Harrow Deck Rules

Throughout each adventure module PC’s will receive one random selected card of there personal choice from either;

1) A Harrow card, detailed below
2) Plot and Twist card
3) Plot and twist flashback card

Additional Cards will also be rewarded for good roleplay.

Harrow Points – 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 flow through a harrow deck influence their fate and control their destiny; thus, including harrow readings adds a wholly Ustalavic feel to the campaign.

Harrow Points combine the fateful elements of the Harrow Deck with the Hero Points system from the Advanced Player’s Guide—or similar systems like that presented in the GameMastery Plot Twist Cards. 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.

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.

Suits
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): If used before a roll is made, a hammers card grants you a + 8 luck bonus on any one d20 roll. If used after a roll is made, this bonus is reduced to + 4. You can also use this card to grant a bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as by distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Cards of the suit of hammers spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).

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 that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.

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 any one d20 roll you just made. You must take the results of the second roll, even if it is worse.

Alignments
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: You may smite evil, as the paladin ability, gaining the benefits until the start of your next turn. If you have levels in paladin greater than half your total Hit Dice, use your paladin level to determine bonus damage; otherwise, yourbonus damage equals half your character level, rounded down (minimum 1).

Neutral Good: You channel positive energy that cures a creature touched of an amount of damage equal to 1d6 × your character level. This effect damages undead creatures as spells like cure light wounds.

Chaotic Good: You receive a +4 circumstance bonus on one CMB check to avoid or escape a grapple or on one Escape Artist check.

Lawful Neutral: You gain a +10 bonus on any single Sense Motive check.

True Neutral: You may gain a one-time insight into the future as the spell augury, using your character level as your caster level. 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 every3 Hit Dice you possess above the first.

Lawful Evil: You can give another creature a command as per the spell command. This command can affect undead that are normally immune to mind-affecting effects, but not other creatures that are immune to mind-affecting effects. The DC of this command is equal to 10 + your character level.

Neutral Evil: You channel negative energy that deals an amount of damage equal to 1d6 × your character level to a creature touched. This effect heals undead creatures as spells like inflict light wounds.

Chaotic Evil: You may instantly force any creature to reroll a saving throw it has just made, taking the result of the second roll, even if doing so means the check will fail.

Special
Each card also has its own individual unique special ability that is entirely dependent upon the situation or circumstance in which it is played, and may change aspects of the story. The special sections of a harow card is only revealed once played.

The Cards
Strength
In the Harrow deck, strength is one of a creature’s six basic abilities, represented as a hammer. Strength represents a creature’s muscular and physical power, and its ability to fight in melee.In a harrowing, it more broadly symbolizes war, battle, and honor.

The Paladin
The Paladin is the lawful good card of strength. It represents standing resolutely against trouble, without backing down.

The Keep
The Keep is the neutral good card of strength. It represents quiet, unshakeable strength that withstands any hardship

The Big Sky
This is the chaotic good card of strength. It represents momentous change, as when all the slaves of a nation are emancipated.

The Forge
This is the lawful neutral card of strength. It represents strength through diversity, or strength from many sources united against a single trial.

The Bear
This is the neutral card of strength. It represents pure strength that cannot be truly tamed or trained.

The Uprising
This is the chaotic neutral card of strength. It represents overwhelming strength that catches the subject up in something much more powerful.

The Fiend
This is the lawful evil card of strength. It is a devil that devours the masses of the innocent, and can represent the deaths of many in a disaster.

The Beating
This is the neutral evil card of strength. It represents an assault from all quarters, or the mental dissolution of the self.

The Cyclone
This is the chaotic evil card of strength. It represents an unstoppable, destructive force unleashed through the plots of intelligent creatures.

Dexterity
In the Harrow deck, dexterity is one of a creature’s six basic abilities, represented as a key. Dexterity represents a creature’s agility, reflexes,balance, and skill with ranged weapons. In a harrowing, it more broadly symbolizes trouble, children, and entertainment.

The Dance
The Dance is the lawful good card of dexterity. It represents a complicated framework that requires the cooperation of all to avoid collapse.

The Cricket
The Cricket is the neutral good card of dexterity. It represents the grig, quick travel, and the reward at the end of a journey.

The Juggler
The Juggler is the chaotic good card of dexterity. It represents destiny, deities, and those who play with the fates of others.

The Locksmith
This is the lawful neutral card of dexterity. It represents the keys the subject needs to unlock his fate. The card grants the tools needed to unlock some new place, puzzle, or hoard.8

The Peacock
This is the neutral card of dexterity. It represents a great beauty that can only be preserved if petrified and frozen in time for eternity, as by acockatrice’s glare.

The Rabbit Prince
This is the chaotic neutral card of dexterity. It represents the quiky vicissitudes of melee combat. The Rabbit Prince is the personification of the capriciousness of battle, and his broken sword indicates that defeat may come to anyone. The card sometimes represents younger members of royal or noble houses.

The Avalanche
This is the lawful evil card of dexterity. It represents disaster: an unthinking panic and destruction that overruns all.

The Crows
This is the neutral evil card of dexterity. It represents murder, theft, and the violent loss of that which is loved.

The Demon’s Lantern
This is the chaotic evil card of dexterity. It represents an impossible situation of traps, mind tricks, and sleight of hand.

Constitution
In the Harrow deck, constitution is one of a creature’s six basic abilities, represented by a shield. Constitution represents a creature’s health, stamina, and increased ability to survive injuries or disease. In a harrowing, it more broadly symbolizes health, the home, and pain.

The Trumpet
This is the lawful good card of constitution. It represents an archon who dives aggressively and righteously into danger.

The Survivor
This is the neutral good card of constitution. It represents a creature that has managed to survive a terrible ordeal, when everyone thought him lost.

The Desert
This is the chaotic good card of constitution. It represents an environment too difficult for anyone to survive without help. The sphinx may represent a source of salvation from plague.

The Brass Dwarf
This is the lawful neutral card of constitution, showing an azer. It represents a creature invulnerable to a current threat.

The Teamster
This is the neutral card of constitution. It represents a external force that drives the subject on.

The Mountain Man
This is the chaotic neutral card of constitution. This giant represents an encounter with a physical power outside of the subject’s control.

The Tangled Briar
This is the lawful evil card of constitution. It represents a historical thing or creature that will have some influence on the question.

The Sickness
This is the neutral evil card of constitution. It represents corruption, famine, plague, pestilence, and disease.

The Waxworks
This is the chaotic evil card of constitution. It represents a place of torture, imprisonment, helplessness, and paralysis.

Intelligence
In the Harrow deck, intelligence is one of a creature’s six basic abilities, represented by a book. Intelligence represents a creature’s ability to learn and reason, and may indicate facility with languages or arcane magic. In a harrowing, it more broadly symbolizes money, school, and literature.

The Hidden Truth
This is the lawful good card of intelligence. It represents the discovery of the greater truth within.

The Wanderer
This is the neutral good card of intelligence. It represents a centaurcollector who appreciates things others discard as junk.

The Joke
This is the chaotic good card of intelligence. It represents a monster that can only be defeated through trickery, or the value of humor in circumventing difficult people.14

The Inquisitor
This is the lawful neutral card of intelligence. It represents an immutable object that cannot be deceived or influenced.

The Foreign Trader
This is the neutral card of intelligence. It represents spies, merchants, and those who truck in information.

The Vision
This is the chaotic neutral card of intelligence. It represents esoteric and arcane knowledge, or madness.

The Rakshasa
This is the lawful evil card of intelligence. The rakshasa represents domination, mental control, and slavery.

The Idiot
This is the neutral evil card of intelligence. It represents folly, greed, blackmail, bribery, or hubris.

The Snakebite
This is the chaotic evil card of intelligence. It represents poison, venom, assassination, and discord.

Wisdom
In the Harrow deck, wisdom is one of a creature’s six basic abilities, represented by a star. Wisdom represents a creature’s willpower, common sense, awareness, intuition, and perception, and may indicate facility with divine magic. In a harrowing, it more broadly symbolizes ancient history, morality, and the gods.

The Winged Serpent
This is the lawful good card of wisdom. It represents the couatl, the bridge of understanding between the towers of knowledge and judgement.

The Midwife
This is the neutral good card of wisdom. It represents the enabler or conduit of new creation, information, or arrivals.

The Publican
This is the chaotic good card of wisdom. It represents fellowship and refuge. The cyclops is a seemingly inconsequential figure who nonetheless has relevant insight.

The Queen Mother
This is the lawful neutral card of wisdom. This formian is the personification of knowledge, who is fond of the powerless, the underclass, and those who will show her obeisance.

The Owl
This is the neutral card of wisdom. It represents the harsh wisdom of the natural order. The owl holds a needle that can bind life together or pick it apart.

The Carnival
This is the chaotic neutral card of wisdom. It represents illusions and false dreams.

The Eclipse
This is the lawful evil card of wisdom. It represents loss of faith and purpose, and the subject’s doubt about his abilities or prospects.

The Mute Hag
This is the neutral evil card of wisdom. It represents the insightful hag, a purveyor of blood pacts, treacherous secrets, and discord.

The Lost
This is the chaotic evil card of wisdom. The bodak represents the permanently insane, lost among lunatics and psychopaths in insane asylums. It is a card of emptiness.

Charisma
In the Harrow deck, charisma is one of a creature’s six basic abilities, represented by a crown. Charisma represents a creature’s personality, personal magnetism, ability to lead, and appearance, and may indicate facility with magic cast spontaneously. In a harrowing, it more broadly symbolizes love, family, and politics.

The Empty Throne
This is the lawful good card of charisma. It represents those who are gone, or a ghost of the past that has taught important lessons.

The Theater
This is the neutral good card of charisma. It represents prophecy, with a true prophet acting a part as the puppet of the gods.

The Unicorn
This is the chaotic good card of charisma. It represents one who generously offers up that which is sought.

The Marriage
This is the lawful neutral card of charisma. It represents a union of peoples, ideas, or kingdoms that might be as productive or as ruinous as the bonding of a salamander and a water weird.20

The Twin
This is the neutral card of charisma. The doppelganger represents duality of purpose or identity, or indecision and fence-sitting for the subject or the entire spread.

The Courtesan
This is the chaotic neutral card of charisma. It represents political intrigue and the superficiality of social niceties.

The Tyrant
This is the lawful evil card of charisma. It represents a ruler who harms those he rules.

The Betrayal
This is the neutral evil card of charisma. It represents selfishness and envy.

The Liar
This is the chaotic evil card of charisma. It represents destructive, treacherous love. The lamia signals obsession, star-crossed lovers, or unrequited desire.

Harrow Deck Rules

Carrion Crown: Kyle's ktle1985