Dooms (Apath)

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Unofficial rules compendium

Dooms are dire fates, often decided before a character's birth but sometimes picked up during life. A doom follows the bearer relentlessly, but it is not a simple curse; a doom also brings greatness to its wearer.

A doomed warrior can pick some oracle's curses, these are given in the list below under their oracle name. But just as many need to be reworked to fit a non-spellcaster, these have "doom" in the name and are specific to the Doomed Warrior class and the Cursed feat.

Curse level is the level a curse or doom operates at, which is the class level in the class(es) that gave the curse plus half the total level in other classes. This is also the caster level of any spell-like abilities of the curse.

A character that has both a doom and an oracle's curse must choose the same doom and curse. Bonuses and penalties from dooms and curses do not stack, but when the effects are different, both apply.

List of Dooms

Addicted

Publisher Legendary Games

You are addicted to a recreational drug like alcohol. You are able to function normally in combat and similar stressful situations. Whenever you are not in danger, you are sickened, either from the effects of your addiction, or from withdrawal.

Your addiction can be recognized with a Heal or Knowledge (local) check (DC 15). Any Charisma skill used against you that involves your addiction gets a +5 bonus. When you earn money and once each week, you must spend 10% of your available cash on your addiction, before making any other purchases. If drugs are illegal you often have legal problems.

The thing you are addicted to has no other harmful effect on you, and you are immune to further addiction of any kind.

At 5th level, you have developed know-how that removes the monetary cost of your addiction and allows you to bye any drug at half normal price whenever it is available. You need only take half the usual dose to gain the full effects of any drug.

At 10th level your blood becomes mildly toxic. Creatures draining your blood never gain any benefit and you are immune to damage from drugs and to poison, disease, and parasitic infection.

At 15th level, you gain immunity to attribute damage and drain.

Alienated

Publisher Legendary Games

You have problems making yourself understood and understanding others. You suffer a -5 penalty to Diplomacy, Disguise, Heal, Linguistics, Perform, Profession, Sense Motive, and Sleight of Hand checks. You gain a +2 bonus on Will saving throws against charm and compulsion effects. You gain one Knowledge skill of your choice as a class skill to reflect your background and interests.

At 5th level, you gain a +2 bonus on CMD and become immune to the effects of the Bluff and Intimidate skills.

At 10th level, you gain a +2 bonus on all Will and Fortitude saving throws. This supersedes (does not stack with) the save bonus against charm and compulsion effects gained at level 1.

At 15th level, your gain a +2 bonus on CMB and on the DC to dispel any spell you cast.

Anasyrma

Publisher: Legendary Games.

Clothes are for folk; animals, spirits, and gods are rarely dressed, and you share this quality.

Your body won't carry armor and very few objects. You cannot carry more than light encumbrance, and you cannot wear vests, vestments, or any armor, but you can use any weapon or shield. Surplus items simply fall right through you, as if you were insubstantial. You get to add your Charisma bonus (if any) as a sacred (or profane, if you are evil) bonus to Armor Class and CMD. This curse is balanced for oracles, who have medium armor proficiency. If you are proficient in heavy armor, increase the armor class bonus by one. For each of light and medium armor proficiency you lack, reduce the Armor Class bonus of this ability by one. This makes you an intuitive practitioner of Way of Life martial arts.

At 5th level, you can use freedom of movement (sp) until the beginning of your next turn as an immediate action. You can use this a number of rounds each day equal to your class level. You cannot use this ability to ignore or remove force effects.

At 10th level, you can use ethereal jaunt (sp) until the beginning of your next turn as an immediate action. You can use this a number of rounds each day equal to your Charisma modifier (minimum 1), but these rounds need not be consecutive. You are visible to material creatures while you use this ability.

At 15th level, the level 5 ability becomes constant and the level 10 ability lasts one minute per use and can be dismissed as a free action.

Animal Aspect

Publisher: Trailseeker, Legendary Games.

Your head (and at your option other parts, commonly hands, feet, and tail) is that of an animal from Tiny to Large in size. While clearly noticeable, this body part is fully functional. Even if you change your shape or disguise yourself with illusion, your animal aspect shines through. You suffer a -20 penalty on Disguise checks, and creatures using knowledge skills or Diplomacy to gather information to learn about you get a +10 bonus. Some people might be shocked or reviled at your appearance, while others treat you as a divine avatar. If you are polymorphed, you always assume the form of the animal whose head you wear (as beast shape II instead of the intended form.

You gain low-light vision. If you already have low-light vision, you instead gain scent.

At 5th level, you can use: detect aberrations (sp) three times per day and bloodhound (sp) once per day.

At 10th level, you can use the following as spell-like abilities three times per day each: see invisibility (sp), beast-shape II (sp). You can only use beast-shape II to assume the form of the animal whose head you wear.

At 15th level, you can use all spell-like abilities gained from this curse at will.

Animal Transformation

Publisher: Legendary Games.

Are you a humanoid miraculously transformed into a small animal, or the other way around?

In situations of high stress you transform into a small animal. When you take this curse, pick any animal that can be a wizard's familiar. You transform into this shape, as beast shape II (su). You have no control over this transformation.

The following conditions trigger a forced change: confused, covering, disabled, entangled, exhausted, frightened, grappled, paralyzed, panicked, or stunned. As soon as you suffer any of these conditions, you immediately transform. The transformation negates the condition that triggered it. Once you have transformed, you can be affected by these conditions normally if you encounter them again.

If you are caged, bound, or otherwise restrained this also triggers a transformation.

Escape Artist becomes a class skill. As a part of the transformation, you can use Escape Artist with a +10 circumstance bonus to try to escape confinement that can be escaped using the Escape Artist skill. You do not automatically escape restraint as the bonds magically adapt to your new shape on a failed roll.

A forced transformation lasts as long as the condition would have lasted, with a minimum transformation time of 1d6 rounds and a maximum of 1 hour.

You can speak and satisfy verbal and somatic components when transformed by the curse. To cast a spell while transformed you must succeed on a concentration check (DC 15 + spell level) or the spell is expended with no effect.

At 5th level, you can change between your normal and animal forms as a standard action, except that you cannot change during a forced transformation. You gain Eschew Materials as a bonus feat and a bonus on Acrobatics checks equal to half the curse level in your animal form.

At 10th level, you gain the shapechanger subtype and can revert to your animal form on your next turn as a free action when affected by a polymorph or petrification effect.

At 15th level, immediately after transforming into your animal form, you can take the withdraw action as a free action.

Bestial

Publisher Legendary Games

You are not a full shapechanger, but in stressful situations and combat you undergo a minor change, where you grow more muscular and gain bestial traits such as fur, scales, fangs, and claws. When this change occurs any armor you wear gains the broken condition and drops to the ground. Any clothing you wear is tattered, but magical clothing continues to function and is restored (but disheveled) when your transformation ends. You stay in this form during the period of stress and for 1d10 minutes afterward. A creature who sees you in this form must make a Perception check (DC 20 + curse level) to recognize you, but gains modifiers based on familiarity (see Disguise). On a failure they are liable to treat you as a monster.

You gain a circumstance bonus to natural armor equal to the best of your Constitution or Charisma bonuses. The bonus stacks with both natural armor and with enchantment bonuses to natural armor. You lose this benefit if you wear armor. This curse is balanced for oracles, who have medium armor proficiency. If you are proficient in heavy armor, increase the armor class bonus by one. For each of light and medium armor proficiency you lack, reduce the Armor Class bonus of this ability by one. This makes you an intuitive practitioner of a cross of way of life and way of the body martial arts.

At 5th level, your hands become primary natural weapon claws dealing 1d6 damage (1d4 if Small). They still function as hands. All natural weapons from this curse count as both magic and silver for the purpose of penetrating damage reduction. You gain DR 2/silver or magic.

At 10th level, you gain a primary natural bite attack dealing 1d6 damage (1d4 if Small) and DR 5/silver or magic.

At 15th level, your natural attacks all deal 1d8 damage (1d6 if Small) and you gain DR 10/silver.

Blindness

Publisher: Legendary Games.

You are blind to the material world, but you can see the fantastic and supernatural.

You permanently suffer the blinded condition. All opponents are considered to have total concealment (50% miss chance). You gain Blind-Fight as a bonus feat. You have adjusted to your condition to the point where you take no penalty on Armor Class or skills except that you take a -4 penalty on Perception checks and all checks and activities that rely on vision (such as reading and Perception checks based solely on sight) automatically fail. You can automatically pinpoint an opponent within 30 ft. unless that opponent successfully uses Stealth against you, and you can cast targeted spells against pinpointed opponents. You gain a limited blindsight (30 ft.) (as the creature ability) that can only see fey, outsiders, undead, ethereal, and invisible creatures.

At 5th level, your blindsight and your ability to pinpoint creatures that fail at Stealth extends to 60 ft. and your blindsight can see aberrations, constructs, fey, magical beasts, monstrous humanoids, outsiders, plant creatures, undead, astral, ethereal, invisible, and possessed creatures. You can read magical scrolls and gain [Improved Blind Fight]APG as a bonus feat, ignoring prerequisites.

At 10th level, you can affect incorporeal and ethereal creatures as if they were material. You may enhance all spells you cast with the Ectoplasmic Spell metamagic feat, with no increase in casting time or effective spell level. You gain [Greater Blind Fight]APG as a bonus feat, ignoring prerequisites.

At 15th level your blindsight can see any type of creature, but you still cannot see inanimate objects. You can still see astral, ethereal, and invisible creatures and recognize possessed creatures.

Chains

Publisher: Legendary Games.

You are permanently bound in magical chains.

Select one or more of the following bonds. You can choose several bonds with cumulative effects. As an option, you can instead roll randomly each day to see how you are bound that day. Any bonuses provided by bonds only apply when you are actually bound.

  1. Blinders Your vision is impaired. When you are adjacent to two or more opponents, they are all considered to be flanking you. You suffer a -2 penalty to Perception. You cannot gain the benefits of the Point Blank Shot feat, but you count as if you had this feat for the purpose of prerequisites. Blinders have no effect if you wear a blindfold or is otherwise blinded.
  2. Blindfold You suffer the blinded condition. All opponents are considered to have total concealment (50% miss chance). You gain Blind-Fight as a bonus feat. You have adjusted to your condition to the point where you take no penalty on Armor Class or skills except that you take a -4 penalty on Perception checks and all checks and activities that rely on vision (such as reading and Perception checks based solely on sight) automatically fail. You automatically pinpoint an opponent within 30 ft. unless that opponent successfully uses Stealth against you, and you can cast targeted spells against them. You can never be flat-footed or flanked.
  3. Mittens Your hands are useless, except that you can still use them for somatic components. You cannot wield weapons but the mittens count as brass knuckles and you can wield a hook hand or shield strapped to a mitten. You gain the Two-Weapon Fighting feat, ignoring prerequisites.
  4. Bound Arms prevent most physical manipulation and the use of weapons and tools. You can still use kicks, tackles, and head butts for unarmed attacks. All your spells benefit from the Eschew Materials and Still Spell feats, with no increase in cast time or spell level.
  5. Gagged You cannot speak in more than a whisper. You cannot use language-based abilities and Bluff, Diplomacy, or Intimidate against anyone more than 5 ft. away from you. You can still cast spells with verbal components. The DC to hear you speaking (including using social skills and spells with verbal components) increases to DC 15 (from the usual DC 0).
  6. Hobbled All your speeds are halved. You are immune to caltrops, grease spells, and similar floor hazards. Being hogtied negates hobbled.
  7. Hogtied You are prone and cannot take physical actions. All your speeds are reduced to 5 ft., but you can still take 5 ft. steps and your movement is not affected by difficult ground. You gain a +5 bonus on concentration checks and all your spells benefit from the Eschew Materials and Still Spell feats, with no increase in cast time or spell level. You become supernaturally light, and count as only 1/10 of your weight when carried by another.
  8. Leashed You are leashed to a Fine object, and always remain adjacent to that object. You cannot manipulate this object by any means, nor can a creature you control move it. Another creature can pick up the object and pull you around. You are constantly moved adjacent to this object whenever it moves, even if it moves faster than you can or moves in a way you cannot, such as by burrowing, flight or teleportation.

At 5th level, you have learned to play on your bondage for tricks, pity, and to scare others. You gain a +2 bonus on Bluff, Diplomacy, and Intimidation checks and these skills become class skills for you.

At 10th level, you can re-roll a failed saving throw at any time, but doing so imposes a random bond on you, re-rolling duplicates. You can only re-roll each saving throw once, and you cannot use this ability if you already suffer all of the bonds.

At 15th level, you can cause one attack that hit you to miss as an immediate action, but doing so imposes a random bond on you, as the level 10 ability. If you roll a duplicate bond, the ability fails and the action is wasted. Combat maneuvers are not attacks for this purpose.

Choreomania

Publisher: Trailseeker.

You suffer bouts of compulsive, ecstatic dancing. You must dance when casting and preparing spells. You must move at least 5 ft. in each round before casting a spell. All your spells have somatic components, and all your spells suffer from arcane spell failure. You cannot use the Still Spell metamagic feat. Acrobatics and Perform (dance) are class skills for you. You get to add your Charisma bonus (if any) as a dodge bonus to Armor Class and CMD. If you wear armor, use a shield or are caught flat-footed or otherwise denied your Dexterity bonus to Armor Class, you also lose this bonus. This curse is balanced for oracles, who have medium armor proficiency. If you are proficient in heavy armor, increase the armor class bonus by one. For each of light and medium armor proficiency you lack, reduce the Armor Class bonus of this ability by one. This makes you a sort of intuitive practitioner of Way of Life martial arts.

At 5th level, you gain Mobility and Spring Attack as a bonus feat without needing to fulfill the requirements.

At 10th level, you are constantly dancing and cavorting, even when asleep, and can always apply your Dexterity and dodge bonuses to Armor Class as long as you are not immobile. You are unable to voluntarily stand still, but you need not move about unless you want to—you can dance in place. Dancing counts as resting to you.

At 15th level, add irresistible dance to your spell list, list of known spells, and/or spellbook, as a 6th level oracle spell.

Convulsions

Source: Advanced Options: Oracle’s Curses. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens.

You suffer from sudden, uncontrollable convulsions. Whenever you roll a 1 (the die roll shows a “1”) on an attack roll, skill check, ability check, or Reflex save, you drop all items you are holding and cannot take attacks of opportunity until the beginning of your next turn. However, these convulsions have made you very limber, gaining a bonus to all Reflex saves and Escape Artist checks equal to half the curse's level.

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.

Deaf Doom

Source: PRG:APG

You cannot hear and suffer all of the usual penalties for being deafened. You gain Toughness as a bonus feat.

At 5th level, you receive a +4 competence bonus on Perception checks that do not rely upon hearing, and the initiative penalty for being deaf is reduced to -2.

At 10th level, you gain scent and you do not suffer any penalty on initiative checks due to being deaf.

At 15th level, you gain tremorsense out to a range of 30 feet.

Death Pact

Publisher Legendary Games

You are bound by your curse to accept any challenge by an enemy. When an enemy within 100 ft. you can see or hear issues a challenge, taunts you, or swears to defeat you, the two of you enter a death pact. A challenge issued against your group is a challenge against you. While in a death pact, you gain a +2 bonus on attack rolls against the death pact enemy but take a -2 penalty to Armor Class against all attacks. This challenge lasts for one hour or until one of you is unconscious, dead, or destroyed. You can be in any number of simultaneous death pacts.

This curse makes you famous, opponents can make a Knowledge check DC 15 (local, religion, or nobility) to know about you, if they do they always know about the curse.

At 5th level you can use a free action to challenge a creature to a death pact, as above, a number of times per day equal to your Charisma bonus (minimum 1). You also gain a +2 bonus on damage rolls and +1 on the save DC of your spells against a target of a death pact.

At 10th level, the target of your death pact heals more slowly. Hit point recovery from any source is halved.

At 15th level, the bonuses and penalties of your death pact increase. You suffer a -4 penalty to Armor Class and against a target of your death pact you gain a +4 bonus on attack and damage rolls, and +2 on the save DC of your spells.

Divine Mark

Publisher Legendary Games & Trailseeker, revised since publication.

You carry a mark or brand on your body that shows your alignment and creed. You cannot conceal this mark; it shines through whatever clothes you wear and in all forms you assume. Invisibility causes it to disappear along with you. The mark gives you a -20 penalty on Disguise checks.

You gain a +4 sacred bonus on Diplomacy checks against those whose alignment is not opposed to yours, either on the law/chaos or good/evil axis. Your divine mark can glow (as light) at will. Activating or deactivating this light is a free action.

At level 5, the glow from your brand works as light Heightened to a spell level equal to half your curse level, helping it counter magical darkness. You gain a +4 sacred bonus on Intimidate checks against those whose alignment is opposed to yours, either on the law/chaos or good/evil axis.

At level 10, you gain a +4 sacred bonus on all Diplomacy and Intimidate checks.

At level 15, the glow from your mark can now work as daylight (sp).

Fated

Publisher Legendary Games

Destiny constantly hampers you, but also preserves you for future misery.

Up to three times per day you have to re-roll a lucky d20 roll. Normally, this happens when you roll a natural die result of 20, but the GM can invoke this effect at other times, as desired. After three detrimental re-rolls, you need not re-roll any more successful rolls that day. You never have to re-roll a successful Fortitude save and roll two dice and take the better result on Fortitude saving throws.

At 5th level you gain the same bonus on Will saves as you do on Fortitude saves.

At 10th level, when you succeed at a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, you instead avoid the effect entirely.

At 15th level, you gain the same bonus on Reflex save as you do on Fortitude saves, including level 10 ability.

Follower

Publisher Legendary Games

You always act last in the first round of combat, in later rounds you act on your normal initiative. Whenever you cannot perceive an ally within 30 ft., you are shaken.

You are very supportive and capable with the aid other action, increasing the bonus you give your ally to +4.

At 5th level, when you and an ally adjacent to you are both threatening an enemy, you are both considered to outflank that enemy.

At 10th level, when you and allies within 30 ft. of you have to make a saving throw against the same effect, such as against an area or multi-target effect, you make your saving throw after all your allies do. If at least one ally passed the saving throw, you gain a +4 bonus on your saving throw.

At 15th level, when you are adjacent to an ally, you and that ally gain a +2 bonus to AC.

Forthright

Publisher: Legendary Games & Trailseeker .

You cannot lie or dissemble, and you cannot use the Bluff skill. If asked a question and not prevented from answering (any distraction or a simple say-so from your allies suffices), you will give a honest and exhaustive answer. If an ally of yours tells what you know to be a lie, onlookers who can see your face gain a +4 bonus to Sense Motive from your grimaces. You gain a +4 bonus on Diplomacy checks.

At 5th level, you gain a +4 bonus to Intimidate and Sense Motive checks.

At 10th level, you can use zone of truth (sp) Heightened to a caster level equal to half your curse level three times per day. The saving throw DC is 10 + 1/2 your curse level + your Charisma bonus.

At 15th level, you are constantly surrounded by a 30 ft. radius aura of zone of truth, as the level 10 ability.

Frail

Source: Advanced Options: Oracle’s Curses. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens.

Your body simply can’t take serious damage without draining you of your vigor. Whenever you have less than 50% of your full hit points, or have any Strength, Dexterity, or Constitution damage or drain in effect, you are fatigued.

You work harder to compensate for your weak frame with cunning and knowledge. You gain +1 additional skill point at each curse level. You may choose an additional skill to be a class skill at 5th, 10th, and 15th levels.

At 10th level, you are only fatigued if you have less than 25% of your hit points, or suffer a drain or damage to two of the listed ability scores.

At 15th level, you are only fatigued if you have less than 10% of your hit points, or if you have ability damage or drain to all three of the listed ability scores.

Ghostly

Publisher Legendary Games

Your form is not wholly material and become closer and closer to insubstantial as you advance in level. You can only carry half the weight indicated by your strength and are easily mistaken for a ghost. You take 2d4 damage from either holy or unholy water. You cannot wear armor (you can still use a shield) and receive no natural armor bonuses but gain a profane bonus to Armor Class equal to your Charisma bonus (minimum +1). This curse is balanced for oracles, who have medium armor proficiency. If you are proficient in heavy armor, increase the armor class bonus by one. For each of light and medium armor proficiency you lack, reduce the Armor Class bonus of this ability by one. This makes you an intuitive practitioner of Way of Life martial arts.

At 5th level, physical attacks deal only half damage to you unless the weapon is good, evil, magical, or silver. Your unarmed attacks pass through (ignore) natural armor, armor, and shields, although force effects (such as mage armor) work normally. If you are a monk or other character with the ability to treat your unarmed attacks as both a manufactured weapon and a natural weapon, your unarmed attacks count as weapons and cannot use this ability until level 15.

At 10th level, you can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than your own. In order to see and act beyond the object, you must emerge. While inside an object you have cover. You cannot pass through a force effect or through living matter. If you are affected by a force effect, such as mage armor or leashed shackles, you cannot enter an object.

At 15th level, you can be harmed only by incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. You are immune to all nonmagical attack forms. Even when hit by spells or magic weapons, you take only half damage from a corporeal source. You take full damage from effects that specifically deal full damage to incorporeal creatures (such as ghost touch weapons) as well as force effects, negative energy, and positive energy. All your melee attacks gain the same bonuses as your unarmed attacks gained at level 5.

Grotesque

Publisher: Trailseeker and Legendary Games.

You have one or more physical deformities, that clearly mark you as different. While clearly noticeable, your body is fully functional. You might have bird legs, the ears of a donkey, one single leg, your face on your chest and no head, or other similar weird form. Even if you magically change your shape, your deformity remains, adjusted to your assumed shape.

You suffer a -10 penalty on Disguise checks, and creatures using Diplomacy to gather information about you get a +10 bonus. Non-good humanoids start with an attitude no better than unfriendly (see Diplomacy). You gain a +4 bonus on Perform (comedy) checks and can choose one of the following abilities, as appropriate to your deformity: +10 bonus on Acrobatics checks to jump, blindsense 10 ft., climb speed 10 ft., darkvision 60 ft., lowlight vision, scent, or swim speed 30 ft.

At 5th level, select two additional abilities from the selections available at level 1.

At 10th level, you gain constant feather step (sp).

At 15th level, you can use countless eyes and monstrous physique III (sp) three times per day each. You can use both of these abilities together as a standard action to assume the form of a monstrous humanoid with countless eyes already in effect.

Guardian Doom

Source: PCS:ISMC

You bond with a particular 10-foot square, and must remain within 1,500 feet of that site or immediately become sickened. You must succeed at a DC 15 Fortitude save each minute you spend outside of the boundary or become nauseated. For every hour spent outside of the boundary, you also take 1d4 points of Constitution damage (no save). When within range of your bonded site, you gain a +1 bonus on damage rolls and Armor Class.

At 5th level, the radius increases to 2,250 feet and the bonus increases to +2.

At 10th level, the radius increases to 3,000 feet and the bonus increases to +3.

At 15th level, you can move up to 1 mile from your bonded site and the bonus increases to +4.

Insomniac

Source: Advanced Options: Oracle’s Curses. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens. Revised.

Sleep often eludes you, and the slightest nighttime disturbance can leave you tired for an entire day. If you do not get 8 hours of sleep without any interruptions at all, you are fatigued for all of the following day. You are immune to sleep effects.

At 5th level, you are so used to being tired that even if you gain the fatigued condition while already fatigued, you do not become exhausted (you just remain fatigued for the duration of the longest of your multiple fatigued conditions).

At 10th level, any effect that would normally give you the exhausted condition instead gives you the fatigued condition.

At 15th level, you take no penalties for being fatigued. You are immune to exhaustion.

Jinxed

Publisher Legendary Games

Everyday luck is against you, but fate protects you for greater things. Whenever you roll a d20, a natural roll of 10 (the die shows a "10") is treated as a natural roll of 1 and is an automatic failure on an attack roll or saving throw. You can still take 10 normally. You can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use the re-rolls from this curse once per day, plus one additional time per day at level 5 and ever 5 curse levels thereafter. The level 1, 5 and 10 abilities all count against this limitation.

At 5th level, an immediate action, you can allow a creature within 30 feet to re-roll any one d20 roll that it has just made before the results of the roll are revealed. The creature takes the result of the reroll only if it’s better than the original roll. Once a creature has benefited from your fortune, it cannot benefit again for 1 day.

At 10th level, as an immediate action, you can force a creature within 30 feet to re-roll any one d20 roll that it has just made before the results of the roll are revealed. The creature take the result of the re-roll only if it’s worse than the original roll.

At 15th level, you can use the level 5 ability at will, it no longer counts against the daily limit. You can still only affect a particular creature once per day.

Leper

Publisher: Trailseeker & Legendary Games.

This curse explores the consequences of prejudice. It should only be selected if all players are comfortable with it.

You suffer from some obvious and frightening medical condition that can never be cured. This need not be leprosy, it can be any horrid-looking ailment. This condition is not contagious or debilitating, but looks obviously unhealthy. Most NPCs have a base attitude of hostile towards you (see Diplomacy), and harass you or treat you as if you weren't there. They will not provide you services or lodging at any price. The hostile attitude only applies to you; your companions are not affected, and might even impress others by their benevolence in being willing to be around you.

Your experience with hardship gives you a +5 sacred bonus on Survival checks.

Creatures of your own type (usually humanoid) are unwilling to interact with you for fear of getting tainted. A creature trying to target you with an attack or effect, or to move adjacent, must make a Fortitude save (DC equal to 10 + ½ class level + Charisma modifier) or lose the action. They can try to act against you again on a later round to gain another saving throw. Once a creature has saved against this ability, it automatically succeeds at any saving throws against this ability for the next 24 hours. Including you in an area effect does not require a saving throw. This is a mind-affecting fear effect. Creatures with a helpful attitude are immune, this includes all party members.

At 5th level, all animals, humanoids, magical beasts, and monstrous humanoids avoid you as above, in addition to your own type.

At 10th level, you become immune to all disease, infection, and parasitic infestation, including magical ones.

At 15th level, all living creatures avoid you as above.

Maimed

Publisher: Legendary Games.

You are permanently maimed, an injury you were born with or have had so long it can no longer be cured. This is a mundane handicap, less fantastic that many other curses. Select one or more of the following impairments. The listed penalties assume you are using a simple prosthetic (such as a peg leg) when possible. You cannot take the same handicap in different degrees of severity, such as maimed eye and blind.

  • Blind You permanently suffer the blinded condition. All opponents are considered to have total concealment (50% miss chance). You gain Blind-Fight as a bonus feat. You have adjusted to your condition to the point where you take no penalty on Armor Class or skills except that you take a -4 penalty on Perception checks and all checks and activities that rely on vision (such as reading and Perception checks based solely on sight) automatically fail. You automatically pinpoint an opponent within 30 ft. unless that opponent successfully uses Stealth against you, and you can cast targeted spells against pinpointed opponents. You have developed your other senses to such a degree that you are never flat-footed or flanked.
  • Blind Eye You are blind in one eye. When you are adjacent to two opponents, you are flanked. You cannot take the Point Blank Shot feat, but you count as if you had this feat for the purpose of prerequisites.
  • Deaf You permanently suffer the deafened condition. You have adapted to your contrition to the point that you only take a –2 penalty on initiative checks, automatically fail Perception checks based on sound, take a –4 penalty on opposed Perception checks, and do not suffer from spell failure on spells with verbal components. You gain a +2 bonus on Will saving throws.
  • Hoarse You cannot speak in more than a whisper. You cannot use language-based effects, Bluff, Diplomacy, or Intimidate against anyone more than 5 ft. away from you. You can still satisfy verbal components. The DC to hear you speaking (including using social skills and spells with verbal components) increases by 15 (from the usual DC 0).
  • Internal Injury You suffer a -4 penalty on Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You gain a +2 bonus on Fortitude saving throws.
  • Limp You have a leg injury that halves all your speeds. You are immune to caltrops, grease spells, and similar floor hazards.
  • Maimed Hand One of your hands is severed or useless. You cannot wield a weapon in this hand or use it to satisfy the somatic components of spells, but you can make unarmed attacks and wield a hook hand or shield by strapping it on. You gain the Two-Weapon Fighting feat, ignoring prerequisites, but this feat is only usable with a shield or a hook hand in the off-hand. Any feat using this bonus feat as a prerequisite also gains this limitation.
  • Missing Arm One of your arms is severed or useless. You cannot wield a weapon in this hand or use it to satisfy the somatic components of spells. You cannot wield two-handed weapons. You have trained your feet so that you can overcome this handicap when prone or sitting down. You suffer no penalty on attack rolls or Armor Class when prone. You gain a +5 bonus on Escape Artist checks.
  • Missing Ear(s) You can hear, but the altered acoustics makes you suffer a -2 penalty on Acrobatics, Disguise, Perception, and Perform checks. You gain a +2 bonus on saving throws against sonic and language-dependent effects.
  • Missing Leg You cannot walk without using a crutch, and even then your land speed and carrying capacity is halved. If you do not constantly use one arm to hold yourself upright when standing, you fall prone. You have developed your upper-body muscles, gaining a +2 bonus to Strength.
  • Missing Teeth You have very bad breath and cannot eat solid food. This means that you consume twice as much water, needed to make broth for your consumption. You count as two people when Survival is used to forage and take a -4 penalty on Diplomacy checks.
  • Scalped You are missing most head hair, and any remaining hair and the skin on your head flakes and is torn, ugly, and often bleeds. You suffer a -5 penalty on Disguise checks and the DC to track you is reduced by 5. You gain a +2 bonus on CMD against grapple checks.

At 5th level, you have learned to play on your disability for tricks, pity, and to scare others. You gain a +2 bonus on Bluff, Diplomacy, and Intimidation checks and these skills become class skills for you. The bonus stacks with any bonuses or penalties provided by the disability itself.

At 10th level, you develop an uncanny luck. Whenever something inflicts a condition on you (including going unconscious from damage), there is a 20% chance that attack or effect somehow fails to affect you at all, often striking the empty spot left by your injury.

At 15th level, you have overcome or healed the maiming and suffer no penalties, tough you retain all benefits and often choose to act the part.

Misshapen

Source: Advanced Options: Oracle’s Curses. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens.

You were born with a twisted, uneven body and your form continues to change and hunch as you gain power. You have difficulty keeping your balance and defending yourself from complex maneuvers. You take a -4 to your CMD and to Diplomacy checks. Your form can be frightening. You gain a bonus to Intimidate checks equal to half the curse's level (minimum +1).

At 5th level, as a move action you may make an Intimidate check to demoralize a foe.

At 10th level, as a standard action you may make an Intimidate check to demoralize all foes within 30 feet that are able to see and hear you.

At 15th level, as a move action you may make an Intimidate check to demoralize all foes within 30 feet that are able to see and hear you.

Mutant

Table: Warpwave Effects
d20 Warpwave effect
1 Target takes 2 Strength damage.
2 Target takes 2 Dexterity damage.
3 Target takes 2 Constitution damage.
4 Target takes 2 Intelligence damage.
5 Target takes 2 Wisdom damage.
6 Target takes 2 Charisma damage.
7 Target gains 1 negative level.
8 Target is blinded or deafened for 1d4 rounds.
9 Target is confused for 1d4 rounds.
10 Target is entangled by filaments of energy for 1d4 rounds.
11 Target becomes fatigued (or exhausted if already fatigued).
12 Target becomes nauseated for 1d4 rounds.
13 Target is stunned for 1d4 rounds.
14 Target is sickened for 1d4 rounds.
15 Target is staggered for 1d4 rounds.
16 Target gains 4d6 temporary hit points.
17 Target is affected by a heal spell.
18 Target is turned to stone.
19 Target is affected by baleful polymorph.
20 Portions of target’s body burst with energy of a random type (choose between acid, cold, electricity, or fire), dealing 4d6 points of damage of the appropriate type to the target.

Publisher: Legendary Games.

Your body is twisted by strange mutations.

When you roll a "1" on the die for an attack roll, skill check, or saving throw, you suffer a warpwave effect: see the protean subtype. Roll 1d6 and read the result on Table: Warpwave Effects to see which warpwave effect you suffer. The caster level of this effect is your curse level and you are allowed a Will save (DC 10 + 1/2 the curse level). Success halves any damage and negates non-damaging effects.

You have one evolution point and can choose one evolution available to eidolons. You cannot choose the ability increase or skilled evolutions and need to fulfill any requirements the selected evolution has. You count as a protean eidolon with the limbs (arms) and limbs (legs) evolutions for the purpose of prerequisites. You can change your evolutions when you advance in level.

At 5th level, you gain an additional evolution point, and roll 1d12 for warpwave effects.

At 10th level, you gain an additional two evolution points. You cannot take an evolution costing more than two evolution points. You roll d20 for warpwave effects.

At 15h level, you gain an additional three evolution points. You cannot take an evolution costing more than three evolution points.

Peaceful

Source: Advanced Options: Oracle’s Curses. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens.

It is against your nature to do violence to other creatures, requiring an act of will for you to do so. You cannot take attacks of opportunity and suffer a –2 penalty to all attack rolls. This does allow you to devote more attention to protecting yourself from the violence of others, giving you a +4 bonus to AC against attacks of opportunity you provoke from others.

At 5th level, you also gain a +4 bonus to concentration checks you make to cast defensively.

At 10th level, you gain a +4 bonus to AC as long as you do not attack or cast a spell that affects an enemy.

At 15th level, you gain sanctuary (sp) as a constant ability. The saving throw DC is 10 + 1/2 your curse level + your Charisma modifier. You can renew this ability as a standard action, forcing those who already saved to try and save again.

Possessed

Publisher Legendary Games

Chose the alignment (and optionally the type and subtype) of the creature possessing you, hereafter called your spirit. Choosing an alignment similar to yours makes for less conflict, but also less interesting powers. Your alignment aura (see detect evil) corresponds to the spirit's alignment, not yours, and has a strength equal to the curse level. This counts as the cleric's aura ability for prerequisites. Any effect that depend on your alignment uses the spirit's alignment instead. You and your spirit can communicate mentally. Normally you are in control, but once per day the spirit can attempt to seize control, forcing you to make a Will saving throw (DC 10 + 1/2 the curse level), as dominate person with a caster level equal to your curse level and a duration of 1 minute/level.

The possession enhances your powers against creatures of an alignment similar to your spirit's. Any unarmed, natural, or weapon attack you make counts as having an alignment opposed to the alignment of your possessor for the purpose of penetrating damage reduction. Example, if you are possessed by a lawful good spirit, your attacks count as evil and chaotic. If your spirit has a neutral alignment, your attacks instead count as silver, cold iron, and magic for the purpose of defeating damage reduction.

At 5th level, you can count as your own alignment or your spirit's alignment in regard to effects that depend on alignment, whichever is more beneficial to you. This does not affect effects that detect alignment.

At 10th level, you gain DR 5/evil if your spirit is good and DR 5/good if your spirit is evil. If your spirit is neither good nor evil, you gain DR 5/magic.

At 15th level your DR increases to 10 and you gain energy resistance 10 against one or two types of energy determined by the alignment of your spirit: Chaotic spirits give sonic resistance. Evil spirits give fire resistance. Good spirits give electricity resistance. Lawful spirits give cold resistance. Neutral spirits (on either alignment axis) give acid resistance.

Provocative

Source: Advanced Options: Oracle’s Curses. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens.

Your appearance elicits desire in all creatures, no matter how they try to conceal it. This can desire can be physical or social as the situation and creature warrants. Foes gain a +2 attack bonus when they try to deal nonlethal damage to you with physical attacks (instead of the normal -4 penalty) and you suffer a -2 penalty on CMD. Your provocative nature gives you a bonus to Diplomacy checks equal to the curse's level (minimum +1). If you suddenly abandon the target, rudely ignore the target's advances, or fail your very first Diplomacy check against a particular creature this day, the target of the check feels spurned and its attitude changes to unfriendly (an already unfriendly target becomes hostile). This attitude change only affects you, not any companions. This is instead of the normal consequence of failing an attempt to improve attitude by 5.

At 5th level, a Diplomacy check made to change a target’s attitude toward you lasts one day for every hour you spend socializing with the creature.

At 10th level, as a full-round action you can make a Diplomacy check to influence a single adjacent creature’s attitude with a -10 penalty.

At 15th level, a Diplomacy check you made to change a target’s attitude toward you lasts forever. The creatures attitude can still change due to circumstances, but mere time and distance has no effect.

Rapturous

Publisher Legendary Games

You are addicted to magic.

You are sickened at all times except when under the effects of a spell with a remaining duration of 10 minutes/level or less, and this condition cannot be removed or ignored. When not sickened in this way you gain a +4 bonus on concentration checks and CMD.

At 5th level, whenever you are not sickened by the curse, you are immune to fear.

At 10th level the effect of any harmless spell on you is increased by 50%, as if affected by Empower Spell. A spell affecting multiple targets only gains this benefit against you.

At 15th level, when a harmless spell affecting one or more targets is cast when you are a legal target and in range and line of effect, you are automatically an additional target without counting against the target limitation of the spell.

Reverse Aging

Publisher: Legendary Games.

You perversely age backwards. You begin your career as an ancient, and grow younger as you gain experience.

You begin at venerable age. You gain the following age modifiers to your ability scores: -6 to Str, Dex, and Con; +3 to Int, Wis, and Cha. This replaces any age modifiers you may have. Your current and maximum age does not change.

At 5th level, you become old instead of venerable, but retain the venerable age modifiers to your mental ability scores. You gain the following age modifiers to your ability scores: -3 to Str, Dex, and Con; +3 to Int, Wis, and Cha.

At 10th level, you become middle aged, but retain the venerable age modifiers to your mental ability scores. You gain the following age modifiers to your ability scores: -1 to Str, Dex, and Con; +3 to Int, Wis, and Cha.

At 15th level, you become young and gain a +2 bonus to Dexterity and a –2 penalty to Strength and Constitution. You still keep your venerable modifiers to ability scores; +3 to Int, Wis, and Cha.

Scarred

Publisher Legendary Games

You carry heavy scarring that makes you classically ugly. Non-good NPC humanoids start with an attitude no better than unfriendly towards you (see Diplomacy).

You gain a circumstance bonus to natural armor equal to your Constitution bonus. The bonus stacks with both natural armor and with enchantment bonuses to natural armor. You lose this benefit if you wear armor, but you can use a shield. This curse is balanced for oracles, who have medium armor proficiency. If you are proficient in heavy armor, increase the armor class bonus by one. For each of light and medium armor proficiency you lack, reduce the Armor Class bonus of this ability by one. This makes you a sort of intuitive practitioner of way of the body martial arts.

At 5th level, you gain a primary natural slam attack that deals 1d6 bludgeoning damage (1d4 if Small)—this can be a head bash, kick, or tackle as appropriate and does not use your hands. All natural attacks gained from this curse can choose to deal nonlethal damage with no penalty on your attack roll and are treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

At 10th level, your fists become primary natural weapons dealing 1d6 bludgeoning damage (1d4 if Small). They still work normally as hands. All your natural attacks are now considered magical weapons with an alignment damage type matching your alignment. Your way of the body armor bonus counts as if it had the ghost touch armor property.

At 15th level, your natural attacks all deal 1d8 damage (1d6 if Small) and gain the ghost touch property.

Solipsism

Publisher: Trailseeker & Legendary Games.

You are only half in this world. Not only do you have a hard time taking the real world seriously, the real world also has trouble interacting with you.

You are constantly staggered, this condition cannot be negated or suppressed except as noted in this curse. You gain a +4 bonus on all saving throws and take half damage from all spells and supernatural effects.

At 5th level, you can focus on reality and suppress this curse for one round as a free action taken at the start of your turn. This allows you to act normally this round, but also negates the protection offered by this ability. You do not lose your bonus feats. You gain Vital Strike, Improved Vital Strike, and Greater Vital Strike as bonus feats as soon as you fulfill the prerequisites of each feat.

At 10th level, you gain a +4 bonus on CMD and take half damage from all physical attacks.

At 15th level, you can ignore reality almost completely. You can use ethereal jaunt (sp). This is not an action for you, you can do it even when helpless or otherwise unable to act, but you can activate it only on your turn. You can use this a number of rounds each day equal to your curse level, these rounds need not be consecutive.

Somnambulism

Publisher: Trailseeker & Legendary Games.

The line between being asleep and awake is not at all clear to you. You walk around when sleeping, and may fall asleep when walking around.

You suffer bouts of somnambulism both when asleep and awake. Whenever you roll a "1" on an attack roll or skill check, you momentarily fall asleep, move your speed in a random direction, and then wake up. This is in addition to any normal movement for the round. You cannot take any voluntary actions when sleepwalking, but have your normal defenses. You do not trigger attacks of opportunity and can move through enemy occupied spaces, but must end movement in an unoccupied space. If somnambulism would move you into impassible terrain (such as a wall or pit) you instead move along the edge of that terrain.

You can sleep in armor or on uncomfortable ground at no penalty, and even sleep standing up. In addition, you are not considered helpless when you sleep.

At 5th level you become immune to confusion and sleep effects.

At level 10 you no longer provoke attacks of opportunity for moving out of an enemy's threatened area, asleep or awake.

At 15th level, you can specify a place you want to get to and sleepwalk there, guided by higher faculties. This is similar to find the path except you are sleepwalking—you are staggered and can only walk and perform any necessary actions to facilitate your passage. You can use this ability at will, but can only specify one destination per day, resuming sleepwalking to this location as desired.

Squeamish

Source: Advanced Options: Oracle’s Curses. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens.

You cannot stand to see your actions cause the ruin of another’s flesh, spill blood, or cause burns and scars. If you deal hp damage to a target within 30 feet of you, you are sickened for 1d6 rounds. Your sensitive nature does make you more alert to the needs of injured allies, granting you a bonus to Heal checks equal to half the curse's level (minimum +1).

At 5th level, you can attempt a Heal check for any purpose as a full-round action.

At 10th level, if you make a single Heal check to treat disease or treat poison for a target, it receives a +4 bonus to all its saves against that disease or poison for twenty four hours.

At 15th level, if you make a Heal check to treat disease or treat poison and the result exceeds the affliction’s save DC, you immediately end the disease or poison.

Stigmata

Publisher: Trailseeker & Legendary Games.

You carry permanent bloody wounds on your body that resist all attempts at healing.

Any time you take a full round action or both a standard and move action in a round, you start to bleed. You take 1 hp of damage per round of bleeding. At level 5 the amount of bleed increases to 1d4 and at level 10 to 1d8. Bleed effects do not stack. The bleeding can be staunched as a standard action with a DC 15 Heal check or with any ability that restores hit point damage. You gain a +1 bonus on Fortitude saves. This Fortitude save bonus increases by one at level four and every four curse levels thereafter, to a maximum of +6 at curse level 20.

At 5th level you no longer bleed except trough the stigmata. Any attack that deals hit point or ability damage through bleeding (such as a rend, bat swarms, stirges, or vampire bites) does no such damage to you. This applies even to bleeding damage from magical sources such as a wounding weapon.

At level 10, at the end of your turn, when an ally within 30 ft. suffers any bleed effect, that bleed effect is removed and your stigmata begins to bleed if it isn't already.

At 15th level, bleeding from your stigmata is cosmetic—it no longer inflicts damage on you.

Sun-Blind

Publisher Legendary Games

You are blind when exposed to sunlight and treat bright light as if it was dim light (all creatures in bright light have concealment from you). You gain darkvision 60 ft. If you have natural darkvision, you instead add 30 ft. to that darkvision.

At 5th level you double the range of any darkvision you have.

At 10th level, You treat areas covered by supernatural darkness (see deeper darkness as if they were dim light. You can use darkness (sp) three times per day with a caster level equal to your curse level.

At 15th level, dark areas beyond the range of your darkvision are treated as if they had dim light and your darkvision sees normally in supernatural darkness. You can use deeper darkness (sp) three times per day with a caster level equal to your curse level.

Temptation

Publisher: Trailseeker & Legendary Games.

You are constantly tempted by sacrilegious voices. If you radically change your alignment, this may change into the voices curse, or perversely urge you to sin against your new credo and remain as the temptation curse.

You constantly have nagging voices at the back of your head that encourage you to break faith with your ideals. These voices are distracting, making you suffer -2 on initiative checks and a a -5 penalty on Perception checks. You gain Bluff as a class skill.

As a standard action you may bargain with your voices for information. Your voices are not all-knowing, but they do have a skill bonus in Knowledge (Religion) of 10 + your level. As a standard action you may bargain with your voices for information. They will give you advice if you temporarily give in and do what they want, or you can try to Bluff them into revealing information, using your Bluff skill as if it was Knowledge (Religion). The GM makes a Knowledge (Religion) check for your tempters and this is all the information they can reveal.

At level 5 you gain a +2 bonus on Sense Motive checks and Will saving throws.

At level 10 you can use atonement, discern lies, and glibness as spell-like abilities a total of three times per day. You gain an extra use of this ability every 5 levels after 10th.

At level 15, you can use arbitrament, blasphemy, dictum, holy word, and word of chaos as a spell-like ability once per day each. You use these spells like an oracle. You gain no protection against the possible negative effects of these spells.

Turmoil

Publisher Legendary Games

Your inner demons are stronger than the magic of others.

You suffer a -2 penalty on Will saves and the DC of using Intimidate against you decreases by 4. You are immune to fear conditions except shaken, all other fear conditions count as being shaken to you.

At 5th level, when you suffer the shaken condition, you can choose to replace the condition with the effects of the rage spell. This is not an action, and you choose which effect to apply at the start of each of your turns.

At 10th level, you can replace any mind-affecting effect you suffer with the shaken condition. This is not an action.

At 15th level, when you fail a Will save, you are shaken for as long as the consequences of the failed will would have lasted, with a maximum of one hour. This replaces the effect you failed to save against. This does not apply if you choose to voluntarily give up your saving throw.

Unassuming

Publisher Legendary Games

Where most oracles are lions, you are a mouse.

Whenever another creature is using the Bluff, Diplomacy, or Intimidate skills, you cannot use any of these skills at the same time and for the next minute. This applies even if you began your skill use first but are interrupted. Any class feature that is normally based on Charisma is based on Wisdom for you. This includes spellcasting and all revelations, but not skills and feats.

At 5th level, you gain a +4 sacred bonus on Sense Motive and Survival checks.

At 10th level, you gain constant nondetection (sp).

At 15th level, you can use nondetection (sp) at will.

Unbelievable

Source: Advanced Options: Oracle’s Curses. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens.

No one believes you when you make a statement of fact or opinion. You suffer a -10 penalty to all Bluff checks and all Diplomacy checks made to improve a creature’s attitude toward you for the purpose of accepting information you offer. Because you are used to having to pick allies and friends very carefully, you gain a bonus to Knowledge (local) and Sense Motive checks equal to the curse's level (minimum +1)

Unlife Doom

Your life is tied to negative energy in a strange perversion of the natural order of the world. You cannot take this curse if you are an undead.

Like an undead creature, you are healed by negative energy and hurt by positive energy. You are treated as an undead creature for all effects that work differently when targeting undead. You are immune to energy drain.

At level 5 you gain hide from undead (sp) as a constant effect, with personal range. The saving throw DC of this effect is 10 + half the curse's level + your Charisma modifier.

At level 10 you become immune to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning. You are no longer subject to nonlethal damage and ability drain.

At level 15, you gain immunity to damage to your physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.

Voices

Publisher: Trailseeker & Legendary Games.

You hear incorporeal voices speaking to you.

You are constantly surrounded by a choir of voices that advice and guide you. These voices are distracting, making you suffer a -2 penalty on initiative checks and -5 on Perception checks.

The advice they give always follow the ideals of your faith, and they urge you to act piously. Sometimes the voices have a long-term agenda they might lead you on, in other cases they just advocate a very pious life. The voices are not aware of your surroundings; they are unable warn you if you are about to do something stupid or improper unless you ask.

At least once per session, they urge you to go to extreme lengths in pursuit of the ideals of your faith. The player or GM should voice this advice at least once per session. Not following the advice of your voices is a breach of faith, but you can argue with them if you do not agree with their advice. In cases of disagreement your voices can take away one of your highest available spell slots for each infraction.

You can ask the advice of your voices as a standard action. They have a skill bonus in Knowledge (Religion) of 10 + your level.

At level 5 you gain a +4 bonus on saving throws against all mind-affecting effects.

At level 10 the voices help you control yourself. You can make an additional saving throw each round to break out of a lasting mind-affecting effect that allows a Will saving throw.

At level 15, you can use commune at will as a spell-like ability. Doing so takes an hour of intense communion with your voices.

Wolf-Scarred Doom

Source: PPC:BoA

Your face is deformed, as though you were born with a wolf's muzzle instead of an ordinary nose and jaw. Many mistake you for a werewolf, and in areas plagued by lycanthropes, you must take pains to hide your face.

You have a severe speech impediment, and any spells you cast with a verbal component have a 20% chance of failing, wasting your action but not expending the spell. You suffer a -5 penalty on Bluff and Diplomacy checks. You gain a primary natural bite attack that deals 1d4 points of damage if you are a Medium creature or 1d3 points of damage if you are Small.

At 5th level, you can use magic fang (sp) three times per day and your bite damage increases to 1d6 if you are Medium or 1d4 if you are Small.

At 10th level, the damage dealt by your bite attack increases to 1d8 if you are Medium or 1d6 if you are Small.

At 15th level, you can use greater magic fang (sp) three times per day and the damage dealt by your bite attack increases to 2d6 if you are Medium or 1d8 if you are Small.

Zapped

Publisher Legendary Games

You have been exposed to harmful energies, now your body crackles with energy.

Choose one type of damage: acid, cold, electricity, fire, force, negative energy, positive energy, or sonic. You carry scars typical of this type of damage, and any damage of this type that you take is increased by 50%, as the vulnerability monster ability. You cannot pick a type of damage you have innate resistance or immunity to.

You gain a circumstance bonus to natural armor equal to the best of your Constitution or Charisma bonuses. The bonus stacks with both natural armor and with enchantment bonuses to natural armor. You lose this benefit if you wear armor, but you can use a shield. This curse is balanced for oracles, who have medium armor proficiency. If you are proficient in heavy armor, increase the armor class bonus by one. For each of light and medium armor proficiency you lack, reduce the Armor Class bonus of this ability by one. Depending on which ability score you use, this makes you an intuitive practitioner of a cross of way of life (Charisma) or way of the body (Constitution) martial arts.

At 5th level, a creature that hits you with a natural or unarmed attack takes 1d6 points of damage of the type you are vulnerable to. If this curse inflicts force, negative energy, positive energy, or sonic damage, the extra damage does not work against certain targets, depending on the energy type chosen. This is in addition to any resistance a target may already have.

  • Force damage does not affect constructs, objects, oozes, and plants.
  • Negative energy does not affect objects, constructs, and undead.
  • Positive energy only affects aberrations, constructs, oozes, outsiders, plants, and undead.
  • Sonic damage does not affect aberrations, oozes, and plants.

At 10th level, any attack you make, including spells and supernatural abilities, add 1d6 damage of the type you are vulnerable to. This additional damage is not multiplied on a critical hit and the additional immunities of the level 5 ability still applies.

At 15th level, you lose your vulnerability to damage and instead gain resistance 10 to the type of damage you used to be vulnerable to. This does not change the level 5 and 10 abilities.

Dooms From Other Publishers

The following oracle's curses from other publishers do well as dooms.

Pathfinder® Roleplaying Game: Advanced Player’s Guide™ published by Paizo, inc: Clouded vision, deaf, lame, tounges, wasting.

Pathfinder® Roleplaying Game: Monster Codex™ published by Paizo, inc: Cold-blooded.

Oracle's Curse, Tripod Machine. Author RJ Grady. Aged, branded, catatonic, feral, frenetic, friendless, infested, lame, merciful, ravenous, sanguine.

Advanced Options: Oracle’s Curses. Super Genius Games. Author: Owen K.C. Stephens. Consumed, frail, insomniac, misshapen, provocative, squeamish, unbelievable.

Branded Doom

Source: Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

You have a visible scar on your forehead or arm that depicts a mystical symbol of some significance. You had no choice in the matter; the brand appeared with fire and searing pain.

Your brand cannot be disguised or altered, even with magic, although you can still benefit from cover or concealmen. Some NPCs may recognize the brand and become hostile, at the GM's option. As a supernatural ability, you can touch an enemy for 1d6 + (1/2 your curse level) fire damage; any opponent who takes damage bears your symbol until the next time they are fully healed. Any branded opponent takes -2 to armor class against your attacks. You can perform this branding touch a number of times per day equal to 1 + your Charisma bonus (minimum 1).

At 5th level, you gain fire resistance 5.

At 10th level, you may add your Charisma bonus to your Fortitude saving throw bonus.

At 15th level, your fire resistance increases 10. The AC penalty branded opponents take increases to -4, and you may roll twice to overcome the SR of branded opponents.

Clouded Vision Doom

Source: PRG:APG

Your eyes are obscured, making it difficult for you to see.

You cannot see anything beyond 30 feet, but gain darkvision out to that distance.

At 5th level, this distance increases to 60 feet.

At 10th level, you gain blindsense out to a range of 30 feet.

At 15th level, you gain blindsight out to a range of 15 feet.

Cold-Blooded Doom

Source: Monster Codex

Your blood turns sluggish without sufficient heat, and you must seek warmth and shelter earlier than most. This oracle curse is common among lizardfolk and other oracles with the reptilian subtype.

You take a –4 penalty on saves against cold spells and effects, and whenever you fail such a saving throw, you are staggered for 1 round. You can survive without food four times longer than a typical creature of your species before you begin to starve.

At 5th level, poisons affecting you have their onset time doubled and last half as long if they end after a set time (for example, a poison with a frequency of 1/round for 6 rounds would instead have a frequency of 1/round for 3 rounds). Poisons with no onset time gain an onset time of 1 round.

At 10th level, whenever an action you have readied is triggered, you can take an additional move action at half your speed—along with your readied action—even if you have already taken a move action that round.

At 15th level, you can take an additional move action a number of times per day equal to your Charisma modifier. You can take these additional move actions only on your turn, and can take only one of these extra move actions per turn.

Consumed Doom

Source: PPC:BoF

Your curse has left you diminished but still able to scorn many mortal frailties.

Whenever you take lethal hit point damage, you take an additional number of points of nonlethal damage equal to 1/2 the lethal damage you took. You automatically stabilize when brought below 0 hit points.

At 5th level, whenever you make a saving throw against a disease or poison effect, roll twice and use the higher roll as your result.

At 10th level, you can go without food or water for a number of days equal to your oracle level before suffering any ill effects due to starvation or thirst.

At 15th level, whenever a creature within 30 feet takes damage while in combat, you automatically gain 1 temporary hit point. You can benefit from this ability a number of times per round equal to your Charisma modifier, and you can gain a total number of temporary hit points in this way equal to your oracle level. Temporary hit points gained this way disappear after 1 hour.

Feral Doom

Source: Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

There is something of the animal in you. You relate better to beasts than to "people."

You suffer a -4 penalty on Diplomacy checks. For purposes of spells, weapon qualities, and other effects, you can be counted as animal or your actual type (though spells that grant intelligence to an animal, such as awaken, do not work on you), whichever is least advantageous for you. You gain wild empathy, as a druid of your curse level.

At 5th level, you can use wild shape, once per day, as a druid, to become an animal. This functions as beast shape I for its effects.

At 10th level, you can use wild shape twice per day to become an animal, and it functions as beast shape II.

At 15th level, you can use wild shape three times per day to become an animal, and it functions as beast shape III.

Frenetic Doom

Source: Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

You are frenetic and excited, never pausing.

You can never take "take 10" or "take 20" on a skill check. However, you roll initiative twice, taking the better result.

At 5th level, you add your Charisma bonus to your Reflex saving throws.

At 10th level, you gain the Wind Stance feat, even if you don't qualify for the prerequisites.

At 15 level, roll initiative three times, instead of twice, taking the best result. You gain the Lightning Stance feat, even if you don't qualify for the prerequisites.

Friendless Doom

Source: Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

Alone and despised, you draw power from your inner resolve.

You do not gain your Charisma bonus to Diplomacy checks, and if you use Diplomacy to make a request of someone, their attitude worsens one step (but no worse than unfriendly) after the request succeeds or fails.

However, you gain your Charisma bonus to Sense Motive checks and saving throws versus spells and spell-like abilities of the enchantment school, in addition to your Wisdom.

At 5th level, you gain a +3 morale bonus to Disguise, Intimidate, and Stealth checks, and always treat those as class skills.

At 10th level, you are constantly protected as per the spell nondetection, and your morale bonus to Disguise, Intimidate, and Stealth increases to +6.

At 15th level, you are constantly protected as per the spell mind blank.

Hunger Doom

Source: PCS:ISMC

Ravenous hunger wracks your body in stressful situations.

You gain none of the benefits from spells, abilities, or magic items that provide nourishment, such as goodberry, heroes' feast, or a ring of sustenance. You also gain a bite attack that deals an amount of piercing damage appropriate for your size (1d8 for a Large creature, 1d6 for Medium, 1d4 for Small) as a secondary natural attack. You begin each combat with the sickened condition until you deal damage with your bite attack.

At 5th level, you gain the grab monster special ability on bite attacks against creatures smaller than yourself.

At 10th level, your bite attack deals damage as if you were one size category larger.

At 15th level, you gain the blood drain monster special ability with your bite, dealing 1d2 points of Constitution damage at the end of a turn if you grapple a foe.

Infested Doom

Source: Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

Your body is full of writhing parasites, which occasionally burst forth through your skin, mouth, and eyes. You tend to inspire repulsion, pity, and disgust in others.

You take a -4 penalty on Charisma-based skill checks.

On the upside, you cannot be further infested by other parasites, being immune to parasitic infestations, implantation of eggs or organisms, or attachment by blood drinkers. Such attempts either assimilate into your existing parasites, doing no further harm, or are simply unsuccessful. You are immune to the attacks of rot grubs.

At 5th level, you are immune to the sickened condition.

At 10th level, you are immune to the nauseated condition.

At 15th level, as a standard action you can summon a rot grub swarm, which appears adjacent to you. The swarm will attack anyone (other than you) in its space but is otherwise stationary and does not pursue creatures. The swarm dissipates after one minuter per curse level, crawling into your body or withering into gore and slime. You may use this ability once per day.

Lame Doom

Source: PRG:APG

One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.

At 5th level, you are immune to the fatigued condition (but not exhaustion).

At 10th level, your speed is never reduced by armor.

At 15th level, you are immune to the exhausted condition.

Legalistic Doom

Source: PPC:BoF

The shackles of your curse impose savage consequences should you violate a covenant, but also imbue you with remarkable guile.

Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.

At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one.

At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.

At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.

Odious Doom

Source: Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

Your skin reeks with an acrid, foul stench, bringing low all those who must endure your smell.

You have the stench (Fort DC 10 + 1/2 your curse level + your Constitution modifier, 1 round) quality. You suffer a -4 penalty on Diplomacy checks. Creatures that have to save against your stench have their attitude adjusted to unfriendly or worse.

At 5th level, you can hold your breath as a free action when it's not your turm, before anything affects you.

At 10th level, you can use stinking cloud (sp) and insect plague (sp) a total of three times per day.

At 15th level, you are immune to all diseases, non-magical and magical.

Powerless Prophecy Doom

Source: PCS:ISMC

You are forewarned of danger but can't act to prevent it.

You gain uncanny dodge, as the rogue class feature. However, you can't take any actions in a surprise round, including free actions, except for flash of insight (see Revelations below). In the absence of a surprise round, you are staggered for the entire first round of combat.

At 5th level, you gain a +4 insight bonus on initiative checks.

At 10th level, you gain improved uncanny dodge as the rogue ability, using your oracle level as your rogue level.

At 15th level, you gain a +4 insight bonus on all your saving throws and to your AC during surprise rounds and when you are otherwise unaware of an attack.

Ravenous Doom

Source: Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

You suffer from ravenous hunger, but cannot hold down large meals. You are almost impossibly thin, your tendons and bones clearly visible beneath your loose skin.

You can only go one day without food before you begin to starve. You cannot eat for more than one ten minutes at a time before you must wait half an hour to eat again. However, your nonlethal damage total from starvation and thirst cannot exceed your hit points and you are immune to all ingested poisons and harmful potions.

At 5th level, you gain a primary bite attack that deals damage for a creature of your size (1d6 for a Medium character, 1d4 for Small). You have the grab ability; if you hit with this bite, you deal normal damage and attempt to start a grapple as a free action without provoking an attack of opportunity. You receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

At 10th level, you gain the swallow whole ability; the AC of your stomach is 10 +1/2 your natural armor bonus (if any) +your Charisma modifier, and it has hit points of 10% your total. If you swallow whole an opponent of any size, they disgorge 2d4 rounds later on your turn automatically, nauseating you for your turn.

At 15th level, your swallow whole ability allows you to swallow opponents up to your own size.

Sanguine Doom

Source: Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

You are slow to recognize adversity or danger, although your optimism can be contagious.

You take a -5 penalty to Perception and Sense Motive checks. You cannot be demoralized by the Intimidate skill, and during surprise rounds and against traps, you gain a +1 luck bonus to AC and saving throws. Your luck bonus increases by +1 every five curse levels.

At 5th level, you gain aura of courage, as a paladin.

At 10th level, when your wounds would normally make you unconscious, you become staggered and remain conscious for one round.

At 15 level, you gain aura of righteousness, as a paladin.

Tongues Doom

Source: PRG:APG

In times of stress or unease, you speak in tongues.

Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran.

Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.

At 5th level, pick an additional language to speak in combat and add it to your list of known languages.

At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat.

At 15th level, you can speak and understand any language, but your speech is still restricted during combat.

Wasting Doom

Source: PRG:APG

Your body is slowly rotting away.

You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on saves made against disease.

At 5th level, you are immune to the sickened condition (but not nauseated).

At 10th level, you gain immunity to disease.

At 15th level, you are immune to the nauseated condition.

Wrecker Doom

Source: PPC:BoF

The destructive power of your curse seeps from your very pores and into your belongings and surroundings.

Held objects gain the broken condition when you use or equip them but regain their actual condition if employed by anyone else. If a held item is restored to unbroken condition, it becomes broken again the following round. Disable Device becomes a class skill for you and you can make Disable Device checks to destroy non-magical traps as a move action without the need to use tools or take any action beyond simply touching it.

At 5th level, whenever you attempt to damage an object with a melee attack, reduce its hardness by an amount equal to your oracle level before determining the damage you deal with that attack.

At 10th level, any attacks you make against objects and constructs automatically bypass any damage reduction they may possess except epic.

At 15th level, whenever you are dealt damage by an attack with a manufactured weapon, you can require the weapon’s wielder to make a Reflex save (DC 10 +1/2 your oracle level + your Charisma modifier) to avoid having the weapon collapse into dust immediately after striking you (magical weapons receive an additional saving throw against this effect).

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