Friendslayer Blade, A Cursed Weapon For Pathfinder
Continuing our theme of “curses“, as in “God damn it, where the hell did we pack my copy of Welcome To Skull Tower?1“, we present a cursed… but still useful… magic item. While classic D&D tended to make cursed items all bad, a punishment for greedy players who didn’t carefully experiment with items (except that cursed items explicitly didn’t show their nature when tested, only in real combat), I think it’s more interesting to make cursed items a bit of a double-edged mace… give players a reason to try to hang on to them, or at least consider it…
Please note, this post is filed under “Breakfast Crunch”, which means “Something I wrote while eating breakfast before scurrying off to work, with exactly as much editing, playtesting, and general quality as you’d expect under the circumstances.”
The Friendslayer Blade
The origins of the first friendslayer blade are lost in the mists of time, (“Mists Of Time”, Module P-238, published by TSR in 1979 on Earth 541-A) but similar weapons reappear with some regularity. The curse seems to be a result of poor mental discipline during enchantment; the mindset needed to imbue the weapon with the desired power requires strict focus, and if that focus drifts, the enchantment is warped.
A friendslayer blade can be any +1 or better magical weapon that does piercing or slashing damage, with the following special ability:
Price: +1 Bonus
Aura: Faint necromancy
A murderous weapon allows the wielder to make a coup de grace attack as a swift action against an adjacent, helpless, foe. This does provoke attacks of opportunity, but at a -4 penalty to the attacker.
Murderous blades are common among assassins, spies, elite military units, and others who maintain a ‘no witnesses’ policy and prefer to waste not even a second if they don’t have to. Perhaps 5% of such blades, though, bear the friendslayer curse.
Friendslayer Curse: Whenever an ally falls helpless in a square adjacent to the wielder of a murderous weapon, said wielder must make a DC 20 Will save or, at the start of their next turn, perform a coup de grace with the blade against that ally. This is an Enchantment (Compulsion) effect. It can be mitigated if:
- There is a helpless enemy also adjacent.
- The ally or the blade wielder is moved — note the wielder cannot voluntarily move to avoid the compulsion once they’ve failed their Will save!
- Break Enchantment is cast before the wielder’s turn begins. This negates only the current compulsion; it doesn’t end the curse.
The compulsion only comes into effect during combat situations; it does not compel the wielder to slit the throats of his allies as soon as they go to sleep, unless it’s magical sleep cast by an enemy during combat. Then…
It is generally difficult to tell a friendslayer weapon from a normal, uncursed, murderous weapon; the normal rules for detecting cursed items apply.
1)Seriously, I’ve only got like four boxes marked “Lizard’s Books” to go through, out of more than 150 to start with, and I still haven’t found it. Arduin Grimoire and Runes of Doom? Check. Skull Tower? Nada.
Excellent, I love simple curses and flawed magic items and this hits both. Nice work.
Excellent. I love simple curses and flawed magic items and this his both of those keys.
Thank you very much!