Cursed Razor

The discipline known now as Cursed Razor has dark origins indeed, spawned forth from the bodyguards of an ancient demonic cult. Tapping into the power of their own malevolence, these warrior-warlocks struck their opponents down with dark curses channeled through their weapons and developed techniques to project maleficent auras that sapped away at the bodies and minds of their enemies. Since then Cursed Razor has spread far beyond the now-dead cult, which taught other students before its demise, left books of its secrets lying around, or else simply inspired others with demonstrations of its entropic power. Though the techniques of Cursed Razor stem from the inborn malice found in any sapient mind, its powers are not necessarily evil—pragmatic, certainly, and utterly lacking in any sense of fair play, but not evil. Knights and champions in the mortal realm seeking the weapons to combat evil turn to Cursed Razor to gain an edge on their fiendish foes, or as a way of acknowledging the terrible truth of evil’s place in the multiverse while at the same time casting their defiance in its teeth. Maneuvers from the Cursed Razor discipline are imbued and enhanced with magical energies; as such, they are supernatural abilities.

*Curse: Some maneuvers have the curse descriptor. These maneuvers, much like spells with the curse descriptor, use persistent, malicious energies to inflict penalties on their victims. A creature immune to curses is immune to the effects of these maneuvers, with the exception of any weapon damage inflicted by them.

Many of these curse maneuvers inflict a new condition: cursed. By itself, the cursed condition does nothing, but many maneuvers or abilities have an increased effect on cursed creatures, or can only be used on cursed creatures (see individual maneuver descriptions for more information on how they interact with the cursed condition). Spells with the curse descriptor also apply the cursed condition for a duration equal to the spell’s duration. Multiple applications of the cursed condition do not overlap; instead the duration of each new application of the condition is added to the remaining duration of the previous application. The successful use of break enchantment, remove curse, or similar effects removes the cursed condition from the target in addition to their normal effects.

Key Skill: Spellcraft

Associated Weapons: Heavy Blades, Light Blades, Spears

Level 1 Maneuvers

Maneuver Type Description
Aura of Misfortune Stance Opponents within close range take a –2 penalty on saving throws.
Luck Shifting Boost Gain a +1 luck bonus to your AC for each cursed opponent within medium range (maximum +5).
Spilled Salt Counter An opponent within medium range takes a –4 penalty on an attack roll or skill check.
Stutter Strike Strike (Curse) Your melee attack curses the target and causes them to take a –4 penalty on language-based skill checks, and suffer a 25% failure chance on spells with verbal components.
Touch of the Witch Stance (Curse) Opponents struck in melee become cursed.
Woeful Burden Strike (Curse) Opponents struck in melee become cursed.

Level 2 Maneuvers

*Requires Level 3

Maneuver Type Description
Bad Karma Counter (Curse) An opponent that targets you must succeed at a Will save or become cursed and take a –4 penalty to d20 rolls for 1d4 rounds.
Mockery Strike Your melee attack deals +1d6 damage, or +3d6 against a cursed opponent.
Murderous Spite Boost Your next melee attack against a cursed opponent is a touch attack.
Torment the Weak Strike Your melee attack deals +1d6 damage; a cursed target begins to bleed uncontrollably.
Word of Retribution Counter Make a Spellcraft check when damaged by a cursed opponent to deal equal damage to that opponent.

Level 3 Maneuvers

*Requires Level 5

Maneuver Type Description
Aura of Shared Misery Stance You can curse multiple opponents at once, and cursed creatures within 20 feet take additional damage from attacks and effects.
Dogpile Strike Strike Your melee attack deals +2d6 damage and may knock the target prone. This strike deals an additional +2d6 damage against flanked creatures.
Huntsman's Curse Strike (Curse) Your melee attack curses, staggers, and penalizes the target unless they succeed at a Will save.
Sorcerer's Sidestep Counter You gain a luck bonus on saving throws for one round equal to +2 plus the number of cursed creatures within medium range (maximum +10)

Level 4 Maneuvers

*Requires Level 7

Maneuver Type Description
Hangman's Curse Strike (Curse) Your melee attack curses and exhausts the target unless they succeed at a Fortitude save.
Persecution Strike Your attack deals +4d6 damage, or +8d8 against a cursed opponent.
Warlock's Stride Boost (Curse) Your movement speed doubles and you leave behind a cursed trail for one round.
Witchfinder's Brand Boost The next power, psi-like ability, spell, or spell-like ability the target uses within one round is disrupted unless it succeeds on a Concentration check.

Level 5 Maneuvers

*Requires Level 9

Maneuver Type Description
Festering Curse Strike (Curse) Your melee attack deals +4d6 damage and curses the target with a festering rot.
Shadow Pin Counter (Curse) You curse a creature within medium range and interrupt their movement. A flying target falls.
The Dragon Knows Stance You gain blindsight with a range of 60 feet, and cursed opponents cannot use Acrobatics to avoid attacks of opportunity against you.
Witch's Revenge Strike (Curse) Your melee attack curses the target, and they must succeed at a Fortitude save or take a –4 penalty to an ability score. A cursed target takes either a worse penalty or a second penalty.

Level 6 Maneuvers

*Requires Level 11

Maneuver Type Description
Curse of Chains Strike (Curse) Your melee attack causes the target to become cursed and paralyzed unless it succeeds at a Will save; other opponents near them must also save or become cursed and paralyzed.
Eye for an Eye Counter An opponent suffers the effects of an attack, spell, or power they used against you.
Oathbreaker's Aura Stance (Curse) Opponents within 30 feet cannot benefit from anarchic, axiomatic, insight, morale, profane, or sacred bonuses, and opponents struck in melee become cursed.
Sorcerer's Gaze Boost Your attacks ignore ignore concealment, miss chances, and deflection bonuses to AC for one round.
Warlock's Blow Strike You teleport an opponent within long range to a space within your reach, then attack them. Your melee attack deals +8d6 damage.

Level 7 Maneuvers

*Requires Level 13

Maneuver Type Description
Black Dog's Due Strike Your melee attack deals +8d6 damage and may knock the target prone. This strike deals an additional +4d6 damage against flanked creatures.
Traitor's Roar Strike (Curse) Your attack curses the target and causes them to violently betray their allies unless they succeed at a Will save.
Woedrinker N/A You gain concealment and a +2 luck bonus on attack damage rolls per cursed opponent within medium range (maximum +10) for one minute. In addition, you gain temporary hit points based on the number of cursed opponents within range.

Level 8 Maneuvers

*Requires Level 15

Maneuver Type Description
Luckdrinker Aura Stance You steal magical and psionic effects from opponents within 30 feet.
Unending Nightmare Strike Strike Your melee attack causes the target to take repeated damage to each of its mental ability scores.
Warlock's Mirror Counter Make a Spellcraft check to redirect a attack or effect from a cursed opponent to up to three creatures of your choice within medium range.

Level 9 Maneuvers

*Requires Level 17

Maneuver Type Description
Festival of Shadows Strike Opponents within close range must make a Reflex save or become immobilized by shadows, then you attack each creature within range. Your attack deals +10d6 damage, or +12d8 against cursed opponents.
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License