Harrower CR 9
Speed 30 ft.
Melee +1 dagger +6/+1 (1d4/19–20)
Ranged +1 dagger +8 (1d4/19–20)
Special Attacks bardic performance 20 rounds/day (move action, countersong, distraction, fascinate, inspire competence +3, inspire courage +2, move action, suggestion), harrow casting 3/day
Bard Spells Known (CL 10th; concentration +14)
4th (2/day)—legend lore, shout (DC 18)
3rd (4/day)—clairaudience/clairvoyance, good hope, remove curse, scrying (DC 18)
2nd (5/day)—alter self, calm emotions (DC 16), detect thoughts (DC 17), locate object, hold person (DC 16)
1st (6/day)—anticipate peril (DC 16), comprehend languages, ear-piercing scream, hideous laughter (DC 15), remove fear
0th (at will)—detect magic, ghost sound (DC 14), know direction, light, mage hand, read magic
Str 8, Dex 12, Con 10, Int 13, Wis 14, Cha 19
Base Atk +6; CMB +5; CMD 17
Feats Diviner’s Delving, Fortune Teller, *, Harrowed, *, Skill Focus (Perform [oratory]), Spell Focus (divination), Toughness
Skills Appraise +9, Bluff +12, Disguise +12, Intimidate +10, Knowledge (arcana) +12, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nobility) +10, Perform (dance) +12, Perform (oratory) +23, Sleight of Hand +9, Spellcraft +14, Stealth +9, Use Magic Device +8
Languages Common, +1 additional
SQ bardic knowledge +3, blessing of the harrow 1/day, lore master 1/day, versatile performance (dance, oratory), tower of intelligence*, tower of strength*
Combat Gear potions of cat’s grace (3), potions of cure moderate wounds (2), potion of protection from evil, scroll of confusion, scroll of eagle’s splendor, wand of cure light wounds (40 charges), wand of magic missile (50 charges), wand of sound burst (17 charges), feather token (whip); Other Gear +1 leather armor, +1 dagger, cloak of resistance +1, ring of protection +1, seer’s tea, Harrow deck, spell component pouch, 28 gp
Once per day, a harrower may spend 10 minutes to perform a harrowing for himself and all allies within 20 feet to gain an insight bonus that lasts 24 hours based upon the suit with the most cards showing after the reading. In the case of a tie, the harrower chooses one suit.
Strength: +1 on attack rolls; Dexterity: +1 to AC; Constitution: +1 on all skill checks; Intelligence: +1 on all skill checks; Wisdom: +1 on all saving throws; Charisma: +1 on all caster level and concentration checks.
As he casts a spell, the harrower can draw three cards from his Harrow deck. This adds both a somatic component (if the spell does not already have one) and a focus component (the Harrow deck) to the spell, but does not increase the spell’s casting time. Each card the harrower draws of the Intelligence or Strength suits grants the benefit of the tower of intelligence or tower of strength abilities, respectively. Each card the harrower draws that exactly matches his alignment counts as two cards of that suit. Cards drawn from the other four suits provide no benefits. A spell cannot be affected by both Harrow casting and a metamagic feat.
When casting a divination spell, the harrower can use his harrow deck as a focus in place of the spell’s material component, as long as the cost of the material component is no more than 1,000 gp. If he chooses to perform the spell using the focus and the spell’s normal material component, he casts the spell at +1 caster level.
The harrower gains a +1 bonus on all Will saves made to resist enchantment effects. Once per day, he may draw a card from his harrow deck and apply a +2 bonus on any d20 roll modified by the card’s suit he makes in the same day.
Tower of Intelligence (Su)
For each card the harrower draws from the suit of Strength as part of using his harrow casting ability to augment a spell that deals damage to hit points, the spell deals 1 additional point of damage per die.
Pathfinder Campaign Setting: Inner Sea NPC Codex © 2013, Paizo Publishing, LLC; Authors: John Compton, Paris Crenshaw, Adam Daigle, Josh Foster, Rob McCreary, Mark Moreland, and Russ Taylor.