Not haunted Oracle


Advice


The oracle in the party i play with has the haunted curse, but she doesn't play it and forgets it if it would have had any effect. She says she wants to play her curse but doesn't know how/forgets it.
I'd like to help her play it but i'm not sure how, I know it is a vague question but do you have any idea's to help her play her curse?

Dark Archive

Tell the DM to describe to her the horrible nightmares her character has, how sometimes she hears laughing voices around corners where no one is, how sometimes she feels like someone is looking directly over her shoulder, but nobody is there.

Stuff like that.


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Well, for starters, one of the most flavory effects is that when a haunted oracle is getting something out of their bag, nothing is where it should be, so it takes significantly longer to find. Also, though this takes a little more effort, they would be prone to low-level poltergeist effects - stuff randomly falling over or rolling away when they're nearby. Also, for my haunted oracle, though I didn't get to use her much, I flavored the spells granted by the curse as literally being exerting will over the haunting spirits and making them do the effect of the spell rather than just doing it with her own inherent abilities.


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The Golux wrote:
Also, for my haunted oracle, though I didn't get to use her much, I flavored the spells granted by the curse as literally being exerting will over the haunting spirits and making them do the effect of the spell rather than just doing it with her own inherent abilities.

I do the same thing; it's great for spell thematics and flavor. In my group, my DM is good at randomly pointing out the poltergeistish effects and then a lot of the fun of the curse comes from the oracle dealing with the other party members' reactions to those effects. We just finished the Foxglove Manor section of the Skinsaw Murders (from the RotR AP) and we (as players) are having much fun with the rest of the party being a LOT more freaked out by my oracle's haunting spirits than they were before they entered the Misgivings.


Yeah, i use the haunted curse for the character's theme. Among other things, most of the spells are modeled to have some sort of ghostly flavor to it: Cause Fear used to make the target temporarily see the ghosts, Spiritual weapon has a ghost flash for a moment, dissapearing and leaving the weapon floating, etc etc


I think a lot of it would be small stuff that happens when no one is looking. She turns around to pick up something but finds it is now on the other side of the room. She tries to cook something, but finds out later that someone has switched the salt and the sugar. Mysterious creaking noises or bangs in the night (particularly good for freaking out the players into thinking an encounter has started).

Essentially, small inconveniences that would either frustrate them or set them on paranoia on what is the next thing you are going to try. Of course, this obviously need a fine balance or you will alienate your players.

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