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Bestow Curse Abuse


Pathfinder RPG General Discussion


What are some creative curses you've seen that aren't on the normal list?


I was thinking of having "The curse of the copious nose-bleed", but I'm not sure what the mechanical effect should be...

Osirion

Curses that can modify behavior seem interesting, in a horrible 'A Clockwork Orange' sort of way.

You could curse someone to have -4 saves to compulsion or charm effects that you cast personally, and to be extra susceptible to your Bluff, Diplomacy and Intimidate checks.

Someone who has threatened you could be cursed to suffer pain whenever you are harmed (equal to the sickened condition), increasing to crippling agony if you are disabled, dying or dead (sickened + staggered), motivating them to not only not send people to harm you, but to even attempt to prevent your death (since they don't want to spend the rest of their life sickened + staggered by incapacitating pain!).

Instead of picking one of the standard curse effects, to be applicable 100% of the time, you could pick two or more, to only be applicable a certain percentage of the time. So you could curse someone to lose 50% of their actions *and* have a -6 penalty to their prime attribute, but only when they choose to take action against you or your interests. As long as they keep their nose out of your business, they might as well not be cursed at all. The second they initiate an action against you, they suffer -6 to their favorite ability score and have a 50% chance of having a spontaneous 'senior moment.'

You could curse someone to always have to roll twice against you specifically or to resist / avoid effects you impose upon them (saves or spell resistance checks against your spells, CMB checks to break your grapples, attack rolls against you, damage rolls against you, etc.) and take the worst result. Against anyone else, they are effectively un-cursed, but against you, they might as well have a pugwampi riding on their shoulder.

A curse could give a foe spell resistance against only harmless or beneficial magic. Attempts to cure him or buff him might fail 50% of the time, or healing spells might have half effect or even minimum effect. (1d8+5 from a cure light wounds would be stuck at the minimum of 6 hp, for instance.)

A different 'anti-healing' curse could cause the target to count as a living creature for the purposes of negative energy (always take damage) and count as an undead creature for the purposes of positive energy (*also* always take damage), forcing the creature to recover hit points naturally, through heal checks, or by other means (goodberries, fast healing, etc.).

Taking a peek at the death curses of linnorms might inspire some ideas. If travelling in a group with a Winter Witch or Gnomish Pyromaniac, cursing someone to have Vulnerability to Cold or Fire could be fun.

Old-fashioned curses could include impotence or infertility, various oracle-like curses like a lame leg or occluded vision (everything has 20% concealment against the victim, and Perception checks are -4) or whatever. A less mechanical RP/campaign relevant curse might afflict someone so that they can sire children normally, but every child they sire is born with fiendish features (a tiefling).

Also more RP/campaign relevant, you could curse someone to be unable to lie, or unable to tell the truth, or to suffer some effect (tongue catches on fire for 1d3 damage, nose grows 1 inch and stays that way for 24 hours, etc.) if they lie. A more dire effect could be keyed to speaking about one particular event. "Try to tell anyone that I was the one who killed King Galder, and your tongue will blacken and rot within your skull before the words leave your lips. Try to write the words, and your fingers will fall from your hands before the pen touches paper."

You could also put a *second* curse on someone, to uncontrollably attack anyone who attempts to remove the first curse. Just for extra cruelty. Other 'backup' curses could cause even worse things to happen if the first curse is removed, or if someone attempts to and fails to remove the first curse (a burst of damage, perhaps even a radius burst of negative energy damage that might hurt the would-be curse-remover, or a poison or contagion effect that afflicts both cursee and curse-curer).


How about a Bluff check, some hand-waving and flashpowder:

'You will be always betrayed by those whom you come to trust, and none shall tell you truth.'

Sit back w/popcorn and watch the paranoia ensue.


I have a rogue who enjoys stealing minor things (stuff like boots, prayer books, but usually nothing that's very valuable) from everyone, including members of his own party. At one point, the cleric got irritated with him and cursed him so that every time he stole something from someone she considered an allay, he unknowingly left something of his in its place


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

I had a party that cursed a dragon with pregnancy (with a gnome's children). I blame these boards for that idea.


dotting thread. i'm building a character around curses, so the ideas people dream up here should give me food for thought.
(Gravewalker witch. hexes, and a voodoo doll? FTW!)


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

There is already a GREAT thread for this. I suggest you all post there to avoid redundancy.

By far the best curse (in that it is most debilitating) you can put on someone is amnesia. RAW states that you can take away ALL the target's class abilities FOREVER, leaving only a confused, empty shell that is easily manipulable. You can then make whatever lie you want to them and convince them that you are there ONLY friend in the world. *evil grin*

Official Amnesia Rules:
A character suffering from amnesia cannot remember things; his name, his skills, and his past are all equal mysteries. He can build new memories, but any memories that existed before he became an amnesiac are suppressed.

Worse, the amnesiac loses all class abilities, feats, and skill ranks for as long as his amnesia lasts. He retains his base attack bonus, base saving throw bonuses, combat maneuver bonus, combat maneuver defense, total experience points, and hit dice (and hit points), but everything else is gone until the amnesia is cured. If a character gains a class level while suffering from amnesia, he may use any abilities gained by that class level normally. If the class level he gained was of a class he already possess levels in, he gains the abilities of a 1st-level character of that class, even though he is technically of a higher level in that class. If his amnesia is later cured, he regains all the full abilities of this class, including those gained from any levels taken while he was suffering from amnesia.

Additionally, an amnesiac suffers a -4 penalty to WIll saving throws and all skill checks.

See the insanity and madness rules for more.

You can use multiple curses, or the insanity spell, to inflict agoraphobia (fear of open spaces), claustrophobia (fear of enclosed spaces), eosophobia (fear of daylight), lygophobia (fear of darkness), sociophobia (fear of people/society) all at once!

Said victim will be wholly unable to function anywhere at any time without being perpetually frightened.

I also like inflicting someone with psychosis, which immediately turns them chaotic evil, filling them with a secret desire to bring harm to EVERYONE while also granting them a +10 bonus to bluff checks made to hide the insanity.


1.5 words: TerrorBoner.

Check out the other thread for more info.


Ravingdork wrote:

There is already a GREAT thread for this. I suggest you all post there to avoid redundancy.

I'll go ahead and second this.

I didn't think it was an original idea when I posted it but I also didn't find anything with a search either (Though admittedly it's hard to search for a specific thread idea like this.)

I didn't however search the homebrew forum.

Thanks for the Link RD.


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber
KaptainKrunch wrote:
I didn't however search the homebrew forum.

What the hell? I didn't post it there. I would have put it in the Advice or General Discussion forum. The mods must have moved it.

No wonder people stopped posting to it back in the day.

I ABSOLUTELY HATE it when they do that. Kills a good thread EVERY TIME.


Ravingdork wrote:

There is already a GREAT thread for this. I suggest you all post there to avoid redundancy.

By far the best curse (in that it is most debilitating) you can put on someone is amnesia. RAW states that you can take away ALL the target's class abilities FOREVER, leaving only a confused, empty shell that is easily manipulable. You can then make whatever lie you want to them and convince them that you are there ONLY friend in the world. *evil grin*

** spoiler omitted **

See the insanity and madness rules for more.

You can use multiple curses, or the insanity spell, to inflict agoraphobia (fear of open spaces), claustrophobia (fear of enclosed spaces), eosophobia (fear of daylight), lygophobia (fear of darkness), sociophobia (fear of...

Actually, since RAW amnesia is an insanity, you should get a save against it once/week, even if it is also a curse, I would think. Also, easier to remove. Still, I love clever/poetic curses- they deserve to get more play and be a part of more stories these days.

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