Cursed by the Gods
List of Curses
Amputee: Coming to your senses after the incident in the temple, it took you a moment to fully realise what was wrong. One of your hands felt very cold, and you could feel wind rushing over it. Looking down, there was only a stump, no sign of a wound or any sign of the missing appendage. The hand has never re-grown, and no power short of a god’s direct intervention can restore it or make any magic or mechanical replacement function in its place. You still experience sensations from your severed hand, randomly feeling heat, cold, and tingling in your missing digits as if you possessed a phantom hand that still existed in some other place.
You can still make some use of your hand, albeit not directly. You can use your missing hand to complete somatic components for spells, allowing you the benefit of the Still Spell feat without raising the casting time or level of spells you cast. You also gain Mage Hand 1/day as a spell-like ability. At 5th level, your use of Mage Hand goes up to 3/day, and you gain Spectral Hand 1/day (though you don’t lose hit points when casting it or regain hit points when it ends). At 10th level your Mage Hand becomes constant and can be resumed as a free action if dismissed or dispelled, and Spectral Hand increases to 3/day. At 15th level, gain Forceful Hand 1/day as a spell-like ability.
Clouded Vision: In the enclosure of the temple, it appeared as if you had emerged unscathed from the ordeal. While others saw your eyes as clouded, you could suddenly perceive your immediate surroundings perfectly without any light. It was only later you realized this had come at the price of your regular vision. Your eyes are obscured, making it difficult for you to see.
You cannot see anything beyond 30 feet, but you can see as if you had darkvision. 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.
Convulsions: 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, as a result of these tremors, you have learned the limits of how your body twists and bends, gaining a bonus to all Reflex saves and Escape Artist checks equal to half your level.
Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction.
Over time, you learn to harness or consult the spirits that vex you. Gain Ghost Sound 1/day and Unseen Servant 1/day as spell like abilities. At 5th level, gain Spiritual Weapon (slam, bludgeoning, 19-20/x2) 1/day and Augury 1/day as spell-like abilities. At 10th level, gain Spiritual Ally 1/day and Death Ward 1/day as spell-like abilities. At 15th level, gain Anti-Life Shell 1/day and Phantasmal Killer 1/day as spell-like abilities.
Lame: 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.
Misshapen: You were born with a twisted, uneven body and your form continues to change and hunch as you gain oracle power. You have difficulty keeping your balance and defending yourself from complex maneuvers. You take a penalty to your CMD equal to half your level (minimum –1). You also suffer the same penalty on all disguise checks. Your form can be frightening to those who are aware of your power. You gain a bonus to Intimidate checks equal to half your 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.
Star-Crossed: Since your time in the temple, fate seems to have been against you. You seem to have drawn the attention of otherwordly entities, and their attention inadvertently bends providence to make things go against you more often than people without such cosmic notoriety. Whenever you roll a d20, a natural roll of 11 (the die shows an “11”) is treated as a natural roll of 1 and is an automatic failure. Also, things determined entirely by chance (randomly selected targets, games of pure luck) are twice as likely to go against you than they would be for a typical person.
You grow accustomed to always being at the mercy of fate, and develop the ability to cheat it. At 1st level, gain Entropic Shield 1/day and True Strike 1/day as spell like abilities. At 5th level, your uses of Entropic Shield and True Strike increase to 2/day and you gain Blur 1/day as a spell-like ability. At 10th level, you gain Moment of Prescience 1/day as a spell-like ability, your uses of True Strike increase to 3/day, and Entropic Shield becomes a constant effect you can resume as a free action if it is dismissed or dispelled. At 15th, gain Foresight 1/day as a spell-like ability.
Tongues: When you woke up in the temple you were rambling in a strange eldritch cant. In times of stress or unease, you revert to speaking in tongues. The DM selects a language without telling you what it is. Whenever you are in combat (or other stressful environments), 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, gain 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: 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.