I6: Castle Ravenloft
I have decided not to use the following rules. We will be using Hero Points instead.
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This campaign will be using a modified version of the Harrow Points system from Paizo’s Carrion Crown Adventure Path, crossed with the Harrowing Plot Twist rules from Pathfinder Campaign Setting: Occult Mysteries
Characters will be awarded a Harrow card upon gaining a level, or whenever a major plot reveal occurs. A character may keep a Harrow card until it’s used. Usually, these cards don’t actually exist in-game; the benefits are more esoteric than that.
Using a Harrow Point
Using a Harrow Point is an immediate action. If you have multiple Harrow Points, you may only use a single card in a round, although you may use another card in a subsequent round if still under the ongoing effects of an earlier card.
Harrow Points have different benefits depending on the Suit or Alignment of the card, or the imagery and symbolism of the card itself.
Hammers: Any card of the Hammers suit can be used to grant a +8 bonus to any d20 roll before you roll the die, or a +4 bonus after you roll. You may instead grant half this bonus to another character if you’re in the same place, and can reasonably affect the outcome of the other character’s attempt.
Keys: You may use a card of the Keys suit to take your turn immediately, moving your action to the start of that phase of the round, as if you had taken a readied action. You may only take either a standard ot move action when you do this.
Shields: You may use a Shields card to take an extra standard or move action in your turn.
Books: You can spend a Books card to recall a spell you’ve already cast that day, or to gain an additional use of a class ability that has a maximum number of uses per day. This only affects abilities that recharge at the start of the day.
Stars: You can spend a Stars card to automatically succeed on one saving throw. You must choose to use this ability before you roll the dice.
Crowns: You can spend a Crowns card to re-roll any one die roll you just made. You must take the result of the new roll even if it’s worse. This does not need to be a d20 roll, but if you were rolling multiple dice (e.g. damage on a spell effect), you can only re-roll a single die.
When playing a card of a given alignment, you may choose to use an alignment benefit instead.
Lawful Good: You may Smite Evil as a paladin of half your Character Level. If you are a paladin, you may instead gain an additional use of your regular Smite Evil ability.
Neutral Good: You may channel positive energy, curing a single living creature of hit points equal to 1d6 times your character level. You may instead use this as a melee touch attack to damage an undead creature for the same amount. (Will save half; DC = 10 + 1/2 your character level + your Charisma bonus.)
Chaotic Good: You may receive a +4 bonus to any CMB check, or a +6 bonus on a CMB or Escape Artist check to escape a Grapple.
Lawful Neutral: You gain a +10 bonus to one Sense Motive check.
Neutral: You may ponder a question about the future and be granted a mystical answer, as the spell augury. Meditatiing in this manner takes 10 minutes, and does not use any material components.
Chaotic Neutral: You gain the effects of the spell rage for a number of rounds equal to half your character level (minimum 1 round).
Lawful Evil: You may use command as the spell. The DC is equal to 10 + half your character level + your Charisma modifer.
Neutral Evil: You channel negative energy. This heals undead of hit points equal to 1d6 times your character level. You may alse use this as a melee touch attack to damage a living creature for the same amount. (Will save half; DC = 10 + half your Character Level + your Charisma modifier).
Chaotic Evil: You may force any creature within 30 feet to re-roll any saving throw just made. The creature must take the result of the second roll, even if it is a failure.
Single Card Benefits
Each individual Harrow card can instead be used for a specific effect related to the card’s name or its imagery. The specific effects are left to the player and GM to decide, but the following effects are examples of what could be done:
Suit of Hammers: (Strength)
The Paladin (LG): Shift an NPC’s attitude one step toward friendly.
The Keep (NG): Convert the damage from one attack against you to nonlethal.
The Big Sky (CG): Gain a +10 bonus on Escape Artist or Strength checks to free yourself.
The Forge (LN): Gain a +10 bonus on one Craft check.
The Bear (N): One of your enemies immediately falls prone, or you can stand up from prone as a free action that does not provoke an attack of opportunity.
The Uprising (CN): One of your enemies becomes confused (as the spell) for 3 rounds.
The Fiend (LE): One of your enemies takes a -20 penalty on its next attack or combat maneuver.
The Beating (NE): One of your enemies immediately provokes attacks of opportunity from all of your allies (including yourself) that threaten its square.
The Cyclone (CE): A gust of wind (as the spell) immediately blows in any direction you choose.
Suit of Keys (Dexterity)
The Dance (LG): You gain the benefits of freedom of movement (as the spell) for 1 round.
The Cricket (NG): You gain the benefits of haste (as the spell) for 1 round.
The Juggler (CG): You gain the benefits of the feat Deflect Arrows for the duration of the current combat.
The Locksmith (LN): You gain a +10 bonus on one DIsable Device check.
The Peacock (N): One of your enemies is paralyzed as the spell hold monster for one round.
The Rabbit Prince (CN): You gain a +5 bonus to melee attacks and a +2 bonus to melee damage, along with a -5 penalty to your AC for the duration of the current combat.
The Avalanche (LE): You gain the effects of rage (as the spell) for 3 rounds.
The Crows (NE): You gain sneak attack +3d6 for 1 round.
The Demon’s Lantern (CE): One of your enemies takes a -10 penalty to Perception and Survival checks for the next 24 hours.
Suit of Shields (Constitution)
The Trumpet (LG): You are immune to all fear effects for the remainder of the combat.
The Survivor (NG): If dying, you or one of your allies that you can see are immediately healed up to 1 hp.
The Desert (CG): You gain a +10 bonus to all Survival checks for the next 24 hours.
The Brass Dwarf (LN) You gain energy resistance 10 to your choice of energy type until the end of the current combat.
The Teamster (N): You can immediately attempt a new saving throw with a +5 bonus against an effect you are currently affected by.
The Mountain Man (CN): You gain a +4 bonus on all Strength- and Constitution-based checks for the next 3 rounds.
The Tangled Briar (LE): You cause an entangle effect (as the spell), with a range of 400 feet and a duration of 1 minute.
The Sickness (NE): One of your enemies is immediately infected with bubonic plague.
The Waxworks (CE): One of your enemies is stunned for 1 round.
Suit of Books (Intelligence)
The Hidden Truth (LG): You gain your choice of true seeing for 1 round or see invisibility for 1 minute.
The Wanderer (NG): You discover an item of your choice worth up to 750gp amidst other things of little or no value. (Subject to GM approval).
The Joke (CG): You are immune to any emotion effects that would impose a penalty for 3 rounds.
The Inquisitor (LN): One of your weapons gains the bane property for the remainder of the combat.
The Foreign Trader (N): An NPC gives you an opportunity to exchange something you currently have for something you want of similar value.
The Vision (CN): For the next 3 rounds, you may use all of your class abilities (including spellcasting) as if you were 2 levels higher. The DCs for all class abilities (including spells) also increase by +2.
The Rakshasha (LE): One of your adversaries takes a -10 penalty on their next Sense Motive check.
The Idiot (NE): One of your enemies gains 2 temporary negative levels for 1 minute.
The Snakebite (CE): One of your enemies is suddenly poisoned with black adder venom.
Suit of Stars (Wisdom)
The Winged Serpent (LG): You gain a +4 bonus to all Intelligence- or Wisdom-based checks for the next 3 rounds.
The Midwife (NG): You gain a +10 bonus on one Heal or Knowledge check.
The Publican (CG): A drink or potion in your possession transforms into a potion of cure serious wounds.
The Queen Mother (LN): For the next minute, your cohort, familiar, animal companion, eidolon, summoned monster, or trained animal gains 2 temporary hp per hit die, and a +2 bonus on attack rolls, skill checks, ability checks, saving throws, and weapon damage rolls. (If you have more than one, pick one to receive the benefit.)
The Owl (N): You may speak with animals as the spell for the next 24 hours.
The Carnival (CN): You gain a +5 bonus to the DC of any illusion effects you create for the next 3 rounds.
The Eclipse (LE): You may channel negative energy to harm living creatures as an evil cleric of half your level. If you can already channel negative energy, you gain one additional use of your regular channel negative energy class ability.
The Mute Hag (NE): One of your enemies cannot speak or make any sounds for 1 round.
The Lost (CE): One of your enemies is automatically dazed for 1 round, then staggered for 2 rounds.
Suit of Crowns (Charisma)
The Empty Throne (LG): Friendly spirits manifest to share their knowledge with you, as the commune spell. You may ask a number of questions equal to half your character level, to a maximum of five questions.
The Theatre (NG): You can use Bluff, Intimidate, or Diplomacy to affect a mindless construct or undead creature.
The Unicorn (CG): You may channel positive energy to heal living creatures as a good cleric of half your level. If you can already channel positive energy, you gain one additional use of your regular ability.
The Marriage (LN): You gain a telepathic bond (as the spell) for one minute either with one creature within 30 feet, or with someone you truly love that is anywhere on the same plane.
The Twin (N): An illusory double appears next to you for for 3 rounds. This is similar to a mirror image spell, except that the illusory double does not disappear if hit.
The Courtesan (CN): You gain the benefits of the feat Improved Feint for the remainder of the combat.
The Tyrant (LE): One of your enemies cannot attack or use any offensive ability for 1 round.
The Betrayal (NE): One of your enemies suddenly turns on one of its allies for 1 round, as per the spell murderous command.
The Liar (CE): You gain a +10 bonus on one Bluff or Diplomacy check.