New Oracle Curses


Pathfinder First Edition General Discussion

Shadow Lodge

So I was thinking how cool would it be to suggest some wicked new Oracle curses. I am a glutton for punishment so here is the first curse I thought up, the others are on the bread board (I will be editing this post with the best ideas for these suggestion if they should arise)

Curse of Gluttony - You must consume 5x the normal human amount of food and drink or is considered to have not eaten or drunk that day. When starvation sets in the DC is increased by 5 and the non lethal damage dealt is 2d6 every hour. (Items that provide nourishment such as ring of sustenance, everlasting rations, etc. Begin to have the magic devoured by the curse in 3 days making it a simple item)

Bonus 1st level : +2 Fort saves + 1 CMD
Bonus 5th level : +3 Fort saves + 2 CMD + Bite attack 1d6
Bonus 10th level: +4 Fort saves + 3 CMD + You can consume inedible objects as food
Bonus 15th level: +5 Fort saves + 4 CMD + Bite attack 1d8 that ignores 10 hardness.

Curse of Sloth - Those afflicted by this curse are unable to act normally for long periods of time, they will always have the staggered condition. They can may act normally for a number of rounds per day equal to their Oracle level +3. They may attempt an extra round, however at the end of the turn the target is fatigued, they may try once more after this but then gain the exhausted condition. They may not take any other normal rounds until the day has passed and they have removed any Fatigue or Exhausted condition.

Bonus 1st level : Reflex aura 5ft, allies, +1 dodge AC and Reflex. cast Unseen servant and Mage hand at will.
Bonus 5th level : Sloth aura 10ft, hostiles + Self, -2 Dex and can't act on a surprise round.
Bonus 10th level: Imp Reflex Aura 15 ft, +2 dodge AC, +2 Reflex
Bonus 15th level: Imp Sloth Aura 30ft, -4 Dex, can't act in a surprise round or perform attacks of opportunity (Negated by Combat Reflexes).

*note you may only have Reflex or Sloth aura active not both. Swift action to activate free action to dismiss. Does not provoke attack of opportunity.

Curse of Envy -

Curse of Pride -

Curse of Wrath -

Curse of Greed -

Curse of Lust -

----

Curse of (Deity)

Curse of (Monster)


how this curse interact with ring of sustenance?


Nicos wrote:
how this curse interact with ring of sustenance?

Completely obsoletes it, leaving you with some wonderful bonuses to one of the Oracle's weak saves, a bonus to CMD, and a free attack that is eventually half-adamantine.


I think curses should be harder to work around, so this curse should drain the magic from any such magic item in 1d4 days.

Shadow Lodge

Good thinking, I was actually just pondering how to get around that :P thanks LovesTha


Curse of Sloth: You have such a deep level of laziness that you cannot act in surprise rounds ever and have a -4 penalty to your Initiative.
Level 1 bonus: Aura of Sloth 5' - Creatures within 5' of you can't act in surprise rounds. This radius increases by 5' at level 4 and every 4 levels to a maximum of 35' at level 20.
Level 10 bonus: Your expression of laziness makes people believe you are unlikely to be up to no good giving you a +4 circumstance bonus to bluff and stealth checks. This bonus only applies to stealth checks to pass by unnoticed not to sneak up on someone unaware.


There are a number of 3pp that prominently feature new curses too.


LovesTha wrote:

Curse of Sloth: You have such a deep level of laziness that you cannot act in surprise rounds ever and have a -4 penalty to your Initiative.

Level 1 bonus: Aura of Sloth 5' - Creatures within 5' of you can't act in surprise rounds. This radius increases by 5' at level 4 and every 4 levels to a maximum of 35' at level 20.
Level 10 bonus: Your expression of laziness makes people believe you are unlikely to be up to no good giving you a +4 circumstance bonus to bluff and stealth checks. This bonus only applies to stealth checks to pass by unnoticed not to sneak up on someone unaware.

The bonus seems more like a penalties, neither you or your fellow Pcs would act in surpirse round O.O

Shadow Lodge

Oh I know this is more for fun than for an actual game.

I encourage my players to explore things like creating their own unique spells and magic items and using the rules on how to make them. In the same way I'm encouraging myself to create something from the ground up.

Shadow Lodge

Lol sorry thought I change that,

The 5ft can't act in a surprise round won't technically work because sometimes the start of combat is instigated by the surprise round, even if it's form a weapon being drawn in it.

As for the radius increase you kinda have to go with the formula for the other curses.

Also I see the +4 stealth being too easily exploited.


Yeah, it was pretty rough and raw. I couldn't think of anything better.


I think curse of sloth should give you Mage Hand, Tenser's Floating Disk, and Unseen Servant as spells known.


And I guess a different way to go with the draw back bits would be to have a limit on the number of rounds you can sustain intensive activity. Maybe 2 + Oracle Level / 2. So at level 1 you have to rest for a round after 2 rounds of combat / casting.

Shadow Lodge

So I was thinking how cool would it be to suggest some wicked new Oracle curses. I am a glutton for punishment so here is the first curse I thought up, the others are on the bread board (I will be editing this post with the best ideas for these suggestion if they should arise)

Curse of Gluttony- You must consume 5x the normal human amount of food and drink or is considered to have not eaten or drunk that day. When starvation sets in the DC is increased by 5 and the non lethal damage dealt is 2d6 every hour. (Items that provide nourishment such as ring of sustenance, everlasting rations, etc. Begin to have the magic devoured by the curse in 3 days making it a simple item)

Bonus 1st level : +2 Fort saves + 1 CMD
Bonus 5th level : +3 Fort saves + 2 CMD + Bite attack 1d6
Bonus 10th level: +4 Fort saves + 3 CMD + You can consume inedible objects as food
Bonus 15th level: +5 Fort saves + 4 CMD + Bite attack 1d8 that ignores 10 hardness.

Curse of Sloth - Those afflicted by this curse are unable to act normally for long periods of time, they will always have the staggered condition. They can may act normally for a number of rounds per day equal to their Oracle level +3. They may attempt an extra round, however at the end of the turn the target is fatigued, they may try once more after this but then gain the exhausted condition. They may not take any other normal rounds until the day has passed and they have removed any Fatigue or Exhausted condition.

Bonus 1st level : Reflex aura 5ft, allies, +1 dodge AC and Reflex. cast Unseen servant and Mage hand at will.
Bonus 5th level : Sloth aura 10ft, hostiles + Self, -2 Dex and can't act on a surprise round.
Bonus 10th level: Imp Reflex Aura 15 ft, +2 dodge AC, +2 Reflex
Bonus 15th level: Imp Sloth Aura 30ft, -4 Dex, can't act in a surprise round or perform attacks of opportunity (Negated by Combat Reflexes).

*note you may only have Reflex or Sloth aura active not both. Swift action to activate free action to dismiss. Does not provoke attack of opportunity.

Curse of Envy -

Curse of Pride -

Curse of Wrath - Your temper makes you difficult to approach and can cloud your judgment. -4 on all Charisma based checks excluding intimidate, -2 on all Will saves excluding fear. At level 10 penalties become -6 to CHA check and -4 Will.

Bonus 1st level : You have use of Barbarian rage 1/day.
Bonus 5th level : You automatically confirm break DCs below 20. Barbarian rage 2/day, Gain Strength Surge Rage Power (Oracle Levels -3),
Bonus 10th level: Gain Ground Breaker Rage Power (Oracle Levels -3),Barbarian rage 3/day
Bonus 15th level: You have use of Greater Barbarian Rage 4/day

Curse of Greed -

Curse of Lust -

----

Curse of (Deity)

Curse of (Monster)

Dark Archive

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Someone asked me once about Curses that were custom fitted to Mysteries, so I made a few to toy with the idea;

Mystery of Bones
Skeletal: Your body is unnaturally thin and your skin stretches unnaturally taught over your bones. You weigh only 60% as much as a normal individual of your race and height, and suffer a -2 penalty to CMB and CMD, due to your relative frailty. For the purposes of whether or not you can be grappled or swallowed whole or checked by strong winds, you count as one size class smaller than your true size. At 5th level, you gain DR 1/bludgeoning, like the Skeletal undead you increasingly resemble. At 10th level, your DR improves to DR 3/bludgeoning, and you gain the beneficial properties of being one size class smaller than is normal for your race, including a bonus to Armor Class, attack rolls, Stealth checks, etc. but do not suffer a reduction to carrying capacity, movement speed or reach, and continue to use weapons sized for your base size. At 15th level, your DR improves to DR/5 bludgeoning.

Mystery of the Heavens
Claustrophobic: The sky and stars above you fill you with confidence, but you cannot long abide their absence. You must make a Concentration check to cast any oracle spell when you are not able to see the open sky, even if only through a nearby window or open doorway. At 5th level, your connection to the stars provides you with low-light vision, if you do not already have it, and doubles the range of any previously existing low-light vision. At 10th level, you are so inspired by the open sky that you receive a +1 bonus to the difficulty class of your spells and to your checks to overcome spell resistance, so long as both you and your target(s) are under the open sky. At night, under the stars, you also cast all spells at +1 caster level. At 15th level, the night sky whispers soothingly to you, and as long as you remain out of doors, you count hours spend awake and active under the stars as restful sleep, both for the purpose of resting, and for the purposes of regaining spells. Hours spent under the night sky engaged in tiring activity, such as a forced march, does not count as ‘restful’ for this purpose.

Similar curses could be a Pyromaniac curse for the Mystery of Flames or an Empathic curse for the Mystery of Life.


Based on the information from Mythic Monsters Revisited, wouldn't the Medusa lineage constitute a curse based on the flavor text?

And as such, couldn't it be treated as something like, say, Gaze of Misfortune? Something where at the base level is the uncontrollable petrification aspect, possibly with lesser duration or requiring multiple failed saves, with the strength growing to the traditional petrification power, and corresponding mysteries giving the power to, for example, 'lessen'/control the effectiveness of same?

I'd wondered similar for a halfing-centric version of the Jinx that goes fully up to 'Evil Eye' levels.

Shadow Lodge

Curse of Medusa : Creature is effectively blind, -2 AC, all targets are considered to be in total concealment, oracle is always flatfooted and always fails visual based perception checks.

Bonus 1st level : Gaze of Misfortune = 1/day as a swift action the oracle may open her eyes, doing this grants her regular vision and light blindness. However all creatures within 30ft line of sight to the oracle must make a Fort save DC 10 + Oracle lvl + CHA or become slowed as per the spell. The Gaze of Misfortune lasts 3+CHA rounds after activation as is dismissed as a free action. The ability persists 1d3 rounds after a target has left line of sight.

Bonus 5th level : Gain Blindsense 10ft, Gaze of Misfortune 2/day

Bonus 10th level : Blindsense 30ft, Gaze of Misfortune 3/day, As a swift action, that must be declared at the start of the oracle's turn that Gaze of Misfortune is active, the oracle may focus her ability on a single target rather than the 30ft area.

Bonus 15th level : Gaze of the Medusa 4/day, as Gaze of Misfortune but instead of Slow it gains the Flesh to Stone ability. Creatures that fail their fort save are turned to stone for 1d4 hours. The Oracle also gains the spell like ability Stone to Flesh to use at will.


Curse of Lust could be something like :
The target gets charmed / madly in love with the user and tries to protect him at all cost.
Or the target seems to all in an aura as a beautiful figure which distracts them for x rounds.

The last one could even work as a self curse? I am not sure if i saw any curses the witch could place upon her. it would be intersting to see.

As for Curse of Envy:

The target gets paranoid/jealous of everyone and starts attacking the nearest target that has more charisma/ more value on items/ more gold on them.

Shadow Lodge

Curse of Lust - Subject of this curse first designates either male or female as a preferred sex. The oracle automatically fails any and all diplomacy and bluff checks that involve complimenting or doted on by the chosen sex.

Bonus 1st Level - +1 atk bonus, +4 Cha checks against creatures not members of the designated sex.

Bonus 5th Level - +2 Dodge AC, +2 atk bonus against creatures not members of the designated sex. Any weapon held by the oracle gains the distract property. Charm person at will DC 12 + CHA

Bonus 10th Level - +3 atk bonus against creatures not members of the designated sex. Cast Charm Monster at will DC 13 + CHA

Bonus 15th Level - +4 atk bonus against creatures not members of the designated sex. Dominate person 1 + CHA per day. DC 14 +CHA


More Curses ideas :

Curse of Envy:
The user gains the ability to copy the form of target for x amount of time.
Extras: She could gain his charisma score, or an ability of his.

Curse of the monster:
The users partly transforms to a monster like were-creature.
At the lower level maybe the user can't control it or gains a physical ability , like curse of monster (cat) dexterity,
or curse of monster (bear) : str.
curse of monster (sea monster) : underwater breathing.

Generaly curses of monsters could go really far.
As for curse of a deity hm ... i wouldn't think of it as something good. The idea that the a deity will curse you for being the opposite of his. thus a good alliment could get only evil alliment deities' curse and via versa?

Something tells me that a deities would punish with physical transformation (making a hand a tentacle) , trying to drive the person insane as long as it's opposite to the deity.
This one could work like this : as long as the person acts to the original alliment of his , he getting debuffs and suffers BUT if the person chooses to follow the deity's way then it turns around ?

Sounds bit difficult in practice.

Shadow Lodge

Curse of Lycanthropy is really similar, probably best to avoid confusion by having animal curses, perhaps totems?

- The idea of the deity based curses really originated from Loth who would curse her followers that "failed" her by transforming them into Driders. Keeping in mind as a technicality Oracles are granted power with or without their consent by the deity, so they may not necessarily need to worship the one who granted them power.

Curse of the Deep - The subject of this curse must be immersed in water to survive, if removed from water the subject will immediately begin to make saves vs non lethal environmental damage. *Note they still breath air normally.

Bonus 1st level : Able to breathe underwater, swim speed equal to land speed.

Bonus 5th level : Swim speed +10ft, can survive 1 hour per CON modifier outside of water,

Bonus 10th level : Swim speed +10ft, take no penalty for underwater combat *with the exception of fire. +2 DC to all water based spells and spell like abilities and treated as two caster levels higher.

Bonus 15th level : Swim speed +10ft, Summon Large Water Elemental for 1hour per 3 caster levels, usable 3/day. 1/day can transform the large water elemental into a huge water elemental for 1round/caster level. You are able to swim, attack and move freely from within the elemental without harming it.

Curse of Envy - Your face is terribly scarred leaving your natural form almost featureless. You are considered to have no ranks (note you can have ranks they just will not count in your natural form) in charisma based skills with the exception of Bluff, and Disguise. While wearing a disguise or appearing in a form other than your own, you will have access to Charisma based skills except for handle animal and use magical devices.

Bonus 1st level : Disguise self at will, +2 bluff checks.

Bonus 5th level : Voice Alteration at will +4 bluff checks

Bonus 10th level : Alter self at will +6 bluff checks

Bonus 15th level : Polymorph 3/day +8 bluff checks


I liked the Envy one a lot, but the Deep will be very difficult to rp with.

As for Pride. The user is easily offended on matters of Pride. She could get favourite enemy against someone until this person is killed or until the user feels satisfied. After the user is satisfied she can choose new favourite enemy.

An other idea :

Pride users challenge the ones that offended them to magical duels , and maybe give them a + to provoking the enemy to duel them?

Curse of the Parasite:
The user becomes host of a parasite that alters a part of body but starts giving abilities to the user.

Maybe the parasite can turn a part of a body to weapon or impliment and allow a melee oracle build?

Curse of Mithras:
The users body starts becoming golden (or rusted or something like this). The users loses mobility and speed but gains AC and spell resistance. The users is unable to swim, and takes acrobatic penalties as the gold/metal spreads.

Curse of Madness/Illusion:
When ever the users uses a illusion spell(or something like this) and kills an opponent with it, roll d20 dice. If it's lower than 10 the user takes 1 point . At 5 points the user takes one 1 point of madness. As the madness progresses the user is unable to tell appart friends from foes.
Everytime the users castes a spell throws a d20 or d100 dice and the DC is equal to the madness points. Like if there is gap of 10 madness points and each madness point is 2.
Then if the user has 2 points of madness -> 2*2 = 4. At a 4 or lower at a d20 or lower the user hits a random target (self included ?)

Shadow Lodge

hmm I fear you're right about the Curse of the Deep idea...kinda working towards the gillman not gill man thing. I suppose it would work in certain games, the new shackles AP might. What about this as a modification?

Curse of Pride : Oracle with this curse suffers from extreme vanity and will automatically fails any and all opposed checks and saves against skills that involve the oracle being complimented, doted upon or in any way treated or spoken highly of.

Bonus 1st Level - Use an intimidate check DC 10 + Creature's HD + WIS to challenge a single target within 30ft. Gain +1 Atk, Damage, and Dodge AC against the designated target. Only one target may be selected at any one time. +2 to Intimidate checks and intimidate is always a class skill. Targets under the affect of a Challenge will see the oracle as the greatest immediate threat.
Bonus 5st Level - Challenge targets within a 30ft area to a max equal to Charisma modifier. Bonuses increase to +2.
Bonus 10st Level - Challenge targets within 60ft area. +4 to Intimidate checks and intimidate is always a class skill. Bonuses increase to +3.
Bonus 15st Level - Challenge affect all designated targets within 60ft. Bonuses increase to +4.

Curse of Parasite : Oracle afflicted with this curse takes a -2 to CON and every level after first will lose 1 hit point to feed the parasite. The parasite is a living symbiotic organism and can't be removed with remove disease or poison.

Bonus 1st Level : 1/day On a failed fort save, the affect may be transferred into the parasite if the oracle can make the save on a second roll. +2 Resist Poison & Disease.
Bonus 5st Level : May make a touch attack to attach a parasite offshoot to a target. If attached it deals 1d4 bleed damage per round. A heal check will negate the bleed.
Bonus 10st Level : 1/day on a failed will save, the affect may be transferred into the parasite if the oracle can make the save on a second roll. +4 Resist Poison & Disease.
Bonus 15st Level : Bleeding Touch attack deals 2d4 bleed damage.

Revized
Curse of the Deep - The subject is heavily discomforted when away from water. -2 atk, -2AC when not immersed in water, if removed from water, they begin suffering from extreme environment affects. 1 hour after being removed they must begin making saves vs non lethal environmental damage. *Note they still breath air normally.

Bonus 1st level : Able to breathe underwater, swim speed equal to land speed.

Bonus 5th level : Swim speed +10ft, can survive 1 hour per CON modifier outside of water, before taking environmental non lethal damage

Bonus 10th level : Swim speed +10ft, take no penalty for underwater combat *with the exception of fire. +2 DC to all water based spells and spell like abilities and treated as two caster levels higher.

Bonus 15th level : Swim speed +10ft, Summon Large Water Elemental for 1hour per 3 caster levels, usable 3/day. 1/day can transform the large water elemental into a huge water elemental for 1round/caster level. You are able to swim, attack and move freely from within the elemental without harming it.


What do you think Samuel ? Will, Paizo give us the project of the "Curses of Oracle" to make ? XD

Curse of the Deep:
I like it better now, but how to add/ change the rp wise part more/again. I would like to see the cursed person to have the need of drinking water the whole time. Dunno why just an idea.

Ok here is my first attempt to make one :

Curse of Mithras:
Some Oracle are more materialistic. The wished of gold and powers of the universe obeyed that wish. They make THEM gold (or an other metal). The Oracle begins with a limp and slowly the curse spreads to the body until they are covered in gold.
Oracle afflicted with this curse takes a -2 to DEX whenever a check has to be made. The oracle also takes -4 to Acrobatics , - to Speed. The character can't swim. Must take a DC 10+ Str mod to see if she can hold herself from drowning.

Bonus 1st Level: +2 AC , + Magic Resistance.
Bonus 5st Level:
Bonus 10st Level: The Oracle is Immune to Poisons that are trasnfered with impact.
Bonus 15st Level: The Oracle is Immune to Bleeding, ones per day a spell might bounce back to the caster.

Curse of Erinyes (Ρepentance)
The user gains the spell "Detect Thoughts". The spell is "on" all the time and the user can only hear sinister thoughts and pepentance of the targets. In battle or in a failed check (that if the oracle hears something of big importance) the oracles gets in a state of Ecstasy and starts revealing the things she heard.

Maybe we could add a madness system for this one if the Oracle can't take all the thoughts?

Shadow Lodge

Lol that'd be fun but I think posting it on an open forum means they can take what they like. Still throwing around the ideas from before.

I do like the curse of Mithras, but what about looking at it from an alchemical angle. Though I am confused as to the name, at first it sounded like Mithras was a reference to Midas but I got the source and I was a bit lost.

Curse of Transmutation An oracle with this curse has a weird variety of alchemical reagents tainting their body. As such their bodies are prone to various alchemical effects. they are always treated as having a -4 Armor check penalty.

Bonus 1st level: +2 Natural AC the oracle's skin appears silver and their natural attacks or unarmed strikes are considered silver when calculating damage reduction. 1/2 your oracle levels count as Alchemist levels.
Bonus 5th level: DR 2/Silver, +2 resist vs spell or spell like effects
Bonus 10th level: +4 Natural AC. increase alchemical bonuses by 50%. The oracle's body becomes golden in color and their armor check penalty becomes -2.
Bonus 15th level: DR 5/Silver, Immune to Poison, increase alchemical bonuses on the oracle by 75% +4 resist vs spells or spell like effects.

-In regards to the Curse of the Erinyes, I had a look at the Bestiary 1 for more inspiration on how this could be elaborated on. I think given their nature it'd would probably fall closer to the Curse of Wrath. As a creature they seem to favor violent warfare over subtlety which is a variant on the 3.5 predecessor. Perhaps rather than creating a curse for every single Devil and Demon a Curse of the Infernal or Curse of the Damned would suffice for those cursed by any and all demons and devils.

-As for the curse of the Deep goes, I admit its a tricky one to work because of it's specific environmental requirements, however I think it'd work on the proviso that "immersion in water" could come from covering themselves in water, which can be achieved by drawing a bath, coating themselves in water, standing in the rain or other such readily available methods. I drew from the Dhampir and the light blindness as to a penalty for what would be considered "normal" table activities. Just as when partying with a Dhampir one must consider the repercussions of travel during the day, having the adventurer's consider the distances to travel between readily available water may also add to the game dynamic as a character complex while providing the player a heavy advantage in their element. I has a lot of potential for interesting character dynamics between the oracle and the rest of the party without putting a crippling strain on the party resources and as I said prior with the Pirate Isle being explored soon, there is a potential for strong usage there.

all this talk has also inspired another curse I want to throw out into the universe and you'll love it when you hear it....

Curse of the Black Spot

Huh? pretty cool? let us know what you think...(PS I am collecting all of these and will be reposting them once we have at least finished up the Sin based curses.


Well, they can take what they want,but a small reference even in the forum to brag about with friends would be fun XD.

The idea was that Mithras being a good of wisdom would reveal things, also it's a less known name , but thinking it again Midas is a good choice as well. Though your suggestion makes it more all around.

Curse of the Deep :
I like the idea of getting covered with water. That's why i switched to pathfinder : you just feel the RP. I second the idea to have the curse of deep like that. Maybe to give to the user the Aquatic lang?

The idea with the Curse of Erinyes was that the user is not getting agressive but she speaks things she shouldn't. I wanted to point out the rp flavour of saying things when you shouldn't

Also, Erinyes wasn't a reference to the monster but to the greek myth. Erinyes were the creatures that were haunting someone when they had regrets about a sinister act. I thought using that + some twisty plot could be gold for the DM/GM and total confusion for the players. Who doesn't have his little secrets after all?

Curse of Dark Spot
Isn't that sweet? But let me tell you a story which might help us with something similar.

I have a pal that can't drink alcohol. Why? Because if he does he becomes paranoid and see people wearing black ninja costums following him.

So i don't know if we could make a new one or merge it with Dark Spot.
Now, the idea is : how do you want dark spot to work? A random Dark spot? Seems medium as an idea as i imagine it now, maybe you can give me more feedback on your original idea.

How I imagine it: The user sees a Dark spot (not that special). Maybe with a DC the spot becomes larger or she can't focus to somewhere else? Sounds bit like blind curse.

Maybe people have a spot on them and up to their intention it changes colors or grows?

Lot of material there.

Now my turn for new curse:
I haven't thought a name though:

The user declares an action. The user must pass a DC.
If she does a forced action, up to a d100 board (or something like that).

The idea is that the user is easily destruct or even can't control his focus.

Last one : I thought of addictions, but I think Paizo wouldn't like the idea , might be sensitive as an issue.

Shadow Lodge

- I'll sit on the Curse of the Deep idea for a while, see if something strikes me. If you got any ideas throw them out.

- The Mithras story sounds cool, yeah like I said making it more rounded kinda works. plus when I think of a gold styled curse my brain latches onto alchemy and science for some reason.

- Well from what I gather your Erinyes idea fits in towards the "Haunted" oracle curse. I mean there isn't and RP reason as to why it wouldnt be in place because of the spirits regrets. In this case I probably wouldn't call it the Erinyes to avoid the same confusion I had :P

-The curse of Black Spot was aimed toward the Treasure Island Black spot, a pirate mark that when given was a huge bad luck curse on that person. It's also referenced in Pirates of the Caribbean 2, when the Kraken is sent after Jack. Perhaps some luck based effect?

The Black Spot Oracles has a black mark on their body, it is a symbol of misfortune. Oracle receives a -2 luck penalty on all saves and skill checks. Any member of an organization of ill repute their either sees the black mark or identifies it with Detect Magic are immediately hostile towards the oracle, either forcing them to make as much distance from them as possible or they themselves fleeing.

Bonus 1st level : +4 intimidate checks, intimidate checks made on evil creatures cause fear instead of shaken as an effect. Having the curse means you are paranoid of attacks +1 luck bonus to attacks of opportunity.
Bonus 5th level : +2 luck bonus on attacks of opportunity, +4 Perception
Bonus 10th level :+3 luck bonus on attacks of opportunity +4 save vs fear. Cast Ill Omen at will.
Bonus 15th level :+4 luck bonus on attacks of opportunity, 3/day Bestow Curse DC 14 + CHA

Curse of Bedlam Oracles with the curse of Bedlam have a tenancy to slip into madness, eventually others are drawn into the illusionary world of the oracle's mind. Every morning the Oracle must roll a D6, based on the roll they will gain the following negative effect.

1-Confusion - In stressful situations the oracle is confused for 1d3 rounds
2-Craven/Paranoia - -5 on save vs fear, and a +2 on Perception checks
3-Scytsophrenia - During stressful situations the oracle begins to act with a single exaggerated emotion, sadness, anger, happiness.
4-Hallucinations - Every now and then the oracle will see something not there. DM creates hallucinatory images only the oracle can perceive with a will save DC 10 + Oracle HD
5-Phobia - Oracle is panicked in the presence of the subject of the phobia. Phobia of the day is left to DM's preference.
6-Fidgets - They have performing fine tasks with their hands, such as writing or using fitfulness weapons. -2 on Dex based attack rolls.

Bonus 1st level : +2 to the DC of Illusion and Enchantment based spells. Ghost sounds at will.
Bonus 5th level : Mad Hallucinations at will DC 12 + CHA, Gain +2 resist against Illusion and Mind affecting abilities
Bonus 10th level : 1/day confusion DC 15 + CHA, +4 resist against Illusion and Mind affecting abilities
Bonus 15th level : 1/day Insanity DC 17 + CHA, 1/day can automatically success a will save vs Mind affecting or Illusionary ability

Any ideas on a Curse of Greed?


Well, I am a bit busy the next two days but I will do my best coming up with something for your Curse of the deep. Just a fast Idea:

- Curse of Erynies:
If you didn't notice i had an alternative name : Curse of Repentance, which might strick you better. We could also call it, Curse of Nemesis.
If you want to me less mainstream Nemesis was also called :
Rhamnousia/Rhamnusia ("the goddess of Rhamnous"), Ihnaii (Ιχναίη), Adrastia (Αδράστεια)(which is my personal favourite) and Invidia(in Roman).

The idea is that the oracle works as the one that reveals the dark secret of the person, making their past to hunt them. That's why i don't think this curse should be confused with spirits.

Probably the confusion derived because Erynies are also monsters in Pathfinder but not in Greek mythology XD.

I just loved Black Spot! But maybe sinister mark , or ill omen or Dark Mark might be more catchy.

Again I so second this curse though.

Curse of Bedlam: Gold Pure gold!

I must admit though that i want to see a madness mechanic for the whole game (if there isn't). But your could be so sweet!

Curse of Greed: well if we wanted to make a small reference to FullMetal Alchemist Manga we could name the Curse of Trasmulation after it. Think of it: What does a greedy person want? Everything, what more than having it on him?

If we want we could make Curse of Greed a hording curse making the person acting like a dragon.

Also, for some reason I think that we need to think something for mysteries too.

Here are some more:

Curse of Small/Big
Curse of Paradox

If you want more Mythological reference there could be Curse of the Rea. Rea(=the one that flows) was the godness of flow. That means that she could control how things... flow. She was also a Titan, which makes it more intersting XD

Shadow Lodge

Sanity rules are in the Game Mastery Guide.

Curse of Repentance/Vengeance seems more for an RP quest than a curse? what happens if the PC kills their nemesis?

Curse of Ill Omen is too close to the spell. Dark Mark I like, but the reference to the Pirate curse seems nicer.

Glad you like the Curse of Bedlam.

I love the hording idea, what do you think about a curse that only affects you if you have a light load and do not possess the most expensive item on the team?

Curse of small/big (lets not discriminate)
Curse of Paradox (I have spoken with the James Jacob about a separate time/space bending idea. He said "the inclusion of time travel is such a huge divergence from the Inner Sea Region, and such a huge potential to cause significant problems and complications")

Mysteries you say? hmm might be an idea I think we've got the basics for some really nice curses. Perhaps getting some Mysteries into it may be an idea.


I love how we might suggest the same thing, but imagine it totally different.

Let me try explain Curse of Repentance again, because I might have not wrote it clear enough.

The Idea: The user is able to hear bad things people around him did. Like an aoe, she walks down the street and hears:
"Oh i stole an orange", "I lied to her" and so on. This is for rp flavor
But When hears things like "I killed the major" or something of such importance the oracle might not be able to handle such an important secret and losing the DC reveals it. How? Starts screaming uncontrollably about it, maybe even with the voice of the person that did the sin.

Curse of Greed:
Love the idea. Also removes a bit of in-team problem that the curse could create. We must (as "developers") decide how Greed will "evolve". Will greed you drive you to steal or is it only power seeking Greed ? Is this up to the player?

Hm, I wanted to step Curse of Paradox a step further.
There is a Greek Myth (yes again XD, I will stop only when you ask it), about Paradoxes like :
-The dog that catches everything, and the fox that can't be caught. When the dog started to hunt the fox Zeus turned the to stone to stop the paradox.

We could look into such paradoxes and make them like summonings or make the oracle behave randomly like the self of a parallel?
Cuz i think there is already a mystery of time.

As for mysteries: I am not sure yet what it is, but i feel something is missing from the paizo list! We will find it!

Oh, any new ideas on Curse of the Deep?

Shadow Lodge

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Hey guys sorry been busy lately. Here is a compiled list of all the oracle curses discussed so far. Also Curse of Addiction comes inspired from Adam Christman's Oracle curse (Curse of Obsession)

Curse of Gluttony - You must consume 5x the normal human amount of food and drink or is considered to have not eaten or drunk that day. When starvation sets in the DC is increased by 5 and the non lethal damage dealt is 2d6 every hour. (Items that provide nourishment such as ring of sustenance, everlasting rations, etc. Begin to have the magic devoured by the curse in 3 days making it a simple item)

Bonus 1st level : +2 Fort saves + 1 CMD
Bonus 5th level : +3 Fort saves + 2 CMD + Bite attack 1d6
Bonus 10th level: +4 Fort saves + 3 CMD + You can consume inedible objects as food
Bonus 15th level: +5 Fort saves + 4 CMD + Bite attack 1d8 that ignores 10 hardness.

Curse of Sloth - Those afflicted by this curse are unable to act normally for long periods of time, they will always have the staggered condition. They can may act normally for a number of rounds per day equal to their Oracle level +3. They may attempt an extra round, however at the end of the turn the target is fatigued, they may try once more after this but then gain the exhausted condition. They may not take any other normal rounds until the day has passed and they have removed any Fatigue or Exhausted condition.

Bonus 1st level : Reflex aura 5ft, allies, +1 dodge AC and Reflex. cast Unseen servant and Mage hand at will.
Bonus 5th level : Sloth aura 10ft, hostiles + Self, -2 Dex and can't act on a surprise round.
Bonus 10th level: Imp Reflex Aura 15 ft, +2 dodge AC, +2 Reflex
Bonus 15th level: Imp Sloth Aura 30ft, -4 Dex, can't act in a surprise round or perform attacks of opportunity (Negated by Combat Reflexes).
*note you may only have Reflex or Sloth aura active not both. Swift action to activate free action to dismiss. Does not provoke attack of opportunity.

Curse of Envy - Your face is terribly scarred leaving your natural form almost featureless. You are considered to have no ranks in charisma based skills with the exception of Bluff, and Disguise. While wearing a disguise or appearing in a form other than your own, you will have access to Charisma based skills except for handle animal and use magical devices.

Bonus 1st level : Disguise self at will, +2 bluff checks.
Bonus 5th level : Voice Alteration at will +4 bluff checks
Bonus 10th level : Alter self at will +6 bluff checks
Bonus 15th level : Polymorph 3/day +8 bluff checks

Curse of Wrath - Your temper makes you difficult to approach and can cloud your judgment. -4 on all Charisma based checks excluding intimidate, -4 on all Will saves excluding fear. At level 10 penalties become -6 to CHA check and -6 Will.

Bonus 1st level : You have use of Barbarian rage 2 rounds/day
Bonus 5th level : You automatically confirm break DCs below 20. Barbarian rage 4 rounds day, Gain Strength Surge Rage Power (Oracle Levels -3),
Bonus 10th level: Gain Ground Breaker Rage Power (Oracle Levels -3),Barbarian rage 6 rounds/day
Bonus 15th level: You have use of Greater Barbarian Rage 8 rounds/day

Curse of Lust - Subject of this curse first designates either male or female as a preferred sex. The oracle automatically fails any and all diplomacy and bluff checks that involve complimenting or doted on by the chosen sex.

Bonus 1st Level : +1 atk bonus, +4 Cha checks against creatures not members of the designated sex.
Bonus 5th Level : +2 Dodge AC, +2 atk bonus against creatures not members of the designated sex. Any weapon held by the oracle gains the distract property. Charm person at will DC 12 + CHA
Bonus 10th Level : +3 atk bonus against creatures not members of the designated sex. Cast Charm Monster at will DC 13 + CHA
Bonus 15th Level : +4 atk bonus against creatures not members of the designated sex. Dominate person 1 + CHA per day. DC 14 +CHA

Curse of Greed – Oracles with this curse must always be carrying a medium load, and possess the most valuable known item of his travel companions. If they do not they must endeavour to possess the more valuable object or must purchase something of greater value *This does not include armour or weapons*

Bonus 1st Level: Detect Magic at will, +4 Appraise, find extra gold, you find an amount of gold equal to your current HD x 100 (Useable once in an oracle’s career)
Bonus 5st Level : Medium load no longer slows your character’s movespeed, other penalties still apply.
Bonus 10st Level : +8 Appraise, find extra gold, you find an amount of gold equal to your current HD x 500 (Useable once in an oracle’s career). Cast Identify at will.
Bonus 15st Level : Heavy load no longer slows your character’s movespeed, other penalties apply.

Curse of Pride - Oracle with this curse suffers from extreme vanity and will automatically fails any and all opposed checks and saves against skills that involve the oracle being complimented, doted upon or in any way treated or spoken highly of.

Bonus 1st Level - Use an intimidate check DC 10 + Creature's HD + WIS to challenge a single target within 30ft. Gain +1 Atk, Damage, and Dodge AC against the designated target. Only one target may be selected at any one time. +2 to Intimidate checks and intimidate is always a class skill. Targets under the affect of a Challenge will see the oracle as the greatest immediate threat.
Bonus 5st Level - Challenge targets within a 30ft area to a max equal to Charisma modifier. Bonuses increase to +2.
Bonus 10st Level - Challenge targets within 60ft area. +4 to Intimidate checks and intimidate is always a class skill. Bonuses increase to +3.
Bonus 15st Level - Challenge affect all designated targets within 60ft. Bonuses increase to +4.

Curse of Medusa - Creature is effectively blind, -2 AC, all targets are considered to be in
total concealment, oracle is always flatfooted and always fails visual based perception checks.

Bonus 1st level : Gaze of Misfortune = 1/day as a swift action the oracle may open her eyes, doing this grants her regular vision and light blindness. However all creatures within 30ft line of sight to the oracle must make a Fort save DC 10 + Oracle lvl + CHA or become slowed as per the spell. The Gaze of Misfortune lasts 3+CHA rounds after activation as is dismissed as a free action. The ability persists 1d3 rounds after a target has left line of sight.
Bonus 5th level : Gain Blindsense 10ft, Gaze of Misfortune 2/day
Bonus 10th level: Blindsense 30ft, Gaze of Misfortune 3/day, As a swift action, that must be declared at the start of the oracle's turn that Gaze of Misfortune is active, the oracle may focus her ability on a single target rather than the 30ft area.
Bonus 15th level : Gaze of the Medusa 4/day, as Gaze of Misfortune but instead of Slow it gains the Flesh to Stone ability. Creatures that fail their fort save are turned to stone for 1d4 hours. The Oracle also gains the spell like ability Stone to Flesh to use at will

Curse of the Deep - The subject is heavily discomforted when away from water. -2 atk, -2AC when not immersed in water, if removed from water, they begin suffering from extreme environment affects. 1d6 hour after being removed they must begin making saves vs non lethal environmental damage. *Note they still breath air normally.

Bonus 1st level : Able to breathe underwater, swim speed equal to land speed.
Bonus 5th level : Swim speed +10ft, can survive 1 hour per CON modifier outside of water,
Bonus 10th level : Swim speed +10ft, take no penalty for underwater combat *with the exception of fire. +2 DC to all water based spells and spell like abilities and treated as two caster levels higher.
Bonus 15th level : Swim speed +10ft, Summon Large Water Elemental for 1hour per 3 caster levels, usable 3/day. 1/day can transform the large water elemental into a huge water elemental for 1round/caster level. You are able to swim, attack and move freely from within the elemental without harming it.

Parasites Curse - Oracle afflicted with this curse takes a -2 to CON and every level after first will lose 1 hit point to feed the parasites. The parasites are living symbiotic organisms and can't be removed with remove disease or poison.

Bonus 1st Level : 3/day On a failed fort save, the affect may be transferred into the parasite if the oracle can make the save on a second roll. +2 Resist Poison & Disease.
Bonus 5st Level : May make a touch attack to attach a parasite offshoot to a target. If attached it deals 1d4 bleed damage per round. A heal check will negate the bleed.
Bonus 10st Level : 3/day on a failed will save, the affect may be transferred into the parasite if the oracle can make the save on a second roll. +4 Resist Poison & Disease.
Bonus 15st Level : Bleeding Touch attack deals 2d4 bleed damage.

Curse of Transmutation - An oracle with this curse has a weird variety of alchemical reagents tainting their body. As such their bodies are prone to various alchemical effects. they are always treated as having a -4 Armor check penalty.

Bonus 1st level: +2 Natural AC the oracle's skin appears silver and their natural attacks or unarmed strikes are considered silver when calculating damage reduction. 1/2 your oracle levels count as Alchemist levels.
Bonus 5th level: DR 2/Silver, +2 resist vs spell or spell like effects
Bonus 10th level: +4 Natural AC. increase alchemical bonuses by 50%. The oracle's body becomes golden in color and their armor check penalty becomes -2.
Bonus 15th level: DR 5/Silver, Immune to Poison, increase alchemical bonuses on the oracle by 75% +4 resist vs spells or spell like effects.

Curse of Bedlam - Oracles with the curse of Bedlam have a tenancy to slip into madness, eventually others are drawn into the illusionary world of the oracle's mind. Every morning the Oracle must roll a D6, based on the roll they will gain the following negative effect.
1-Confusion - In stressful situations the oracle is confused for 1d3 rounds
2-Craven/Paranoia - -5 on save vs fear, and a +2 on Perception checks
3-Scytsophrenia - During stressful situations the oracle begins to act with a single exaggerated emotion, sadness, anger, happiness.
4-Hallucinations - Every now and then the oracle will see something not there. DM creates hallucinatory images only the oracle can perceive with a will save DC 10 + Oracle HD
5-Phobia - Oracle is panicked in the presence of the subject of the phobia. Phobia of the day is left to DM's preference.
6-Fidgets - They have performing fine tasks with their hands, such as writing or using fitfulness weapons. -2 on Dex based attack rolls.

Bonus 1st level : +2 to the DC of Illusion and Enchantment based spells. Ghost sounds at will.
Bonus 5th level : Mad Hallucinations at will DC 12 + CHA, Gain +2 resist against Illusion and Mind affecting abilities
Bonus 10th level : 1/day confusion DC 15 + CHA, +4 resist against Illusion and Mind affecting abilities
Bonus 15th level : 1/day Insanity DC 17 + CHA, 1/day can automatically success a will save vs Mind affecting or Illusionary ability

The Black Spot - Oracles has a black mark on their body, it is a symbol of misfortune. Oracle receives a -2 luck penalty on all saves and skill checks. Any member of an organization of ill repute their either sees the black mark or identifies it with Detect Magic are immediately hostile towards the oracle, either forcing them to make as much distance from them as possible or they themselves fleeing.

Bonus 1st level : +4 intimidate checks, intimidate checks made on evil creatures cause fear instead of shaken as an effect. Having the curse means you are paranoid of attacks +1 luck bonus to attacks of opportunity.
Bonus 5th level : +2 luck bonus on attacks of opportunity, +4 Perception
Bonus 10th level :+3 luck bonus on attacks of opportunity +4 save vs fear. Cast Ill Omen at will.
Bonus 15th level :+4 luck bonus on attacks of opportunity, 3/day Bestow Curse DC 14 + CHA

Curse of Addiction:
The oracle is heavily addicted to one of the following;
a)A consumable substance (Drug, specific food/drink)
b)A token or item (personal, target of obsession)
c)Self harm or prolonged harm (sadism, masochism)- oracle will be evil
d)A ritual or series of 12 small activity (Along the lines of OCD)
Every 1d6 hours the oracle must fuel their addiction. Failing to do so results in withdrawal symptoms -2 Dexterity -4 Will, -4 Charisma based checks except intimidate. In addition anyone who threatens to take, remove or otherwise separate the oracle from their addiction is immediately considered hostile.

Bonus 1st level : 1d8 hours before addiction sets in. +2 morale bonus to attack and damage when under the belief that the target will deny you, your addiction. +4 perception checks involving oracles addiction.
Bonus 5th level : 2d6 hours before addiction sets in. +4 morale bonus to fears and mind effecting abilities and spells. The oracle may also temporarily grant others insight into their addiction Mind effecting enchantment Will DC 13+CHA, subjects that fail this save gain the Oracle's curse for 24 hours, but not the benefits. *Note a roll must be made every 1d6 hours to instigate the penalty of the curse
Bonus 10th level : 3d6 hours before addiction sets in. +4 morale bonus to attack and damage when under the belief that the target will deny you, your addiction. The oracle can force a single target into having "the thirst" target immediately suffers the affects of withdrawal. Will save DC 15+CHA
Bonus 15th level : 4d6 hours before addiction sets in. The oracle can have any and all fear and mind effecting abilities dispelled from them if presented with (or if the time is right) the source of their addiction. In addition withdrawal can be alleviated for 1 hour by a Diplomacy or Buff check DC 15 + oracle's WIS. "The Thirst" can be used on one target per charisma modifier, all targets must be within 30 ft of one another. Will save DC 17 + CHA


At 1st, I need to say sorry for my English, it isn't my native one (I'm Russian); and at 2nd, this is the first thing I created for homerules; and at 3rd, I dunno if it is right thread, or it's individual board. So -

Curse of Lethargy
Words: E.A. Poe's buried alive, Snow White’s curse.

Since childhood’s hour you fall in lethargical sleep, you get dream earlier and wake up later. Your pulse and breathe nearly are stopping when you sleep, and people often think you’re dead, so don’t be surprised if you’ll wake under the ground. You get -2 penalty to WIS, because you want to sleep most of time, and your lose, if you had, immune to sleep spell or equal ones, and you get -4 penalty to Spell Resistance check and Will safe check against enchantment spells.

1st lvl: You add +1 spell per day to cast (and +1 each 3 lvls, next on 4th lvl). In sleep or at rest you heal in 1.5 times faster than others, but you must sleep in 1.5 times longer. If someone awake you, you lose bonus spell per day, giving this curse.

5th lvl: In the combat you can to fall sleep, and automatically you down under the ground on rounds equal your current hp, and this number round you do not get any damage of out of air. In that buried sleep you heal 1 hp per 10 rounds (1 min). You can awake any time you want; it requires a full-round action.

10th lvl: In the combat you automatically fall sleep and start fly (DC 25 to control, you must roll before each round), you lose ability to melee/natural attack, and get -4 penalty to ranged attack, because (if can’t control) you reel on 5ft in random direction (before each round roll 1d8 to define: 1 is to toward, then by moving sun; so 3 is to the right, 5 to backward and 7 is to the left and etc. – You may get the attack of opportunity against you), and your opponent with ranged weapon get -4 penalty too. However, you still can cast the spells. And you get only ½ any damage, except magical. If you control your fly you can down under the ground to recover hp. You have immune to sleep spell (you already sleep) and reduce penalties to Spell Resistance check and Will Safe check against enchantment spells, but only in the combat.

15th lvl: You sleep all the time. Your pulse become slowly, and your skin – pale, so you look as White Snow or latest corpse. You get -2 to WIS (-4 is the total in this curse), but you trained to control yourself, so you acting as normal. You have immune to sleep spell (you already sleep) and reduce penalties to Spell Resistance check and Will Safe check against enchantment spells. You get in 2 times less any damage, magical includes. You can fly as if you have wings; and you still can down under the ground.

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