Progressive curse penalties.


Round 1: Cavalier and Oracle

Sovereign Court

So this came up in my playtest thread as a way to deal with the fact that when you multiclass Oracle you get the worst of the curse, but not the benefits of the curse and I thought maybe the idea would benefit from its own thread for discussion.

lastknightleft wrote:


Anyways, I was wondering what if we instead make the curses progressive.

I.E. instead of just giving a bad penalty right from the get go, both the penalty and the benefit grow with level, that way you could also judge the strength of an oracle based on the level of their weakness.

so for example rather than starting out with 30ft vision and ending up with 60' vision and blindsense. You instead start with a perception -5 penalty and darkvision 30'. Then when you hit level 5 your vision reduces to the 60' range and your darkvision extends to match that distance but you no longer take a penalty to perception within your range of vision. Then at 10th level your vision restricts to 15' but you get blindsight out to thirty. And then it ends with you going blind, but you gain blindsense out to 15'

With deaf same thing, you start with a -3 penalty to perception (and can we please stop attempting to seperate perception by sight and sound and instead treat your perception score as the accumulated ability to notice things with your 5 senses?) and gain sign language as a bonus language. At 5th level this penalty increases to -5 and you gain scent. At tenth level you cannot make perception checks to notice invisible creatures but gain tremorsense out to 15 feet. and at 15th level your penalty to perception increases to -10 and you are now completely deaf, however all spells cast by your character are modified as if by the silent spell feat this however does not increase the spell level.

For lame, start with a negative 5 penalty to movement instead of -10. At 5th level difficult terrain costs you triple instead of double. At 10th level your movement penalty increases to -10 feet (small characters and dwarves do not gain a penalty to move speed but instead take a -2 to initiative). at 15th you cannot take a 5 foot step.

For haunted it would start with just the penalty of a move action to draw any stored item, for the spells gained. at 5th level whenever you drop anything, it lands 5 feet away, gain spells, at 10th it lands ten feet away, add spells, at 15th level whenever you are bullrushed or overrun, you move an additional 10ft as the spirits drag you along. in the case of bullrush this movement is in the same direction the enemy moves you, in the instance of overrun it is in a random direction.

For wasting, just start with a -1 and progress to a -4 with each increase.

Tounges is the hard one, however lets try. keep level 5 the same. at 5th level you gain an additional language, however you speak a pigdin of the two languages, anyone who speaks one but not both languages must make a DC 10 linguistics check to understand you every time you speak, this check can be made untrained. No check is needed if both languages are known. at level 10 you gain the listed benefit, and you choose another language to speak during combat. A character who speaks all three languages can understand you however if only two are known it requires a DC10 linguistics check and if only one language is known a DC15 check. at 15th level you can speak and understand any language, however your speach during combat becomes an indecipherable pigdin of all known languages.

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