Guidance – House Rules Handbook: Harrowed CBS 2, the Cards

A few weeks ago I showed off my Harrowed Character Building System,  and it was pretty popular. I just finished using them for the first time on Saturday and I must say, it went splendidly. So now that I don’t need to worry about hiding the rules from my players, I’m ready to share the actual card text wit’s you. Ready? Great! Let’s get started!

HERO POINTS AND TENSION POINTS

The Harrowed Character Building System assumes that the PCs have access to hero points—a currency of fate and fortune that enables them to turn the tides of combat in their favor. This functions identically to how hero points function in Chapter 7 of Pathfinder Roleplaying Game: Advanced Player’s Guide, except each PC’s hero points replenish at the start of each new session of play, rather than at each new level and whenever a PC uses her hero points to avoid death, she gains a random penalty as a result of the near-fatal trauma she just experienced (see Table: Cheat Death Penalties).

In addition, the GM has a currency of her own called tension points. At the start of each new session of play, the GM gains a number of tension points each to the number of PCs present at that session. The GM can spend tension points in order to grant NPCs a bonus, following the same rules as a PC spending hero points to enhance her abilities. Unlike a PC, however, a GM can prevent any creature from dying (not just an NPC), and doing so costs the GM 1 tension point instead of 2. If the GM spends a tension point to prevent a PC from dying, that PC rolls three times on Table: Cheat Death Penalties and the GM chooses which results (up to three) the PC gains. A player can choose to veto the GM’s ability to prevent her PC’s death, if she chooses. In addition, certain gifts and stains grant players and the GM additional ways to spend hero points and tension points beyond those described here.

Harrow Cards are a divination aid accessory for use with the Pathfinder RPG available from Paizo.

Harrow Cards are a divination prop/accessory for use with the Pathfinder RPG available from Paizo.

The following list of harrow cards includes the various attunement powers, gifts, and stains that are associated with each harrow card.

The Suit of Hammers (Str)

Cards in the Suit of Hammers represent physical power, especially muscular power, as well as the character’s ability to fight in melee. They also broadly symbolize war, battle, and honor.

The Paladin (LG, Str)

The Paladin symbolizes standing strong in the face of adversity. The Paladin does not back down under any circumstances. This card usually indicates the need to stay the course or do what one knows is right, even if it takes a heavy toll. If the card is misaligned, such a course might be foolhardy.

  • Attunement: Choose one: Add 1d3 Strength-attuned classes or an archetypes of a Strength-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add the driven by guilt campaign trait (Pathfinder RPG: Strange Aeon’s Player’s Guide) to the list of campaign traits that you can choose from.
  • Gift: Gain a +1 trait bonus on saves against charm and compulsion effects. This bonus increases to +2 against effects created by evil creatures.
  • Stain: Anytime you fail an attack roll, concentration check, saving throw, or skill check, you lose 1 hero point. A successful Will save negates this effect (DC 15 + 1/2 your character level). If you have no hero points when you fail this save, the GM regains 1 tension point instead.

The Keep (NG, Str)

The Keep is a symbol of quiet strength, one that can move when necessary, yet stand firm through the greatest hardship. Those represented by The Keep are not shaken by any force. If The Keep appears misaligned, it can mean giving way to temptation or falling in the face of greater strength.

  • Attunement: Choose one: Add 1d3 Strength-attuned classes or an archetypes of a Strength-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add the stalwart defender prestige class to the list of classes available to you.
  • Gift: You gain a +1 trait bonus on saves against fear effects and a +2 trait bonus to the skill DC to demoralize you.
  • Stain: You take a –2 penalty on saves against charm and compulsion effects, cannot gain immunity to charm and compulsion effects, and reduce any bonuses that you gain specifically on saves against charm and compulsion effects by half (minimum 1).

The Big Sky (CG, Str)

The Big Sky shows an epic moment as the slaves of a nation are freed. The slaves’ freedom specifies momentous and powerful change, as old shackles are cast off in the light of day. If misaligned, those castoff shackles might be replaced with worse ones.

  • Attunement: Choose one: Add 1d3 Strength-attuned classes or an archetypes of a Strength-attuned class to the list of classes and archetypes available to you available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add 1d6 alternate class options, archetypes, feats, and spells for the bard or skald class (choose one class) to the list of alternate class options, archetypes, feats, and spells available to you—alternatively, you may add the skald class to the list of classes and archetypes available to you in lieu of choosing an alternate class option, archetype, feat, or spell.
  • Gift: You gain a +1 trait bonus on Escape Artist checks, and Escape Artist is always a class skill for you. Additionally, you gain a +1 trait bonus to your CMD against grapple attempts.
  • Stain: All opponents gain a +2 bonus to their CMD against combat maneuver check and Escape Artist checks against grapple attempts, and the save DCs of all movement-impairing effects (any effect can be suppressed by freedom of movement) increases by 2. This increase doesn’t apply to creatures that aren’t your allies.

The Forge (LN, Str)

The Forge evokes strength through great diversity. The blacksmith represents those who can survive the mephits’ trial by fire, but The Forge’s fire is so strong it burns many to cinders instead. This card often represents a dangerous event that needs many sources of strength to overcome.

  • Attunement: Choose one: Add 1d3 Strength-attuned classes or an archetypes of a Strength-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; gain one Craft skill as a bonus background skill.
  • Gift: You gain a +1 trait bonus on all skill checks made to craft an item, including magic items.
  • Stain: You attract danger. The GM can spend 1 tension point to roll twice when rolling a random encounter and combine both encounters together. The combined CR of this encounter cannot exceed your party’s APL +4 (or your party’s APL + 5 if your party is 7th level or higher).

The Bear (N, Str)

The Bear is pure strength. People often make the mistake of thinking The Bear can be tamed or trained. When someone believes he has The Bear under control, that person eventually learns the error of his ways. Brute force might be required here, but the consequences of its use might be severe.

  • Attunement: Choose one: Add 1d3 Strength-attuned classes or an archetypes of a Strength-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add skinwalker (werebear only) to the list of races available to you.
  • Gift: You gain a +1 trait bonus on Strength checks made to break down doors or objects, and on Strength-based skill checks.
  • Stain: You were bit by a lycanthrope in your youth, and you struggle against this affliction. You gain the lycanthrope (bear) corruption. Creatures that are immune to disease or lycanthropy cannot choose this stain.

The Uprising (CN, Str)

The Uprising represents being caught in the clutches of something much more powerful than you. It is an overwhelming strength that often crushes what comes in contact with it. The crown held high signifies an overthrowing of a leader of some sort. In the spread, it indicates a force much stronger than the person receiving the reading.

  • Attunement: Choose one: Add 1d3 Strength-attuned classes or an archetypes of a Strength-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; you gain Hero’s FortuneAPG as a bonus feat, increasing the total number of hero points you receive each session by 1.
  • Gift: You gain a +1 trait bonus on damage rolls against creatures whose Hit Dice is greater than your Hit Dice.
  • Stain: Members of the Cult of Hastur (including members by proximity) gain a +1 bonus on all attack rolls made against you, and the save DCs of any spell or effects created by such a creature is increased by 1 against you.

The Fiend (LE, Str)

The devil that devours the masses of the innocent, and can represent the deaths of many in a disaster.

  • Attunement: Choose one: Add 1d3 Strength-attuned classes or an archetypes of a Strength-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add tiefling to the list of races available to you.
  • Gift: You gain a +2 bonus to your Constitution score for the purpose of determining the total number of negative hit points that you can accrue before dying, and you gain a +2 bonus on Constitution checks made to stabilize.
  • Stain: You gain a curse that calls an otherworldly horror to you, similar to the curse of the boogeyman. The creature chosen is up to the GM, and has major storyline implications for you and your party.

The Beating (NE, Str)

The Beating signifies coming under attack from all sides, but it can also indicate the dissolution of the self—mentally. Whether the strength is of the flesh or the mind, it dissolves under the relentless attack. Misaligned, this card suggests that during the assault, undiscovered strength is found.

  • Attunement: Choose one: Add 1d3 Strength-attuned classes or an archetypes of a Strength-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; gain Great Fortitude, Iron Will, or Lightning Reflexes as a bonus feat.
  • Gift: Whenever you have half as many hit points as your maximum hit point total or fewer, you gain a +1 trait bonus on damage rolls and to the caster level of spells you cast, but only for the purposes of determining duration and making caster level checks to overcome spell resistance.
  • Stain: You begin play with 1d6 points of sanity damage and one minor madness. Whenever you or an ally take sanity damage, the amount of sanity damage you take increases by +1.

The Cyclone (CE, Str)

The Cyclone is a force that tears through whatever it meets. This disaster does not come in the course of natural order but is one that comes from the plots of intelligent beings. The Cyclone signifies war, arson, or other plans that destroy everything they touch. Misaligned, this card can indicate renewal after a blustery trial.

  • Attunement: Choose one: Add 1d3 Strength-attuned classes or an archetypes of a Strength-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add 1d6 combat feats from any Pathfinder RPG product to the list of feats available to you.
  • Gift: Whenever an ally uses the Heal skill to treat your deadly wounds, add the higher between your Strength modifier and your Constitution modifier to the total amount of hit points that you restore.
  • Stain: You have a nemesis that seeks to do you and your allies harm. The GM adds an NPC to the story with a vendetta against you and your allies, whose presence is felt in every adventure. You can use this nemesis to qualify for the Nemesis story feat (see the story feats section in Chapter 1 of Pathfinder RPG: Ultimate Campaign).

The Suit of Keys (Dex)

Cards in the Suit of Keys represent agility, reflexes, balance, and skill with ranged weapons. They also broadly symbolize trouble, children and entertainment.

The Dance (LG, Dex)

The Dance is a rich and delicate framework that, like the universe itself, requires everyone within it to abide by its rules, lest the entire construct collapse. It advises staying in perfect step, knowing your place in the greater good. Those who step out of the pattern do so at their peril. Misaligned, that pattern might be hypnotic, but not to the good of all.

  • Attunement: Choose one: Add 1d3 Dexterity-attuned classes or an archetypes of a Dexterity-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; gain Perform (dance) as a bonus background skill and add 1d4 bard, mesmerist, or skald alternate class options or archetypes to the list of alternate class options and archetypes available to you— alternatively, you may add the mesmerist or skald class to the list of classes and archetypes available to you in lieu of choosing an alternate class option, or archetype.
  • Gift: You gain a +1 trait bonus on saving throws against charm and compulsion effects, and Perform (dance) is a class skill for you. If you already had Perform (dance) as a class skill at 1st level, you gain a +1 trait bonus on Perform (dance) checks instead.
  • Stain: You are weak-willed and easily mesmerized. You take a ­–2 penalty on saves against enchantment and illusion effects.

The Cricket (NG, Dex)

The Cricket is a grig, a creature whose mind is as quick as its body. It represents speed and quick passage. Although The Cricket is commonly associated with travel, the peach it sits by represents treasure at the end. If misaligned, the journey will go poorly, and the treasure will be one that is lost rather than found.

  • Attunement: Choose one: Add 1d3 Dexterity-attuned classes or an archetypes of a Dexterity-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; gain Believer’s Boon (Travel domain only), Eldritch Heritage (fey bloodline only), or Fleet as a bonus feat, ignoring the feat’s prerequisites.
  • Gift: You gain a +1 trait bonus on Diplomacy checks and Diplomacy is a class skill for you. Additionally, you gain the following favored class option, regardless of class: Gain 1/5 of a new Fleet feat as a bonus feat.
  • Stain: The GM can spend 1 tension point to cause you and your allies to become fatigued. A successful Fortitude save (DC 10 + 1/2 your character level) negates this effect. Any creature that fails its save also reduces its movement speed by 5 feet until the fatigued condition is removed.

The Juggler (CG, Dex)

Destiny, deities, and those who play with the fates of others.

  • Attunement: Choose one: Add 1d3 Dexterity-attuned classes or an archetypes of a Dexterity-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; gain the fate’s favored faith trait (Pathfinder RPG: Ultimate Campaign) as a bonus treat, even if you already have a faith trait.
  • Gift: Three times per day, you can call upon the fate, the gods, or some other higher power for a bit of good fortune. You gain a +1 luck bonus on any one d20 roll or check that you make. Using this ability is part of the action used to make the roll or check. You must declare that you are using this ability before the result of the roll or check is revealed.
  • Stain: The GM can spend 1 tension point to force any player to reroll any d20 roll or check that she makes and use the worse result. A d20 that has been rerolled by this ability loses any luck bonuses it would normally receive and it be rerolled again for any reason.

The Locksmith (LN, Dex)

The Locksmith presents the subject with the keys she needs to unlock her destiny. He grants the tools to access a new location, clue, or treasure. He does not grant insight into how or where to use the tools granted. This card often represents a strange, ancient, or magical object.

  • Attunement: Choose one: Add 1d3 Dexterity-attuned classes or an archetypes of a Dexterity-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; gain Disable Device as a bonus background skill.
  • Gift: You gain a +1 trait bonus on Disable Device check to open locks, a +1 trait bonus on Diplomacy checks to gather information, and a +1 Knowledge checks to answer questions. This bonus does not apply on Knowledge checks made to identify the weaknesses and abilities of creatures.
  • Stain: The destinies you uncover are not always benign. You take a ­­–2 penalty on saves against curses, and there is a increased chance that any magic item that your party recovers will be a cursed item. This chance is equal to 1% times your party’s APL.

The Peacock (N, Dex)

The Peacock is a creature of astonishing beauty, but it is a beauty that can only be retained if frozen like a cockatrice’s statues. Smarter people accept the passage of time and dance out of The Peacock’s way. Its appearance always signifies a sudden personal shift in attitude or societal change.

  • Attunement: Choose one: Add 1d3 Charisma- or Dexterity-attuned classes or an archetypes of a Dexterity- or Charisma-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you. The Peacock counts as a Charisma-based and as a Dexterity-based card for the purpose of adding new races to the list of races available to you.
  • Gift: You gain a +1 trait bonus on all Diplomacy checks and Bluff checks made outside of combat. These bonuses increase to +2 against a creature that finds you to be sexually attractive.
  • Stain: Whenever you or an ally that you successfully aided with aid another fails a Diplomacy check, the creature’s attitude towards you decreases by one step, or by two steps if you fail the check by 5 or more.

The Rabbit Prince (CN, Dex)

The Rabbit Prince is a quirky fellow who represents the vagaries of hand-to-hand combat. The Prince is battle personified and nothing if not capricious. As his broken sword symbolizes, any combatant can fall in battle, no matter how brave or skilled. This card sometimes stands for younger members of royalty or other powerful households.

  • Attunement: Choose one: Add 1d3 Dexterity-attuned classes or an archetypes of a Dexterity-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add the Youth age category to the list of age categories that your character can begin play as.
  • Gift: You are a member of a minor noble Ustalavic household (a minor house is a family created by the GM or the PC). This trait grants you regional affinity with Ustalac and allows you to begin play with six times the normal amount of starting gold (900 gp), a set of courtier’s clothes, and a signet ring. This gift grants you additional storyline benefits, as determined by the GM. If you take the Noble Scion feat at 1st level, you may instead choose one of the major noble houses of Ustalav (a major house is one of the important households named in the Pathfinder Campaign Setting).
  • Stain: Every weapon you wield gains the broken condition whenever you roll a natural 1 on an attack roll made with the weapon, and every spell you cast has a 5% spell failure chance, as if from arcane spell failure. You take a –4 penalty on attack rolls made with an indestructible weapon (such as a bladebound magus’s black blade) for 1 minute after rolling a natural 1 on an attack roll with the weapon, but it otherwise does not gain the broken condition.

The Avalanche (LE, Dex)

The Avalanche is disaster. It is an unthinking, unreasoning thing that overruns all who get in its way. It can represent physical disaster or the disaster that comes from a panicked crowd or other unthinking group or entity. If misaligned, the calamity is likely to be averted, though not without consequence.

  • Attunement: Choose one: Add 1d3 Dexterity-attuned classes or an archetypes of a Dexterity-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; gain Toughness as a bonus feat.
  • Gift: Whenever you fail a saving throw, you can choose to roll 1d6 and add the result to your saving throw as a trait bonus. This can change the result of the roll from a failure to a successful. Using this ability is an immediate action. One round after using this ability, you take n amount of ability damage to a random ability score equal to the d6 result.
  • Stain: Whenever you or an ally rolls a natural 1, all your allies (yourself included) lose any luck bonuses they possess for 1d6 rounds, and take a –2 penalty on all d20 rolls and checks. This penalty stacks, up to a maximum of ­–6

The Crows (NE, Dex)

The Crows are a dangerous bunch who indicate violent taking of that which is loved. When The Crows appear, murder, theft, or other shocking loss occurs. If the card is misaligned, such acts can be averted or the thievery is a just one.

  • Attunement: Choose one: Add 1d3 Dexterity-attuned classes or an archetypes of a Dexterity-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add tengu to the list of races available to you.
  • Gift: You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is a class skill for you. If you gain the Improved Steal feat, you also gain a +1 trait bonus on steal attempts.
  • Stain: All thieves that your party encounters gain a +4 bonus on skill checks during any encounter in which they attempt to con, trick, or steal from you. If you are using the kingdom building rules, you must roll twice on Stability checks made to prevent an NPC from being assassinated and use the lower result.

The Demon’s Lantern (CE, Dex)

The Demon’s Lantern is the card of traps and tricks, sleight of hand and sleight of mind. These will-o’-wisps and the man who sought their light represent an impossible or intractable situation. Misaligned, The Demon’s Lantern represents an opportunity or a guide arriving at a perfect moment to show the way.

  • Attunement: Choose one: Add 1d3 Dexterity-attuned classes or an archetypes of a Dexterity-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add 1d4 trickery-attuned classes, archetypes of a trickery-attuned class, or alternate class options of a trickery-attuned class to the list of classes, archetypes, and alternate class options available to you—a trickery attuned class is any class that has Bluff, Craft (traps), Disguise, Sleight of Hand, or Stealth as a class skill.
  • Gift: You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you. This trait bonus increases to +2 whenever you attempt to garner assistance from an NPC that trusts you.
  • Stain: The GM can spend 1 tension point whenever you or an ally makes a saving throw against a trap or a mind-affecting effect to increase the save DC by 4.

The Suit of Shields (Con)

Cards in the Suit of Shields represent health, stamina, and an ability to survive injuries or diseases. They also broadly symbolize health, the home, and pain.

The Trumpet (LG, Con)

The Trumpet is a declaration of power. This archon is an aggressive force who wades into the direst situations without hesitation in the cause of right. Misaligned, it suggests the motives aren’t noble, bringing injury and crumbling strength. It is a card that grants all or nothing at all.

  • Attunement: Choose one: Add 1d3 Constitution-attuned classes or an archetypes of a Constitution-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; gain Diehard as a bonus feat, ignoring its prerequisites.
  • Gift: You gain a +1 trait bonus to your Armor Class and on saving throws whenever three or more opponents are threatening you simultaneously.
  • Stain: The GM can spend 1 tension point whenever you or an ally is dealt hit point damage in order to deal additional nonlethal damage to the character equal to half the damage dealt. A successful Fortitude save reduces this additional damage by half (DC 10 + 1/2 your character level). The save DC against this effect increases by +5 if the damage is the result of a critical hit or an effect that you rolled a natural 1 to save against.

The Survivor (NG, Con)

The Survivor represents a person who has been through an ordeal of some kind. Surrounded by his fallen comrades, the man represents someone or something thought lost forever, but found once more. It can also represent rebirth. Misaligned, The Survivor can evoke terrible news or a profound loss.

  • Attunement: Choose one: Add 1d3 Constitution-attuned classes or an archetypes of a Constitution-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add 1d4 occultist alternate class options or archetypes to the list of alternate class options and archetypes available to you— alternatively, you may add the occultist class to the list of classes and archetypes available to you in lieu of choosing an alternate class option, or archetype.
  • Gift: Whenever you or an ally die, the GM can spend 1 tension point to return you to life 5d10 hours later, as if from true resurrection. When this occurs, the GM inflicts one of the following side effects on you: become affected by a geas/quest spell cast by a deity or similarly powerful entity (GM’s choice); become a different race (as reincarnate); become replaced with a doppleganger, possessed by a shadow demon, or a similar effect; gain one random madness; randomly become older or younger by 1d2 age categories; take 1d6 points of ability drain, divided among your Intelligence, Wisdom, or Charisma (GM’s choice); or any other, similar effect of the GM’s choice. A player may be ineligible for this gift, at the GM’s decision.
  • Stain: Anytime you or your allies gain a negative level for any reason (including returning from the dead), there is a chance that the character will gain 1 additional negative level. This chance is equal to 1% times the party’s APL.

The Desert (CG, Con)

The Desert is an environment so bleak that none can survive it without aid. For those who find that aid, the journey across the wastes can lead to great things. Misaligned, it implies the subject cannot rely on the help of others and will assuredly be lost. The sphinx on this card can refer to a mystic or doctor bringing salvation in times of plague or illness.

  • Attunement: Choose one: Add 1d3 Constitution-attuned classes or an archetypes of a Constitution-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add 1d4 oracle, shaman, or witch alternate class options or archetypes to the list of alternate class options and archetypes available to you— alternatively, you may add the oracle, shaman, or witch class to the list of classes and archetypes available to you in lieu of choosing an alternate class option or archetype.
  • Gift: Each session, you have a chance to find additional treasure worth as much as an encounter with a CR equal to your party’s APL – 1. This chance is equal to 1% times the party’s APL.
  • Stain: The GM can spend 1 tension point whenever you fail a Survival check to navigate to a landmark, settlement, or environment in order to cause a random encounter to begin. The CR of this encounter increases by +1d3.

The Brass Dwarf (LN, Con)

The Brass Dwarf shows an azer who represents invulnerability to a current danger. Although others might fall, he remains hale and strong. The Brass Dwarf can also mean a failure or dark fate for one, which in turn might save all others around him from a greater danger.

  • Attunement: Choose one: Add 1d3 Constitution-attuned classes or an archetypes of a Constitution-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add ifrit to the list of races available to you.
  • Gift: Once per day, you can grant yourself DR 1/– until the start of your next round as an immediate action. This stacks with any other sources of damage reduction that you possess.
  • Stain: Whenever you are below 0 hit points but stable, the GM can spend 1 tension point to cause you to begin dying. This stain can only be activated during your turn, and is always accompanied by a dramatic sign of death’s advances (such as convulsions or hacking blood). The GM cannot use this stain if using this ability would cause you to die.

The Teamster (N, Con)

The Teamster is a driving external force that keeps the subject going, no matter what. This force can be physical or mental, as a person who exhorts others to continue on when they have no more strength to give. The force can be for good or ill but cannot be ignored. The half-orc depicted is leading a life of constant toil, but for his own betterment.

  • Attunement: Choose one: Add 1d3 Constitution-attuned classes or an archetypes of a Constitution-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add 1d4 cavalier, druid, or hunter alternate class options or archetypes to the list of alternate class options and archetypes available to you— alternatively, you may add the cavalier, druid, or hunter class to the list of classes and archetypes available to you in lieu of choosing an alternate class option, or archetype.
  • Gift: You gain a +1 trait bonus on Handle Animal checks, and Handle Animal is a class skill for you. If you have or later gain an animal companion, eidolon, or familiar, your first animal companion, eidolon, or familiar gains +1 hit point.
  • Stain: Add 1 to the number of tension points that the GM gains during each session.

The Mountain Man (CN, Con)

The Mountain Man signifies an encounter with a physical power outside of one’s control. The giant could personify an authority, an army, an earthquake, or even a desperately needed rainstorm in a parched land. Acceding to the force might be wise, but surviving it is paramount.

  • Attunement: Choose one: Add 1d3 Constitution-attuned classes or an archetypes of a Constitution-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; gain Survival as a bonus background skill.
  • Gift: You gain a +1 trait bonus on Survival checks, as well as on all skill checks made to circumvent environmental obstacles and effects (such as on Acrobatics checks to leap across a pit, or on Perception checks to see something through fog or a rainstorm).
  • Stain: Once per adventure, the GM can spend 1 tension point to increase the CR of one encounter to equal your party’s APL + 4. If your party is 7th level or higher, this instead increases the encounter’s CR to your party’s APL + 5.

The Tangled Briar (LE, Con)

The Tangled Briar is a card of ancient deeds. It indicates an object or person from long ago that will somehow have great influence on the situation. The object or person in question is one lost or murdered in some foul way. Misaligned, the thorny past brings not just pain, but hope for the future.

  • Attunement: Choose one: Add 1d3 Constitution-attuned classes or an archetypes of a Constitution-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add elf to the list of races available to you.
  • Gift: Whenever you fail a saving throw against an ongoing effect (such as a disease, poison, or spell with a duration longer than 1 round), you gain a +1 trait bonus on the next saving through that you make within 1 minute.
  • Stain: You have lost something (or some one) incredibly important to you, granting you the doubt drawback (see the drawbacks section in Chapter 1 of Pathfinder RPG: Ultimate Campaign). The GM can spend 1 tension point in order to cause you to take the penalties from this drawback on a roll or check that wouldn’t normally be penalized by your doubts—this can retroactively cause a successful roll or check to fail.

The Sickness (NE, Con)

The Sickness represents plague, pestilence, famine, and disease. It can also indicate corruption of the soul or of a multitude of souls. If misaligned, The Sickness represents either great health or a chance to stop such a disaster.

  • Attunement: Choose one: Add 1d3 Constitution-attuned classes or an archetypes of a Constitution-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add dhampir to the list of races available to you.
  • Gift: You gain a +1 trait bonus on Fortitude saves against disease and poison. Once per day, you can grant this bonus to one ally within 30 feet that can see and hear you for 1 minute. Using this ability is an immediate action.
  • Stain: The GM can spend 1 tension point to cause one PC to take a –2 penalty on saves made against curses, diseases, poisons, and the special attacks and abilities of vermin and vermin-like creatures for one encounter— this can retroactively cause a successful roll or check to fail. If used against you, this penalty increases to –4.

The Waxworks (CE, Con)

The Waxworks is a place of helplessness and physical entropy. The mind might be willing, but the flesh is frozen in this place of horror. It is also the card of torture and imprisonment, signifying literal inability to move or a paralysis of a more prosaic kind. Misaligned, this card indicates an abundance of energy at a crucial moment that changes all.

  • Attunement: Choose one: Add 1d3 Constitution-attuned classes or an archetypes of a Constitution-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; gain Run as a bonus feat.
  • Gift: Once per day, you can cast one of the following spell-like abilities, using your level as the caster level: burst of adrenalineOA or burst of insightOA.
  • Stain: The GM can spend 1 tension point to cause all PCs to take a –2 penalty on saving throws against fear effects for one encounter. If any of the PCs are immune to fear effects, this instead causes those PCs to lose their immunity to fear.

The Suit of Tomes (Int)

Cards in the Suit of Tomes represent ability to learn and reason, and indicates facility with languages or arcane magic. They also broadly symbolize money, school, and literature.

The Hidden Truth (LG, Int)

The Hidden Truth symbolizes the ability to see past the obvious and the banal to a greater truth within. Sometimes this discovery is an esoteric one, sometimes it is a literal find, such as an item revealed within a room. Regardless, it is a card with the power to reveal secrets. Misaligned, it can mean a secret being revealed to the subject’s detriment.

  • Attunement: Choose one: Add 1d3 Intelligence-attuned classes or an archetypes of a Intelligence-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add 1d4 psychic alternate class options or archetypes to the list of alternate class options and archetypes available to you— alternatively, you may add the psychic class to the list of classes and archetypes available to you in lieu of choosing an alternate class option, or archetype.
  • Gift: Once per day, you can cast identify as a spell-like ability.
  • Stain: Enemies you encounter seem are all-too familiar with your party’s fighting style, spell selection, and other character options you and your allies have chosen, making them better prepared to challenge you in combat. In addition, the GM can spend 1 tension point to allow an NPC to attempt to demoralize a PC as a free action.

The Wanderer (NG, Int)

The Wanderer is a collector. This centaur appreciates that which others regard as junk or trash. The Wanderer appears to those clever enough to find the true worth in something others ignore or treat as worthless. Misaligned, The Wanderer signifies a loss of values, or the inability to see what is truly valuable in a person or situation.

  • Attunement: Choose one: Add 1d3 Intelligence-attuned classes or an archetypes of a Intelligence-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add 1d4 druid or occultist alternate class options or archetypes to the list of alternate class options and archetypes available to you— alternatively, you may add the druid or occultist class to the list of classes and archetypes available to you in lieu of choosing an alternate class option, or archetype.
  • Gift: You gain a +1 trait bonus on Appraise checks and Diplomacy checks, and one of these skills is a class skill for you.
  • Stain: The amount of gp that the party gains from selling items is reduced by 10% (base 40% instead of 50%). Successful checks can increase this amount as normal.

The Joke (CG, Int)

The Joke shows a terror that must be overcome—but not by physical means. This monster can only be defeated by trickery or artifice. This card can represent the value of humor in finding the way past a difficult person or task. When misaligned, it often signals that the joke will be on you.

  • Attunement: Choose one: Add 1d3 Intelligence-attuned classes or an archetypes of a Intelligence-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add 1d4 gnome alternate class options, archetypes, feats, or options to the list of alternate class options and archetypes available to you—a gnome option is any such option that appears in a section in a Pathfinder RPG product that is devoted to gnomes, or that requires the character to be a gnome.
  • Gift: Choose two of the following skills: Bluff, Disguise, Sleight of Hand, or Stealth. You gain a +1 trait bonus on skill checks made with both skills, and one of those skills is a class skill for you (your choice).
  • Stain: At the start of each session, roll 1d20. The result of this d20 becomes the joke die for that session. At any point during the session, you or an ally can spend 1 hero point to force one creature to replace the result of any d20 roll it made with the result of your joke die. Additionally, the GM can spend 1 tension point at any point during the session to force one creature to replace the result of any d20 roll it made with the result of your joke die. A player cannot use this ability to change the result of a die that was modified by or rerolled as a result of a tension point being spent, and the GM cannot use this ability to change the result of a die that was modified by or rerolled as a result of a hero point being spent.

The Inquisitor (LN, Int)

The Inquisitor accepts nothing save the truth. He represents immutable reality, that which cannot be fooled or swayed in any way. To attempt to go against this unchangeable object, person, or idea is to court disaster.

  • Attunement: Choose one: Add 1d3 Intelligence-attuned classes or an archetypes of a Intelligence-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add 1d4 inquisitor alternate class options or archetypes to the list of alternate class options and archetypes available to you— alternatively, you may add the inquisitor class to the list of classes and archetypes available to you in lieu of choosing an alternate class option, or archetype.
  • Gift: You gain a +1 trait bonus on saving throws against illusion effects. Once per day, as an immediate action, you can reroll one saving throw that you made against an illusion effect and use the better result.
  • Stain: The GM can spend 1 tension point to cause one creature to gain immunity to all enchantment and illusion effects for 1 minute. Alternatively, the GM can spend 1 tension point to cause one creature to lose any immunity to enchantment or illusion effects that it possessed for 1 minute.

The Foreign Trader (N, Int)

The Foreign Trader is the card of spies and peddlers alike. Any who trade in information are subject to this card’s influence. A bargain made under this card’s auspice always concludes true, but the ramifications of the pact might be shocking for those who do not understand its implications.

  • Attunement: Choose one: Add 1d3 Intelligence-attuned classes or an archetypes of a Intelligence-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add the pactmaker class (Grimoire of Lost Souls) and 1d3 pactmaker alternate class options or archetypes to the list of alternate class options and archetypes available to you.
  • Gift: You gain a +1 trait bonus on all skill checks to acquire information, including (but not limited to) Diplomacy and Knowledge (local).
  • Stain: You have agreed to do something shocking for an NPC in the storyline. The GM determines the nature of this favor, and while you are not required to keep your word, you did give it to this NPC of your free will. This stain has major storyline implications for the campaign.

The Vision (CN, Int)

The Vision represents arcane knowledge. Such knowledge can take the form of madness or cryptic words. This card often means an encounter with a crazy person, but it can also signify a brush with genius.

  • Attunement: Choose one: Add 1d3 Intelligence-attuned classes or an archetypes of a Intelligence-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add 1d4 arcanist alternate class options or archetypes to the list of alternate class options and archetypes available to you— alternatively, you may add the arcanist class to the list of classes and archetypes available to you in lieu of choosing an alternate class option, or archetype.
  • Gift: Once per day, whenever you roll a skill check you can add a +1d6 trait bonus to the result. If you roll a result of a 6, you may roll an additional +1d6 and combine the dice together to determine your trait bonus. You may continue rolling additional d6s each time you roll a result of a 6, up to a maximum number of d6s equal to your highest mental ability score modifier.
  • Stain: You take a –4 penalty on saving throws against confusion and insanity effects, and you cannot gain immunity to confusion or insanity. Additionally, you and your allies add +1 to any sanity damage that you take.

The Rakshasa (LE, Int)

The Rakshasa is the card of dominance and mind control. The creature sitting serenely upon the back of the slave indicates an exterior force imposing itself upon another being’s mind. On occasion, the slavery is literal, but more often it is mental enslavement to a force or idea. Misaligned, that enslavement can be cast off in the face of new information.

  • Attunement: Choose one: Add 1d3 Intelligence-attuned classes or an archetypes of a Intelligence-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add 1d4 mesmerist alternate class options or archetypes to the list of alternate class options and archetypes available to you— alternatively, you may add the mesmerist class to the list of classes and archetypes available to you in lieu of choosing an alternate class option, or archetype.
  • Gift: You gain a +1 trait bonus on Escape Artist checks, and Escape Artist is a class skill for you. In addition, you gain a +1 bonus on saving throws against enchantment (compulsion) effects.
  • Stain: You are a runaway slave, and your former slave master values your return to his possession. This stain has major storyline implications for the campaign.

The Idiot (NE, Int)

The Idiot is a card of grave foolishness and greed. It can mean bribery, blackmail, or naivety so grand it can see no evil. The goblins have captured a foolhardy man, representing the knowledge that loss of dignity can precede loss of life. Misaligned, this card might indicate feigning of idiocy to disguise one’s gifts.

  • Attunement: Choose one: Add 1d3 Intelligence-attuned classes or an archetypes of a Intelligence-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add goblin and kobold to the list of races available to you.
  • Gift: You gain a +1 trait bonus on Bluff checks, and Bluff is a class skill for you. When using Bluff to feign ignorance or idiocy, this bonus increases to +2.
  • Stain: You gain two drawbacks from the following list: headstrong, forgetful, naïve, or sheltered.

The Snakebite (CE, Int)

The Snakebite is a vile, poisoned weapon. Poison takes many forms—not all of them physical. The poison on the assassin’s blade represents the death of ideas and freedom, as well as the ability to turn friends against each other or poison the minds of the virtuous. Misaligned, this card can mean a mental leap, a new friendship, or a discovery.

  • Attunement: Choose one: Add 1d3 Intelligence-attuned classes or an archetypes of a Intelligence-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add nagaji and vishkanya to the list of races available to you.
  • Gift: Whenever you spend a hero point to gain a bonus on an Intelligence-, Wisdom-, or Charisma-based check or skill check, increase the bonus you gain by 50% (+4 to +6, or +8 to +12).
  • Stain: Whenever you or an ally takes damage from a poison effect, increase all damaging effects caused by the poison by 1. Whenever you or an ally is affected by a mind-affecting effect with a duration longer than 1 round, increase its duration as if the level or Hit Dice of the effect were 1 higher.

The Suit of Stars (Wis)

Cards in the Suit of Stars represent willpower, common sense, awareness, intuition, perception, and facility with divine magic. They also broadly symbolize ancient history, morality, and the gods.

The Winged Serpent (LG, Wis)

The Winged Serpent is a powerful being. Knowledge and prudence are separate keeps bridged by understanding. The couatl represents this bridge, knowing whether now is the time to strike. Misaligned, this card means either not seizing a moment or doing so ill-advisedly.

  • Attunement: Choose one: Add 1d3 Wisdom-attuned classes or an archetypes of a Wisdom-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add aasimar to the list of races available to you.
  • Gift: Choose two Knowledge skills. You gain a +1 trait bonus on checks made with those skills, and one of them is a class skill for you.
  • Stain: You take a –4 penalty on initiative checks and on Perception checks made to act in a surprise round.

The Midwife (NG, Wis)

The Midwife is a conduit to creation, although she does not create on her own. This halfling is a key that lets new life or information into the world. Her heart can see the good in even the worst situation. She can see the import of any new arrival, but if the card is misaligned, the new arrival will likely not inspire much joy.

  • Attunement: Choose one: Add 1d3 Wisdom-attuned classes or an archetypes of a Wisdom-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add halfling to the list of races available to you.
  • Gift: You can spend 1 hero point to grant an ally a +8 bonus on any roll or check. If used after the roll or check has been made, you instead grant a +4 bonus.
  • Stain: Reduce any bonuses that you and your allies gain from spending hero points by half, and no other effect can modify the amount of bonus that you and your allies gain from using hero points.

The Publication (CG, Wis)

The Publican represents fellowship and camaraderie, and a place of refuge for those in need. Most would find the cyclops inconsequential, but he has insights relevant to the reading or a quest. Misaligned, The Publican represents refuge unfound or false information given at a crucial moment.

  • Attunement: Choose one: Add 1d3 Wisdom-attuned classes or an archetypes of a Wisdom-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add 1d4 oracle alternate class options or archetypes to the list of alternate class options and archetypes available to you— alternatively, you may add the oracle class to the list of classes and archetypes available to you in lieu of choosing an alternate class option, or archetype.
  • Gift: Whenever you use the aid another action, increase the bonus that you provide to your ally by +1. This increase is a trait bonus, and doesn’t stack with other bonuses from character traits.
  • Stain: Whenever you or an ally fails a Knowledge check to identify the weaknesses or abilities of a creature, that character receives one piece of incorrect information.

The Queen Mother (LN, Wis)

The Queen Mother is knowledge personified. The formian knows all but does not reveal anything to anyone who does not show her proper worship. She is fond of the powerless and the underclasses, for they serve her when the more powerful refuse. She represents the need to become part of a society, or to bow before those who know more than you.

  • Attunement: Choose one: Add 1d3 Wisdom-attuned classes or an archetypes of a Wisdom-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; gain Breadth of KnowledgeAPG as a bonus feat, ignoring its prerequisites.
  • Gift: Choose any two skills. Those skills become class skills for you.
  • Stain: When an opponent succeeds at a Knowledge check to identify your abilities and weaknesses or those of an ally, that opponent gains a +2 bonus on all ability checks, caster level checks, saving throws, and skill checks made against you for a number of rounds equal to 1 + its Intelligence bonus (minimum 1).

The Owl (N, Wis)

The Owl represents the eternal wisdom of the natural order. It is the harsh realism that causes a pack of wolves to cull the weak in the herd. It is tragic for the culled deer, but through such actions the herd grows stronger. The needle. The Owl holds binds life together, but just as easily can pick that life apart.

  • Attunement: Choose one: Add 1d3 Wisdom-attuned classes or an archetypes of a Wisdom-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add 1d4 druid alternate class options or archetypes to the list of alternate class options and archetypes available to you.
  • Gift: Once per day, you can cast death knell as a spell-like ability, using your Hit Dice as the spell’s caster level.
  • Stain: Whenever you or an ally is reduced to 0 or fewer hit points during a combat, all opponents that have not been defeated regain a number of hit points equal to 1d8 + the Hit Dice of the fallen ally. For every 3 Hit Dice that the fallen ally possesses, the amount of hit points healed increases by 1d8, to a maximum of 6d8 + the ally’s Hit Dice.

The Carnival (CN, Wis)

The Carnival is the card of illusions and false dreams. This card can heighten the power of the arcane, but depending on such whimsical forces can be risky. For others, this card depicts imprudent plans or unrealistic ambitions.

  • Attunement: Choose one: Add 1d3 Wisdom-attuned classes or an archetypes of a Wisdom-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add 1d4 mesmerist alternate class options or archetypes to the list of alternate class options and archetypes available to you—alternatively, you may add the mesmerist class to the list of classes and archetypes available to you in lieu of choosing an alternate class option, or archetype.
  • Gift: Once per day, you can add a +1 trait bonus to the caster level of any spell that you cast. Using this ability is part of the action to cast the spell. Each time you use this ability, there is a chance that a wild magic event will trigger as a result. This chance is equal to 5% times the spell’s level.
  • Stain: The GM can spend 1 tension point at the start of a round in order to trigger a wild magic event or a primal magic event (GM’s choice).

The Eclipse (LE, Wis)

The Eclipse represents self-doubt and loss of purpose. This card afflicts those with faith in the divine, as their talents can wane under this stress. It can also indicate a loss of way along a path. If misaligned, it can augur an unheralded ability coming to the fore or a concealed location revealed.

  • Attunement: Choose one: Add 1d3 Wisdom-attuned classes or an archetypes of a Wisdom-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; you gain Luck of HeroesAPG as a bonus feat.
  • Gift: Choose two Wisdom- or Charisma-based skills. You gain a +1 trait bonus on checks made with those skills, and one of them is a class skill for you.
  • Stain: You gain the anxiety and doubt drawbacks.

The Mute Hag (NE, Wis)

The Mute Hag might be silent, but the eye she holds lets her see into the hearts of men. This hag invokes blood pacts and poisonous secrets, the kind that turn brother against brother and son against father. It is a card that performers loathe, as it leaves them stumbling over their words and songs. Misaligned, it indicates unshakable loyalty and lucidity of speech.

  • Attunement: Choose one: Add 1d3 Wisdom-attuned classes or an archetypes of a Wisdom-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add 1d4 witch alternate class options or archetypes to the list of alternate class options and archetypes available to you—alternatively, you may add the witch class to the list of classes and archetypes available to you in lieu of choosing an alternate class option, or archetype.
  • Gift: Choose two Charisma-based skills. You gain a +1 trait bonus on checks made with those skills, and one of them is a class skill for you.
  • Stain: You have a terrible secret that threatens to shock and infuriate those closest to you. Work with the GM to determine the exact nature of this secret, but its gravity should be such that it could ruin you if it were ever revealed. This stain has major storyline implications.

The Lost (CE, Wis)

The Lost is the card of emptiness and loss of identity. The bodak shown is forever mad, lost in a world of lunatics, insane asylums, and mass killers. For those under its influence, the world makes no sense. It evokes times where all is babble, as when meeting someone who speaks only in another tongue. Misaligned, it can indicate clarity of mind under duress.

  • Attunement: Choose one: Add 1d3 Wisdom-attuned classes or an archetypes of a Wisdom-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add 1d4 medium alternate class options or archetypes to the list of alternate class options and archetypes available to you—alternatively, you may add the medium class to the list of classes and archetypes available to you in lieu of choosing an alternate class option, or archetype.
  • Gift: You gain a +1 trait bonus on concentration checks and on skill checks made to avoid an attack of opportunity (such as an Acrobatics check to move through a threatened area).
  • Stain: Whenever you or an ally fails a saving throw against a mind-affecting effect, you take 1 point of ability damage to a random mental ability score.

The Suit of Crowns (Cha)

Cards in the Suit of Crowns represent a creature’s personality, personal magnetism, ability to lead, appearance, and may indicate facility with psychic magic. They also broadly symbolize love, family, and politics.

The Empty Throne (LG, Cha)

The Empty Throne has a sense of loss that is palpable. The ghost signifies that those who are gone will always be with us. They taught us important lessons, if only we choose to listen. This card can bring information from a far-off or ancient source. If misaligned, the ghosts of the past are restless, and might require effort to set at peace.

  • Attunement: Choose one: Add 1d3 Charisma-attuned classes or an archetypes of a Charisma-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add 1d4 medium or spiritualist alternate class options or archetypes to the list of alternate class options and archetypes available to you—alternatively, you may add the medium or spiritualist class to the list of classes and archetypes available to you in lieu of choosing an alternate class option, or archetype.
  • Gift: Three times per day, you can make a trained skill check that you have no ranks in untrained.
  • Stain: You become cursed by an effect similar to the curse of the boogeyman (Pathfinder RPG: Horror Adventures), except instead of a boogeyman, the creature summoned is a ghost with a CR equal to your party’s APL +3. The ghost takes the shape of an individual whom you have wronged or otherwise angered enough to transform into such an entity.

The Theater (NG, Cha)

The Theater is the card of true prophecy. The puppets act out a scene, just as the prophet acts out a scene in which she has no part. The prophet is the audience and the prophecy is the show. She has no influence on what she sees, and its importance is often not recognized until too late. If misaligned, the prophecy is just for show.

  • Attunement: Choose one: Add 1d3 Charisma-attuned classes or an archetypes of a Charisma-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; choose one class—add that class and 1 archetype, alternate class option, feat, or spell from any Pathfinder RPG product to the list of classes, archetypes, alternate class options, feats, and spells available to you.
  • Gift: You can spend one hero point in order to receive a useful clue from the GM that pertains to your current situation without needing to roll an ability check or skill check. This clue is typically as useful as a helpful divination
  • Stain: The GM can spend 1 tension point whenever an NPC dies to immediately restore them to full health, replenishing all her class features as if she had gotten a full night’s rest, and have them gain the benefit of the misdirection spell. The NPC must continue the combat (or begin combat, if she wasn’t previously a combatant). The GM can only use this stain once per combat.

The Unicorn (CG, Cha)

The Unicorn is a card that generously offers that which the subject seeks, just as the charger in the picture offers up its fruit. When misaligned, the card means betrayal, poisoning, or a false friend.

  • Attunement: Choose one: Add 1d3 Charisma-attuned classes or an archetypes of a Charisma-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add changeling to the list of races available to you.
  • Gift: Whenever you are in a settlement, you can spend 1 hero point in order to receive a good or service that costs up to 25 gp x your party’s APL.
  • Stain: A random, otherwise helpful NPC’s backstory and motivations are in direct opposition to those of you or one of your allies, and that NPC is willing to discretely undermine that character’s efforts and goals in order to advance her own. This stain has major storyline implications.

The Marriage (LN, Cha)

The Marriage can be a union of people, ideas, kingdoms, or other distinct things. The progeny of the salamander and water weird shows that a union might bring forth new power from both parties, or it might be a ruinous joining of that which should never have been united. Once wedded, the two cannot be parted. This is the card of permanent change.

  • Attunement: Choose one: Add 1d3 Charisma-attuned classes or an archetypes of a Charisma-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add ifrit and undine to the list of races available to you.
  • Gift: You are competent at giving and receiving aid. The bonuses from a successful aid another attempt that you grant and receive increases by +1. This bonus is a trait bonus.
  • Stain: You gain the family bonds drawback, and have a close bond to a significant other (such as a spouse, a lover, etc). You have strong, romantic feelings for this individual and would be devastated if something terrible were to happen to them during the course of the campaign….

The Twin (N, Cha)

The Twin signals duality of purpose or identity. This doppelganger can also mean indecision, as a person or group wavers between very different options. It can also mean divided loyalties abound. The card makes a harrower wary, as it can also mean the entire spread has a hidden or reversed meaning.

  • Attunement: Choose one: Add 1d3 Charisma-attuned classes or an archetypes of a Charisma-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add kitsune to the list of races available to you.
  • Gift: Three times per session, whenever you roll a d20 roll or check, you can add a +1 trait bonus to that roll. Using this ability doesn’t require an action—acting it is part of the action used to make the roll or check. You must use this ability before the result of your roll is revealed.
  • Stain: At the start of each session, the GM can spend 1 tension point to replace this stain with one stain from any other harrow card.

The Courtesan (CN, Cha)

The Courtesan is the card of political intrigue. Her mask embodies the social niceties that must be followed. If it slips, negotiations can take an unexpected turn. The card can also indicate a woman of power who shapes events. How she is treated decides the outcome of the situation.

  • Attunement: Choose one: Add 1d3 Charisma-attuned classes or an archetypes of a Charisma-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add 1d4 vigilante alternate class options or archetypes to the list of alternate class options and archetypes available to you—alternatively, you may add the vigilante class to the list of classes and archetypes available to you in lieu of choosing an alternate class option, or archetype.
  • Gift: You gain a +1 trait bonus on Bluff, Diplomacy, and Sense Motive checks. This bonus doesn’t apply on checks made during combat.
  • Stain: You are beholden to a powerful mistress to whom you owe a debt or favor of some kind to—you determine the nature of this favor, though it is subject to GM approval. Although your character might believe they have plenty of time to repay the debt or that the favor will be forgotten, this stain has major storyline implications.

The Tyrant (LE, Cha)

The Tyrant indicates a ruler who is a blight upon those ruled. The dragon might indicate a monarch, overseer, or head of a household. Whoever this person is, he does harm to those over whom he holds sway, whether he realizes it or not. Misaligned, it might show a tyrant revealed or dethroned.

  • Attunement: Choose one: Add 1d3 Charisma-attuned classes or an archetypes of a Charisma-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add lawful evil character to the list of alignments that you can play, and the antipaladin class and the tyrant archetype to the list of classes and archetypes available to you.
  • Gift: You gain a +1 trait bonus on Intimidate checks and initiative checks, and Intimidate is a class skill for you.
  • Stain: The GM can spend 1 tension point in order to prevent you and your allies from spending hero points for the duration of the current encounter.

The Betrayal (NE, Cha)

The Betrayal is selfishness incarnate. Envy twists the spirit and leads ultimately to devastation. It can also indicate a person whose loveliness hides an evil heart. Misaligned, the card means self-sacrifice or turning away from the material world and its temptations.

  • Attunement: Choose one: Add 1d3 Charisma-attuned classes or an archetypes of a Charisma-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add 1d4 vigilante alternate class options or archetypes to the list of alternate class options and archetypes available to you—alternatively, you may add the vigilante class to the list of classes and archetypes available to you in lieu of choosing an alternate class option, or archetype.
  • Gift: As long as your current hit point total is less than half of your hit point maximum, you gain a +1 trait bonus on attack rolls against opponents.
  • Stain: You take a –4 penalty on Sense Motive checks and on opposed Perception checks. The GM can spend 1 tension point in order to double the bonus that one NPC gains on Bluff and Disguise checks made to oppose your Perception and Sense Motive checks (+2 per rank instead of +1).

The Liar (CE, Cha)

The Liar is love at its most treacherous. This is not the love that moves mountains, this is the love that rips the heart in two and causes lovers to leap to their deaths. This lamia can mean obsession, unrequited passion, or doomed love. Misaligned, the card can indicate a new relationship beginning, although disguised as something much less beautiful.

  • Attunement: Choose one: Add 1d3 Charisma-attuned classes or an archetypes of a Charisma-attuned class to the list of classes and archetypes available to you; add 1d6 alternate class options, feats, and spells you qualify for from one Pathfinder RPG product to the list of alternate class options, feats, and spells available to you; add 1d4 mesmerist alternate class options or archetypes to the list of alternate class options and archetypes available to you—alternatively, you may add the mesmerist class to the list of classes and archetypes available to you in lieu of choosing an alternate class option, or archetype.
  • Gift: You gain a +2 trait bonus on Charisma-based checks made to influence NPCs with whom you have established a positive rapport with.
  • Stain: You are either madly in love with an NPC or will fall madly in love with an NPC that you meet. The character’s motives and objectives remain their own, although the NPC is never as they seem. Regardless of what secrets the character keeps, this romance has major storyline implications.

 

 

Alex Augunas

Alexander "Alex" Augunas is an author and behavioral health worker living outside of Philadelphia in the United States. He has contributed to gaming products published by Paizo, Inc, Kobold Press, Legendary Games, Raging Swan Press, Rogue Genius Games, and Steve Jackson Games, as well as the owner and publisher of Everybody Games (formerly Everyman Gaming). At the Know Direction Network, he is the author of Guidance and a co-host on Know Direction: Beyond. You can see Alex's exploits at http://www.everybodygames.net, or support him personally on Patreon at http://www.patreon.com/eversagarpg.

Burst of Insight

1 Comment

  1. Christopher Eich

    Where is the cheat death penalties table that is mentioned?