Umagro

Bartan Harrowborn's page

1,481 posts. Alias of cartmanbeck (RPG Superstar 2014 Top 16).


Full Name

Bartan Harrowborn

Race

Human

Classes/Levels

Male Human (Varisian) Magus 7/Rogue 2/Arcane Trickster 3 | HP 72/72 [13 TEMP] | AC/Touch/Flat 19 23/14/15 | Fort/Ref/Will +8/+11/+6 | Arcane pool 5/5 | Impromptu sneak 1/1 | Init: +5 | Percep: +7

Age

27

Alignment

CN

Deity

Irez

Strength 14
Dexterity 16
Constitution 12
Intelligence 15
Wisdom 8
Charisma 10

About Bartan Harrowborn

Bartan was born to a pair of gypsy fortune tellers who traveled around Varisia for his entire childhood. He learned from them the ancient art of Harrowing, and when he was a teenager he decided that he would like to pursue magic. His training consisted of arcane magic combined with the mysticism of the harrow, and when his mentor found him to be ready, he set off on his own to find his way in the world.
He now accepts quests bestowed by the Pathfinder Society as a part-time adventurer, but also maintains a traveling fortune-telling business on the side.

Stats:

Bartan Harrowborn
Male Varisian Card Caster/Staff Magus 7 / Sczarni Swindler Rogue 2 / Arcane Trickster 3
CN Medium humanoid (human)
Init +5; Senses Perception +7

DEFENSE
AC 19 Touch 14 FF 15 (+5 armor, +3 Dex)
hp 72 (9d8+3d6+24)
Fort +8 Ref +11 Will +6
Immune poison

OFFENSE
Melee Quarterstaff +9/+4 (1d6+2)
Ranged Card (dart) +12/+7 (1d4+2) (+1 attack w/in 30 ft.)
Special Attacks Spell combat, deadly dealer (use card as dart), harrowed spellstrike, role dealer, sneak attack +3d6, bullseye shot, arcane pool focus

Magus spells prepared
4th greater invisibility
3rd dispel magic, haste, vampiric touch
2nd force anchor (DC 14), frigid touch, Intensified shocking grasp, sense vitals, luck's mercy
1st hydraulic push, shocking grasp,snowball (DC 13), shield, chill touch
0 acid splash, light, detect magic, ray of frost, disrupt undead

Current Spell Effects:

STATISTICS
Str 14, Dex 18, Con 14, Int 15, Wis 8, Cha 10
Base Atk +7/+2; CMB +9; CMD 23
Feats Point Blank Shot, Precise Shot, Deadly Dealer, Quarterstaff Master, Bullseye Shot, Clustered Shots, Ranged Trip
Skills Appraise +6, Bluff +20, Craft (jewelery) +6, Disable Device +21, Escape Artist +12, Kn. (arcana) +9, Kn. (dungeoneering) +6, Kn. (local) +6, Kn. (planes) +6, Perception +7, Profession (fortune teller) +16, Spellcraft +20, Use Magic Device +10
Traits Harrow-born (start with harrow deck and +1 Initiative), Fate's Favored (+1 to all Luck bonuses)
Alternate human racial traits Focused Study, Silver Tongue
SQ Arcane Pool (5 points), Arcane Pool Focus, Let Fate Decide, Quicker Than the Eye, Rogue Talent (Papercraft Tools), Magus Arcana (wand wielder), ranged legerdemain, impromptu sneak attack 1/day
Combat gear Deck of common playing cards (4), leather armor, quarterstaff, scroll (shield), scroll (unerring weapon), scroll (silent image), scroll (ray of enfeeblement), scroll (blood biography), scroll (blood transcription), scroll (fey aspect), scroll (burning hands, CL3) (4)
Languages Common, Draconic, Orc
Other gear Harrow deck, Spellbook (all 0-level magus spells plus burning hands, chill touch, snowball, mudball, ray of enfeeblement, shield), backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, hemp rope (50 ft), pewter and silver candles (2), soap, spell component pouch, spring-loaded wrist sheath (2), torches (10), trail rations (5), waterskin, Bahram's magic dagger, slippers of spider climbing, belt of Con +4, 4019 gp
pearl of power, level 1 <- 0/1 left
potion of bless x2
potion of clairvoyance
potion of see invisibility
wand of identify (39 charges)
wand of divine favor (50 charges, cl3)
wand of cleromancy (49 charges, Cleric cl3)
belt of Con +2
cracked pink and green sphere ioun stone (+1 UMD)
book of common magic item activation phrases (masterwork tools: +2 UMD)
wand, frigid touch (16 charges)
wand, false life (47 charges)

an intricate bronze scarab that functions as a wand of open/close with 14 charges

Flask of Ebon Flame

Deck of Illusions:

Spoiler:

Playing Card Tarot Card Creature
Ace of hearts IV. The Emperor Red dragon
King of hearts Knight of swords Male human fighter and four guards
Queen of hearts Queen of staves Female human wizard
Jack of hearts King of staves Male human druid
Ten of hearts VII. The Chariot Cloud giant
Nine of hearts Page of staves Ettin
Eight of hearts Ace of cups Bugbear
Two of hearts Five of staves Goblin
Playing Card Tarot Card Creature
Ace of diamonds III. The Empress Glabrezu (demon)
King of diamonds Two of cups Male elf wizard and female apprentice
Queen of diamonds Queen of swords Half-elf ranger
Jack of diamonds XIV. Temperance Harpy
Ten of diamonds Seven of staves Male half-orc barbarian
Nine of diamonds Four of pentacles Ogre mage
Eight of diamonds Ace of pentacles Gnoll
Two of diamonds Six of pentacles Kobold
Playing Card Tarot Card Creature
Ace of spades II. The High Priestess Lich
King of spades Three of staves Three human clerics
Queen of spades Four of cups Medusa
Jack of spades Knight of pentacles Male dwarf paladin
Ten of spades Seven of swords Frost giant
Nine of spades Three of swords Troll
Eight of spades Ace of swords Hobgoblin
Two of spades Five of cups Goblin
Playing Card Tarot Card Creature
Ace of clubs VIII. Strength Iron golem
King of clubs Page of pentacles Three halfling rogues
Queen of clubs Ten of cups Pixies
Jack of clubs Nine of pentacles Half-elf bard
Ten of clubs Nine of staves Hill giant
Nine of clubs King of swords Ogre
Eight of clubs Ace of staves Orc
Two of clubs Five of cups Kobold
Playing Card Tarot Card Creature
Joker Two of pentacles Illusion of deck's owner
Joker (with trademark) Two of staves Illusion of deck's owner (sex reversed)

Current buffs:

sense vitals, 9/9 rounds left

Random Harrow Generator::

1: The Paladin (Lawful Good, Strength)
2: The Keep (Neutral Good, Strength)
3: The Big Sky (Chaotic Good, Strength)
4: The Forge (Lawful Neutral, Strength)
5: The Bear (True Neutral, Strength)
6: The Uprising (Chaotic Neutral, Strength)
7: The Fiend (Lawful Evil, Strength)
8: The Beating (Neutral Evil, Strength)
9: The Cyclone (Chaotic Evil, Strength)
10: The Dance (Lawful Good, Dexterity)
11: The Cricket (Neutral Good, Dexterity)
12: The Juggler (Chaotic Good, Dexterity)
13: The Locksmith (Lawful Neutral, Dexterity)
14: The Peacock (True Neutral, Dexterity)
15: The Rabbit Prince (Chaotic Neutral, Dexterity)
16: The Avalanche (Lawful Evil, Dexterity)
17: The Crows (Neutral Evil, Dexterity)
18: The Demon's Lantern (Chaotic Evil, Dexterity)
19: The Trumpet (Lawful Good, Constitution)
20: The Survivor (Neutral Good, Constitution)
21: The Desert (Chaotic Good, Constitution)
22: The Brass Dwarf (Lawful Neutral, Constitution)
23: The Teamster (True Neutral, Constitution)
24: The Mountain Man (Chaotic Neutral, Constitution)
25: The Tangled Briar (Lawful Evil, Constitution)
26: The Sickness (Neutral Evil, Constitution)
27: The Waxworks (Chaotic Evil, Constitution)
28: The Hidden Truth (Lawful Good, Intelligence)
29: The Wanderer (Neutral Good, Intelligence)
30: The Joke (Chaotic Good, Intelligence)
31: The Inquisitor (Lawful Neutral, Intelligence)
32: The Foreign Trader (True Neutral, Intelligence)
33: The Vision (Chaotic Neutral, Intelligence)
34: The Rakshasa (Lawful Evil, Intelligence)
35: The Idiot (Neutral Evil, Intelligence)
36: The Snakebite (Chaotic Evil, Intelligence)
37: The Winged Serpent (Lawful Good, Wisdom)
38: The Midwife (Neutral Good, Wisdom)
39: The Publican (Chaotic Good, Wisdom)
40: The Queen Mother (Lawful Neutral, Wisdom)
41: The Owl (True Neutral, Wisdom)
42: The Carnival (Chaotic Neutral, Wisdom)
43: The Eclipse (Lawful Evil, Wisdom)
44: The Mute Hag (Neutral Evil, Wisdom)
45: The Lost (Chaotic Evil, Wisdom)
46: The Empty Throne (Lawful Good, Charisma)
47: The Theater (Neutral Good, Charisma)
48: The Unicorn (Chaotic Good, Charisma)
49: The Marriage (Lawful Neutral, Charisma)
50: The Twin (True Neutral, Charisma)
51: The Courtesan (Chaotic Neutral, Charisma)
52: The Tyrant (Lawful Evil, Charisma)
53: The Betrayal (Neutral Evil, Charisma)
54: The Liar (Chaotic Evil, Charisma)

Harrow Spread templates:

Standard Harrowing (5sp)

[dice=RoleCard]1d9[/dice]

[dice=TopLeft, Lawful Good, positive past]1d54[/dice]
[dice=MidLeft, Lawful Neutral, unclear past]1d54[/dice]
[dice=BottLeft, Lawful Evil, negative past]1d54[/dice]
[dice=TopMid, Neutral Good, positive present]1d54[/dice]
[dice=Middle, True Neutral, unclear present]1d54[/dice]
[dice=BottMid, Neutral Evil, negative present]1d54[/dice]
[dice=TopRight, Chaotic Good, positive future]1d54[/dice]
[dice=MidRight, Chaotic Neutral, unclear future]1d54[/dice]
[dice=BottRight, Chaotic Evil, negative future]1d54[/dice]

The Bridge (guidance about specific action, 1gp)

[dice=Card1 (beginning)]1d54[/dice] [dice=rev?]1d2[/dice]
[dice=Card2 (impetus)]1d54[/dice] [dice=rev?]1d2[/dice]
[dice=Card3 (trial 1)]1d54[/dice] [dice=rev?]1d2[/dice]
[dice=Card4 (trial 2)]1d54[/dice] [dice=rev?]1d2[/dice]
[dice=Card5 (trial 3)]1d54[/dice] [dice=rev?]1d2[/dice]
[dice=Card6 (goal)]1d54[/dice] [dice=rev?]1d2[/dice]
[dice=Card7 (sacrifice)]1d54[/dice] [dice=rev?]1d2[/dice]

Custom Harrowing (couple)

[dice=Male RoleCard]1d9[/dice]
[dice=Female RoleCard]1d9[/dice]

[dice=TopLeft cross, Lawful Good, positive past]1d54[/dice]
[dice=TopLeft main, Lawful Good, positive past]1d54[/dice] [dice=misaligned]1d2[/dice]
[dice=MidLeft cross, Lawful Neutral, unclear past]1d54[/dice]
[dice=MidLeft main, Lawful Neutral, unclear past]1d54[/dice] [dice=misaligned]1d2[/dice]
[dice=BottLeft cross, Lawful Evil, negative past]1d54[/dice]
[dice=BottLeft main, Lawful Evil, negative past]1d54[/dice] [dice=misaligned]1d2[/dice]
[dice=TopMid cross, Neutral Good, positive present]1d54[/dice]
[dice=TopMid main, Neutral Good, positive present]1d54[/dice] [dice=misaligned]1d2[/dice]
[dice=Middle cross, True Neutral, unclear present]1d54[/dice]
[dice=Middle main, True Neutral, unclear present]1d54[/dice] [dice=misaligned]1d2[/dice]
[dice=BottMid cross, Neutral Evil, negative present]1d54[/dice]
[dice=BottMid main, Neutral Evil, negative present]1d54[/dice] [dice=misaligned]1d2[/dice]
[dice=TopRight cross, Chaotic Good, positive future]1d54[/dice]
[dice=TopRight main, Chaotic Good, positive future]1d54[/dice] [dice=misaligned]1d2[/dice]
[dice=MidRight cross, Chaotic Neutral, unclear future]1d54[/dice]
[dice=MidRight main, Chaotic Neutral, unclear future]1d54[/dice] [dice=misaligned]1d2[/dice]
[dice=BottRight cross, Chaotic Evil, negative future]1d54[/dice]
[dice=BottRight main , Chaotic Evil, negative future]1d54[/dice] [dice=misaligned]1d2[/dice]

Knucklebone effects:

1 Eya-Doh The character gains 1 permanent negative level.
2 Bvu The character is subject to a powerful compulsion never to roll the knucklebone of fickle fortune again. He can shake this compulsion only by succeeding a DC 25 Will saving throw. He can attempt this saving throw only once per day.
3 Eij The character is affected by a harm spell (caster level 15th).
4 Hor The character is subject to a powerful compulsion to roll the knucklebone three more times immediately (Will DC 25 negates). All three of these rolls are made with a —5 penalty on the knucklebone's die roll (minimum 1).
5 Veh The character is blinded as with blindness/deafness (no saving throw).
6 Chu The character takes 5d10 points of cold damage (DC 25 Fort save for half) and moves at half speed for the next hour (a successful saving throw does not negate the reduced speed).
7 Roh For the next 24 hours, the character suffers a —2 penalty on all skill and ability checks.
8 Seh The character is paralyzed for 2d12 hours, as with hold monster, except he cannot attempt new saving throws to overcome the effect.
9 Kog For the next week, the character emits a horrible smell. He suffers a —4 penalty on Diplomacy and Stealth checks.
10 Vis Once, during the next 24 hours, the character can reroll a single die roll he has just made and take the second result, as if using the good fortune ability from the Luck domain.
11 Fyeh The character gains 100 points of fire immunity, as if using protection from energy.
12 Xal The character gains the benefits of a heroism spell for the next 200 minutes.
13 Yaq For the next 24 hours, when the character hits a target he is flanking with a melee weapon, the attack does +1d6 points of precision damage.
14 Gib Once in the next 24 hours, the character can cast faerie fire (caster level equal to his character level). This ability is lost if the character rolls this result again with the knucklebone of fickle fortune before the 24 hours is concluded.
15 Xku The character is immune to fear for the next 24 hours.
16 Lev Once in the next 24 hours, the character can cast a lightning bolt (caster level equal to his character level). This ability is lost if the character rolls this result again with the knucklebone of fickle fortune before the 24 hours is concluded.
17 Nhi For the next 7 days, when the character is the target of healing magic, he heals an additional 2d8 hit points. This effect is lost if the character rolls the knucklebone of fickle fortune again before the 7 days are concluded.
18 Zmi For the next 24 hours, whenever the character succeeds on a saving throw against a harmful effect that does half damage or partial effect on a failed save, the knucklebone's character takes no damage or suffers no effect.
19 Tem For the next 24 hours, the character automatically confirms all critical hits.
20 Eha-Zah The next time the character dies, he comes back from the dead the very next morning as if the subject of a resurrection spell. This effect is negated if the character rolls the knucklebone of fickle fortune again before he dies.

Spell research:

Luck’s Mercy
School divination; Level magus 2, shaman 2, sorcerer/wizard 3, witch 3
CASTING
Casting Time 1 round
Components V, S, M (an uncut ruby worth 25 gp), F (a die of some kind)
EFFECT
Range personal
Target you
Duration instantaneous

This spell allows you a small glimpse at the state of your own luck, allowing you to predict and prevent catastrophe when leaving your well-being up to chance. When you cast this spell, there is a 60% + 1% per caster level chance that you will know the result of your next roll of the die before you roll it. If successful, the next result of the die with glow, and you may choose whether to roll it as part of the action of completing the spell. If the spell fails to determine the next result, the die rolls and affects you with its result as part of the spell’s completion.