Inhaltsverzeichnis

Harrow deck

A harrow card is one of the 54 individual cards that make up a Harrow deck, used in a form of divination among Varisian fortune-tellers. Each card symbolizes the six basic abilities of a creature, its moral and ethical stance, and the outlook of events past, present, and future. Although the basic symbolism of each cards is briefly summarized here, the cards have additional symbolism and meanings, especially when they are misaligned or in an opposite match.

/r $HARROW Card Suit Alignment
1The Paladin Hammers Lawful Good The Paladin is the lawful good card of strength. It represents standing resolutely against trouble, without backing down.
2The Keep Hammers Neutral Good The Keep is the neutral good card of strength. It represents quiet, unshakeable strength that withstands any hardship.
3The Big Sky Hammers Chaotic Good This is the chaotic good card of strength. It represents momentous change, as when all the slaves of a nation are emancipated.
4The Forge Hammers Lawful Neutral This is the lawful neutral card of strength. It represents strength through diversity, or strength from many sources united against a single trial.
5The Bear Hammers True Neutral This is the neutral card of strength. It represents pure strength that cannot be truly tamed or trained.
6The Uprising Hammers Chaotic Neutral This is the chaotic neutral card of strength. It represents overwhelming strength that catches the subject up in something much more powerful.
7The Fiend Hammers Lawful Evil 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.
8The Beating Hammers Neutral Evil This is the neutral evil card of strength. It represents an assault from all quarters, or the mental dissolution of the self.
9The Cyclone Hammers Chaotic Evil This is the chaotic evil card of strength. It represents an unstoppable, destructive force unleashed through the plots of intelligent creatures.
10The Dance Keys Lawful Good The Dance is the lawful good card of dexterity. It represents a complicated framework that requires the cooperation of all to avoid collapse.
11The Cricket Keys Neutral Good The Cricket is the neutral good card of dexterity. It represents the grig, quick travel, and the reward at the end of a journey.
12The Juggler Keys Chaotic Good The Juggler is the chaotic good card of dexterity. It represents destiny, deities, and those who play with the fates of others.
13The Locksmith Keys Lawful Neutral 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.
14The Peacock Keys True Neutral 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 a cockatrice's glare.
15The Rabbit Prince Keys Chaotic Neutral 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.
16The Avalanche Keys Lawful Evil This is the lawful evil card of dexterity. It represents disaster: an unthinking panic and destruction that overruns all.
17The Crows Keys Neutral Evil This is the neutral evil card of dexterity. It represents murder, theft, and the violent loss of that which is loved.
18The Demon's Lantern Keys Chaotic Evil This is the chaotic evil card of dexterity. It represents an impossible situation of traps, mind tricks, and sleight of hand.
19The Trumpet Shields Lawful Good This is the lawful good card of constitution. It represents an archon who dives aggressively and righteously into danger.
20The Survivor Shields Neutral Good 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.
21The Desert Shields Chaotic Good 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.
22The Brass Dwarf Shields Lawful Neutral This is the lawful neutral card of constitution, showing an azer. It represents a creature invulnerable to a current threat.
23The Teamster Shields True Neutral This is the neutral card of constitution. It represents a external force that drives the subject on.
24The Mountain Man Shields Chaotic Neutral This is the chaotic neutral card of constitution. This giant represents an encounter with a physical power outside of the subject's control.
25The Tangled Briar Shields Lawful Evil This is the lawful evil card of constitution. It represents a historical thing or creature that will have some influence on the question.
26The Sickness Shields Neutral Evil This is the neutral evil card of constitution. It represents corruption, famine, plague, pestilence, and disease.
27The Waxworks Shields Chaotic Evil This is the chaotic evil card of constitution. It represents a place of torture, imprisonment, helplessness, and paralysis.
28The Hidden Truth Books Lawful Good This is the lawful good card of intelligence. It represents the discovery of the greater truth within.
29The Wanderer Books Neutral Good This is the neutral good card of intelligence. It represents a centaur collector who appreciates things others discard as junk.
30The Joke Books Chaotic Good 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.
31The Inquisitor Books Lawful Neutral This is the lawful neutral card of intelligence. It represents an immutable object that cannot be deceived or influenced.
32The Foreign Trader Books True Neutral This is the neutral card of intelligence. It represents spies, merchants, and those who truck in information.
33The Vision Books Chaotic Neutral This is the chaotic neutral card of intelligence. It represents esoteric and arcane knowledge, or madness.
34The Rakshasa Books Lawful Evil This is the lawful evil card of intelligence. The rakshasa represents domination, mental control, and slavery.
35The Idiot Books Neutral Evil This is the neutral evil card of intelligence. It represents folly, greed, blackmail, bribery, or hubris.
36The Snakebite Books Chaotic Evil This is the chaotic evil card of intelligence. It represents poison, venom, assassination, and discord.
37The Winged Serpent Stars Lawful Good This is the lawful good card of wisdom. It represents the couatl, the bridge of understanding between the towers of knowledge and judgement.
38The Midwife Stars Neutral Good This is the neutral good card of wisdom. It represents the enabler or conduit of new creation, information, or arrivals.
39The Publican Stars Chaotic Good 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.
40The Queen Mother Stars Lawful Neutral 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.
41The Owl Stars True Neutral 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.
42The Carnival Stars Chaotic Neutral This is the chaotic neutral card of wisdom. It represents illusions and false dreams.
43The Eclipse Stars Lawful Evil 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.
44The Mute Hag Stars Neutral Evil This is the neutral evil card of wisdom. It represents the insightful hag, a purveyor of blood pacts, treacherous secrets, and discord.
45The Lost Stars Chaotic Evil 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.
46The Empty Throne Crowns Lawful Good 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.
47The Theater Crowns Neutral Good This is the neutral good card of charisma. It represents prophecy, with a true prophet acting a part as the puppet of the gods.
48The Unicorn Crowns Chaotic Good This is the chaotic good card of charisma. It represents one who generously offers up that which is sought.
49The Marriage Crowns Lawful Neutral 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.
50The Twin Crowns True Neutral 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.
51The Courtesan Crowns Chaotic Neutral This is the chaotic neutral card of charisma. It represents political intrigue and the superficiality of social niceties.
52The Tyrant Crowns Lawful Evil This is the lawful evil card of charisma. It represents a ruler who harms those he rules.
53The Betrayal Crowns Neutral Evil This is the neutral evil card of charisma. It represents selfishness and envy.
54The Liar Crowns Chaotic Evil This is the chaotic evil card of charisma. It represents destructive, treacherous love. The lamia signals obsession, star-crossed lovers, or unrequited desire.

Cards of Fate Effects

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

Ability: 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.

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

Ability: 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.

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

Ability: 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.

You can spend a shields card on your turn to gain an additional standard or move action this turn.

Books

Ability: 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.

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

Ability: 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.

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

Ability: 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.

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 benef its 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, your bonus 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 every 3 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 mindaffecting 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 inf lict 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.