Difference between revisions of "Curse Magnet Curse (Apath)"

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<noinclude>{{Apath}}</noinclude>
 
<noinclude>{{Apath}}</noinclude>
 
=== Curse Magnet ===
 
=== Curse Magnet ===
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'''Publisher:
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Legendary Games.
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''You do not have any one specific curse, instead you are a magnet for curses and baleful magic of all kinds.  
 
''You do not have any one specific curse, instead you are a magnet for curses and baleful magic of all kinds.  
  
At 1st level, any time a creature within 30 ft. of you is under a [http://www.d20pfsrd.com/gamemastering/afflictions/curses curse], you must save against that curse. If the curse does not have an established saving throw, use a Will save with a DC of 10 + ½ the cursed creature's hit dice + the cursed creature's Charisma modifier. If you fail, the curse is removed from the original target and instead targets you. Whether your saving throw fails or succeeds, you cannot pick up that curse again until 24 hours have passed. You can only suffer one curse at a time. If you are suffering a curse and a second curse would be inflicted on you, the old curse is automatically removed. Your curses can also be removed normally.
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At 1st level, whenever a creature within 30 ft. of you is affected by a [http://www.d20pfsrd.com/gamemastering/afflictions/curses curse] (a harmful hex counts as a curse for this purpose), you must save or become affected by that curse. If the curse does not normally allow a saving throw, you must succeed on a Will save (DC 10 + 1/2 the cursed creature's Hit Dice + the cursed creature's Charisma modifier) to avoid contracting the curse. If you fail, the curse is removed from the original target and instead targets you. Whether your saving throw fails or succeeds, you cannot acquire that curse again until 24 hours have passed.
  
You cannot pick up another oracle's curse or doom warrior's doom this way. Certain other powerful curses, like lycanthropy and curses that only divinities can lift, are similarly resistant to your ability to transfer curses.  
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You can only suffer one curse at a time, if you are suffering a curse and a second curse is inflicted on you, the old curse is automatically negated. Curses (and other effects at higher levels) transferred to you can be removed normally.
  
If you are not currently suffering a curse and a creature within 30 ft. of you is targeted by a spell or spell-like ability that is neither harmless nor inflicts hit point damage and that requires a Will saving throw, and the creature's saving throw fails, you must make a Will saving throw against that effect. If your Will saving throw fails, that effect affects you instead of the original target. You are affected as if you were the initial target.
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You cannot pick up another oracle's curse or doom warrior's doom this way. Certain other powerful effects, such as cursed artifacts, lycanthropy, undeath, and effects that only divinities can lift, are also immune.
Only the initial use of an ability can trigger this; effects that require saving throws each round, like ''hold person'', cannot be attracted to you when the target fails a saving throw in a succeeding round.
 
  
At 5th level, you can choose to transfer the effect of a curse or a supernatural ability, spell, or spell-like ability from a willing ally within 30 ft. to yourself. This is not an action, but you can only do so on your turn. You can use this even if you were exposed to that curse in the last 24 hours, and whether you are currently cursed or not. The effect is removed from the original target and affects you instead.
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At 5th level, you can choose to transfer the effect of a lasting supernatural ability, spell, or spell-like ability from a willing ally within 30 ft. to yourself. This is not an action, but you can only do so once per round on your turn.
  
At 10th level, when an effect is transferred to you by lower-level abilities of this curse, you can choose to remove any supernatural ability, spell, or spell-like ability you were suffering from before the transfer.
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At 10th level, when an effect is transferred to you by this curse, you can choose to remove any supernatural ability, spell, or spell-like ability you were suffering from before the transfer.
  
At 15th level, when an effect is transferred to you by lower-level abilities of this curse, you can choose to remove any conditions you are currently suffering from. You also increase the range of the level 5 ability to 100 ft.
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At 15th level, when an effect is transferred to you by this curse, you can choose to remove any conditions you were suffering from before the transfer. You also increase the range at which you pick up curses and other effects from allies to 100 ft.
 
<noinclude>{{OGL}}</noinclude>
 
<noinclude>{{OGL}}</noinclude>

Latest revision as of 11:34, 2 April 2017

ApathApath Logo
Unofficial rules compendium

Curse Magnet

Publisher: Legendary Games.

You do not have any one specific curse, instead you are a magnet for curses and baleful magic of all kinds.

At 1st level, whenever a creature within 30 ft. of you is affected by a curse (a harmful hex counts as a curse for this purpose), you must save or become affected by that curse. If the curse does not normally allow a saving throw, you must succeed on a Will save (DC 10 + 1/2 the cursed creature's Hit Dice + the cursed creature's Charisma modifier) to avoid contracting the curse. If you fail, the curse is removed from the original target and instead targets you. Whether your saving throw fails or succeeds, you cannot acquire that curse again until 24 hours have passed.

You can only suffer one curse at a time, if you are suffering a curse and a second curse is inflicted on you, the old curse is automatically negated. Curses (and other effects at higher levels) transferred to you can be removed normally.

You cannot pick up another oracle's curse or doom warrior's doom this way. Certain other powerful effects, such as cursed artifacts, lycanthropy, undeath, and effects that only divinities can lift, are also immune.

At 5th level, you can choose to transfer the effect of a lasting supernatural ability, spell, or spell-like ability from a willing ally within 30 ft. to yourself. This is not an action, but you can only do so once per round on your turn.

At 10th level, when an effect is transferred to you by this curse, you can choose to remove any supernatural ability, spell, or spell-like ability you were suffering from before the transfer.

At 15th level, when an effect is transferred to you by this curse, you can choose to remove any conditions you were suffering from before the transfer. You also increase the range at which you pick up curses and other effects from allies to 100 ft.

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