
Xemnas |
I am looking for some help as to how they are played. I have read through all the Inner Sea world Guide, Harrower's Handbook, and occult mysteries but still feel lost as to how one is supposed to be played. Are they Casters who channel through their cards, are they fortune tellers that use magic to augment their reading? I'm just lost and the GM hasn't played one nor have they had one played in their campaigns.

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Your question assumes there is a right way to play. Simply put, which is more fun for you. Do you want to be someone who channels fortune telling into the real world or someone like gambit who focuses their power into cards? Or do you want to be something else entirely? Not every fortune teller has to draw their powers from the same source, so have fun with it. That's why we have roleplay, so you can be who and what you want in these games.

Xemnas |
So basically they can be anything it would really be determined on how you invision them using their arcane power with the harrow deck. Would using the Deck as a bound item allow you to channel your spells through it or imbue certain cards with certain spells? Say for instance you let the deck decide your fate and you draw a card, then based on the card you drew a certain spell went off from the card. is something like that possible with a harrower/Harrow spell caster? thats the main thing im lost on is what ways can the harrow deck interact with the users arcane powers

Sangalor |

I am playing a Lvl 6 Sorc / Lvl 10 Harrower in one campaign. It's really cool. Essentially you have
- a full caster progression class
- a spirit deck (supernatural attack, unblockable)
- a mechanic that lets you boost spells (more damage, higher CL, heal yourself etc.)
- gain some spell-like abilities like divination
- get special options with all kinds of cards, e.g. get more from a deck of illusions or a deck of many cards
- various bonuses/buffs through the harrowing that last the entire day (my party has profited a lot from having +1 to AC or saves etc.)
I play it like a a gambler, with some uncertainty as to what exactly happens...
Then there is the harrowers handbook, quite cool. Especially the monk version is rather powerful.
Hope this helps :-)