I'm working on a campaign that starts at level 1, and once the players reach level 2 I want to give a cursed party item along with each player receiving a powerful item that carries 2 curses. The intent is that the item becomes their signature symbol and grows with the player. There seems to be very few curses in PF, so I had to homebrew, modify, or borrow some curses from other sources. I feel like I've achieved a solid balance for benefit and hindrance, but I'm a new GM and need help. These were the items I'm thinking:
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(intermittent backbiting) +2 greater striking cold-iron Warhammer. Lvl-1 free hits with +2 greater striking per day, 20% chance to activate after free hit, chance to activate increases by 20% every 2 lvls and intermittent curse vanishes at lvl 10. Backbiting has a 60% chance to roll dmg against self on crit fail, chance decreases by 5% every lvl until min of 10%
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(notorious) +2 thievery Greater Charlatan Gloves. Gloves will always etch the wielder's name on the nearest surface to the item, including on worn fabric, if it is not returned within 10 minutes. Unbeknownst to the wielder, the teleport feat will instantly reveal the item stolen, true name, current appearance, and precise location of wielder to the victim, regardless of distance from the item
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(ravenous and arsonous) lvl4 Wand of Elemental Toss. A randomly selected ally within 30ft takes 1d10 fire dmg. If no allies are near, the dmg will target the wielder with a 30% chance to ignite the environment instead. The next day the wielder must consume 10x normal food intake or they starve
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(restless arrow attracting) +1 ready cold-iron Chainmail. lvl+1 ranged attacks per hour which miss an ally within 120 feet of the wielder makes them the next target. Once the arrow attracting curse is revealed, the wielder must always wear the armor which causes a minimum of fatigued 1 at all times and unconscious AC is calculated as if the wielder was unarmored. Sleep will allow fatigue to reduce to minimum
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(Erastil's bloodthirsty haunted) +1 wounding longbow. The weapon must be used 10 minutes after it's wielded (drawn, readied, whatever) or the wielder takes 1d8 dmg. Every time a creature is killed with the weapon and not honored as a sacrifice to Erastil, the wielder is surrounded by an illusion of all creatures they've killed with the weapon and must make a will saving throw to dismiss the illusion. The Haunted effect only occurs after the second unhonored kill, and immediately ends the wielder's turn as well as prevents the wielder from taking any action on subsequent turns until 1 minute passes or the illusion is dismissed. If a creature is honored to Erastil, it must be buried without eating or looting the corpse, otherwise the effect will last for 1 hour and cannot be dismissed. The number of creatures in the illusion can be reduced by 1 when asking for forgiveness from a creature on a crit will save, and will not occur if there are no creatures that have not forgiven the wielder
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(dreary crepuscular) minor reinforcing silver spiked buckler. 1d6 silver shield bash. Only gains the effects of minor reinforcing between 1hr before to 1hr after twilight. The wielder always has a personal stormcloud that rains heavier as the wielder gets happier, disrupts sleep, soaks cloth within an hour, and ruins paper within 10 minutes
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(raucous) spacious bag IV. The bag is a backpack of 2 bulk, which can carry 150 bulk. Every time a person opens the bag they are compelled to yell, all non-allies within 50 feet are compelled to look at the affected person if they aren't already, and everyone within 50 feet instinctively knows what item(s) is being grabbed or stored




