Haunted Curse and dropping dangerous objects


Rules Questions

Grand Lodge

How do the rules handle an Oracle with the Haunted Curse dropping dangerous objects like Caltrops, Alchemist Fire, Acid, or any other dangerous object?

See the Haunted Curse here.


While the haunted curse doesn't stipulate against utilizing such items, you are haunted. It is a curse. It's not going to work out to your benefit, except by random chance. Also, I can see the 'dispersal' not just being violent, but a ghostly entity catching the item and carrying it to set it down gently as well. You may just give those gobbos you were hoping to splatter with alchemists fire a fresh, intact flask to throw back at you.

Grand Lodge

If it breaks open normally, then why wouldn't do so for an Oracle with the Haunted Curse?


Where do you find that it breaks from being dropped?

As far as I can see, you'd just drop the item in some random square 10 ft away.

Regarding caltrops it doesn't state what action they require to use. However I argue that it is more than the free one to drop an item, since they go from being in a bag to be scattered on a square.

Grand Lodge

Why would a glass bottle not break if I drop it?

Grand Lodge

What about a Fuse Grenade? It takes a move action to light it.

Could I light it, drop it, have it go 10ft away due to the Haunted Curse, then 5ft step away, and still have a Standard Action available?

Contributor

You have to remember that these are malevolent spirits, not a telekinetic computer program that automatically moves dropped items in a random direction precisely 10ft from the spot dropped. If a haunted oracle decides to spend an hour with a bag of pennies dropping each one individually one by one, the spirit should eventually get bored with catching each one and moving it ten feet at random. The spirits are supposed to be malevolent, not obsessive-compulsive.

I consider having the haunted oracle flaw to be like being followed by an invisible toddler who will just pick things up at random and when you least expect it, like setting down your beer mug and having it suddenly slide to the end of the bar or fly into the wall. Poltergeist pranks.

As for it taking longer to find your stuff it your pack, that's because the poltergeist rearranges things while you sleep.


blackbloodtroll wrote:

What about a Fuse Grenade? It takes a move action to light it.

Could I light it, drop it, have it go 10ft away due to the Haunted Curse, then 5ft step away, and still have a Standard Action available?

As far as I can see, it could work.

Whether or not it is a useful strategy is a nother matter, given:
- you already spent a standard action retrieving the bomb (although that could be pre battle).
- you don't know in which direction the bomb lands.
- you don't know when the bombs explodes.

Sovereign Court

Your not in control of the direction it goes so how exactly would you try to take advantage of the things you drop like that?

Yeah any item you drop gets shoved away from you.

Grand Lodge

I wouldn't exactly call it taking advantage of the Curse.

Finding some benefit in a Curse is not even an unintended thing.

All the Curses, more or less, negate themselves eventually.

Finding minor boons is not strange either.

Blind Oracles are better at dealing with Gaze attacks.

Other examples exist.


what you're trying to do is bend the rules to your benefit. I do not disagree that you can do all that you want to so far with the curse, only that it will not go where you want it to go. If a gm is particularly tired of you doing it, they may very well have the weapon land nearer to party members than enemies. and, as I've said before, it is not necessarily a violent change of location, so that such items as a glass bottle do not break.


If I were GM'ing I'd let it work once or twice, until you became reliant on it, and then the items would drop directly at your feet to the sound of faint giggling.

....Don't tempt the spirits. They aren't knocking things away from you out of a desire to be helpful.


Sounds like it works by RAW but many people would houserule it to not work.

Contributor

Vellas wrote:
Sounds like it works by RAW but many people would houserule it to not work.

It wouldn't be a houserule. The RAW also says these are "malevolent spirits," not "stupid spirits" or "obsessive-compulsive spirits." If a GM is forced to choose between "malevolent" and "move 10 ft away," he's going to be making a judgement call between two contradictory rules. That's not a houserule, just a ruling.

Grand Lodge

I am not seeing the "rules bending" aspect.

If I drop two objects, why would the Curse treat them different?

I don't even have control of which direction.

Like a Deaf Oracle has no penalties in areas of Silence, all the Curses can have minor boons, if you are creative enough.

Nothing game-breaking, just making the best of bad situation.


Hmm, I'm not sure about the jars breaking when dropped thing... But I don't see a problem with dangerous items moving 10ft away... After all, the direction is random so it hardly abusable... Plus I would think the spirits would catch on to a degree and start moving it 10ft in the WORST POSSIBLE direction. So if you were completely surrounded it would still be an advantage sure... But at that point you could well be screwed anyway so I don't see it as overpowered.

If it was my table, I would do it random the first few times, and then if turned out well for you I would make it skew in bad directions.. but still 10ft.

Grand Lodge

Well, this idea came after building a rather mad Possessed Oracle.

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