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Finoan wrote:
I will note that the harrowing ritual is different than the 'draw a card, get Harrow Omen' feature of the archetype.

Oh I completely misread that, thanks for the catch!


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Yeah and it takes an hour to cast the harrowing ritual again (plus a decent chunk of gold in most cases). I do like the idea and the flavour, it fits the character concept I had pretty well so even if it ends up being a bit weak that's fine. I'm starting to think it has the metamagic trait because the card drawn influences the damage type, but it's still a bit weird cus it's not a spell as far as I'm aware.

My DM agreed to let me use the two actions to throw a card to also sustain the effect.


Finoan wrote:
That is also a reasonable houserule to play the game with, yes.

Alright, I'll probably just go with that then.


I'm still confused as to why this has the metamagic trait in the first place, am I supposed to cast another spell at some point?

I'm also wondering if it was intended to be something like, sustain for 1 action, or throw a card for 2 actions which also sustains the effect or something like that, but somehow got all jumbled up. Almost like how you can command a minion by sustaining a summon spell as the same action.


I've re-read it a bunch of times, and searched around a bunch. I have a few problems with it that I can't fully understand. It reads;

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Uncommon, Archetype, Metamagic
Archetype Harrower
Access This feat is available to all players in a Stolen Fate campaign
Requirements You have an active harrow omen.

You manifest a ghostly deck of harrow cards. Draw a card from a harrow deck, then select a target within 60 feet. The card flies through the air to strike at that target, inflicting 4d6 damage, with a basic saving throw against your class DC. The type of damage inflicted is determined by your active harrow omen; if the card drawn is in the same suit as your active harrow omen, the target takes a –2 status penalty to its saving throw. The damage increases to 6d6 if you're 10th level and 8d6 if you're 15th level. You can continue to throw cards at targets on your turn as long as you Sustain the Vengeful Spirit Deck—throwing a card takes two actions. This effect lasts as long as you Sustain it, up to 1 minute, or until you no longer have an active harrow omen. Once the effect ends, you lose your active harrow omen.

Hammers: cold damage
Keys: fire damage
Shields: poison damage
Books: electricity damage
Stars: mental damage
Crowns: acid damage
-----

So the problems I have with this are that, it didn't list what saving throw it was, it has the metamagic trait, and the action economy doesn't seem right to me (1 action to sustain, 2 actions to throw a card)

From searching around I found out that the saving throw was supposed to be listed as reflex, so that's one problem knocked off.
The other two problems are not so cut and dry. I found a reddit post asking if it really was 3 actions to keep throwing cards and it seemed like the consensus was that it was. It reads that way as well, but that doesn't leave any room for even moving around and I feel like I'm missing something.
The metamagic trait as well confuses me because I thought that was for influencing other spells, but this almost seems like a spell of it's own.

Anyways, I'm going to be using this feat with my next character so any clarification would be greatly appreciated. Thanks in advance, this is my first post to the forum.