Harvester Tiller

Perhaps no group has done more to sow the seeds of freedom than the harvester Network, and no agents of that network do or risk more than its dedicated Harvester tillers. Charged with freeing slaves and escorting them to safety, Harvester tillers are a constant thorn in the side of slavers everywhere.

Harvester tillers employ farming euphemisms to mask their activities from unfriendly ears-referring to their secret hideouts as barns, the slaves they escort as their crops, and the secret paths they take as rows. Excessive contact between Harvester tillers is discouraged by the harvester Network’s leadership, lest they risk exposing the organization to the authorities. Despite this, they often meet in secret to discuss which routes are safest to take, how much to bribe certain officials, and what tactics for organizing groups of slaves work best, and so improve chances of evading capture.

Nearly all Harvester tillers are halfling rogues, though some particularly zealous members have levels in both rogue and inquisitors and savvy members might have levels in both rogue and ranger. Vigilantes are also a natural fit as Harvester tillers. Non-halflings are usually admitted only after proving their allegiance to the anti-slavery movement and their goodwill toward halflings, but once they join the cause, they are incredibly valuable to the organization for the simple fact that their race does not immediately raise suspicion in areas where the harvester Network is active.

A Harvester tiller’s duty relies in part on her ability to establish a believable and viable cover identity. Many pose as traveling merchants or tinkerers-occupations that give them the freedom to get where they need to, when they need to-and have alibis for their presence on the road if confronted by patrols. Other Harvester tillers join mercenary bands or adventuring groups, using their organizational and survival skills to help their companions in exchange for some extra muscle should a particular slave breakout proceed poorly.

Hit Die: d8.


To qualify to become a harvester tiller, a character must fulfill the following criteria.

Alignment: Chaotic good.

Feats: Any two teamwork feats.

Skills: Disguise 5 ranks, Knowledge (local) 3 ranks, Stealth 5 ranks, Survival 5 ranks.

Special: Sneak attack +2d6 or any 2 vigilante talents.

Class Skills

The Harvester tiller’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (local) (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Survival (Wis).

Skill Ranks at Each Level: 6 + Int modifier.

Table: Harvester Tiller
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +1 +0 Harvester crop, swift sower +10 ft.
2nd +1 +1 +1 +1 Crop guardian, scarecrow +1, teamwork feat
3rd +2 +1 +2 +1 Sneak attack +1d6
4th +3 +1 +2 +1 Scarecrow +2
5th +3 +2 +3 +2 1st favored barn
6th +4 +2 +3 +2 Scarecrow +3, sneak attack +2d6, swift sower +20 ft. teamwork feat
7th +5 +2 +4 +2 2nd favored barn
8th +6 +3 +4 +3 Scarecrow +4
9th +6 +3 +5 +3 3rd favored barn, sneak attack +3d6
10th +7 +3 +5 +3 Scarecrow +5, teamwork feat

Class Features

The following are class features of the harvester tiller prestige class.

Harvester Crop (Ex)

As a standard action, a harvester tiller can designate a number of allies up to 3 + her Charisma modifier as part of her Harvester crop. Members of a crop must remain within 30 feet of the harvester tiller to gain any benefits from abilities that affect a harvester crop, regardless of the ability’s source (whether it’s a harvester, irrigator, or tiller). If any leave this range, the harvester tiller must designate these allies again for them to be included in her crop. At 7th level, this range increases to 60 feet.

Swift Sower (Ex)

A Harvester tiller’s base land speed is treated as being +10 feet faster when determining her overland travel speed while traveling long distances and while outside of Combat. Members of her Harvester crop can use either the harvester tiller’s overland travel speed or their own, whichever is better. At 6th level, the bonus to speed increases to +20 feet.

Crop Guardian (Ex)

At 2nd level, whenever a harvester tiller uses the aid another action for a member of her Harvester crop, she grants a +3 bonus instead of the normal +2. Levels in the harvester tiller prestige class stack with any vigilante levels she has when calculating the effects of the harvester’s crop vigilance ability.

Scarecrow (Ex)

At 2nd level, a harvester tiller receives a +1 morale bonus on attack and damage rolls against creatures that threaten attacks of opportunity against members of her Harvester crop. At 4th level and every 2 levels thereafter, these bonuses increase by 1, to a maximum of +5 at 10th level.

Teamwork Feat

At 2nd level, a harvester tiller gains a bonus feat in addition to those gained from normal advancement. This bonus feat must be a teamwork feat, and the harvester tiller must meet the prerequisites of the selected bonus feat. At 6th level and 10th level, the harvester tiller gains an additional bonus teamwork feat.

Sneak Attack

At 3rd level, a harvester tiller gains a sneak attack that functions like the rogue class feature of the same name. The extra damage is 1d6 at 3rd level and increases by 1d6 every 3 levels thereafter. If a harvester tiller gets a sneak attack bonus from another source, the bonuses on damage stack.

Favored Barn (Ex)

At 5th level, a harvester tiller grows familiar with and develops trusted contacts in a particular community. While inside the limits of this community, she gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival checks. Any ally designated as part of the harvester tiller’s crop receives a bonus on these skills equal to half the tiller’s bonus. A Harvester tiller traveling through her favored community leaves no trail and cannot be tracked (although she can leave a trail if she so desires).

Provided that she isn’t in immediate danger (such as fleeing from pursuers right on her heels), a harvester tiller can always find a safe place for her and members of her crop to rest in her chosen community. At such a location, she and her allies are fed, clothed, and provided with basic medical attention (as if attended by a person with a Heal bonus of +10).

At 7th level and 9th level, the harvester tiller can select an additional community in which to receive these bonuses. Each time she selects a new community, the skill bonus and initiative bonus in any one chosen community (including the one just selected, if so desired) increases by 2.

For the purposes of this ability, a community can be any settlement of 100 or more individuals. Outlying farms, fields, and houses are considered part of a community.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Adventurer’s Guide © 2017, Paizo Inc.; Authors: Benjamin Bruck, John Compton, Crystal Frasier, Tim Hitchcock, Jenny Jarzabski, Isabelle Lee, Joe Pasini, Jessica Price, David Schwartz, and Josh Vogt.

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