Harrow Reader Creature -1
NMediumHumanHumanoidPathfinder Gamemastery Guide (Second Edition), page 228; family: Mystics
A harrow deck is a set of 54 cards with symbolic illustrations that serves as a sacred divining tool. Feared by the superstitious and avoided by those who know better than to tempt fate, harrow readers live and work in traveling communities, often moving from town to town as opportunities arise. For encounters involving social interaction, the harrow reader is a 3rd-level challenge.
Perception +7
Languages Common
Skills Diplomacy +8, Fortune-Telling Lore +11, Occultism +7, Performance +10 (+11 when fortune-telling), Society +7
Str +1, Dex +2, Con +1, Int +2, Wis +3, Cha +3
Items harrow deck, sickle
AC 13; Fort +3, Ref +6, Will +10
HP 9
Speed 25 feet
Melee sickle +7 (agile, finesse, trip), Damage 1d4+1 slashing
Fated Doom While harrow readers try to avoid combat, no throw of the cards can avoid fate, so a harrow reader learns how to best survive. In the harrow reader’s first encounter each day, they gain a +1 status bonus to their initiative roll, their attack rolls, and their AC.
