Harrow Points

The very fate of Korvosa rests in the hands of its masked heroes! Over the coming weeks and months, their actions will determine if the city thrives, or falls into chaos and anarchy. Fortunately, luck will prove to be on their side in a very literal sense…

Harrow Points allow the heroes of Korvosa to swing the skein of fate in their favor; allowing them to act with lightning speed, perform tremendous feats of magic, and even escape certain death!

Acquiring Harrow Points

At the beginning of each chapter of Curse of the Crimson Throne, the GM will divine the fates of the party using his Harrow Deck. In-universe, this is a chance to receive insights on the current situation, and to catch a glimpse of events to come. Out of game, the results of this reading are what determine the number of Harrow Points you begin that chapter with. Harrow Points expire at the conclusion of a chapter (you will always be informed when you're near a chapter's conclusion), so spend them while you can!

The Arcana

The Harrow Deck features six Arcana, or suits, which represent the six Pathfinder ability scores. At the beginning of each chapter, the harrower will reveal which Arcana currently drives Korvosa's fate.  Harrow Points gain additional uses depending on the Arcana of the current chapter.

The six Arcana are…

  • The Hammer (Strength)
  • The Key (Dexterity)
  • The Shield (Constitution)
  • The Tome (Intelligence)
  • The Star (Wisdom)
  • The Crown (Charisma)

The Choosing

Before each Harrow Reading, you will be given a chance to randomly choose a card from the nine represented by the current Arcana. Each of these cards represents a potential fate that lies in your characters future, in which they are destined to play a key role. You gain a Harrow Point immediately upon choosing a card; in addition, you gain a chapter specific bonus when the foretold event occurs. Typically this event is a single combat with a significant enemy, but it can also be a specific challenge, social interaction, or series of linked events. Depending on player actions, the foretold event may not even occur!

The Harrowing

A Harrow Reading is represented by a nine card spread. The significance of the spread will be explained by the Harrower in game. Each time a card that matches the Arcana of the current adventure appears in the reading, all players gain a Harrow Point.

Additional Harrow Points

Anyone who presents a written backstory or art of their character will begin play with an additional Harrow Point. This bonus stacks.

Players who go out of their way to perform heroic deeds may also receive Harrow Points.

Finally, the GM may elect to award Harrow Points for any reason he deems fit. 

Maximum Harrow Points

No matter how many Harrow Points you earn, you may only have a maximum of 10 at any given time. Additional Harrow Points are lost.

Using Harrow Points

No matter what, Harrow Points may be used for the following purposes.

Act Out of Turn: You can spend a Harrow point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.

Bonus: If used before a roll is made, a harrow point grants you a luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a harrow point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Harrow Points spent to aid another character grant only half the listed bonus (4 before the roll, +2 after the roll).

Combat Trick: You may use a single Harrow Point in place of the Stamina cost for any Combat Trick, even if you do not possess the Combat Stamina feat. 

Extra Action: You can spend a harrow point on your turn to gain an additional standard or move action this turn.

Inspiration: If you feel stuck at one point in the adventure, you can spend a harrow point and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the harrow point is not spent.

Recall: You can spend a harrow point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.

Reroll: You may spend a harrow point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.

Special: You can petition the GM to allow a harrow point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Possibilities include casting a single spell that is one level higher than you could normally cast (or a 1st-level spell if you are not a spellcaster), making an attack that blinds a foe or bypasses its damage reduction entirely, or attempting to use Diplomacy to convince a raging dragon to give up its attack. Regardless of the desired action, the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional harrow points may be spent on such an attempt, either by the character or her allies.

Cheat Death: A character can spend 2 harrow points to cheat death. How this plays out is up to the GM, but generally the character is left alive, with negative hit points but stable. For example, a character is about to be slain by a critical hit from an arrow. If the character spends 2 harrow points, the GM decides that the arrow pierced the character’s holy symbol, reducing the damage enough to prevent him from being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 harrow point in a turn. The character can spend harrow points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.

Arcana Bonus – The Key

The fate of Korvosa lies beneath the sign of Keys; the Arcana of speed, cunning, and dexterity. The heroes of the city will need to be quick on their feat and skilled with their hands if they wish to succeed. For as long as the Key Arcana is active, Harrow Points may be used in the following additional ways.

Arcana Reroll:  When spending a Harrow Point to reroll any Dexterity based check (including Reflex saves, initiative checks, Dexterity based skill checks, and attack rolls based on Dexterity) the result cannot be less than 11. Add +10 to any roll of 1-10 on the d20. Rolling a 10 in this way counts as a natural 20. 

Dodge Bonus: You may spend a Harrow Point to gain a +2 dodge bonus to your Armor Class for one encounter. You may spend up to two Harrow Points in this way during a given encounter; this effect stacks.

Speed Increase: You may spend a Harrow Point to increase your base speed by 10 feet for one encounter.

 

Harrow Points

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