Harrow Medium [3PP]

Source: Expanded Spheres: Cardcaster’s Gamble


The Harrow Medium wields an arsenal of unique abilities tied to the harrow deck.

Harrowed Might (Su)

When channeling a spirit, the harrow medium may draw a card from a complete harrow deck which you own. Any bonus to ability checks granted by your spirit bonus are replaced by equal bonuses to ability checks made with the ability score corresponding to the drawn card. In addition, starting at 6th level, the spirit’s normal intermediate bonus is replaced with an intermediate bonus corresponding to the alignment of the drawn card.

  • Lawful Good: The medium gains temporary hit points equal to twice their medium level that replenish at a rate of 1 hit point per round if lost.
  • Neutral Good: Any bonuses provided to or by the medium by aid another increase by the medium’s spirit bonus.
  • Chaotic Good: The medium’s reach increases by 5 feet plus an additional 5 feet for every 5 levels beyond 6th they possess. For the purpose of calculating their Close, Medium, and Long ranges with medium class features and sphere effects, the medium adds their spirit bonus to their level.
  • Lawful Neutral: Whenever you hit a creature with an attack or they fail a saving throw against one of your abilities, all of the target’s speeds are reduced by half (to a minimum of 5 feet) for a number of rounds equal to your spirit bonus. In addition, the target cannot take a 5-foot step during this time.
  • True Neutral: The medium gains the evasion ability of a 2nd-level monk and the stalwart ability of an 11th-level inquisitor, save that there are no restrictions on these abilities based on the armor the medium is wearing.
  • Chaotic Neutral: All attacks against the medium suffer from a 20% miss chance from concealment. This improves by 5% at 8th level and every even level thereafter, to a maximum of 50% at 18th level. True seeing and similar effects negate this concealment. This does not give you concealment for the purpose of making stealth checks
  • Lawful Evil: Once per round as an immediate action, whenever a creature within 30 feet of the medium rolls a d20, the medium may force them to roll again and take the second result. A creature can only be affected by this ability once per day.
  • Neutral Evil: All of the medium’s weapon attacks deal 1d6 additional damage. This damage increases by an additional 1d6 at 5th level and every 5 levels thereafter.
  • Chaotic Evil: When the medium brings an opponent with a number of hit dice equal to at least half their character level to below 0 hit points, the medium’s spirit bonus increases by 2 for a number of rounds equal to their casting ability modifier. This bonus does not stack with itself.

This ability modifies the medium’s spirits class feature.


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