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. |