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	<title>Comments on: Seven Cursed Items for Fun &amp; Profit</title>
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	<link>http://www.paperspencils.com/2012/09/02/seven-cursed-items-for-fun-profit/</link>
	<description>A blog about Pathfinder, or any other tabletop RPG which strikes my fancy</description>
	<lastBuildDate>Wed, 22 May 2013 07:45:52 +0000</lastBuildDate>
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		<title>By: LS</title>
		<link>http://www.paperspencils.com/2012/09/02/seven-cursed-items-for-fun-profit/#comment-213263</link>
		<dc:creator>LS</dc:creator>
		<pubDate>Mon, 29 Apr 2013 20:03:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.paperspencils.com/?p=2609#comment-213263</guid>
		<description><![CDATA[I&#039;m honestly kinda surprised I never heard of that cursed item before. It seems so obvious, why isn&#039;t it more common? 

I may need to use them in one of my games sometime.]]></description>
		<content:encoded><![CDATA[<p>I&#8217;m honestly kinda surprised I never heard of that cursed item before. It seems so obvious, why isn&#8217;t it more common? </p>
<p>I may need to use them in one of my games sometime.</p>
]]></content:encoded>
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		<title>By: Greg</title>
		<link>http://www.paperspencils.com/2012/09/02/seven-cursed-items-for-fun-profit/#comment-213237</link>
		<dc:creator>Greg</dc:creator>
		<pubDate>Mon, 29 Apr 2013 19:07:07 +0000</pubDate>
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		<description><![CDATA[The most memorable cursed item I ever gave to a player was &quot;gauntlets of ogre strength and ogre stupidity.&quot;  We were playing AD&amp;D at the time, so the gauntlets conferred an 18/00 strength and a 5 intelligence and wisdom. The player who found them had the gauntlets removed with a remove curse, but then kept them hanging from his belt for whenever he needed them.  Sometimes a situation calls for nothing but brute strength.  It helped that he (a paladin) roleplayed them very well.]]></description>
		<content:encoded><![CDATA[<p>The most memorable cursed item I ever gave to a player was &#8220;gauntlets of ogre strength and ogre stupidity.&#8221;  We were playing AD&amp;D at the time, so the gauntlets conferred an 18/00 strength and a 5 intelligence and wisdom. The player who found them had the gauntlets removed with a remove curse, but then kept them hanging from his belt for whenever he needed them.  Sometimes a situation calls for nothing but brute strength.  It helped that he (a paladin) roleplayed them very well.</p>
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		<title>By: AT</title>
		<link>http://www.paperspencils.com/2012/09/02/seven-cursed-items-for-fun-profit/#comment-45644</link>
		<dc:creator>AT</dc:creator>
		<pubDate>Wed, 24 Oct 2012 17:47:37 +0000</pubDate>
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		<description><![CDATA[Cursed items are delightful. Especially when they&#039;re unconventional. I believe either the Core Rulebook or APG has something called &quot;Gravesoul Armor&quot;. It looks like it has the power to control undead. However, whenever this ability is used, everyone nearby must succeed on a will save, or believe *they* are undead for 24 hours. They don&#039;t get any powers, but if they think they&#039;re a vampire they&#039;ll try to bite necks, avoid garlic and refuse to cross running water. &quot;Zombies&quot; will shamble around mindlessly, etc. With a group willing to ham it up, there&#039;s probably a good session of non-combat fun to be had.

Other ideas:
Inverted girdle of Opposite Gender of Giant Strength: You believe everyone around you is of the opposite sex. You also get +2 to your strength.

Freudian Slip: An undergarment. When worn, every time you speak to someone you are attracted to, you must roll a DC 18 Will Save or accidentally say what&#039;s *really* on your mind. I recommend giving this cursed item to a quest giver who implores the PCs to remove it. The curse I mean.

Wayfinder of Whimsy: Appearing to be an ordinary Wayfinder, the needle points just slightly east or west of North that you get lost. -4 to survival checks to determine location. In spite of this, the person who holds the Wayfinder of Whimsy is utterly convinced that he knows where he&#039;s going, and is insulted any any insinuation to the contrary. He must succeed a DC 16 Will Save to attempt navigation without the Wayfinder. He must succeed on a DC 20 Will Save to stop and ask directions.

Sceptical Scimitar: This is a +5 keen vorpal scimitar (technically impossible, I know). However, it just seems so badly worn and poorly made that no one really believes it has these powers. Someone who wishes to pick up the scimitar must succeed on a DC 30 Will Save to avoid discounting it as junk and leaving it where it is. Someone attempting to wield the scimitar must succeed on a DC 35 will save or discard the scimitar in favor of a more &quot;useful&quot; weapon. They must then succeed on the DC 30 save if they wish to pick it up again.

I think a lot of cursed items in the handbook rely on the idea that &quot;This looks like a good item, but in actuality imposes penalties.&quot; I much prefer either &quot;This looks like a good item (and maybe *is* a good item) but also has weird side effect&quot;, or &quot;This looks like a good item, but you&#039;ll never be able to actually use it&quot;. You just know someone is going to spend all game trying to use that scimitar, even though they&#039;ll never make the save.

One other variant which I really try to work on is &quot;This is a really good item, but I really don&#039;t want to use it.&quot; I was intrigued by one random minor curse in the rulebook: &quot;Item makes embarassing noises&quot;. I liked the idea, but they player won&#039;t care unless they *actually* have to deal with those noises. I keep toying with the notion of the &quot;Sword of Orgasm&quot;. It&#039;s a solid sword, probably with expanded crit range. However, on a critical hit, the sword makes loud orgasmic cries. If they player doesn&#039;t roleplay the sound, the sword is silent, and only deals normal damage.

Of course, when you play that card, you can guarantee the one guy at the table with no inhibitions is going to wind up with the Sword of Orgasm.]]></description>
		<content:encoded><![CDATA[<p>Cursed items are delightful. Especially when they&#8217;re unconventional. I believe either the Core Rulebook or APG has something called &#8220;Gravesoul Armor&#8221;. It looks like it has the power to control undead. However, whenever this ability is used, everyone nearby must succeed on a will save, or believe *they* are undead for 24 hours. They don&#8217;t get any powers, but if they think they&#8217;re a vampire they&#8217;ll try to bite necks, avoid garlic and refuse to cross running water. &#8220;Zombies&#8221; will shamble around mindlessly, etc. With a group willing to ham it up, there&#8217;s probably a good session of non-combat fun to be had.</p>
<p>Other ideas:<br />
Inverted girdle of Opposite Gender of Giant Strength: You believe everyone around you is of the opposite sex. You also get +2 to your strength.</p>
<p>Freudian Slip: An undergarment. When worn, every time you speak to someone you are attracted to, you must roll a DC 18 Will Save or accidentally say what&#8217;s *really* on your mind. I recommend giving this cursed item to a quest giver who implores the PCs to remove it. The curse I mean.</p>
<p>Wayfinder of Whimsy: Appearing to be an ordinary Wayfinder, the needle points just slightly east or west of North that you get lost. -4 to survival checks to determine location. In spite of this, the person who holds the Wayfinder of Whimsy is utterly convinced that he knows where he&#8217;s going, and is insulted any any insinuation to the contrary. He must succeed a DC 16 Will Save to attempt navigation without the Wayfinder. He must succeed on a DC 20 Will Save to stop and ask directions.</p>
<p>Sceptical Scimitar: This is a +5 keen vorpal scimitar (technically impossible, I know). However, it just seems so badly worn and poorly made that no one really believes it has these powers. Someone who wishes to pick up the scimitar must succeed on a DC 30 Will Save to avoid discounting it as junk and leaving it where it is. Someone attempting to wield the scimitar must succeed on a DC 35 will save or discard the scimitar in favor of a more &#8220;useful&#8221; weapon. They must then succeed on the DC 30 save if they wish to pick it up again.</p>
<p>I think a lot of cursed items in the handbook rely on the idea that &#8220;This looks like a good item, but in actuality imposes penalties.&#8221; I much prefer either &#8220;This looks like a good item (and maybe *is* a good item) but also has weird side effect&#8221;, or &#8220;This looks like a good item, but you&#8217;ll never be able to actually use it&#8221;. You just know someone is going to spend all game trying to use that scimitar, even though they&#8217;ll never make the save.</p>
<p>One other variant which I really try to work on is &#8220;This is a really good item, but I really don&#8217;t want to use it.&#8221; I was intrigued by one random minor curse in the rulebook: &#8220;Item makes embarassing noises&#8221;. I liked the idea, but they player won&#8217;t care unless they *actually* have to deal with those noises. I keep toying with the notion of the &#8220;Sword of Orgasm&#8221;. It&#8217;s a solid sword, probably with expanded crit range. However, on a critical hit, the sword makes loud orgasmic cries. If they player doesn&#8217;t roleplay the sound, the sword is silent, and only deals normal damage.</p>
<p>Of course, when you play that card, you can guarantee the one guy at the table with no inhibitions is going to wind up with the Sword of Orgasm.</p>
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