darkness.
     Halfling Add +½ to sign damage.
     Half-Elf Choose one ranged weapon. Add +1 foot to the range increment 
  of that weapon. This option has no effect unless the ranger has selected it 5 
  times (or another increment of 5); a range increment of 24 feet is effectively 
  the same as a range increment of 20 feet, for example.
     Half-Giant Choose one type of martial weapon. Add a +½ circumstance 
  bonus on critical hit confirmation rolls with that weapon (maximum bonus 
  of +4). This bonus does not stack with Critical Focus.
     Half-Human Add one extract formula from the persecutor’s list to the 
  character’s formulae book. This formula must be at least one level lower than 
  the highest-level formula the persecutor can create.
     Half-Medusa Add +¼ to the persecutor’s natural armor bonus when using 
  the character’s mutagen.
     Half-Orc Add a +1 bonus on Perception and Survival checks made in dim 
  light and darkness.
     Human Choose one ranged weapon. Add +1 foot to the range increment 
  of that weapon. This option has no effect unless the ranger has selected it 5 
  times (or another increment of 5); a range increment of 24 feet is effectively 
  the same as a range increment of 20 feet, for example.
     Ifrit Add +1 to acid resistance, cold resistance, electricity resistance, or fire 
  resistance when using a the character’s mutagen.
     Ith’n Ya’roo Add +½ to sign damage.
     Kanseeran Choose one type of martial weapon. Add a +½ circumstance 
  bonus on critical hit confirmation rolls with that weapon (maximum bonus 
  of +4). This bonus does not stack with Critical Focus.
     Kitsune Add a +1 bonus on Perception and Survival checks made in dim 
  light and darkness.
     Kripar Add +½ to the number of signs per day the persecutor can make.
     Orc Choose one type of martial weapon. Add a +½ circumstance bonus on 
  critical hit confirmation rolls with that weapon (maximum bonus of +4). This 
  
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  bonus does not stack with Critical Focus.
     Oread Add +1 to acid resistance, cold resistance, electricity resistance, or 
  fire resistance when using a the character’s mutagen.
     Partatingi Add one extract formula from the persecutor’s list to the char-
  acter’s formulae book. This formula must be at least one level lower than the 
  highest-level formula the persecutor can create.
     Qit’ar Choose one type of martial weapon. Add a +½ circumstance bonus 
  on critical hit confirmation rolls with that weapon (maximum bonus of +4). 
  This bonus does not stack with Critical Focus.
     Ratfolk Add one extract formula from the persecutor’s list to the character’s 
  formulae book. This formula must be at least one level lower than the high-
  est-level formula the persecutor can create.
     Samsaran Add +½ to the number of signs per day the persecutor can make.
     Shibaten Choose one type of martial weapon. Add a +½ circumstance 
  bonus on critical hit confirmation rolls with that weapon (maximum bonus 
  of +4). This bonus does not stack with Critical Focus.
     Sylph Add +1 to acid resistance, cold resistance, electricity resistance, or fire 
  resistance when using a the character’s mutagen.
     Tengu Add one extract formula from the persecutor’s list to the character’s 
  formulae book. This formula must be at least one level lower than the high-
  est-level formula the persecutor can create.
     Tiefling Add +1 to acid resistance, cold resistance, electricity resistance, or 
  fire resistance when using a the character’s mutagen.
     Undine Add +1 to acid resistance, cold resistance, electricity resistance, or 
  fire resistance when using a the character’s mutagen.
     Xesa Add +¼ to the persecutor’s natural armor bonus when using the char-
  acter’s mutagen.
     Zendiqi Add +1 to acid resistance, cold resistance, electricity resistance, or 
  fire resistance when using a the character’s mutagen.
     Zif Add +½ to the number of signs per day the persecutor can make.
  
  15
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  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
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  16
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  Hybrid Class: Persecutor © 2017, Purple Duck Games; Author Aaron Hollingsworth.
  Open Game Content: All Text.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Porphyra Campaign Setting/Hybrid Class Persecutor.pdf