Class / feats / traits that will most utilize Harrow Deck -PFS


Advice


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I want to build a character that will be PFS legal and have the highest number of uses for Harrow deck. (By this I mean actually pulling out the physical cards.). I'm thinking Suite a Seeker but open to others.

Thanks in advance.

Liberty's Edge

haha. Oh, yes. I share a similiar plight.
Well, get the Harrowed Feat, allowing you to pull cards to get bonuses
Make sure you play either a wizard, sorcerer, witch, or bard (bard being least favorable) and get the Harrowing spell, or find some other way to get that particular third level spell. Same with Greater Harrowing at 5th level.
Make sure to get the Harrow Born, or Harrow Chosen Traits, so you can start with a deck. Or, the cartomancer archetype, I suppose.

Liberty's Edge

Also, also, a summoner with Harrowed Summoning and the Story Summoner Archetype could definitely pull some cards. I just don't know if he can get the Harrowing and Greater Harrowing spells.


I hope the Advanced Class book has some other options. I want to be slinging some cards at the table :)

Shadow Lodge

Fate's Favored trait works with the Harrowing/Greater Harrowing spells.
You don't get much use out of it until 5th level, but then you can have some sweet bonuses just lying around.

Dark Archive

Card Caster Witch uses her Harrow deck for everything. Familiar, weapon, touch spells, the lot. They even return when she throws them around. She gets a deck free (still buy a spare).

You want highest number of uses, this girl doesn't really *function* without a pack of cards in her hands.

Having said that, I think it's one of the strongest Witch Archetypes, and bear in mind you are already a tier 1 Witch.

Shadow Lodge

Captain K. wrote:

Card Caster Witch uses her Harrow deck for everything. Familiar, weapon, touch spells, the lot. They even return when she throws them around. She gets a deck free (still buy a spare).

You want highest number of uses, this girl doesn't really *function* without a pack of cards in her hands.

Having said that, I think it's one of the strongest Witch Archetypes, and bear in mind you are already a tier 1 Witch.

Card Caster = Magus

Cartomancer = Witch

You're right that the character theoretically uses their deck for everything, but practically speaking, they don't draw cards out of an actual harrow deck much.

OP wants to maximize pulling out the physical cards so a Cartomancer is actually a poor choice.

Card Caster is also a poor choice for the OP's needs. They would almost never actually draw a physical card.

I think a Story Summoner 7 / Harrower X with the Harrowed feat and scrolls of Harrowing/Greater Harrowing spells could pull the most cards.
Maybe you hurry and make an Aasimar/Tiefling so that you can qualify for entry at 6th level instead of 8th?

Dark Archive

Tomos, they do draw their cards. It's no prop, it's integral.

The Cartomancer (sorry for using the wrong name) can use her Deadly Dealer feat to land touch attacks with her spells. That is the major part of the archetype.

She's a Witch, she doesn't care about causing damage with the cards (even though they get free Arcane Strike and Returning).

No, it's that she gets ranged touch attacks.

Here are some Witch spells she can use at range with her cards:

Chill Touch, Cure/Inflict Various Wounds spells (!), Delay Disease, Frostbite, Infernal Healing, Disfiguring Touch, Enemy's Heart, Touch of Idiocy...

I have only briefly looked at level 1 and 2 spells here.

The Cartomancer Witch indeed *pulls out the physical cards* and can cast Touch of Idiocy as a ranged touch attack. Which she obviously combines with Evil Eye and Misfortune and Cackle because she's a Witch.

She draw cards all the time. On the battlefield she is chucking them around like confetti.

Plus, Witch isn't the most feat-intensive class so she can get those Harrower feats.

Shadow Lodge

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No really, if you read the text of Cartomancer, there are no mentions of needing to actually draw a card out of a physical harrow deck at the table.

Like, this kind of Harrow Deck. Not the imaginary one that the PC carries around in a pouch on its belt.

Dark Archive

Ah, sorry. You mean the player at the table draws the card. Duh.

I misunderstood.

I'd still be a Cartomancer with the Harrower deck feats and use it as an excuse to play with cards at the table. The Harrower PrC is the best for it, but the only good entry I can think of is Wizard 5 as it is early and you don't lose much Wizard class abilities.


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I think the OP wanted to use the actual in real life prop you can bring to the table.
Not just her in game character always pulling cards out. I think they wanted both.

though i suppose every time he throws a card to use a spell, he could draw a card to buff it, and then draw the one he's thrown to add to the randomness.

Still all the aharrow stuff, and then one of the archetypes are reallygood

To add more, take either that witch archetype, or the harrow sorcerer 9or tatoo and the harrow feats) and go into the Harrower PRC. I love that class and you'll be drawing cards in game, and in real life quite often with that.
TONS of fun.

Edit:
Ninja'd while typing

also the sorcerer bloodline isn't too bad comboed with the harrower RPC imo
http://www.archivesofnethys.com/BloodlineDisplay.aspx?ItemName=Harrow

I wish the Harrower Prc or that bloodline had a lil thinga bout the PRC continuing the lboodline like Dragon disciple. It'd fit so well

Shadow Lodge

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@Captain K: Figured as much :D

I think Cartomancer is really cool. Just started one in PFS myself.
Harrower PrC definitely uses the most harrow cards for class abilities.

I think I read somewhere that you're supposed to not do elaborate/unnecessary stuff with harrow cards at the table to avoid making things take longer than necessary. Things like IC 'full harrow readings' with theatrics, crystal balls, and scary ghost sound effects is probably what they had in mind though.

You'd think they would have put more options into the Harrow Handbook to allow a player to physically draw cards. It would have sold more harrow decks I think.


I wish they sold like a dinky harrow phone app. That would sell pretty good and still be usuable with people playing online versions.
Instead of rolling dice to simulate. (though thats not hard)

Dark Archive

Zwordsman wrote:

I wish they sold like a dinky harrow phone app. That would sell pretty good and still be usuable with people playing online versions.

Instead of rolling dice to simulate. (though thats not hard)

That would be cool.

You can use a standard pack of playing cards instead of the dull dice though.

The Carnival is 3 of Diamonds, the Paladin is King of Hearts etc.


Thanks for the responses. Yes, I'm looking for the added flair of actually pulling physical cards but also classes that rely on the cards, in game heavily. Ill do some more digging and post a couple of builds here at a later time

Shadow Lodge

Can't use alternate methods of representing Harrow Decks in PFS, fyi.

I like the idea OP. It's cool.
I wish there was some kind of mechanic that would allow you to draw each round and suffer/benefit from the cards.


Tomos wrote:

Can't use alternate methods of representing Harrow Decks in PFS, fyi.

I like the idea OP. It's cool.
I wish there was some kind of mechanic that would allow you to draw each round and suffer/benefit from the cards.

could have sworn I actually read that somewhere

Shadow Lodge

I recently got a sylph boon which I'm thinking of making into the card caster magus. At third level and up drawing cards matching your alignment increases the threat range, so you have to draw a real card per attack you make. Pick up rapid shot, haste, pretty soon you'll be throwing 4-5 cards a turn in combat.

Scarab Sages

It's too bad Irez is still not legal for play with the Harrow update. You could use here obedience with a Harrow desk.


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Since I ended up with a Harrow deck, I also wanted to use it as much as possible. However, I chose the Cartomancer for play. I had absolutely no spells or abilities at level 1 that required me to have a deck on hand. I couldn't even throw cards yet!

However, I brought the deck to the game, and while I had no mechanical reason for pulling cards, I started pulling cards anyway. Then using those cards and their meaning from the booklet to 'read' the furture to my party.

After the mission briefing, pulling cards and telling the party how our mission would go.
Climbing a mountain and pulling a card, then warning the party of an avalanche (our trail was later blocked by an avalanche).
Finding a cave and pulling a card, then saying we should keep going and not enter. Party diagreed and entered. (turns out there were monsters inside).
Pulling a card and declairing a trap up ahead (there was an ambushing monster ahead).

By the time we were near the end of the adventure, most of the party took my card reading into consideration before making descisions, and at least one party member trusted them completely, insisting on doing what the cards said because they were never wrong.

So the deck became a major part of the scenario, and kept my character actively involved with the party at all times. So much so it wasn't until two days later that my husband, who was a part of the party, realized that my witch hadn't actually mechnaically contributed to the schenario at all (in a six person party with a gunslinger,a barbarian, and a low initiative modifier, everything was dead before my turn).

Even though some classes may not have a mechanical RAW reason for having the physical Harrow Deck at the table, that doesn't mean you can't use them for delicious Roleplaying flavor! The cards can be used as a prop that enhances the experience of yourself and anyone at the table with you. This possibly isn't as desireable to the OP as using them for the rules reasons you'd be required to have them at the table would be, however it is an option.

That being said, as soon as I get 3rd level spells Harrow will be the first one taken.

Silver Crusade RPG Superstar 2014 Top 16

'Sani wrote:

Since I ended up with a Harrow deck, I also wanted to use it as much as possible. However, I chose the Cartomancer for play. I had absolutely no spells or abilities at level 1 that required me to have a deck on hand. I couldn't even throw cards yet!

However, I brought the deck to the game, and while I had no mechanical reason for pulling cards, I started pulling cards anyway. Then using those cards and their meaning from the booklet to 'read' the furture to my party.

After the mission briefing, pulling cards and telling the party how our mission would go.
Climbing a mountain and pulling a card, then warning the party of an avalanche (our trail was later blocked by an avalanche).
Finding a cave and pulling a card, then saying we should keep going and not enter. Party diagreed and entered. (turns out there were monsters inside).
Pulling a card and declairing a trap up ahead (there was an ambushing monster ahead).

By the time we were near the end of the adventure, most of the party took my card reading into consideration before making descisions, and at least one party member trusted them completely, insisting on doing what the cards said because they were never wrong.

So the deck became a major part of the scenario, and kept my character actively involved with the party at all times. So much so it wasn't until two days later that my husband, who was a part of the party, realized that my witch hadn't actually mechnaically contributed to the schenario at all (in a six person party with a gunslinger,a barbarian, and a low initiative modifier, everything was dead before my turn).

Even though some classes may not have a mechanical RAW reason for having the physical Harrow Deck at the table, that doesn't mean you can't use them for delicious Roleplaying flavor! The cards can be used as a prop that enhances the experience of yourself and anyone at the table with you. This possibly isn't as desireable to the OP as using them for the rules reasons you'd be required to have them at the table...

I'm doing a similar thing in a non-PFS PbP game right now. I roll 1d54 and have a table that I use to determine which card has been pulled, and give advice often during adventuring based on what the card says. I think the other players really enjoy it.

Shadow Lodge

Am I missing something? I was looking at the additional resources list and as far as I could tell, the harrowed feat and the harrowing spells are still not legal for pfs.

Silver Crusade RPG Superstar 2014 Top 16

The additional resources list needs a little bit of an update, they forgot to take those off the restricted list when they made the Harrow Handbook legal. I'm sure someone can find you a link to Mike Brock saying they're legal, I don't have the time at the moment to search through his posts....


Hunh, you're right, which is odd, because the Greater Harrowing spell IS legal. It makes no sense that the harrowing spell still is.

Shadow Lodge

cartmanbeck wrote:
The additional resources list needs a little bit of an update, they forgot to take those off the restricted list when they made the Harrow Handbook legal. I'm sure someone can find you a link to Mike Brock saying they're legal, I don't have the time at the moment to search through his posts....

Yeah, cool you are correct. Both the feat and spell are legal, it's just not updated yet.

additional resources thread

Shadow Lodge

'Sani wrote:

Since I ended up with a Harrow deck, I also wanted to use it as much as possible. However, I chose the Cartomancer for play. I had absolutely no spells or abilities at level 1 that required me to have a deck on hand. I couldn't even throw cards yet!

However, I brought the deck to the game, and while I had no mechanical reason for pulling cards, I started pulling cards anyway. Then using those cards and their meaning from the booklet to 'read' the furture to my party.

After the mission briefing, pulling cards and telling the party how our mission would go.
Climbing a mountain and pulling a card, then warning the party of an avalanche (our trail was later blocked by an avalanche).
Finding a cave and pulling a card, then saying we should keep going and not enter. Party diagreed and entered. (turns out there were monsters inside).
Pulling a card and declairing a trap up ahead (there was an ambushing monster ahead).

By the time we were near the end of the adventure, most of the party took my card reading into consideration before making descisions, and at least one party member trusted them completely, insisting on doing what the cards said because they were never wrong.

So the deck became a major part of the scenario, and kept my character actively involved with the party at all times. So much so it wasn't until two days later that my husband, who was a part of the party, realized that my witch hadn't actually mechnaically contributed to the schenario at all (in a six person party with a gunslinger,a barbarian, and a low initiative modifier, everything was dead before my turn).

Even though some classes may not have a mechanical RAW reason for having the physical Harrow Deck at the table, that doesn't mean you can't use them for delicious Roleplaying flavor! The cards can be used as a prop that enhances the experience of yourself and anyone at the table with you. This possibly isn't as desireable to the OP as using them for the rules reasons you'd be required to have them at the table...

This is awesome!

Totally stealing this for my Cartomancer.

Silver Crusade

would a cartomancer need point-blank and precise shot to be effective though?

Shadow Lodge

You're targeting Touch AC.
If you have around 14 Dex, you'll probably do just fine.

There are plenty of items that can help out with that too.

Grand Lodge

There was a summoner at my table last night who was pulling a card nearly every turn of combat (though I think his limit was only 8 per day..combat just didn't last that long) to give a random boost to his eidolon.

The Exchange

Have been playing my Tiefling Card Caster Magus, and he's been successful with staying involved with combat. Had to have two Harrow decks, one for readings and the other as ammo/weapons

Silver Crusade

'Sani wrote:

Since I ended up with a Harrow deck, I also wanted to use it as much as possible. However, I chose the Cartomancer for play. I had absolutely no spells or abilities at level 1 that required me to have a deck on hand. I couldn't even throw cards yet!

However, I brought the deck to the game, and while I had no mechanical reason for pulling cards, I started pulling cards anyway. Then using those cards and their meaning from the booklet to 'read' the furture to my party.

After the mission briefing, pulling cards and telling the party how our mission would go.
Climbing a mountain and pulling a card, then warning the party of an avalanche (our trail was later blocked by an avalanche).
Finding a cave and pulling a card, then saying we should keep going and not enter. Party diagreed and entered. (turns out there were monsters inside).
Pulling a card and declairing a trap up ahead (there was an ambushing monster ahead).

By the time we were near the end of the adventure, most of the party took my card reading into consideration before making descisions, and at least one party member trusted them completely, insisting on doing what the cards said because they were never wrong.

So the deck became a major part of the scenario, and kept my character actively involved with the party at all times. So much so it wasn't until two days later that my husband, who was a part of the party, realized that my witch hadn't actually mechnaically contributed to the schenario at all (in a six person party with a gunslinger,a barbarian, and a low initiative modifier, everything was dead before my turn).

Even though some classes may not have a mechanical RAW reason for having the physical Harrow Deck at the table, that doesn't mean you can't use them for delicious Roleplaying flavor! The cards can be used as a prop that enhances the experience of yourself and anyone at the table with you. This possibly isn't as desireable to the OP as using them for the rules reasons you'd be required to have them at the table...

Were you, by chance, playing

scenario name:
Quest for Perfection Part I

Bigdaddyjug wrote:
Were you, by chance, playing ...

Yes, we were.

Liberty's Edge

Has anyone looked deeply into the Inquisitor archetype? The Harrower PrC doesn't fit TOO well, but I still think it could be good.


It would certainly have synergy, but I think it would be a waste... the Suit Seeker's level 20 ability is amazing, capable of 1 shotting a Tarasque. You don't wanna give that away.

Liberty's Edge

Secret Wizard wrote:
It would certainly have synergy, but I think it would be a waste... the Suit Seeker's level 20 ability is amazing, capable of 1 shotting a Tarasque. You don't wanna give that away.

DANG Suit Seeker!

I just rebuilt my Tiefling Sorcerer into a Harrow Bloodline. He's pretty cool, but I'm trying to make make sense...

Scarab Sages

In my experience, a 20th level capstone might as well not exist. This may change in your games, but Adventure Paths end at 16, Normal PFS play ends at 11, and the last time I was 20 in a home game was in a different edition of a different game.

Liberty's Edge

Imbicatus wrote:

In my experience, a 20th level capstone might as well not exist. This may change in your games, but Adventure Paths end at 16, Normal PFS play ends at 11, and the last time I was 20 in a home game was in a different edition of a different game.

That's true. I don't know why people do that though. People get so good around lvl 15, and amazing around lvl 20.

Scarab Sages

Brom the Obnoxiously Awesome wrote:
Imbicatus wrote:

In my experience, a 20th level capstone might as well not exist. This may change in your games, but Adventure Paths end at 16, Normal PFS play ends at 11, and the last time I was 20 in a home game was in a different edition of a different game.

That's true. I don't know why people do that though. People get so good around lvl 15, and amazing around lvl 20.

Mostly because high-level play is broken.

Liberty's Edge

Imbicatus wrote:
Brom the Obnoxiously Awesome wrote:
Imbicatus wrote:

In my experience, a 20th level capstone might as well not exist. This may change in your games, but Adventure Paths end at 16, Normal PFS play ends at 11, and the last time I was 20 in a home game was in a different edition of a different game.

That's true. I don't know why people do that though. People get so good around lvl 15, and amazing around lvl 20.
Mostly because high-level play is broken.

Too true. Though I think that a homebrew game where everyone starts at level 20 could be pretty awesome. Fighting major devils and demons and maybe even lesser gods. And not to mention, with Bestiary 4- CTHULHU!!!

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