{ "ac": 13, "alignment": "N", "breadcrumbs_spa": [], "category": "creature", "charisma": 3, "constitution": 1, "creature_ability": [ "Fated Doom" ], "creature_family": "Mystics", "creature_family_markdown": "[Mystics](/MonsterFamilies.aspx?ID=191)", "dexterity": 2, "exclude_from_search": false, "fortitude_save": 3, "hp": 9, "hp_raw": "9", "id": "creature-926", "intelligence": 2, "language": [ "Common" ], "language_markdown": "[Common](/Languages.aspx?ID=1)", "level": -1, "markdown": "[Harrow Reader](/NPCs.aspx?ID=926)\r\n\r\n\r\n\r\n\r\n\r\nA harrow deck is a set of 54 cards with symbolic illustrations that serves as a sacred divining tool. Feared by the superstitious and avoided by those who know better than to tempt fate, harrow readers live and work in traveling communities, often moving from town to town as opportunities arise. For encounters involving social interaction, the harrow reader is a 3rd-level challenge.\r\n\r\n\r\n**[Recall Knowledge - Humanoid](/Rules.aspx?ID=563)**\r\n([Society](/Skills.aspx?ID=14)): DC 13\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 11\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 8\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[Harrow Reader](/NPCs.aspx?ID=926)\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 228\n\n**Perception** +7\r\n\r\n**Languages**\r\n[Common](/Languages.aspx?ID=1)\r\n\r\n**Skills**\r\n[Diplomacy](/Skills.aspx?ID=6) +8, [Fortune-Telling Lore](/Skills.aspx?ID=8) +11, [Occultism](/Skills.aspx?ID=11) +7, [Performance](/Skills.aspx?ID=12) +10, [Society](/Skills.aspx?ID=14) +7\r\n\r\n\r\n**Str** +1\r\n\r\n**Dex** +2\r\n\r\n**Con** +1\r\n\r\n**Int** +2\r\n\r\n**Wis** +3\r\n\r\n**Cha** +3\r\n\n\n**Items**\r\nharrow deck, [Sickle](/Weapons.aspx?ID=9)\r\n\r\n\r\n\r\n---\r\n\r\n\r\n\r\n\r\n**AC** 13 \r\n\r\n**Fort** +3 \r\n\r\n**Ref** +6 \r\n\r\n**Will** +10 \n\n\r\n\r\n**HP** 9\n\n\r\n\r\n---\r\n\r\n\r\n\r\n**Speed** 25 feet\r\n\r\n**Melee**\r\n\r\nsickle +7 ([Agile](/Traits.aspx?ID=170), [Finesse](/Traits.aspx?ID=179), [Trip](/Traits.aspx?ID=196)),\r\n**Damage** 1d4+1 slashing\n\n**Fated Doom** While harrow readers try to avoid combat, no throw of the cards can avoid fate, so a harrow reader learns how to best survive. In the harrow reader's first encounter each day, they gain a +1 status bonus to their initiative roll, their attack rolls, and their AC.\r\n\r\n\n\n", "name": "Harrow Reader", "npc": true, "perception": 7, "pfs": "Limited", "rarity": "common", "reflex_save": 6, "release_date": "2020-02-26", "resistance": {}, "search_markdown": "\r\n\r\n\r\n\r\n\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 228\r\n\r\n**Creature Family** [Mystics](/MonsterFamilies.aspx?ID=191)\r\n\r\n\r\n**HP** 9\r\n\r\n**AC** 13\r\n\r\n**Fort** +3\r\n\r\n**Ref** +6\r\n\r\n**Will** +10\r\n\r\n**Perception** +7\r\n\r\n\r\n\r\n---\r\n\r\n\r\nA harrow deck is a set of 54 cards with symbolic illustrations that serves as a sacred divining tool. Feared by the superstitious and avoided by …\r\n", "size": [ "Medium" ], "skill": [ "Diplomacy +8", "Fortune-Telling Lore +11", "Occultism +7", "Performance +10", "Society +7" ], "skill_markdown": "[Diplomacy](/Skills.aspx?ID=6) +8, [Fortune-Telling Lore](/Skills.aspx?ID=8) +11, [Occultism](/Skills.aspx?ID=11) +7, [Performance](/Skills.aspx?ID=12) +10, [Society](/Skills.aspx?ID=14) +7", "source": [ "Gamemastery Guide" ], "source_raw": [ "Gamemastery Guide pg. 228" ], "source_category": "Rulebooks", "source_markdown": "[Gamemastery Guide](/Sources.aspx?ID=22) pg. 228", "speed": { "land": 25, "max": 25 }, "speed_markdown": "25 feet", "speed_raw": "25 feet", "spell_markdown": "", "strength": 1, "strongest_save": [ "will" ], "summary": "A harrow deck is a set of 54 cards with symbolic illustrations that serves as a sacred divining tool. Feared by the superstitious and avoided by …", "summary_markdown": "A harrow deck is a set of 54 cards with symbolic illustrations that serves as a sacred divining tool. Feared by the superstitious and avoided by …", "text": " Harrow Reader A harrow deck is a set of 54 cards with symbolic illustrations that serves as a sacred divining tool. Feared by the superstitious and avoided by those who know better than to tempt fate, harrow readers live and work in traveling communities, often moving from town to town as opportunities arise. For encounters involving social interaction, the harrow reader is a 3rd-level challenge. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Harrow Reader Source Gamemastery Guide pg. 228 Perception +7 Languages Common Skills Diplomacy +8, Fortune-Telling Lore +11, Occultism +7, Performance +10, Society +7 Str +1 Dex +2 Con +1 Int +2 Wis +3 Cha +3 Items harrow deck, Sickle --- AC 13 Fort +3 Ref +6 Will +10 HP 9 --- Speed 25 feet Melee Single Action sickle +7 (Agile, Finesse, Trip), Damage 1d4+1 slashing Fated Doom While harrow readers try to avoid combat, no throw of the cards can avoid fate, so a harrow reader learns how to best survive. In the harrow reader's first encounter each day, they gain a +1 status bonus to their initiative roll, their attack rolls, and their AC. ", "trait": [ "Human", "Humanoid", "N", "Medium" ], "trait_markdown": "[Human](/Traits.aspx?ID=90), [Humanoid](/Traits.aspx?ID=91)", "trait_raw": [ "Human", "Humanoid" ], "type": "Creature", "url": "/NPCs.aspx?ID=926", "weakest_save": [ "fort", "fortitude" ], "weakness": {}, "will_save": 10, "wisdom": 3 }