Under PF rules, now that base classes gain new abilities every level or so, and prestige classes are not as must anymore but merely an option amidst other.
In this light, what do you think of the Harrower prestige class from the campaing setting? Harrowing rules seem like a lot of fun, and a class based on it very interesting. But would it be worth it, or would the sacrifices of dropping the base class to great for the benefits of that particular prestige class?
Also, wich base class do you think would fit best as an Harrower? Flavor-wise, I was thinking, Wizard, Bard or Summoner (love the Harrow/Summon flavor combination), but mechanically it seems like the Summoner has way too much too lose, so it would leave only the Wizard and Bard (possibly the Sorcerer too.)
I guess Oracle/Harrower would also be a great fit flavor-wise, but am afraid it would lose too much in the deal, just like the Summoner. Any toughts?
It's fun, but it's not very strong. I play a Bard/Harrower (with Perform: Fortunetelling as her main performance skill), but we had to house-rule a feat that let Bard and Harrower levels stack for the purpose of bardic performance rounds per day and inspire courage in order for it to be the least bit viable a combination.
I strongly recommend making the Harrow Casting class feature infinite uses per day. It very rarely comes up with anything terribly useful, so limiting it to just a handful of times per day is just over the top.
My assessment was that it's basically two mildly interesting abilities (Blessing of the Harrow & Harrowcasting) spread over ten levels, with a couple of other random bits tossed in as well (Ooh...you can shoot ghost cards at people!).
I wasn't terribly impressed. Maybe you could lobby your DM to turn those abilities into feats.
The class will be updated for the upcoming revision to the PCCS. Any other observations from folks who've played a harrower before? Things that worked well? Things that didn't?
My only suggestion would be this: Don't feel compelled to turn every prestige class into a 10 level class by padding it with abilities. There's nothing wrong with having a 5 level (or even 3 level) prestige class.
The class will be updated for the upcoming revision to the PCCS. Any other observations from folks who've played a harrower before? Things that worked well? Things that didn't?
Wow, That's great news! I'm really looking foward to this! By the way, think you could review the deck itself too? Not by much, maybe just have that god-forsaken Yugi-Oh looking card back changed to something more.. fitting? Like a generic tarot-like back? I for one would buy a second deck without hesitation!
The class will be updated for the upcoming revision to the PCCS. Any other observations from folks who've played a harrower before? Things that worked well? Things that didn't?
Blessing of the Harrow needs to clarify whether it's a morale bonus or an insight bonus (it says both). I think insight works better both mechanically (it stacks with more things, which makes it more powerful, which the Harrower needs) and thematically.
Harrow Casting, like I said, is neither strong enough nor consistent enough to be worth having a limit to its uses per day. It also doesn't really increase the time it takes to adjudicate the spell at the table very much, so that doesn't have a bearing either. It's also the main draw for playing the class, IMO, another argument for it not being limited.
Tower of Intelligence: This is extremely situational. You have to be casting a spell that allows SR on a creature with SR AND you have to draw at least one Intelligence card for it to provide any bonus. It's also completely subsumed by the bonus for Tower of Wisdom (which, to be fair, is the last-learned Tower). I'm honestly not sure what to do to boost it, but something needs to be done because Intelligence cards are almost always useless when I draw them.
Tower of Strength: Also very situational, but is at least decently powerful when it triggers. +1 damage per die can be quite strong. This ability is fine, IMO.
Tower of Charisma: Not very situational, and quite strong. This one's good.
Spirit Deck: The spirit deck is fun, but it does less average damage than rolling 1d4 per level, and the average per card actually decreases once you hit level 7 (because you can no longer get an exact match on every card) and further decreases at 8, 9, and 10. I'd bump the non-matched cards' damage to 2, partial matches to 4, and exact matches to 8. That won't fix the decreasing average per card, but it will make it worthwhile as a damaging ability.
Divination: Fine as is.
Tower of Constitution: This one's OK, I guess. A suggestion is to give the 3 healing either to the Harrower or her target, to allow Constitution to be the healer's equivalent of Strength. Another suggestion is heal 1 point per die rolled, or 3 points if the spell doesn't roll dice, again to mirror Strength.
Tower of Dexterity: This one's good.
Tower of Wisdom: As mentioned earlier, Wisdom entirely subsumes Intelligence's benefits and has some extra utility besides. The two need to be differentiated somehow, IMO.
Reading the Signs: Good as is.
Other notes: You might think of some way to let the class play friendly with Bards. It really does call out to be a Bardic prestige class (or at least a prestige class useful to Bards), but as written and with the way performance works in Pathfinder, it really cripples any Bard who takes the class. Even just advancing performance rounds per day when it advances spellcasting (and only rounds per day) would help. You don't want to shoehorn it into a Bard only PrC, of course.
EDIT: hogarth's right, too. This class would work well as a 5 level class with a little elbow grease.
Zurai I think hit most of the points well. One thing we did to make it better was give the +1 casting level at 1st level as well. As is it is a bit weak, that helped but still seemed a bit weak for the reasons already listed.
I thought the "spirit deck" feature was flavorful, but kinda weak and too time-consuming to tally up. I'd just give it a d6 per caster level and call it good.
Personally, I think it adding a full 10 Caster Levels plus the Blessing of Harrow ability (which is effectively an all-day every day variable bonus) make it good. The Harrow Casting is only okay (though nicely thematic), but it's still very viable.
I can see Harrow Casting be quite frustrating for the first levels ( Oh, I drew zero cards of the one/two suites I get a bonus for... again. ) but I love the flavor of the class and later on it gets pretty damn good.
The class revolves around Towers which is an X/day ability to get three random bonuses (which mostly affect your spells). How good the Towers are depends largely on what type of spells you cast regularly. At the early levels you get some decent bonuses to damage, SR penetration, and Save DCs. These abilities are additive which is nice... but then at 5th level there are a couple levels with some thematic but unrelated (and largely unexciting) powers and the later powers don't really help your casting at all. For example the Constitution Tower grants 1d6 or 2d6 healing when and the Dexterity Tower is a 1 round bonus to AC/ reflex saves. When you pull cards to affect casting this seems just completely random and largely pointless in most cases, not at all appropriate for the sort of class power you would expect for a 14th - 15th level character.
The 9th level Tower is a bonus to caster level which is potentially nice and the capstone power is decent. If your character leans heavy on saving throw based spells and worries about SR the first 4 levels can be fun, particularly if you are a blaster and get use that bonus damage.