Curse Maelstrom (Pathfinder Second Edition Archetype)
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Vindictiveness and cruelty are what define a curse and sustain it. Without those emotions, the magic would dry up over time, but the hatred that defines a curse is a self-perpetuating fuel source that causes the magic to linger and cling to a person much like the bitterness that spawns it.
All of which to say that being cursed is by all accounts an awful experience, but not one that canāt be worked around in some way.
This is where so-called ācurse maelstromsā come into play: individuals whose curse has become an unpleasant constant companion that they canāt seem to be rid of, but that they can make use of in their own ways.
Now, the thing about this archetype is that it doesnāt have to start with a character having a specific hard-to-remove curse on them, although it can. Indeed, whether it is a familial curse that is more vague since they arenāt the original recipient, a vague and nonspecific āmay you be surrounded constantly by misfortuneā sort of hex, or something else, some characters can simply be surrounded by supernatural misery. But with their familiarity with the curse, they can sometimes weaponize it against their foes.
Some may see their curse as an old friend, while others simply wish to live a somewhat normal life despite it. Either way, they can make use of it when needed.
The base dedication of this archetype establishes the relationship between the character and their curse, be it a pre-existing one or just implied by this archetype in general. In many ways, the curse tends to act out and is something that the user has to suppress or choose to let out. This might be surges of unluck, or in rushes of jealousy when other misfortune affects the cursed one. Either way, these surges are potent enough to cause others nearby to suffer poor luck as well, and the maelstrom can choose to unleash it further as a surge, unleashing that poor luck on a single foe.
Whether they are simply very familiar with the mechanics of curses or the curses themselves recognize their own, some of the afflicted have a knack for noticing and identifying curses on items or mortals.
With a push, some of the cursed can extend the range of the unluck around them, though doing so causes all sorts of unnerving phenomena that can leave others on the back foot.
Fully used to enduring foul fortune, some of these maelstroms learn to take the burdens of others onto themselves, taking the effects of unlucky magic or true curses unto themselves in the place of another, potentially triggering a reaction from their own curse.
Familiarity with curses comes with a little bit of magic, which some of the afflicted learn, including taking the burden of curses off of others temporarily, cursing foes to die a certain way, or simply predict violent misfortune in the near future.
Some take their anti-cursing further and learn rotes to try and counteract and ward off curses targeting themselves or others.
Rather than simply affect another with lingering unluck, some of the afflicted learn to unleash the malevolence of their surging curse in a life-sapping expression of entropy, withering nearby foes.
Finally, The most skilled of them can not only counteract curses, but turn them back on the caster, inflicting the vindictive punishment back on those that would unleash such suffering on others.
This is a fun idea for an archetype, and can be a fun way to turn misfortune and curse effects to your advantage in a system where such effects are among the more annoying. Additionally, the archetype really can easily be used by any class be they caster or otherwise.
There are plenty of ways to roleplay the relationship between the curse maelstrom and their curse. Does the curse act sometimes like a living thing? Does it sometimes manifest a projection of itself? Can it be reasoned with? Befriended? What happens if the curse is finally lifted? All excellent questions to ask. That being said, if you choose to use this archetype alongside an actual curse with itās own mechanics, it may do you good to give the player a little bonus depending on how disruptive the curse is to the character, if you think they need it.
Though the hag that crafted the curse is long dead, an echo of her still lives on in the familial curse of a certain family of shisk scholars, who refer to the manifestation of this curse as Bitter Mother. Though they have control of it, the clan does experience wariness even among their peers.
A strong and enduring people, the centaurs of the Wildspell Wastes wear the marks of mutation and transformation of their home with pride as proof of what they endure. However, there is one bit of wild magic that they are loathe to discuss, and that is the wild curses that their shamans accept and transfer to themselves in order to keep the rest of the community safe.
Galdro Hexmarked was born, much like his predecessors, under a curse, but while many have sought to use itās power, few truly sought to understand it. So far, he has observed that the curse dislikes the color yellow, and gets melancholic on rainy days.














