Custom Prestige Class: "Curse-Melder"


Homebrew and House Rules


So I was chatting with some friends about the functionality of cursed items, and interesting applications for it from a story perspective. This then lead to the discussion of certain magical items which, while astoundingly good, could have the backdraw of curses, inhibiting another aspect of the character.

This made me ponder, "are there any classes that actually emphasize the usage of cursed items?" I myself couldn't find any, and so I pondered on an idea... The Curse-Melder.

Entwined in the bindings of curses, be it through madness, choice, or lifting the burden from another's shoulder's onto your own, you have begun to learn particular patterns and trends among these curses. While these curses may be weighing your strengths down, they have also taught you many lessons, and have begun to reveal a more unique aspect among these objects of power.

Role: What others would avoid, you choose to grasp. One man's trash is another man's treasure, in this case the Curse-Melder's. What a Curse-Melder make of said cursed objects highly depends on what it is, but none the less, they are able to find more use from it than the typical would-be adventurer.

Alignment: While Curse-Melder's can be found in any alignment, those who walk this path often do so in pursuit for power, no matter the cost. As such, Curse-Melder's are more typically seen as chaotic and evil than good and lawful.

Hit Die: d8

Requirements
To qualify as a Curse-Melder, a character must fulfill all of the following criteria.

Feats: Cursed Item Detection
Skills: Linguistics 5 ranks
Cursed item: Must have a cursed item equipped for at least a duration of 7 days, and be aware of the items curse.

The Curse-Melder's class skills (and the key ability for each skill) are Appraise (Int), Linguistics (Int), Spellcraft (Int), and Use Magical Device (Cha).

Skill Ranks at Each Level: 4 + Int modifier.

Table Info
BAB's, Will Save, Fort Save, and Ref Save, and Spells per day are the same as the Dragon Disciple.

Class Features

Weapon and Armor Proficiency: Curse-Melder's gain no proficiency with weapons or armor.

Spells per day
At the indicated levels, a Curse-Melder gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Curse-Melder, he must decide to which class he adds the new level for purposes of determining spells per day.

Bonus Feat
At 1st level, a Curse-Melder may choose a bonus combat feat. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats. A Curse-Melder gains an additional combat feat at 5th level and 9th.

Curse-Bound
At 1st level, whenever someone would successfully disarm, sunder, or sleight of hand a cursed object that you are equipped with or wielding, you may make a spellcraft check. If you roll a total higher than their roll, they now fail their check. In addition, if your roll was successful, you may roll 1d6 per Curse-Melder level (max 10d6) negative damage to the person or thing that had attempted to perform that action.

Ability Boost
As the Curse-Melder gains levels in this prestige class, his ability score increases from the trials and burdens of the objects he wields. At 2nd level, he gains +2 Str. At 5th level, he gains +2 Con. At 8th level, he gains an additional +2 Str.

Feigned Recognition
At 3rd level, as a swift action the Curse-Melder may trick a cursed item he is using that he has removed the curse for a duration of 1 round per Curse-Melder level. This simply negates the effects the curse would cause, but does not allow the removal of the cursed item. At the end of the duration, the curse takes a tighter grip on the Curse-Melder, and cannot have the curse removed or feigned this way for 6 hours. At 10th level, this is replaced by Cursed for Eternity.

Cursed Infusion
Starting at 6th level, for every two pieces of cursed armor or cursed weapons equipped, the wearer gains +1 on Will, Fortitude, and Reflex saves (Maximum of +3). Additionally, when a cursed item has tightened its grip of its curse from Feigned Recognition or Cursed Transfusion, the Curse-Melder gains +1 Base Attack Bonus and +1 AC (Maximum of +3).

Cursed Transfusion
Starting at 7th level, As a standard touch attack, you may apply negative effects of an equipped item to a chosen living target. These effects remain for 24 hours, or until the target is dead. During this duration, the curse is lifted from you. When the effects end on the target, however, the curse returns, and tightens its grip on the Curse-Melder. You may not use this ability on another individual if another target is currently cursed by its effects.

Cursed for Eternity
At 10th level, the Curse-Melder has become adept at taming the normally unchained powers and effects of a cursed item. The Curse-Melder can freely use the items as though the item was a standard version of whatever item it was while still gaining any benefits it may yield. The item, however, still requires the Remove Curse spell or a similar ability in order to remove it from ones inventory. The curse itself still remains intact, however, and can still apply to others, be it through them attempting to wield said object, or through the effects of Cursed Transfusion. All equipped cursed items are considered to have tightened their grip on the Curse-Melder (although can be removed unlike previous levels when a cursed item tightens its grip via remove curse). This replaces Feigned Recognition.

Any thoughts or ideas on this prestige class idea are greatly welcomed.

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