Harrower (4E)

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4ED&D 4E
4th Edition Dungeons & Dragons

Harrower is a paragon path for 4th edition Dungeons & Dragons.

I see doom in the cards!

Path Feat

Harrow Reading [Path]

Prerequisites: You (both player and character) must have access to a Harrow deck.

Benefit: During a long rest, you can make a harrow reading, and the effects apply until the next long rest. Use the technique described on p. 3 of the Harrow divination book. If a card appears as a true match, one ally taking part in the reading receives a power bonus on (or against) a single action. You activate this bonus as a free action. If an ally’s role card appears in the reading, that character gains an additional action point, and also gains the suit bonus until the end of his next round after spending the action point.

  • Hammer Target gains a +2 power bonus to Fortitude defense and melee attack rolls until the end of the encounter.
  • Key Target gains a +2 power bonus to one ranged attack roll.
  • Shield Target gains target gains a +2 power bonus to one close attack roll.
  • Star Target gains a +5 power bonus to Insight and Perception.
  • Book Target gains a +2 power bonus to one area attack rolls.
  • Crown Target gains a +2 power bonus to any one skill check.

Paragon Path

Harrower Paragon Path Features

Harrower Action (11th level): You can use an action point to reroll any die roll you have just made. Use the better roll.

Ritual Insight (11th level): You and allies within 5 squares get a +2 power bonus to skill checks involving scrying and divination rituals.

Harrow's Curse (11th level): When you use the Warlock’s Curse power, you can immediately use a Harrower power as a free action.

Harrow’s Favor (16th level): Once per encounter, when you draw or deal a harrow card or make a roll for a random Harrower ability, you can reroll or redraw. You must accept the result of the second roll or draw.

One With the Deck (16th level): Once per encounter, on your turn, you can use a Harrower power as a free action.

Harrower Spells

Momentary Opportunity Harrower Attack 11
You gain insight and power from the cards.
EncounterArcane
Minor Action      Personal
Effect: Randomly select one daily attack power you know, including ones you have already used and powers you know which are not ready (like those in a spell book). You can use the randomly selected power once before the end of your turn, and this use does not count against your limit on daily uses of this power. If you choose not to use the randomly selected power in time, the opportunity is lost, and Momentary opportunity has still been used.
Fortunate Fates Harrower Utility 12
You draw a single card and interpret it favorably.
EncounterArcane
Minor Action      Ranged 10
Effect: Roll 1d6 and read the table below. then decide to apply the benefit to yourself or an ally in range. If you have a Harrow deck prop, draw a card instead of rolling the die.
  1. (Hammer) Target gains a +2 power bonus to Fortitude defense and melee attack rolls until the end of the encounter.
  2. (Key) Target gains a +2 power bonus to Reflex defense and ranged attack rolls until the end of the encounter.
  3. (Shield) Target gains target gains his Con bonus + level temporary hit points and a +2 power bonus to close attack rolls until the end of the encounter.
  4. (Star) Target can roll a saving throw against any one effect that allows a save at the beginning of each of his turns (before taking ongoing damage).
  5. (Book) Target gains a +2 power bonus to Armor Class and area attack rolls until the end of the encounter.
  6. (Crown) Target gains a +2 power bonus to Will defense and skill checks until the end of the encounter.
Doom Draw Harrower Attack 20
You draw a single card and find a foe’s weakness.
DailyArcane
Minor Action      Ranged 10
Effect: Roll 1d6 and read the table below If you have a Harrow deck prop, draw a card instead of rolling the die.
  1. (Hammer) Target takes a -2 power penalty to Fortitude defense. Save ends.
  2. (Key) Target takes a -2 power penalty to Reflex defense. Save ends.
  3. (Shield) Target gains takes continuing damage equal to half your level. Save ends.
  4. (Star) Target takes a -5 penalty to saving throws. Save ends.
  5. (Book) Target takes a -2 power penalty to Armor Class. Save ends.
  6. (Crown) Target takes a -2 power penalty to Will defense. Save ends.