Need help creating a useful Harrower.


Advice


I really, really like the flavor of the Harrower...and we tend to play games that are a healthy mix of both roleplaying and combat so there won't be any issue bringing in actually cards etc. to enhance the flavor of what is going on. The problem I'm having...is how to make one that's actually useful and can carry his/her weight.

A lot of the people I play with tend to lean to a lot of the more powerful builds and archetypes...2hander Barbs, gravity bow rangers, dragon blooded combat sorc's...you get the idea. Where I understand building a Harrower up to anywhere near those guys might be impossible...I simply do not want to be a buff pony cheering Rah Rah! any time combat occurs.

I'm hoping someone here has some experience in this and might be able to suggest build ideas based on several class options to maximize effectiveness in combat to pair with the great RP opportunities that the Harrower possesses outside of combat. The Harrower sounds like a blast to me...although they seem to be limited in what they get class wise after level 5 or 6...so I'm open to partial builds and ideas as well. I welcome any insight someone might be able to give.

I am aware of the two mini-expansion items coming out for Harrower in may...the new companion and deck...and am greatly looking forward to them. I would like to be able to start forming the character in my mind first however with ideas presented here than half to wait an additional 2 months before he formulating possible plans.

thank you all in advance.


Oh, and on a side note...stat ideas etc would be great...I don't know a system yet for rolling or point buy...but additional info in regards to them and how to handle allocation and priorities as well as feats etc is incredibly welcome.

RPG Superstar Season 9 Top 16

You could be an oracle before going to harrower. I think the class fits like a glove and lets you pick up all the requirements for harrower.

I once homebrewed an oracle archetype where the oracle's curse is a haunted harrow deck they can use to throw cards at people and curse them. Its playtest was successful, but it could use a few tweaks.


Yea, I thought the Oracle made a lot of sense...I was disappointed to see that more classes don't though...just because of the loss of abilities. Bard by far seems like it makes more sense than perhaps any other class from an outside looking in perspective based upon roleplaying...however, it seems like Bard would be 100% useless because of the loss of all class abilities.

It would appear Oracle/Cleric/Sorcerer make the most sense...but Cleric and Sorcerer just seem to be there because they don't suffer horribly due to class abilities lost. Witch seems like a possible fit...but I'm worried about the viability if you lose Major Hex (I've never played a witch...I'm only guessing...one of the reasons I'm asking for advice).


Anyone?


What's in the Harrower class that prevents you from just being your ordinary, everyday overpowered god Wizard? All the Harrower does to a Wizard is replace his specialization school advancement with other class features.

When I played a Harrower, I played a Diviner Wizard (Foresight subschool): You always act in the surprise round, get a +2 to your initiative by the time you move on to Harrower, and 3+Int times a day can roll a D20 at the start of your turn and use that in place of any roll you make later in the turn. I used control and summoning spells (with the Augment Summons feat) like any other God Wizard, always had a few divinations prepared, and had a Rabbit familiar for the +4 init bonus and the whole "pull a rabbit out of my hat" performance.

Just as powerful as any other God Wizard, and really fit the Harrower flavor: I had a sixth sense (nothing ever surprised me) and mystically knew everything (through divinations) and distracted people from what I was actually doing with fast talk like I was a normal fortune teller/street performer (had perform comedy and sleight of hand trained.)

The Harrower class features are icing on the Wizard cake: They're fun additions, not enough to make or break a build but occasionally enough to change a close result from good to bad or vice versa.


I know this may be a couple months off but a new Pathfinder Player's Companion, The Harrow Handbook, is due out before the end of May and will be a good source to consider.

Harrow Handbook

(1) New archetypes, building types, equipment, feats, spells, and traits to help you incorporate the mystic secrets of the harrow into your characters and campaigns.

(2) A guide to the lost harrow cards that sometimes appear unexpectedly in harrow decks, or are discovered in ancient tombs and lost hoards.

(3) A new system for generating character backgrounds and motivations using the harrow deck, with associated traits.

(4) Instructions for performing a harrow reading, and information on alternate harrow spreads used in telling fortunes.

(5) Rules for games that use the harrow cards and are played everywhere from upper-class card parlors in Cheliax to underground gambling dens in Absalom.


P.S.

Also consider Harrow Deck

Divine your destiny with the Deluxe Harrow Deck, the legendary fortune-telling deck of the Pathfinder RPG world! With this 54-card, full-color set of fortune-telling cards, you’ll learn how to include the Harrow in any Pathfinder RPG game, and enhance play with rule cards detailing spells, fortune-telling methods, and other insights. With vivid art, patterned backing, and a size common to many real-world tarot decks, the Deluxe Harrow Deck straddles the lines between game supplement and storytelling set piece. Master the Harrow and make the future anything you desire!


Deadly Dealer

somehow make it work


Duncan7291 wrote:

I know this may be a couple months off but a new Pathfinder Player's Companion, The Harrow Handbook, is due out before the end of May and will be a good source to consider.

Harrow Handbook

Oh, that's an interesting looking book. I just started a dirge bard in a Carrion Crown game who's going to be heading into Harrower. This will be very useful for him I think.


Mind you i hear theres something off about it.. but have you looked at magus? the archetype that allows you to use with ranged of some kind.
with deadly dealer and that myrdamatch or something archetype, you could toss a card with ar anged touch spell on it

Grand Lodge

I will be starting in Carrion Crown in August as a player, and for the past 5 months I have been working on a Varisian Harrower. I prefer arcane as the PrC gives less to buffing and healing and more to save or suck and damage spells. I have tossed around Bard, which loses all of it's strong points and has a diminished spell casting for offensive casting. Thought about Witch, who loses ALL advancement on hexes which is the bread and butter of the class. Came down to Sorcerer and Wizard, Sorcerer will have to use valuable spell slots for divination spell and it's bloodline(s) come to a screeching halt. That left wizard, with strong beginning school powers (Foresight, Teleportation, Enchantment, and Admixture. Even Manipulator would be great for roleplaying), and huge versatility with spells. You could have a large amount of divination at your disposal (keeping the mystical flavor of the class) but only memorize them when necessary. I finally settled, Varisian Foresight Wizard 5 / Harrower 10.

Then Paizo releases this with a Witch archetype AND a Sorcerer bloodline. Sigh. Thanks Paizo, back to the drawing board in a few days.

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