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Harrower

Harrower CR 9

Source Inner Sea NPC Codex pg. 29
XP 6,400
Human bard 7/harrower 3
CG Medium humanoid (human)
Init +1; Senses Perception +2

Defense

AC 15, touch 12, flat-footed 14 (+3 armor, +1 deflection, +1 Dex)
hp 62 (10 HD; 7d8+3d6+17)
Fort +4, Ref +8, Will +10 (+1 vs. enchantments); +4 vs. bardic performance, language-dependent, and sonic

Offense

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 perilUM (DC 16), comprehend languages, ear-piercing screamUM, hideous laughter (DC 15), remove fear
0 (at will)—detect magic, ghost sound (DC 14), know direction, light, mage hand, read magic

Statistics

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, Varisian
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 teaUE, Harrow deck, spell component pouch, 28 gp

Special Abilities

Blessing of the Harrow (Su) 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.

Harrow Casting (Su) 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.

Far from mere fortune tellers, harrowers use their mystical powers to advise their clans, bring doom upon their foes, and uphold the ancient and mysterious traditions of the Varisian wanderers.