101 Cursed items


Pathfinder First Edition General Discussion

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187. Drowsing Syrup— (CL 10) This quirked bottle of dowsing syrup works normally until the next time the user is within 60 feet of the target and catches sight of it or comes into contact with it. At that point, the user requires a DC 15 Will save or fall asleep for ten minutes, as though affected by sleep (no HD limit). The creature cannot be roused by normal means except by the target creature (or object, if used to slap them) or they receive ten points of lethal or non-lethal damage. A dispel magic, remove curse, or other effect that can end magical sleep can also end this effect early, but the user will be fatigued until they rest for one hour unless awoken by the target creature or object. This is a sleep effect.

188. Incense of Incense— This cursed property can be found on almost any other magical incense or burnt herb or other offering. The item functions normally, but for each hour the user(s) are under its effects, they also need a DC 15 Will save or become enraged and incensed at the slightest thing. Treat them as under the effects of jealous rage until triggered. Calm emotions or similar effects can end that instance (even if not yet triggered) or a remove curse can prevent all such possible occurrences for that use of the incense.

189. Plague of Spell Knowledge— This curse is found on pages of spell knowledge. The pages function normally and actually add an additional spell use of the linked spell. Once the user attempts to use the page's power, they find that all their spontaneous spells of that level are only the spell on the page. Meaning a sorcerer using a page of spell knowledge (magic missile) can only use their 1st-level slots for magic missile. This does not apply to domain spells or lower level spells using that slot due to metamagic or other effects. Spells of that level can still be cast using higher level slots and can still be converted spontaneously, such as a cleric's spontaneous casting of cure spells.

Once triggered, the curse remains until the user receives a successful remove curse. If they sell, loan, or otherwise lose the page, they lose access to the bonus spell (as happens when the curse is removed). A user can be under the effects of only one such cursed page at a time.
Special A plague of spell knowledge with remove curse (or similar effect) never succeeds at removing this curse.


190. Pearl of Prowler— These cursed pearls of power identify and function normally. When one is used, however, the user immediately hears a terrifying howl, as though from some stalking predator even if deafened or silenced (mind-effecting, phantasm), that others do not hear. This causes the shaken condition for 2 rounds (Will save DC 11 + pearl's power level).

Prowler:
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After that point, the user has a sensation of being watched, seeing shadows moving, or sensing one or more beast nearby. Others cannot detect any of this without true seeing or an effect that lets them observe the Plane of Shadows. Even so, they aren't affected by most attacks or distractions. The shadowy (not illusory) creature(s) will attack them at an opportune time (for them, inopportune time for the user). The attack can come within one round (if the user is in combat, though it won't be on the same round the pearl was used) or within 24 hours.

During any round where the user would be distracted, alone (or mostly alone), or concentrating, such as casting a spell, the creature(s) may attack from the Shadow Plane. In a case where the attack is provoked during combat, such as casting a spell, the creature(s) rolls initiative and if it beats or matches the user's initiative count, it can interrupt their action (such as causing a concentration check), otherwise it appears and attacks at its lower initiative. The creature makes that attack, and remains for one round, attacking the user again before vanishing (ending the prowling). It only attacks the user, even with attacks of opportunity unless it has defensive or passive attacks or effects, like quills. If reduced to 0 hit points or less it vanishes.

The prowlers are chosen at GM's discretion and can be creatures with CRs roughly equal to the pearl's power level. These are added, not calculated as for encounter CR, so a pearl of prowler (1st) might have a wolf, a pearl of prowler (2nd) can be two wolves (two CR 1's, even though adding equal CRs normally adds +2 for an encounter CR. Likewise a pearl of prowler (6th) could have two CR 3 prowlers, even though two CR 3 creatures is normally a CR 5 encounter). Such creatures are typically predators or territorial, such as wolves, dire wolves, hunting cats, primates, or other animals, but not magical beasts. Despite being shadow creatures while stalking, they are otherwise treated as normal animals during the attack.
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191. Undertaker's Preserving Flask— This cursed preserving flask detects and functions normally, but uses toxic chemical infusions to preserve extracts and liquids within it, slowly embalming and poisoning users over time.

Toxic Preservatives:
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If a liquid or component is consumed or imbibed after storage in the flask, the poisons infuse the drinker. It's a slow, long-term poison and shows very little outward sign at first. Treat the poison as arsenic except it has an onset time of one week and a frequency of once per day. Additional doses applied before the initial save increase the DC and effects as normal for stacking poison (there are not multiple saves against each dosage). The damage from this poison does not heal naturally while the poison is present, though it doesn't interfere with healing otherwise, even Constitution damage from other sources.

Users are not aware of the effects until they've taken half their base Constitution in damage. Until that time, the penalties are kept secret and the player feels no appreciable ill effects. Their hit points are unaffected until that point, though penalties to Constitution do affect saves and other results (secretly, applied by the GM). A creature dying to this poison is preserved, as though with embalming fluid. The flask does not detect as poisoned or poisonous, nor does anything within it, though pouring out the contents can detect them as such, as are affected users, whether symptomatic or not, though the origin of the poisoning may not be obvious.
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192. Pyxes of Misplaced Focus— This cursed pyxes of redirected focus detects and identifies as normal but allowing two uses per day.

Curse of Misplaced Focus:
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Whenever the pyxes' power is called upon, the user is cursed. When attempting to use a focus, whether divine or not, for a spell or ability (such as channel energy), the user somehow momentarily misplaces, fumbled, or misaligns it. For instance, a holy symbol on a neck cord is found to have been moved around to their back, or their holy symbol on a shield is unknowingly upside-down, cock-eyed, or just 'not right' and requires a quick realignment and adjustment, or they just bobble it in a seemingly unfortunate or unlucky manner. This curse does not apply to using a focus after casting or imbuing it, such as using a rope or deck of playing cards or blowing a flute that was the focus component of a spell afterwards, only its use or retrieval for the spell or ability.

The curse only triggers during combat or initiative situations, though a GM can trigger it in other appropriate moments at their discretion as the situation calls for it (such as trying to cast a spell with a focus while hanging from a rope and possibly fumbling or dropping it, with a check to catch it). Otherwise, the curse results in the user's initiative count dropping by 4 when triggered. They are not considered casting or performing the action, only delayed while fumbling around for the focus, so attacks during the delay do not risk interrupting spells, though that attacker could ready to do so if they see them fumbling and can recognize the intended action. If this initiative loss ever results in them being 10 or more points slower than the next slowest non-friendly creature's initiative for the encounter (even if that creature is currently dropped or inactive), they lose their turn and reroll their initiative count (which could let them move next if very high).

Each instance of the curse stacks and remains until triggered. There is no limit to how many can be stacked and waiting, though one successful remove curse can remove all waiting triggers.
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