One
of the greatest challenges with making new options for Pathfinder
games is making those options stand out, making them memorable and
different from what has come before. The sheer volume of books
available for Pathfinder (especially when you include all the
Campaign Setting, Player
Companion, and Adventure
Path books) can be intimidating
and it makes it difficult to remember every single new option
available. Most end up forgotten and never used. Even when they are
remembered, it’s difficult to remember which book to find them in.
Several recent Pathfinder books have done well in presenting new
options that really stand out. From the Alchemy Manual to Inner Sea Combat and Inner Sea Gods, these books use
their new options to develop the campaign setting, drawing on the
setting’s flavour to enhance the mechanics, and using the mechanics
to enhance the setting’s flavour. And now, The Harrow Handbook adds on
to that list.
The
harrow has always been one of the defining aspects of Golarion. Every
campaign world has fighters and wizards (well, the vast majority of
them, at any rate), but no other campaign world has the harrow. Of
course, as the harrow is based on real-world tarot, other settings
could certainly have tarot-like cards and fortune telling, but they
would have their own versions and something quite different from the
harrow. But the harrow is more than just Golarion’s version of
tarot. It is uniquely tied to the mechanics of the Pathfinder game
itself. Harrow cards have six suits. These suits represent in-game
characteristics, but also the six basic attributes of all Pathfinder
characters. The cards are also tied to alignments—a system that is
very defining of Pathfinder and its progenitor, Dungeons &
Dragons. By tying the harrow so closely to metagame mechanics as well
as in-game aspects, you have something that can be exploited by
players for their characters—and with that, an opportunity to
create some truly original characters not seen in any other campaign
world.
The
Inner Sea World Guide already has
the harrower prestige class and the Harrowed feat, but The Harrow
Handbook goes beyond those, providing new and exciting options
for all kinds of character classes. I should note that this book does
not provide descriptions for interpreting each harrow card, as those
have already been published elsewhere (with the original Harrow Deck released by Paizo and now with the new Deluxe Harrow Deck); however, the two inside covers do contain
illustrations of all 54 cards in a standard harrow deck (with three
suits on each cover). The fact that there are 54 cards in a harrow
deck nicely overlaps with standard real-world playing cards, so that
GMs and players don’t have to own actual harrow decks to use them
in game. You can simply assign each card to one of the harrow cards.
Alternatively, the book suggests that you can simulate the cards
using dice; however, this method can produce some probabilistic
problems as rolling dice is independent probability and drawing cards
is dependent probability (in other words, each time you draw a card,
that card is no longer in the deck, which alters the probabilities
for the next card you draw; dice don’t know which cards have
already been drawn, so the probabilities never alter).
The
Harrow Handbook opens with a
look at how people across the Inner Sea Region view harrowing, along
with an overview of how a harrow reading is performed. It then moves
into covering the history of the harrow, along with descriptions of
some of the “lost” harrow cards. Over the centuries, harrow decks
have changed (indeed, in its early years, every deck was different),
and this section provides descriptions of five prominent cards that
used to be part of harrow decks. One of the best things about this
book is how it blends the mechanical options with flavourful
backgrounds, and the inclusion of things like lost cards is a great
example of this. This section also includes a new monk archetype, the
harrow warden.
The
book then looks at using the harrow as a means of divination. Along
with this is a look at how people become harrowers. By this, it is
not referring specifically the prestige class, but rather anyone who
uses a harrow deck for divination. The section includes two new
buildings for use with the kingdom-building rules and downtime system
from Ultimate Campaign,
as well as a new spell, greater harrowing,
a more powerful version of the harrowing spell
from the Inner Sea World Guide.
The following section includes a system for generating a character’s
background using a harrow deck. This method works with the background
system from Ultimate Campaign,
but replaces random dice rolls with a spread of cards.
Of
course, while the harrow is generally associated with divination,
harrow cards can be used for other things—particularly playing
games. The next section of the book provides the rules for three
games that characters (and players) can play with their harrow cards.
On the not-so-moral side of things, false readings of harrow cards
can be used to swindle people out of their money and belongings, and
this section provides a new rogue archetype, the Sczarni swindler.
The
first half of the book concludes with “Other Ways to Use the
Harrow”. This includes summoning and cursing. The Harrowed
Summoning feat allows you to empower summoned creatures with the
magic of the harrow. The cartomancer archetype is a witch archetype
which uses a harrow deck in place of a familiar. There are also a
couple new witch hexes and a new spellblight. A sidebar in this
section introduces one of the most interesting new feats I’ve seen
added to the game: Deadly Dealer. This feat (which cartomancers and
the card caster—a magus archetype introduced later in the book—gain
for free) allows characters to use harrow cards as thrown weapons,
with each card behaving like a dart. This feat is basically a means
to create Gambit from X-Men
in Pathfinder!
The
centrefold in the book provides four alternate harrow spreads. When
performing a harrow reading, the cards are usually laid out in a
three-by-three grid; however, the spreads here provide alternative
methods of laying out and reading the cards. Each method described
also contains an example illustration of the layout. A sidebar
contains a brief discussion of “forbidden paths”—the kinds of
readings most harrowers will refuse to make. I’ve complained in the
past that the centrefolds in Player Companion
books are often (though certainly not always) a waste of space;
however, this is an example of one done right. The space is used
well, the text is not short to the point of being useless, and the
artwork provides a clear benefit to players. Most importantly, there
isn’t a pile of empty space on these two pages.
The
second half of the book takes a look at each of the six suits in the
order that corresponds with the typical order of ability scores. With
each suit, there is discussion of the in-game meanings and
interpretations of that suit, along with new character options. Each
of these sections also contains a sidebar with a fable about the
origins of one of the cards from that suit (the Big Sky with hammers,
the Rabbit Prince with keys, and so on). These six sidebars
absolutely have to be my favourite things in this book (and there’s
a lot in this book that I really like). Stories like these add
flavour and colour to the world in a way dry description can never
achieve. As they are not the literal origins of the cards, but rather
fairy tales, they offer an insight into the mindsets of the people of
the world—something that can often be lacking in both Player
Companion and Campaign
Setting books. I really can’t
emphasize too much just how much I adore these stories.
Of
the various new character options introduced in these sections, some
of the more notable include the suit seeker (an inquisitor archetype)
in the section on the suit of shields, the aforementioned card caster
in the section on the suit of books, the solar mystery for oracles in
the suit of stars, and the harrow bloodline for sorcerers, found in
the section on the suit of crowns. There are also new rogue talents
and bardic masterpieces with the suit of keys, and a summoner
archetype and new eidolon model with the suit of books. The suit of
hammers section contains a new cavalier order: the order of the
hammer. This order (and to a slightly lesser extent, the combat feats
in the same section) is the only thing in The Harrow
Handbook that I’m not that
enamoured with. Apart from the name of the order, there really isn’t
anything about it that links it to the harrow. It doesn’t even have
a philosophy or outlook that in any way acknowledges the harrow. It’s
simply an order that respects might over all and believes the strong
should rule the weak. In a book utterly oozing with flavour, this
order stands out as quite flavourless—just a collection of
uninspiring abilities like “mighty bash” and “crushing
grapple”. The combat feats in this section are also surprisingly
detached from the harrow and suffer in flavour because of this.
The
final two pages of the book contain new equipment and magic items
related to the harrow. From a simple harrow carrying case to
fate-reader’s lenses,
there are some useful and interesting items here. I particularly like
the rabbit’s blade.
This broken magical longsword is linked to the story of the Rabbit
Prince and functions like a +2 short sword.
When the wielder is being ganged up on by multiple opponents with no
allies within 15 ft, the sword also grants use of either the Cleave
feat or the Great Cleave feat (depending how many opponents there
are).
The
Harrow Handbook is the perfect
example of how to mix “crunch” with “fluff”. Apart from the
brief aberration that is the order of the hammer and a few combat
feats, every option in the book has story value as well as mechanical
value. This book adds life to the campaign setting in a way many
other Player Companion
books fail to, by developing something that is uniquely Golarion.
This book is overflowing with flavour and I absolutely love it as a
result. It is, without doubt, one of the best books in the entire
Player Companion line
and will be seeing a lot of use in my campaigns.
I had actually been trying to build an effective Deadly Dealer character for a while, so this book was well received. The Card Caster Magus seems like a fun build, plus you get to do a terrible Cajun accent. At least until the rest of your party slap it out of you.
ReplyDeletewhy is gambit throing his cards ??
ReplyDeleteI'll admit I'm not an X-Men expert, but as I understand it, Gambit's powers include the ability to convert potential energy into kinetic energy. He tends to use his abilities on cards, which he throws and makes explode. Or something like that. The Deadly Dealer feat and a couple of the archetypes in The Harrow Handbook let you create a character who can do similar things with harrow cards.
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