The Harrow- Cards of Fate
Reading the harrow is a traditional Varisian method of divination, and most Ustalavs believe to at least a small degree that the mystical forces that f low through a harrow deck influence their fate and control their destiny; thus, including harrow readings adds a wholly Ustalavic feel to the campaign. Presented herein is an optional system you and your GM may wish to add to your campaign as a way of further exploring this f lavorful element of Golarion.
Harrow Points combine the fateful elements of the Harrow Deck with the Hero Points system from the Advanced Player’s Guide. By drawing from the Harrow Deck, you gain a single-use ability determined by the specific card drawn, which you may play at any time to benefit yourself or a fellow player. The cards’ effects on your campaign represent fate smiling on your party and the heroic destiny that awaits you. Each player begins play with a single card, and draws a new card at the completion of each adventure in the campaign.
In addition to cards automatically gained through progressing in the Adventure Path, your party will have the opportunity to obtain additional, specific cards by achieving certain plot goals in each adventure. If you wish to use this subsystem, be sure to remove the following cards from the deck before beginning your campaign: The Crows, The Eclipse, The Hidden Truth, The Marriage, The Survivor, and The Uprising. These specific cards have unique effects when played; see the individual volumes of the Carrion Crown Adventure Path for more information on how to gain these cards and their effects when played.
A player may play a card during each of the six adventures, or save them to play in one sweeping mass of fate in the final installment; you may have more than one card in your hand at any given time. Once a card has been played, however, it is removed from play. The Harrow Deck consists of 54 cards divided into six suits, each of which is associated with one of the six Ability scores in the Pathfinder Roleplaying Game. The suits (and linked Abilities) are hammers (Str), keys (Dex), shields (Con), books (Int), stars (Wis), and crowns (Cha). Each suit contains nine cards, each affiliated with one of the nine alignments. Each card in the Harrow Deck has two powers when played using the Harrow Points system—one linked to its suit, and the other determined by its alignment. When playing Harrow cards, players may choose which of the two affiliated powers they wish to employ.
When playing a card of the given suit, you may choose to gain the listed effect in place of that granted by the card’s alignment.
Hammers (Str): After making an attack roll, an ability check, or a saving throw you may roll a d6 and add it to the result.
Keys (Dex): You can spend a keys card to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.
Shields (Con): You can spend a shields card on your turn to gain an additional standard or move action this turn.
Books (Int): You can spend a books card to recall a spell you have already cast or to gain another use of a special ability as if you had taken a long rest.
Stars (Wis): If you feel stuck at some point in the adventure, you can spend a card of this suit and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the stars card is not spent.
Crowns (Cha): You may spend a crown card to reroll an attack roll, damage roll, ability check, or saving throw. You must take the results of the second roll, even if it is worse.
When playing a card of the given alignment, you may choose to gain the listed effect in place of that granted by the card’s suit.
Lawful Good: As an action you pray to a higher power to bring respite to an ally. Your target gains the benefit or a Lesser Restoration spell or if used by a character 9th level or higher your target gains the benefit of a Greater Restoration spell.
Neutral Good: As an action you encourage you or an ally that can see or hear you. This immediately confers the benefits of a short rest to your target.
Chaotic Good: Your next movement gains the benefit of Dash, Disengage, and ignores difficult terrain.
Lawful Neutral: You automatically pass a Perception or Insight check.
True Neutral: You may gain a one-time insight into the future as the spell Augury. Meditating on the particular action in question requires 10 minutes and does not expend material components.
Chaotic Neutral: You gain the effects of rage, as the spell, lasting a duration of 1 round + an additional round for every 3 Hit Dice you possess above the first.
Lawful Evil: As an action you glare at your opponent paralyzing them. This functions as the spell Hold Person or if used by a character 9th level or higher as Hold Monster.
Neutral Evil: As an action you curse your enemy, wishing harm to them. That enemy is overcome with great misfortune and must succeed a saving throw or take a “dangerous” amount of damage or half as much damage on a success. The situation, saving throw type, and damage type are up to the DM.
Chaotic Evil: You may instantly force any creature to have disadvantage on it’s next attack, ability check, or saving throw.
List of Cards by Suit
The Paladin (Lawful Good)
The Keep (Neutral Good)
The Big Sky (Chaotic Good)
The Forge (Lawful Neutral)
The Bear (Neutral)
The Uprising (Chaotic Neutral)
The Fiend (Lawful Evil)
The Beating (Neutral Evil)
The Cyclone (Chaotic Evil)
The Dance (Lawful Good)
The Cricket (Neutral Good)
The Juggler (Chaotic Good)
The Locksmith (Lawful Neutral)
The Peacock (Neutral)
The Rabbit Prince (Chaotic Neutral)
The Avalanche (Lawful Evil)
The Crows (Neutral Evil)
The Demon’s Lantern (Chaotic Evil)
The Trumpet (Lawful Good)
The Survivor (Neutral Good)
The Desert (Chaotic Good)
The Brass Dwarf (Lawful Neutral)
The Teamster (Neutral)
The Mountain Man (Chaotic Neutral)
The Tangled Briar (Lawful Evil)
The Sickness (Neutral Evil)
The Waxworks (Chaotic Evil)
The Hidden Truth (Lawful Good)
The Wanderer (Neutral Good)
The Joke (Chaotic Good)
The Inquisitor (Lawful Neutral)
The Foreign Trader (Neutral)
The Vision (Chaotic Neutral)
The Raskshasa (Lawful Evil)
The Idiot (Neutral Evil)
The Snakebite (Chaotic Evil)
The Winged Serpent (Lawful Good)
The Midwife (Neutral Good)
The Publican (Chaotic Good)
The Queen Mother (Lawful Neutral)
The Owl (Neutral)
The Carnival (Chaotic Neutral)
The Eclipse (Lawful Evil)
The Mute Hag (Neutral Evil)
The Lost (Chaotic Evil)
The Empty Throne (Lawful Good)
The Theater (Neutral Good)
The Unicorn (Chaotic Good)
The Marriage (Lawful Neutral)
The Twin (Neutral)
The Courtesan (Chaotic Neutral)
The Tyrant (Lawful Evil)
The Betrayal (Neutral Evil)
The Liar (Chaotic Evil)