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HARROWER

Whether or not the revelations and divinations of a typical harrowing are trustworthy, none can deny that the strange powers wielded by the harrower are real. The harrower uses the ancient art of fortune-telling to harness destiny and thus augment her spellcasting abilities, infusing them with power by drawing cards from her Harrow deck and letting fate decide what elements of her magic need augmentation.

Requirements

To qualify to become a harrower, a character must fulfill all the following criteria:

Alignment: Cannot be true neutral

Skills: Knowledge (occult) 5 ranks, Perform (any) 5 ranks

Feats: Harrowed

Spells: Caster level 5; Divination sphere or knows at least three divination spells

Hit Die: d6

Class Skills: The harrower’s class skills are Craft (Int), Influence (Cha), Knowledge (occult) (Int), Perform (Cha), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier

Table: The Harrower

CLASS FEATURES

The following are the class features of the harrower:

 

Magic:

When a harrower gains a level, she gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefits a character of that class would have gained. This essentially means that she adds the level of harrower to the level of whatever other spellcasting class she has.

If the harrower is a spherecaster, she instead gains new magic talents and spell points as if she was a High-caster.

Blessing of the Harrow (Su):

Once per day, a harrower may perform a harrowing for herself and all allies within 20 feet of her. This harrowing takes 10 minutes, and allies to be affected by it must remain within 20 feet of the harrower for the entire time. At the conclusion of the harrowing, count up the number of cards from each suit that were used in the reading. This harrowing provides a bonus based upon the suit with the most cards showing. In case of a tie, choose one suit. The bonus lasts for 24 hours. The suits grant insight bonuses as follows.

  • Strength: +1 on attack rolls

  • Dexterity: +1 to AC

  • Constitution: +1 on weapon damage rolls

  • Intelligence: +1 on all skill checks

  • Wisdom: +1 on all saving throws

  • Charisma: +1 on caster level and concentration checks.

Harrow Casting (Su):

Beginning at 2nd level, a harrower may, as she casts a spell, draw three cards from her Harrow deck. This adds both a somatic component (if the spell does not already have one) and a focus component (the Harrow deck) to the spell, but does not increase the spell’s casting time. The cards she draws might change the parameters of her spell or grant her some other benefit, as described below. A spell may not be affected by both Harrow casting and a metamagic feat. The harrower may use this ability a number of times per day equal to her class level.

  • Strength: the spell deals +1 point of damage per die

  • Dexterity: the harrower gains a +1 bonus to Reflex saves and AC until the beginning of her next turn

  • Constitution: the harrower heals 1d6 points of damage

  • Intelligence: the harrower gains a +1 bonus to caster level checks made to penetrate Spell Resistance

  • Wisdom: the spell’s effective caster level increases by +1

  • Charisma: the spell’s save DC increases by +1

Invoke the Harrow (Su):

A 3rd-level harrower may, as a standard action, draw a random harrow card from a complete harrow deck she owns and channel the aspects of the card into her body. She takes on superficial traits featured on the card and gains a +4 enhancement bonus to the ability score associated with the card’s suit. This ability can be used for up to 10 minutes per day in 1-minute increments.

Divination (Sp):

A 4th-level harrower gains the ability to cast divination once per day as a spell-like ability. Her caster level equals her character level.

Reading the Signs (Ex):

When a 5th-level harrower draws cards from any deck of cards in order to either activate a class ability (such as Harrow casting) or to activate a magic item function, she may draw an extra card and choose one to ignore and shuffle back into the deck. The harrower may not use this ability when performing a harrowing, but may use it when performing her Harrow casting or invoke the Harrow abilities. She can also use this ability when drawing cards from magical decks, such as a deck of many things. She may use this ability at will, but must wait 1d4 rounds between each use.

If you don't have a Harrow deck, you can simulate a draw HERE. Remember to add both Jokers before drawing. A "playing card to Harrow card" conversion can be found HERE.

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