Harrow Deck got some PFS luv - now let's build


Advice


Pathfinder Card Game Subscriber

The powers that be have saw fit to bestow upon us a plethora of now PFS legal options for my favorite accessory, the Harrow Deck. Now that the flood gates are open and with deck in hand, what build(s) are you going to use? Swindler with luck boosting aspects, an inquisitor with a belt full of card arrays, etc.

Let the building commence!! (i.e. Post your build advice here)


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Cartomancer <3


Pathfinder Card Game Subscriber

What dex are you going to go with? Are you planning on any feats to help with ranged touch attacks?


So wait, what's legal now?


Pathfinder Card Game Subscriber

Almost all of the Harrower player companion, harrower prestige Class, stuff from Varisia book, etc... Check out additional resource page

Silver Crusade

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I'm playing a summoner in a home game. His deck is tied to the plane in the Harrowing. Every level I plan to draw a card to inspire his Eiodolon. First level we have The Rabbit Prince.

In PFS I'm converting my varisian tattooed sorcerer to the Harrowed bloodline. I REALLY wish one could change traits. May end up retraining a feat into extra traits to pick up Harrow Chosen but that is probably overkill.

May convert one of my characters into a Varisian pilgrim. Not sure if I can afford the prestige off hand


In a Kingmaker campaign I am playing in I decided to build a thrown weapon character who uses Deadly Dealer. He is currently second level, one level of Arcane Duelist Bard and one level of Fighter. Arcane duelist was for the free Arcane Strike, fighter for the feat and base attack. His feats are currently Arcane Strike, Point Blank Shot, Precise Shot, Quick Draw and he has been fighting with darts.
Now I'm thinking of making him a Cartomancer Magus juat so I can have Deadly Dealer already. I'm not sure if I should just completely rebuild him. or just cross class for one to three levels. I was going to go EK or just take a second level of fighter and go back to bard because I've been enjoying inspire courage. Not really sure what to do, but certaintly feels like Cartomancer will help.


I'm just not feeling the Suit Seeker archetype for Inquisitor. Lot's of flavor sure, but I don't see much point to using it besides some alignment shenanigans. Am I missing something about it?


Pathfinder Card Game Subscriber

Here is a Varisian Pilgrim build that I'm thinking about (amongst others).

Marie Laveau
Archon-Blooded Aasimar (Lawbringers) Cleric (Varisian Pilgrim) of Halcamora 1
NG Medium outsider (human, native)
Init +2; Senses darkvision 60 ft.; Perception +4
Aura enlarge
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +6
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee longspear +0 (1d8/×3)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks caravan bond, channel positive energy 5/day (DC 12, 1d6)
Spell-Like Abilities (CL 1st; concentration +3)
1—corruption resistance (vs evil hr/lvl on self) (DC 14)
Domain Spell-Like Abilities (CL 1st; concentration +5)
7/day—bit of luck
Cleric (Varisian Pilgrim) Spells Prepared (CL 1st; concentration +5):
1st—cure light wounds, divine favor, enlarge person [D] (DC 15)
0 (at will)— create water, detect magic, light
[D] Domain spell; Domains Growth, Luck, Plant
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 10, Wis 18, Cha 14
Base Atk +0; CMB +0; CMD 12
Feats Point-Blank Shot
Traits fate's favored, harrow chosen (varisian)
Skills Diplomacy +6 (+8 vs. people from chosen country), Intimidate +4 (+6 vs. people from chosen
country), Sense Motive +10, Spellcraft +4; Racial Modifiers +2 Intimidate, +2 Sense Motive
Languages Common
SQ aura, domains (growth, luck), scion of humanity, variant channeling (luck variant channeling)
Other Gear parade armor, crossbow bolts (25), light crossbow, longspear, cleric's kit, 68 gp
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (7/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Caravan Bond (5 companions) (Su) After a minute of group prayer, may use a domain-granted power
on up to 5 travelling companions within 30 feet.
Cleric (Varisian Pilgrim) Domain (Growth)
Cleric (Varisian Pilgrim) Domain (Luck) Granted Powers: You are infused with luck, and your mere
presence can spread good fortune.
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the
undead; negative has the reverse effect.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
p1
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Enlarge (7/day) (Su) Swift action: Enlarge person on yourself.
Fate's Favored Increase luck bonuses by 1.
Harrow Chosen (Varisian, 2/week) +2 caster level for divination when using heirloom deck as focus.
Luck Variant Channeling (±1 Sacred) Bonus to one roll/penalty on all rolls
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using
disguise


Grr, for a minute there I thought the monk Harrow Warden archetype would make a great dip in order to be able to flurry with a rapier. Then I actually read it all the way saw that while they do gain proficiency with rapiers they only get to add Starknives to the monk weapon property list.


Hmm...reading over the Solar Oracle Mystery and it seems kinda iffy. Honestly, it has a few shades of Nomad Psions. Astral Caravan has some uses ability to Shadow Walk from level 1 and take CL allies along. Makes a great early level evac option at least. I had high hopes for Luminous Form till I noticed the blind aura was creatures and not enemies only.

The thing that's really odd is that it adds Fly as a class skill and there's a revelation that increases Fly by +1/2 Oracle Level. Yet there's no "Wings of X" type flight revelation that some other mysteries get.


Pathfinder Card Game Subscriber

Hero lab has also been updated with the new rulings and books. In addition to the Solar Oracle (a build I'm staying away from right now as I have just started playing a lunar oracle), I'm liking Suit Seeker Inquisitor. Going to be interesting to see which archtypes/classes people play from these books.

The Exchange

I'm thinking about how to make a Harrow deck wielding Healer...


The new Harrow Archetypes really seem like they'll be blast to play. Just have to make sure you research the abilities, how they interact with the Harrow Deck and definitely have a quick reference sheet handy. Having to wait while you fumble around and drag out combat trying to figure out how to interpret drawn cards or dice rolls isn't much fun for the other players at the table. Though once you get use to the new mechanics, all the abilities that use the deck seem pretty simple.

Silver Crusade RPG Superstar 2014 Top 16

I'm playing a Card Caster Magus in a PbP and I absolutely LOVE IT! I'm using harrow cards in any way possible, and it's so much fun!


How are you handling the Harrow Strike|Spell Combat dichotomy?

Silver Crusade RPG Superstar 2014 Top 16

Rawrsong wrote:
How are you handling the Harrow Strike|Spell Combat dichotomy?

I just stick with one spell delivered with one card per turn. It's a Standard action to cast a spell and toss a card to deliver it, so I go with that. It's incredibly sad when I miss, since the spell is wasted, but when I do hit and deal a bunch of damage, it's awesome! Definitely not optimal, but awesome all the same!


I'm planning on being silly and making a Card Caster/Staff Magus for S&Gs.... I'm particularly torn on whether or not to give him a Cajun accent...

Hmm... Gonna have to go search for some spells or other shenanigans that let me add Fireball to a card thrown. Or something else that goes boom.

Dark Archive

Artemis Moonstar wrote:

I'm planning on being silly and making a Card Caster/Staff Magus for S&Gs.... I'm particularly torn on whether or not to give him a Cajun accent...

Hmm... Gonna have to go search for some spells or other shenanigans that let me add Fireball to a card thrown. Or something else that goes boom.

+1 awesome points for doing the same thing that I was doing. *Cough*Gambit*Cough*


JHiggs25 wrote:
Artemis Moonstar wrote:

I'm planning on being silly and making a Card Caster/Staff Magus for S&Gs.... I'm particularly torn on whether or not to give him a Cajun accent...

Hmm... Gonna have to go search for some spells or other shenanigans that let me add Fireball to a card thrown. Or something else that goes boom.

+1 awesome points for doing the same thing that I was doing. *Cough*Gambit*Cough*

Lol. My initial thought was for an old "card-caster" character of mine for free-form games. Unfortunately, Magi don't get summoning potential. While the Summoner can use Harrowed Summoning, and has the Story Summon archetype, they don't get to add awesome things to cards to attack (such as flaming, or exploding). If I wanted to play that guy, I'd have to gestalt it, since multi-class Magus or Summoner tend to be... Meh.

Next best thing? Gambit. At least he's half-way doable by the rules.

Shadow Lodge

Artemis Moonstar wrote:
JHiggs25 wrote:
Artemis Moonstar wrote:

I'm planning on being silly and making a Card Caster/Staff Magus for S&Gs.... I'm particularly torn on whether or not to give him a Cajun accent...

Hmm... Gonna have to go search for some spells or other shenanigans that let me add Fireball to a card thrown. Or something else that goes boom.

+1 awesome points for doing the same thing that I was doing. *Cough*Gambit*Cough*

Lol. My initial thought was for an old "card-caster" character of mine for free-form games. Unfortunately, Magi don't get summoning potential. While the Summoner can use Harrowed Summoning, and has the Story Summon archetype, they don't get to add awesome things to cards to attack (such as flaming, or exploding). If I wanted to play that guy, I'd have to gestalt it, since multi-class Magus or Summoner tend to be... Meh.

Next best thing? Gambit. At least he's half-way doable by the rules.

You can definitely add awesome things to Harrow Decks if you have the Deadly Dealer feat. It's expensive, but it can be done.

If you take one level of Cartomancer Witch, you get a Spell Deck that automatically gains the Returning property when used with Deadly Dealer. So, that might be worth it if you are planning on enchanting up a deck of cards. Could save you a lot of money.

Silver Crusade RPG Superstar 2014 Top 16

Tomos wrote:
Artemis Moonstar wrote:
JHiggs25 wrote:
Artemis Moonstar wrote:

I'm planning on being silly and making a Card Caster/Staff Magus for S&Gs.... I'm particularly torn on whether or not to give him a Cajun accent...

Hmm... Gonna have to go search for some spells or other shenanigans that let me add Fireball to a card thrown. Or something else that goes boom.

+1 awesome points for doing the same thing that I was doing. *Cough*Gambit*Cough*

Lol. My initial thought was for an old "card-caster" character of mine for free-form games. Unfortunately, Magi don't get summoning potential. While the Summoner can use Harrowed Summoning, and has the Story Summon archetype, they don't get to add awesome things to cards to attack (such as flaming, or exploding). If I wanted to play that guy, I'd have to gestalt it, since multi-class Magus or Summoner tend to be... Meh.

Next best thing? Gambit. At least he's half-way doable by the rules.

You can definitely add awesome things to Harrow Decks if you have the Deadly Dealer feat. It's expensive, but it can be done.

If you take one level of Cartomancer Witch, you get a Spell Deck that automatically gains the Returning property when used with Deadly Dealer. So, that might be worth it if you are planning on enchanting up a deck of cards. Could save you a lot of money.

Actually you need three levels to give your cards the returning property. If it was just one level, I would totally take it for MY Gambit character. :-D


Too bad multiclassing 6 magus rest witch isnt super efective.
6magus can getcha use other spell lists. Ive always wantes to do it, but its hard with the lowered costs..

Shadow Lodge

cartmanbeck wrote:


Actually you need three levels to give your cards the returning property. If it was just one level, I would totally take it for MY Gambit character. :-D

Dang. Didn't notice it because I'm working on a full Cartomancer.

Kind of rules out a Deck of Silvering Fate for you then.

Deadly Dealer and enchanting your cards is the way to go.


All this talk of gambit, where is the love for Setzer? I plan on going card caster magus and multicasting into warpriest when the acg comes out. A race with a SLA and arcane strike to pump damage. Maybe deadly aim too. Swashbuckling might be a good choice too, just use a SLA race and add level to damage with thrown cards around level 5 or 6? Add the feat for dex to damage and your golden. Rapid shot and TWF and you've built yourself a Bullseye.


If I could remember how Setzer worked, I'd have attempted to build him. Far cooler than Gambit, imo. Then again, I like luck based characters far too much... And there aren't that many luck-based abilities in PF from what I notice... 4e, yes, PF/3.X, no...


I'll likely be going the way of the Final Fantasy XI Corsair myself. Spellslinger Wizard 1/Cartomancer Witch X/Evangelist of Besmara 10. Samsaran for the race to poach a few of the better touch spells from the Wizard or Magus spell lists with Mystic Past Life.


Complete Scoundrel has Fortune's friend, gets good use out of the Luck feats (same book).

I think the Harrow Handbook actually also has a pretty luck based Rogue archetype.


I am in a Gestalt game, and I am thinking of introducing a character using harrowing. What would you guys gestalt a cartomancer witch with, aside from the Mindchemist Alchemist.

Shadow Lodge

Azelyan wrote:
I am in a Gestalt game, and I am thinking of introducing a character using harrowing. What would you guys gestalt a cartomancer witch with, aside from the Mindchemist Alchemist.

Gestalt is kind of strange to me, so I don't know if this is on-target or not...

But it looks like a Cartomancer Witch has powerful, crippling offense potential, but very weak defense. Maybe Barbarian or Fighter?

If you went with Ninja or Magus, you would have tons and tons of skills due to high Int. You could also weasel your way into doing sneak attack damage with Deadly Dealer, which might be cool.

Maybe Kensai Magus is the way to go with a Gestalt Cartomancer Witch.
They can get insane AC from Int and Dex, plus you can use your Arcane Pool to enhance Spell Deck attacks.
Huh... That sounds pretty cool actually.


One interesting thing about the Solar Mystery: They can start on the Dimensional Dervish path as early as 5th level, with the Sun Stride revelation. It's to bad the rest of the revelations don't support a melee build too much.


Might as well resurrect this thread.

So I'm building a Harrow Student (From Occult Origins) using the CotCT chronicles that I'm currently GMing. Varisian Human (of course) with a role as the party blaster/backup face/and then divination on the side. He's going 5 lvls of Harrow Student and then Harrower for the rest. Can anybody think of some cool feats and/or magic items he should have?

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