Gypsy

GItana Stormcroft's page

397 posts. Alias of Clebsch73.


Full Name

Gitana Stormcroft

Race

Daily Harrow Bonuses: +4 bonus against spells from scrolls ; One +2 bonus on a constitution-based check.

Classes/Levels

Harrow Readings

Gender

Female Human Witch 5 (Cartomancer) | HP: 21/25 | AC: 16 / T: 12 / FF: 14 | Fort: +2, Ref: +4, Will: +5 | M. Atk: +1, R. Atk: +4, M. Touch: +1 R. Touch: +4 | CMB: +1, CMD: 11 | Init: +2, Perception: +0 | 4 nonlethal

Size

Medium

Age

24

Alignment

N

Deity

Irez,; Patron: Fate

About GItana Stormcroft

DiscussionThread Gameplay Thread
Gitana Build Details Gitana Equipment Skills Spreadsheet

Harrowing Spell effects: Spell effects: a -1 penalty on all d20 rolls, +2 bonus on one reflex save, a +1 bonus on one Will save, a +1 bonus on 1 skill check, +1 bonus on 2 1 weapon attack rolls, a +1 bonus on a single d20 roll and a +1 bonus on one Fort save. From her Harrowed Trait, she gets a +2 bonus to a skill check modified by Constitution or a Fort save.

Gitana Stormcroft
Female Human Witch (Cartomancer) 5
N Medium (Humanoid)
Init +2; Senses Perception +0
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Defense
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AC 16, touch 12, flat-footed 14 (+4 Mage Armor, +2 Dex)
hp 20 (4 HD; 4d6)
Fort +2, Ref +4, Will +5
+1 Will saves made to resist enchantment effects
–2 penalty on saves against spells with the evil descriptor

Save Dicebots:
[dice=Fort]1d20 + 2[/dice]
[dice=Reflex]1d20 + 4[/dice]
[dice=Will]1d20 + 5[/dice]
[dice=Will, Harrowed]1d20 + 5 + 1[/dice] Bonus when vs. Enchantment Effeccts

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Offense
--------------------
Speed 30 ft.
Melee morningstar +1 (1d8-1) or Battle Aspergillum +1 (1d6 - 1, +1 to undead from holy water)
Ranged Light Crossbow +4 (1d8/19-20) (range: 80 ft) or Sling +4 (1d4-1) (range: 50 ft) or Card +5 (1d4+1, magic) (range: 20 ft)
Special Attacks Deadly Dealer (Ranged Touch with card: +5 to hit, Harrow card returns to deck, can deliver touch spell)
Attack Dicebots:

[dice=Morningstar]1d20 + 1[/dice]
[dice=Damage]1d8 - 1[/dice]
[dice=Battle Aspergillum]1d20 + 1[/dice]
[dice=Damage]1d6 - 1[/dice] + 1 to creatures harmed by holy water
[dice=Light Crossbow]1d20 + 4[/dice] (Range = 80 ft)
Alchemical Silver Bolt, Cold Iron Bolt, Ghost Blanch bolt
[dice=Damage]1d8[/dice]
[dice=Ranged Touch with card]1d20 + 5[/dice] Range 20 ft.
[dice=Damage, magic]1d4 + 1[/dice]

Witch Spells Prepared (CL 5th; concentration +9)
. . 3rd (2/day)[DC 17]
Iron Stake
Trial of Fire and Acid
. . 2nd (3/day)[DC 16] -
Blindness/Deafness,
Inflict Moderate Wounds T,
Mindshock
. . 1st (4/day)[DC 15] -
Chill Touch T (x2 1)
Inflict Light Wounds T (x2)
. . 0th (4, at will)[DC 14] -
Detect Fiendish Presence,
Detect Magic,
Detect Poison,
Resistance T
Patron Fate
Magic Dicebots:

[dice=CLW]1d8 + 5[/dice]
[dice=CLW (wand)]1d8 + 1[/dice]
[dice=Healing Hex]2d8+5[/dice]
[dice=Burning Hands Damage]5d4[/dice]
DC 15 Reflex Save for half damage
[dice=Chill Touch, Negative Energy]1d6[/dice] + DC 15 Fort save or take 1 point of Strength damage
An undead creature you touch takes no damage of either sort, but it must make a successful DC 15 Will saving throw or flee as if panicked for [dice=Flee rounds]1d4 rounds + 4[/dice]
[Dice=Frostbite, nonlethal]1d6 + 4[/dice] and the target is fatigued (no save)
The fatigued condition ends when the target recovers from the nonlethal damage
[Dice=Inflict Light Wounds, negative energy]1d8 + 5[/dice] DC 15 Will save for half damage
[dice=Ranged Touch]1d20 + 4[/dice]
[dice=Alchemist's Fire Damage]1d6[/dice] + 1 point splash damage
[dice=Snowball, cold damage]5d6[/dice]
[dice=Aggressive Thundercloud, electricity]3d6[/dice] DC 16 Reflex Save negates.
[dice=Burning Gaze, Fire damage]1d6[/dice] DC 16 Fortitude save negates. If the fortitude save fails, must make a DC 16 Reflex save or catch fire.
[dice=Cure Moderate Wounds]2d8 + 5[/dice]
[dice=Inflict Moderate Wounds, negative energy]2d8 + 5[/dice] DC 16 Will save for half damage
[dice=Mindshock, Mind-affecting, Pain, nonlethal]1d4[/dice]
On a critical hit, the target is confused for 1 round by the pain.
[dice=Flurry of Snowballs]5d6[/dice] DC 16 Reflex save for half-damage.
Evil Eye Hex: =2 to AC; duration 7 turns or 1 turn if target makes a DC 16 Will save (mind-affecting effect).
Evil Eye Hex: =2 to ability checks; duration 7 turns or 1 turn if target makes a DC 16 Will save (mind-affecting effect).
Evil Eye Hex: =2 to attack rolls; duration 7 turns or 1 turn if target makes a DC 16 Will save (mind-affecting effect).
Evil Eye Hex: =2 to saving throws; duration 7 turns or 1 turn if target makes a DC 16 Will save (mind-affecting effect).
Evil Eye Hex: =2 to skill checks; duration 7 turns or 1 turn if target makes a DC 16 Will save (mind-affecting effect).

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Statistics
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Str 8, Dex 14, Con 10, Int 18, Wis 10, Cha 16
Base Atk +2; CMB +1; CMD 13
Feats Celestial Obedience, Deadly Dealer, Extra Hex (x2), Harrowed
Skills Bluff +11, Diplomacy +12, Disguise +7, Intimidate +8, Knowledge (Arcana) +8, Knowledge (Local) +5, Knowledge (Nature) +8, Knowledge (Planes) +12, Knowledge (Religion) +5, Sense Motive +9, Spellcraft +12, Use Magic Device +7; Background Skills Craft (Painting) +7, Knowledge (History) +8, Knowledge (Nobility) +6, Linguistics +6, Lore (Ghosts) +5, Profession (Fortune Teller) +6, Sleight of Hand +6; Untrained Skills Acrobatics +2, Appraise +4, Artistry +4, Climb -1, Craft +4, Escape Artist +2, Heal +0, Perception +0, Perform +3, Ride +2, Stealth +2, Survival +0, Swim -1.
Traits Extremely Fashionable, Trustworthy, World Traveler
Drawback Haunted
Languages Common, Abyssal, Elven, Dwarven, Necril, Old Common, Orc
Other Gear Morningstar, Battle Aspergillum (5/5 holy water uses), Light Crossbow, Crossbow bolts (10), Alchemical Silver crossbow bolts (5), Cold Iron Crossbow Bolts (10), Ghost Salt treated Crossbow bolts (10), Acid Flask, Alchemist's Fire Flask (3), Holy Water (3), Masterwork Harrow Deck, playing cards, marked sticks (read weather focus), Cloak of Resistance +1, Sleeves of Many Garments, Handy Haversack, Harrow Mat, Incense (10 sticks), Small Tent, Flint and Steel, Tindertwigs (5), Mess Kit, earplugs, Glittering Trinket, Wand of Cure Light Wounds (1/50 charges), wand of Mage Armor (25/50 charges), traveling outfit, cold weather outfit, snowshoes, Scoll of Summon Monster II (2), 2 wrist sheaths, shrivener's kit, journal, earplugs.
Skill Dicebots:

[dice=Acrobatics]1d20 + 2[/dice]
[dice=Apraise]1d20 + 4[/dice]
[dice=Artistry]1d20 + 4[/dice]
[dice=Bluff]1d20 + 11[/dice]
[dice=Climb]1d20 - 1[/dice]
[dice=Craft (paiting)]1d20 + 7[/dice]
[dice=Diplomacy]1d20 + 12[/dice]
[dice=Disguise]1d20 + 7[/dice]
[dice=Escape Artist]1d20 + 2[/dice]
[dice=Heal]1d20[/dice]
[dice=Intimidate]1d20 + 8[/dice]
[dice=Knowledge(Arcana)]1d20 + 8[/dice]
[dice=Knowledge(Local)]1d20 + 5[/dice]
[dice=Knowledge(History)]1d20 + 8[/dice]
[dice=Knowledge(Nature)]1d20 + 8[/dice]
[dice=Knowledge(Planes)]1d20 + 12[/dice]
[dice=Knowledge(Religion)]1d20 + 5[/dice]
[dice=Linguistics]1d20 + 6[/dice]
[dice=Lore (Ghosts)]1d20 + 5[/dice]
[dice=Perception]1d20[/dice]
[dice=Perform]1d20 + 3[/dice]
[dice=Profession (Fortune Teller)]1d20 + 6[/dice]
[dice=Ride]1d20 + 2[/dice]
[dice=Sense Motive]1d20 + 9[/dice]
[dice=Sleight of Hand]1d20 + 6[/dice]
[dice=Spellcraft]1d20 + 12[/dice]
[dice=Stealth]1d20 + 2[/dice]
[dice=Survival]1d20[/dice]
[dice=Swim]1d20 - 1[/dice]
[dice=Use Magic Device]1d20 + 7[/dice]

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Special Abilities Hex (Evil Eye, Healing, Flight), Celestial Obedience, Harrowed
--------------------
Evil Eye Hex Evil Eye (Su) (Advanced Player's Guide pg. 66): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. (DC 16) This is a mind-affecting effect.

Healing Hex (Su) (Advanced Player's Guide pg. 66): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours.

Flight (Su) At 5th level, a witch with this hex can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.

Celestial Obedience: [Irez] After spending an hour meditating on harrow card readings, Gitana draws two cards from a shuffled Harrow deck. If the suits match, she gets +4 sacred bonus against spells of the Evocation and Necromancy schools. If the suits don't match, she gains a +4 bonus against spells cast from scrolls.

Harrowed: You get a +1 bonus on all Will saves made to resist enchantment effects. Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card’s suit. For example, if you drew a card from the suit of Dexterity, you could apply this +2 bonus on an Initiative check, a Ref lex save, a Dexterity-based skill check, or a ranged attack roll. You may assign this +2 bonus after you make the roll, but you must do so before you know whether the roll was a success or not. Roll 1d6: 1 = Strength, 2 = Dexterity, 3 = Constitution, 4 = Intelligence, 5 = Wisdom, 6 = Charisma.

Spellbook:

Spell Deck: Each cartomancer carries a special harrow deck that allows her to communicate with her patron. Its ability to hold spells functions identically to the way a witch’s spells are granted by her familiar. The cartomancer must consult her harrow deck each day to prepare her spells and cannot prepare spells that are not stored in the deck. The spell deck cannot be used for this purpose if any cards are missing. This ability replaces the witch’s familiar.
Spells in Spellbook

DF: broach with small version of Harrow Card, The Tyrant, an homage to Irez, Lady of Inscribed Wonder.
T: spell can be delivered as a ranged touch attack using Deadly Dealer Feat
Holding charges on touch attacks with multiple targets

0th level
Arcane Mark T
Bleed
Dancing Lights
Daze
Detect Fiendish Presence
Detect Magic
Detect Poison
Grasp
Guidance T
Light T
Mending
Message
Putrefy Food and Drink
Read Magic
Resistance T
Spark
Stabilize
Touch of Fatigue T

1st Level
Brightest Night
Burning Hands
Cause Fear
Charm Person
Chill Touch T
Cure Light Wounds T
Discern Next of Kin
Doom
Ears of the City
Frostbite T
Hypnotism
Identify
Ill Omen
Implant Urge
Inflict Light Wounds T
Lucky Number
Mage Armor
Mount
Murderous Crow
Nature's Paths
Read Weather
Snowball
Speechreader's Sight
Spirit Share
Tap Inner Beauty
Touch of Blindness T

2nd Level Spells
Aggressive Thundercloud
Alter Self
Anticipate Peril T
Anticipate Thoughts
Blindness/Deafness
Burning Gaze
Cure Moderate Wounds T
Detect Relations
Detect Thoughts
Flurry of Snowballs
Ghostly Disguise
Inflict Moderate Wounds T
Lay of the Land
Mindshock
Mount, Communal
Passing Fancy
Seducer's Eyes
Web

3rd Level
Dispel Magic
Harrowing
Iron Stake
Trial of Fire and Acid

Appearance:
Image

Gitana changes her appearance using magic and conventional disguise techniques depending on the situation. When she first enteres a new town, she disguises herself as a commoner, keeping her head and face covered and wearing simple clothes. She keeps a low profile while she gathers information about the people and the community.

When her research is done, she changes completely. She dresses in colorful layers, with coins dangling and flashy jewelry, red and blue feathers, silver and turquoise charms, including a ring that appears quite valuable. Her thick black hair falls well past her shoulders. She has lovely green eyes, a pretty face, and supple figure. Her bubbly, charming personality draws people out and make them curious about her Harrow card readings.


Background:
Gitana's approach to surviving and thriving was forged of necessity during a very difficult childhood. She never knew her father and her mother was taken from her before she was ten. But in that time, her mother taught her many secrets of using the Harrow deck. She and her mother were of a group of humans who traveled in caravans and entertained to earn money (and sometimes took money they did not earn through pick pocketing and cons). So they were often viewed with suspicion by locals and sometimes given a rude reception. But the tribe protected each other and Gitana enjoyed the drama of traveling and encountering new places every week.
Her life was turned upside down, however, when she was kidnapped and sold as a slave to a household that kept her as a servant girl. The family and the community they lived in were devoted to dark magic and she feared she would be suffer a dismal fate if she did not take matters into her own hands. She had the Harrow deck her mother had given to her and she demonstrated enough skill in telling fortunes that she rose in status and was protected by certain women in the family who valued her gift.

During her teen years, she encountered ghosts who in life had been part of a witch's coven until the superstitious community rounded them up and executed them all. They taught young Gitana witch spells and hexes that helped her use her fortune telling opportunities to manipulate the family and keep herself safe. They could learn secrets that people did not want to be revealed and share them with Gitana so she could pretend to know all about the secret through her cards and blackmail them into keeping her safe.

Eventually, she managed to escape bondage and began her journey as a free young adult, hoping to locate her mother and her tribe. But over the years, she gave up on that and focused on earning her living the only way she knew how, by taking advantage of people's desire to know the future.

She now barters with traveling adventurers to gain safe passage from city to city. When in a new place, she spends a day disguised as a rather plain young woman. She mingles in marketplaces and pubs and uses her spells to learn about the locals, sometimes reading thoughts, sometimes using spells that reveal family connections, or spells that allow her to gather information.

Then she emerges the next day wearing her colorful tribal outfit, letting her long black hair flow, mingling in popular places laying out Harrow cards until someone asks for a reading. If business is slow, she has other spells that help convince people they need a reading.

Most people assume witches have familiars, so they rarely suspect her arcane abilities. Her spell knowledge is stored in her Harrow deck and she is careful to avoid revealing her spell casting. She prefers helping people through her art, but she's not above a con if she encounters an easy mark.

When she gets in trouble, she usually flicks cards at those who threaten her, imbuing the cards with magical energy that can injure or blind. She has been known to conjure a small lightning storm or bring down a barrage of snowballs to inflict more damage. She always keeps an offensive or defensive spell prepared for such emergencies.

At the start of the adventure, she is most likely connected to other PCs who can provide her protection while traveling from city to city. Or she may have provided spell casting support to a merchant traveling the roads with wares to sell. She doesn't know anyone in the community and may well be in the tavern doing readings as the storm approaches when the cursed child enters the bar. Her experiences with evil cults will make her sympathetic to the child's fate and she will want to help him if she can.


Alignment and Religion:
Gitana is neutral, something that developed as a defense mechanism. She has no particular respect for laws and rules, but she likewise does not cause chaos just for kicks. On the Good-Evil axis, she is decidedly not evil, having seen evil up close and personal. But she could not fully develop empathy and feel any moral compulsion to love other people unconditionally or do good deeds out of religious conviction. She looks after herself because no one has ever looked after her. She doesn't like hurting people but she won't hesitate to take advantage of naive soul who trusts others too much.

Given time in a stable community, she might shift alignment to NG or CG. She was once told by a seemingly wise woman that "She who does not trust enough, will not be trusted." She thinks it might just be profound sounding double talk, but something about the saying resonates in her soul and she ponders it as she's working. When others trust her to tell them useful fortunes, she feels a strong desire to prove she is trustworthy, even though she knows she is not.

Gitana's mother worshiped Irez, an Empyreal Lord, known as the Lady of Inscribed Wonder, a NG female agathion reputed to have the body of a snake topped with a humanoid torso with arms that spread out like wings. She is worshiped by calligraphers, gamblers, harrow readers, and wizards.

Gitana honors Irez with a special ritual near the start of her day, spending an hour reading cards, which gives her insight about things she will face during the day. [See Celestial Obedience and Harrowed feats for details.] A few of her spells require a divine focus. Hers is a trinket she pins to her chest that is fan of six Harrow cards. This resembles Irez's holy symbol a fan of scrolls.

But Gitana's witch patron is simply Fate. She believes things happen for reasons and people who lack the insight to detect those reasons often blame fate. Gitana knows fate can be understood and prepared for, which many other people also believe, giving her a reasonable source of steady income.


Knowledge Checks During Recruitment:
You know the popular version of the story of Sandy Pisspants and the demon of White Marsh.
...The demon was a terrible creature that slew many of the inhabitants of Gorham and Brightham. Old Sandy, alderman of Gorham, sharpened his sword and girt himself in armor one fine summer morning, and came back that same night with mud in his boots and no demon. He said he found it’s nest and poured holy water and burnt incense to drive it away, but it’s a day’s walk just to get to White Marsh, and no one believed him. All two days worth of food was gone from his pack, though, and the wine he brought to celebrate his inevitable success. Summer gave way to autumn, and people kept on dying. Then along came Ragnar the red, a tall man with a voice like wind and hair like fire. Old Sandy tossed a bag of gold at his feet and bade him slay the demon. And off went Ragnar without a word, whistling softly.
Three days later Old Sandy came rushing into the tavern in Gringham late one night, reeking powerfully. “I went outside to relieve myself," he said, "and there was the demon, standing in the moonlight. It cocked it’s head at me like a dog, and all thought of relieving myself left me. As I had no sword and no armor, all I could do was run, and so I’ve run all the way here.” He slumped in a chair, sweat dripping from his brow, shirt and trousers soaked through, reaching for another man’s beer. The door to the tavern drifted open, and there stood Ragnar the red, fiery hair flowing in the wind, the demon’s head in one hand. He spoke with a voice like the wind, his story’s true, except for one thing. Old Sandy didn’t forget to relieve himself. Then he tossed the demon’s head at Sandy Pisspant’s feet, and went off without a word, whistling softly.

There is a small, magical valley in the midst of the White Downs that is green all year long. It would be a nice place to rest.

The River Sirion gets much faster and harsher after Burkesville.

Durham, Hamish, and Gladstock are mostly abandoned in the winter, only a few dozen young fighters sticking around. They aren’t friendly.

The village of Gladstock is friendly to orcs, and maintains a bridge over the river Sirion.

The village of Pesht is inhabited by both humans and dwarves, and is quite friendly to travelers.

The Deepwoods are so deep because they’ve never been inhabited by people. At least, not in hundreds of years.

The White Downs were frequently fought over before the orcs and goblins came. A lodge of spellcasters was set up in the area, but was rumored to be practicing dark magic and necromancy.

There is an old road running East from Burkesville. It eventually cuts south through the deepwoods towards the Flowfield, where there used to be decent farmland.

Pesht has been wiped out a few times in the past twenty years. The Orcs and Goblins give it about five years to rebuild and accumulate some wealth, then steal everything they can find. It’s always rebuilt because overland trade from Khel Zhad to Burkesville is so profitable.

The boy’s tattoo traps the soul of a lesser Demon. If the boy dies, the Demon will be released.

The White Downs is rumored to be cursed and crawling with undead.

The storm that swept in will likely continue for only a few hours before dying down.

The storm will drop about two feet of snow, but within a dense forest there will only be about one foot on the ground.

There are hills just southeast of Ft. Thorpe. They are relatively difficult to traverse with frequent cliffs, creating a natural bottleneck.

You know roughly where the main road that used to run through the White Downs is. It travels from Ft Thorpe to Gladstock, then on to an old Dwarven ruin.

Harrow Deck Key:

[dice=Random Harrow Card Draw]1d54[/dice]
Daily Harrow draws:
[dice=Harrow Draw 1, Celestial Obedience]1d54[/dice]
[dice=Harrow Draw 2, Celestial Obedience]1d54[/dice]
[dice=Harrow Draw 3, Harrowed feat]1d54[/dice]
Harrowing (Reading)
[dice=Choosing]1d9[/dice]
Key: 1 = LG, 2 = NG, 3 = CG, 4 = LN, 5 = N, 6 = CN, 7 = LE, 8 = NE, 9 = CE
[dice=1: Past Good]1d54[/dice]
[dice=2: Present Good]1d54[/dice]
[dice=3: Future Good]1d54[/dice]
[dice=4: Past Neutral]1d54[/dice]
[dice=5: Present Neutral]1d54[/dice]
[dice=6: Future Neutral]1d54[/dice]
[dice=7: Past Bad]1d54[/dice]
[dice=8: Present Bad]1d54[/dice]
[dice=9: Future Bad]1d54[/dice]

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

Harrow Deck Reference by Allignment
Harrow Deck Reference by Suits