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Drogar
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Joined: 2010-05-18

Pathfinder Character sheets

Orin, Human Barbarian (invulnerable rager), played by Drogar

(Status: -2 Hitpoints)

Equipment (Not Yet Noted on Character)
+1 Combat Shovel (Same combat statistics as club)

Harrow Cards:

The Mountain Man

Ariam, Aasimar Paladin (Warrior of the Holy Light), played by Henii 

Equipment (Not yet noted on character):

+1 Armor Maintenance Kit
+2 applications of Silversheen
+1 Cure Light Wounds potion
+3 Holy Water
-15 gold pieces.

 

Harrow Cards:

The Midwife

 CeeRee, Human Oracle, played by Firie
Harrow Cards:

The Forge

 Banakil, Halfling Cleric, played by Rastila

(Status:  Sick of burning skulls)

Harrow Cards:

The Sickness


Oboe, Gnome Bard (archaeologist), played by Finkswitch
Harrow Cards:

The Joke

 Lute, Gnome Summoner, played by Darlain

Harrow Cards:

The Locksmith

Scoodles, Lute's Eidolon

 

Party Statistics:

Party Harrow Cards:

 

Party Experience:   6300/10,000

 

Ravengro Trust Level: 35 (Trusted)

Nicholai
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Joined: 2010-05-18
The rules on Harrow Cards are

The rules on Harrow Cards are printed in the Carrion Crown Player's Guide.  However, if you are incapable of downloading or are just too lazy, here is a list of abilities.

For how to read your harrow cards, please see the Rules post.

 

Each card has two abilities:

  • One ability for the suit (The little icon on the card)
  • One ability for the alignment (Where the icon is on the card)

Suits

Hammers (Strength): If used before a roll is made, a hammers card grants you a +8 luck bonus on any one d20 roll.  If used after a roll is made, this bonus is reduced to +4.  You can also use this card to grant a 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 by distracting a monster, shouting words of encouragement, or otherwise aiding another with the check).  Cards of the suit of hammers spent to aid another character grant only half the listed bonus.

Keys (Dexterity):  You can spend a keys card to take your turn immediately.  Treat this as a readied action, moving your initiative to just before the currently acting creature.  You may only mkae a move or a standard action on this turn.

Shields (Constitution): You can spend a shields card on your turn to gain an additional standard or move action this turn.

Books (Intelligence): You can spend a books card 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 dialy basis.

Stars (Wisdom): If you feel stuck at some point in the adventure, you can spend a card of this suit 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 stars card is not spent.

Crowns (Charisma): You may spend a crown card to reroll any one d20 roll you just made.  You must take the results of the second roll, even if its worse.

 

Alignments

Lawful Good (Top Left): You may smite evil, as the paladin ability, gaining the benefits until the start of your next turn.  If you have levels in paladin greater than half your total Hit Dice, use your paladin level to determine bonus damage; otherwise, your bonus damage equals half your character level rounded down (minimum 1).

Neutral Good (Top Center): You channel positive energy that cures a creature touched of an amount of damage equal to 1d6 x your character level.  This effect damages undead creatures as spells like cure light wounds.

Chaotic Good (Top Right): You receive a +4 circumstance bonus on one CMB check to avoid or escape a grapple or on one Escape Artist Check.

Lawful Neutral (Center Left): You gain a +10 bonus on any single Sense Motive check.

True Neutral (Center): You may gain a one-time insight into the future as the spell augury, using your character level as your caster level.  Meditating on the particular action in question requires 10 minutes and does not expend material components.

Chaotic Neutral (Center Right): You gain the effects of rage, as the spell, lasting a duration of 1 round + an additiona round for every 3 Hit Dice you possess above the first.

Lawful Evil (Bottom Left): You can give another creature a command as per the spell command. This command can affect undead that are normally immune to mind-affecting effects, but not other creatures that are immune to mind-affecting effects.  The DC of this command is equal  to 10 + your character level.

Neutral Evil (Bottom Center): You channel negative energy that deals an amount of damage equal to 1d6 x your character level to a creature touched.  This effect heals undead creatures as spells like inflict light wounds.

Chaotic Evil (Bottom Right):  You may instantly force any creature to reroll a saving throw it has just made, taking the result of the second roll, even if doing so means the check will fail.