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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. Cursed Razor’s associated skill is Spellcraft, and its associated weapon groups are heavy blades, light blades, and spears.

Maneuvers from this discipline are imbued and enhanced with magical energies. As such, they are supernatural abilities.

Curse Maneuvers: Some maneuvers in Cursed Razor 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.

Order of Presentation: In the maneuver lists and descriptions, the maneuvers are grouped alphabetically by level.

Initiator Level: Some maneuvers effects depend on the initiator level, which is usually the character’s level in the class that provides access to martial maneuvers. The word “level” in the maneuver lists always refers to initiator level.

Creatures and Characters: “Creatures” and “characters” are used synonymously in the maneuver descriptions.

Discipline Restrictions Some disciplines carry specific restrictions on when they can be used, as well as specific rules for those disciplines, as defined in that discipline’s maneuver list.

Cursed Razor Special Note: Maneuvers from this discipline are imbued and enhanced with magical energies. As such, they are supernatural abilities.

Table: 1st Level Cursed Razor 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] Your melee attack curses the target and reduces their movement speed by 10 feet + 5 feet per four initiator levels.
Table: 2nd Level Cursed Razor Maneuvers
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.
Table: 3rd Level Cursed Razor Maneuvers
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)
Table: 4th Level Cursed Razor Maneuvers
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.
Table: 5th Level Cursed Razor Maneuvers
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.
Table: 6th Level Cursed Razor Maneuvers
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.
Table: 7th Level Cursed Razor Maneuvers
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 ????
boost?
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.
Table: 8th Level Cursed Razor Maneuvers
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.
Table: 9th Level Cursed Razor Maneuvers
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.
1st Level

Aura of Misfortune

Discipline: Cursed Razor (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION

You project an area of ill fortune. While you maintain this stance, all opponents within close range (25 feet + 5 feet per 2 initiator levels) take a –2 penalty on saving throws.

Luck Shifting

Discipline: Cursed Razor (Boost); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: 1 round

DESCRIPTION

One man’s ill luck is another man’s fortune. After initiating this boost, you gain a +1 luck bonus to your AC until the start of your next turn for each cursed opponent within medium range (100 feet + 10 feet per initiator level), up to a maximum bonus of +5.

Spilled Salt

Discipline: Cursed Razor (Counter); Level: 1
Initiation Action: 1 immediate action
Range: Medium (100′ + 10/level)
Target: One creature
Duration: Instant

DESCRIPTION

This unsubtle counter disrupts an opponent with a blatant curse, whelming them with misfortune. You can initiate this counter when a creature within range makes an attack roll or skill check. That creature takes a –4 penalty on that attack roll or skill check.

Stutter Strike

Discipline: Cursed Razor (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

With just the faintest edge of dark energies, you can afflict your victims with a word-eating curse. Make a melee attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 11 + your initiation modifier) or take a –4 penalty on language-based skill checks and suffer a 25% chance of failure when casting spells (including divine spells) with a verbal component for a number of rounds equal to your initiator level. In addition, a struck target becomes cursed for a number of rounds equal to your initiator level, regardless of whether or not it succeeded on its save.

Touch of the Witch

Discipline: Cursed Razor (Stance)[curse]; Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION

Your weapons become charged with malicious energies. While you maintain this stance, any creature you hit with a melee weapon (including natural weapons) becomes cursed for a number of rounds equal to your initiation modifier. This stance’s effect resolves after other effects relating to the attack (such as strikes or weapon properties).

Woeful Burden

Discipline: Cursed Razor (Strike)[curse]; Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

This insidious strike leaves a creature burdened with phantom weight that bears them down. Make a melee attack. If it hits, it deals weapon damage as normal, and the target takes a penalty to each of their movement speeds equal to 10 feet + 5 feet per four initiator levels. In addition, a struck target becomes cursed for a number of rounds equal to your initiator level.
2nd Level

Bad Karma

Discipline: Cursed Razor (Counter)[curse]; Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: One creature
Duration: Instant

DESCRIPTION

Invoking the basic laws of fortune and punishment, you curse a creature that attempts to harm you. You can initiate this counter in response to being targeted by an attack, ability, maneuver, power, or spell. The creature targeting you must succeed at a Will save (DC 12 + your initiation modifier) or become cursed and take a –4 penalty on all d20 rolls for 1d4 rounds.

Mockery

Discipline: Cursed Razor (Strike); Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

This strike amplifies the misfortune already afflicting an enemy, turning their curse into deep wounds. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 1d6 points of damage. If the target is cursed, this strike’s additional damage increases to 3d6.

Murderous Spite

Discipline: Cursed Razor (Boost); Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: 1 round

DESCRIPTION

You channel your ill will into your attacks. After you initiate this boost, the next melee attack you make against a cursed creature until the start of your next turn is considered a touch attack.

Torment the Weak

Discipline: Cursed Razor (Strike); Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

This vicious strike rends its victims and causes those under your dark power to vent their life force. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 1d6 points of damage. If the target is cursed, it takes an additional 1d6 points of damage each round at the start of its turn for a number of rounds equal to your initiation modifier.

Word of Retribution

Discipline: Cursed Razor (Counter); Level: 2
Initiation Action: 1 immediate action
Range: Personal (see text)
Target: One creature
Duration: Instant

DESCRIPTION

With a word you afflict your enemies with the power of your vengeance. You can initiate this counter whenever a cursed creature deals damage to you. Make a Spellcraft check (DC 10 + 1/2 that creature’s Hit Dice + that creature’s Charisma modifier). If you succeed, you deal damage to that creature equal to the damage it did to you. This damage is not subject to damage reduction, immunity, or resistance of any kind.
3rd Level

Aura of Shared Misery

Discipline: Cursed Razor (Stance)[curse]; Level: 3
Prerequisites: One cursed razor maneuver
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION

This baleful aura spreads the despair you inflict and drains at the life of your victims. While you maintain this stance, whenever a creature within 20 feet of you becomes cursed as a result of another effect, you may select a different creature within 20 feet. That creature becomes cursed for a number of rounds equal to your initiation modifier. In addition, cursed creatures within 20 feet of you take additional points of damage equal to 1/4 your initiator level (minimum 1) per damage die whenever they take damage from an attack or effect.

Dogpile Strike

Discipline: Cursed Razor (Strike)[curse]; Level: 3
Prerequisites: One cursed razor maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

This vicious strike preys upon the weak and persecuted. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 2d6 points of damage, and the target must succeed at a Reflex save (DC 13 + your initiation modifier) or be knocked prone. If the target is flanked (either by you or by other creatures), this strike’s additional damage increases to 4d6.

Huntsman’s Curse

Discipline: Cursed Razor (Strike)[curse]; Level: 3
Prerequisites: One cursed razor maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

Creatures struck down by this curse find themselves slowed as though in a nightmare, unable to escape their pursuers. Make a melee attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 13 + your initiation modifier) or become cursed and staggered for a number of rounds equal to your initiator level. In addition, a target that fails its save takes a –1 penalty on attack rolls, Reflex saves, and to its AC, and moves at half its normal speed for the same duration.

Sorcerer’s Sidestep

Discipline: Cursed Razor (Counter); Level: 3
Prerequisites: One cursed razor maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: Self
Duration: 1 round

DESCRIPTION

Drawing on your mystical connection with fortune for good and ill, you avoid even magical and unusual attacks. You can initiate this counter at any time to gain a +2 luck bonus on all saving throws for one round. This bonus improves by +1 for each cursed opponent within medium range (100 feet + 10 feet per initiator level), up to a maximum bonus of +10.
4th Level

Hangman’s Curse

Discipline: Cursed Razor (Strike)[curse]; Level: 4
Prerequisites: One cursed razor maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

This grim curse afflicts its victims with a breathless exhaustion, and a dark bruise forms around their necks. Make a melee attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Fortitude save (DC 14 + your initiation modifier) or become cursed and exhausted for a number of rounds equal to your initiator level.

Persecution

Discipline: Cursed Razor (Strike); Level: 4
Prerequisites: One cursed razor maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

This strike amplifies the misfortune already afflicting an enemy, turning their curse into deep wounds. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 4d6 points of damage. If the target is cursed, this strike’s additional damage increases to 8d8.

Warlock’s Stride

Discipline: Cursed Razor (Boost)[curse]; Level: 4
Prerequisites: One cursed razor maneuver
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: 1 round

DESCRIPTION

Like ill news you travel swiftly, leaving woe and heartbreak in your wake. After initiating this boost, your movement speeds are doubled until the start of your next turn, and you create a cursed aura in every square you leave while under the effect of this boost. Creatures entering or passing through a cursed aura must succeed at a Will save (DC 14 + your initiation modifier) or take a –4 penalty on attack rolls and skill checks for a number of rounds equal to your initiation modifier. In addition, creatures that fail their saves also become cursed and their movement speeds are reduced by 15 feet for the same duration. Cursed auras created by your movement vanish after one round.

Witchfinder’s Brand

Discipline: Cursed Razor (Boost); Level: 4
Prerequisites: One cursed razor maneuver
Initiation Action: 1 swift action
Range: Medium (100′ + 10/level)
Target: Self
Duration: 1 round

DESCRIPTION

With a swift gesture, you impede the sorceries of others. When you initiate this boost, one creature within medium range (100 feet + 10 feet per level) develops an ashen brand on a visible part of its body or clothing. The next time the target attempts to cast a spell, manifest a power, or use a psi-like or spell-like ability, they must succeed at a Concentration check (DC 15 + your initiator level + your initiation modifier) or the spell, power, or ability is disrupted (see the Concentration rules in the Pathfinder RPG Core Rulebook). If the target does not attempt to use such an ability within one round, the brand vanishes harmlessly.
5th Level

Festering Curse

Discipline: Cursed Razor (Strike); Level: 5
Prerequisites: Two cursed razor maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

Your vicious strike afflicts your victims with a curse of rot. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 4d6 points of damage, and the target becomes cursed. In addition, a struck target must succeed at a Fortitude save (DC 15 + your initiation modifier) at the start of each of its turns for a number of rounds equal to your initiation modifier or take an additional 2d6 points of damage as its body begins to decay and slough off in putrid clumps.

Shadow Pin

Discipline: Cursed Razor (Counter)[curse]; Level: 5
Prerequisites: Two cursed razor maneuvers
Initiation Action: 1 immediate action
Range: Medium (100′ + 10/level)
Target: One creature
Duration: 1 round

DESCRIPTION

By harming the shadow of your enemy, you can pin them in place. You can initiate this counter in response to a creature within range leaving its space (including via movement such as a being pushed by a gust of wind spell or bull rush combat maneuver, or teleportation effects). The target becomes cursed for one round and stops its movement, dropping to the ground and taking falling damage as normal if it is flying and cannot hover. In addition, the target cannot move or be moved from its space for one round. You cannot stop a creature’s movement if it is within another creature’s space.

The Dragon Knows

Discipline: Cursed Razor (Stance); Level: 5
Prerequisites: Two cursed razor maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION

By meditating on your ill intentions and dark thoughts, you gain senses beyond the normal ken. While you maintain this stance, you gain the blindsight ability with a range of 60 feet, and cursed opponents automatically fail Acrobatics checks to move through your threatened space without provoking attacks of opportunity.

Witch’s Revenge

Discipline: Cursed Razor (Strike)[curse]; Level: 5
Prerequisites: Two cursed razor maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

This ancient strike utterly cripples a foe’s abilities. Make a melee attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Fortitude save (DC 15 + your initiation modifier) or take a –4 penalty to an ability score of your choice. If the target is cursed, you can choose to either increase this penalty to –6, or cause the target to take a second –4 penalty to another ability score of your choice. These penalties last for a number of rounds equal to your initiator level. In addition, a struck target becomes cursed for a number of rounds equal to your initiator level, regardless of whether or not it succeeded on its save.
6th Level

Curse of Chains

Discipline: Cursed Razor (Strike)[curse]; Level: 6
Prerequisites: Two cursed razor maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

Phantom chains trail in the wake of your strike and spread through your enemies like wildfire. Make a melee attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 16 + your initiation modifier) or become cursed and paralyzed for a number of rounds equal to your initiation modifier. While the target is paralyzed by this strike, opponent that ends its turn adjacent must succeed at a Will save (DC 16 + your initiation modifier) or also become cursed and paralyzed for a number of rounds equal to your initiation modifier. Only the initial target spreads its curse in this manner. This strike can paralyze creatures normally immune to paralysis, though such creatures gain a +6 competence bonus on their saving throws.

Eye for an Eye

Discipline: Cursed Razor (Counter); Level: 6
Prerequisites: Two cursed razor maneuvers
Initiation Action: 1 immediate action
Range: See text
Target: One creature
Duration: Instant

DESCRIPTION

With a snarled curse you level vengeance at your enemy. You can initiate this counter whenever you are struck by an attack or when you fail a saving throw against a maneuver, power, psi-like ability, spell, or spell- like ability. This counter cannot be initiated in response to failing a save against a harmless effect. The creature originating the attack or effect suffers all damage and effects inflicted upon you, just as if they’d targeted themselves. This maneuver only duplicates the effects you suffered on the creature, not the entire effect.

Oathbreaker’s Aura

Discipline: Cursed Razor (Stance); Level: 6
Prerequisites: Two cursed razor maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION

This malevolent aura robs its victims of their supernatural edges and interferes with their oaths. While you maintain this stance, opponents within 30 feet of you lose the benefits of any anarchic, axiomatic, insight, profane, or sacred bonuses they possess (they regain the benefits of these bonuses when they leave the area or you assume a different stance). In addition, any creature you hit with a melee weapon (including natural weapons) becomes cursed for a number of rounds equal to your initiation modifier. This stance’s effect resolves after other effects relating to the attack (such as strikes or weapon properties).

Sorcerer’s Gaze

Discipline: Cursed Razor (Boost); Level: 6
Prerequisites: Two cursed razor maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: 1 round

DESCRIPTION

By channeling the magical energies within, you pick out the weak places in protections both magical and mundane and strike down those who cower behind them. After initiating this boost, your attacks until the start of your next turn ignore the AC bonus granted to targets by cover less than total cover, deflection bonuses to AC, and any miss chance (including the miss chance from total concealment, although you still need to choose the correct square if you cannot see your target). Total cover provides its normal benefits against your attacks.

Warlock’s Blow

Discipline: Cursed Razor (Strike)[teleportation]; Level: 6
Prerequisites: Two cursed razor maneuvers
Initiation Action: 1 standard action
Range: Long (400′ + 40/level)
Target: One creature
Duration: Instant

DESCRIPTION

With a savage curse and a lunge, you teleport your enemy into your weapon. When you initiate this strike, the target must succeed at a Will save (DC 16 + your initiation modifier) or be teleported to an unoccupied space within your melee reach of your choice that is not difficult terrain. If you successfully teleport your target, make a melee attack. If it hits, it deals weapon damage as normal plus an additional 8d6 points of damage.
7th Level

Black Dog’s Due

Discipline: Cursed Razor (Strike); Level: 7
Prerequisites: Three cursed razor maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

You strike a distracted foe, bringing swift death with the edge of your blade. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 8d6 points of damage, and the target must succeed at a Reflex save (DC 17 + your initiation modifier) or be knocked prone. If the target is flanked (either by you or by other creatures), this strike’s additional damage increases to 12d6.

Traitor’s Roar

Discipline: Cursed Razor (Strike)[compulsion, curse, mind-affecting]; Level: 7
Prerequisites: Three cursed razor maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

Channeling dark energies through your blade, you poison the loyalty of those you strike. Make a melee attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 17 + your initiation modifier) or be overwhelmed with feelings of hatred for its allies. A target that fails its save immediately takes a standard action (even if it isn’t its turn) to harm or hinder its allies in some way. The victim acts as though possessed of true hatred for its allies, utilizing whatever it perceives as the most harmful ability possible, and targets them as if it were their foe. Once the harmful action is taken, the creature becomes cursed for a number of rounds equal to your initiation modifier and resumes its normal attitude towards its allies. This maneuver does not change the creature’s feelings about its enemies; for example, it might use its action to cast a fireball spell that includes both its allies and enemies within its area.

Woedrinker

Discipline: Cursed Razor (untyped, probably a boost); Level: 7
Prerequisites: Three cursed razor maneuvers
Initiation Action: 1 standard action
Range: Personal
Target: Self
Duration: 1 minute

DESCRIPTION

Like an avatar of woe, you prosper as others fail. When you initiate this maneuver, you gain concealment (20% miss chance) and a +2 luck bonus on attack and damage rolls for one minute. These bonuses improve by +2 for each cursed opponent within medium range (100 feet + 10 feet per initiator level) when you initiate this maneuver, up to a maximum bonus of +10. In addition, you gain 10 temporary hit points for one hour when you initiate this maneuver, plus an additional 10 temporary hit points for each cursed opponent within medium range (100 feet + 10 feet per initiator level), up to a maximum of 50 temporary hit points. After initiating this maneuver, the bonuses and temporary hit points granted do not change if the number of cursed opponents within range increases or decreases.
8th Level

Luckdrinker Aura

Discipline: Cursed Razor (Stance); Level: 8
Prerequisites: Three cursed razor maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION

This cursed aura steals beneficence from your enemies and gifts it to your allies. You supernaturally sense magic around you and can twist it to your advantage. While you maintain this stance, you automatically know which spells, powers, or magical effects are active upon any individual you see within 30 feet. In addition, at the beginning of each round, you may select a power, psi-like ability, spell, or spell-like ability affecting a hostile creature within 30 feet. Make a dispel check (1d20 + your initiator level) against the effect (DC 11 + the effect’s caster or manifester level). If you succeed, the effect is suppressed for a number of rounds equal to your initiation modifier, and one of your allies within 30 feet gains the benefit of that effect for the same duration.

Unending Nightmare Strike

Discipline: Cursed Razor (Strike); Level: 8
Prerequisites: Three cursed razor maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

This cruel and unusual strike traps its victims in a waking nightmare. Make a melee attack. If it hits, it deals weapon damage as normal plus 4 points of damage to the target’s Intelligence, Wisdom, and Charisma scores. At the beginning of each of your turns thereafter, the target must succeed at a Will save (DC 18 + your initiation modifier) or take an additional 4 points of damage to its Intelligence, Wisdom, and Charisma scores. A successful save or the creature’s death ends this effect.

Warlock’s Mirror

Discipline: Cursed Razor (Counter); Level: 8
Prerequisites: Three cursed razor maneuvers
Initiation Action: 1 immediate action
Range: Medium (100′ + 10/level)
Target: One cursed creature
Duration: Instant

DESCRIPTION

Those under your influence find their own powers betraying them. You can initiate this counter in response to any cursed creature making an attack, initiating a maneuver, or using a power, psi-like ability, spell, or spell-like ability targeting you (it may also have other targets, as long as you are one of them). Make a Spellcraft check (DC = 10 + 1/2 the cursed creature’s Hit Dice + the cursed creature’s Charisma modifier). If you succeed, the attack, maneuver, power, psi-like ability, spell, or spell-like ability does not affect its intended target(s) and instead affects up to three targets of your choice within range, even if it would normally affect only one creature.
9th Level

Festival of Shadows

Discipline: Cursed Razor (Strike); Level: 9
Prerequisites: Four cursed razor maneuvers
Initiation Action: 1 standard action
Range: Close (25′ + 5’/2 levels)
Target: Opponents within range
Duration: Instant

DESCRIPTION

The ultimate expression of your grim power, you wrap your enemies in shadow, plunge your blade into the darkness, striking them down with tenebrous copies of your weapon. When you initiate this strike, all opponents within range must succeed at a Reflex save (DC 19 + your initiation modifier) or become immobilized by shadows; all their movement speeds are reduced to 0 for a number of rounds equal to your initiation modifier. Creatures in flight drop to the ground and take falling damage as normal if they cannot hover. In addition, make a melee attack roll as part of this maneuver and compare it to the AC of all creatures within range. Each creature hit by the attack roll takes weapon damage as normal plus an additional 10d6 points of damage. If a target is cursed, this strike’s additional damage increases to 12d8.
Section 15: Copyright Notice

Path of War – Expanded, © 2016, Dreamscarred Press.