Harrow Cards and Harrow Points

Harrow Cards
Harrow cards are awarded both individually and to the party when a key event in each module of the Carrion Crown is successfully completed. They are similar to Hero Points, but are both more limited in their application and capable of bestowing additional abilities. Characters start with one harrow card and draw another at the completion of each module of the adventure path. There is no limit to the number of harrow cards that a character or the party can have at one time. There is also no limit to the number of harrow cards that may be played at one time, although the standard rules concerning stacking bonuses must be adhered to and cards that grant a specific ability cannot be combined to increase the effects of that ability. For example, a character could not play two neutral good cards to channel 2d6 x character level but could play a neutral good card followed by a chaotic evil card to force an undead target of the channel to reroll a saving throw.

Each Harrow card can be used for either the effect of its suit or alignment, but not both.

If a character with harrow cards permanently leaves the party, their cards are shuffled back into the deck. New characters who join the party start with one harrow card.

Hammers (Str): 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 ( +4 before the roll, +2 after the roll).

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

Books (Int): 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 daily basis.
Stars (Wis): 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 (Cha): 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 it is worse.

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

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

Lawful Neutral: You gain a +10 bonus on any single Sense Motive check.
True Neutral: 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: You gain the effects of rage, as the spell, lasting a duration of 1 round + an additional round for every 3 Hit Dice you possess above the first.

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

Chaotic Evil: 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.

Harrow Points
Posting to the Carrion Crown Obsidian Portal forums between sessions earns one Harrow Point, usable during the next session of Carrion Crown. Players must select a suit for their Harrow Point before or at the beginning of that session. The same suit may not be selected two posts in a row.

Keys (Dexterity) can be used in one of the following ways:
Dexterity Rerolls: Spend a Harrow Point to reroll any one Initiative check, Reflex save, attack roll modified by Dexterity, or Dexterity-based skill check. You must abide by the new result (although if you have additional Harrow Points remaining, you can use them to attempt additional rerolls).
Dodge Bonus: Spend a Harrow Point to gain a +1 Dodge bonus to your Armor Class for one encounter. You can spend up to 3 Harrow Points per encounter to increase your Armor Class in this manner.
Speed Increase: Spend a Harrow Point to increase your base speed by 10 feet for one encounter—you cannot spend multiple Harrow Points to increase your speed multiple times in one encounter.

Shields (Constitution) can be used in one of the following ways:
Constitution Rerolls: Spend a Harrow Point to reroll any one Fortitude saving throw, Concentration check, or other Constitution-based d20 roll. You must abide by the new result (although if you have additional Harrow Points remaining, you can use them to attempt additional rerolls).
Fast Hit Point Recovery: Spend a Harrow Point after resting for a minute to catch your breath and recover from your recent ordeals—you heal a number of hit points equal to your class level and 1 point of ability damage (but not ability drain) each time you do so. You may spend a Harrow Point in this manner once after each encounter.
Damage Reduction: Spend a Harrow Point to gain damage reduction 3/—. This damage reduction persists for the duration of the encounter in which you spend the Harrow Point.

Books (Intelligence) can be used in one of the following ways:
Intelligence Rerolls: Spend a Harrow Point to reroll any one Intelligence-based skill check. You must abide by the new result (although if you have additional Harrow Points remaining, you can use them to attempt additional rerolls) .
Flash of Insight: Spend a Harrow Point to be able to make a skill check in an untrained skill you don’t normally have ranks in. You gain a one-time +5 insight bonus on this skill check.
Arcane Wrath: Spend a Harrow Point to increase the strength of an arcane spell as it is cast. This spell gains a +2 bonus on its save DC, a +4 bonus on its caster level check to overcome spell resistance, and a +2 bonus on any attack rolls needed to strike the target.

Hammers (Strength) can be used in one of the following ways:
Strength Rerolls: Spend a Harrow Point to reroll any one Strength-based skill check. You must abide by the new result.
Mighty Thews: Spend a Harrow Point to be treated as a creature one size category larger than your normal category for the purposes of making grapple checks, lifting heavy objects, or determining if a hungry monster can swallow you whole; this adjustment lasts for one encounter (but no more than 10 minutes at the very most).
Brutal Strike: Spend a Harrow Point to gain a +5 bonus on all melee or natural weapons for the duration of one combat. Alternatively, brutal strike allows you to ignore an object’s hardness for 1 round.

Stars (Wisdom) can be used in one of the following ways:
Wisdom Rerolls: Spend a Harrow Point to reroll any one Wisdom-based skill check or Will saving throw. You must abide by the new result (although if you have additional Harrow Points remaining, you can use them to attempt additional rerolls).
Greater Turning: Spend a Harrow Point to infuse a turn or rebuke undead attempt—your effective cleric level increases by 2. You can spend up to three Harrow Points at once to perform a Greater Turning. For each Harrow Point you spend on your turn or rebuke undead attempt, your effective cleric level increases by an additional 2 levels, to a maximum bonus of +6.
Divine Wrath: Spend a Harrow Point to increase the strength of a divine spell as it is cast. This spell gains a +2 bonus on its save DC, a +4 bonus on its caster level check to overcome spell resistance, and a +2 bonus on any attack rolls needed to strike the target.

Crowns (Charisma) can be used in one of the following ways:
Charisma Rerolls: Spend a Harrow Point to reroll any one Charisma-based skill check or turn undead attempt. You must abide by the new result (although if you have additional Harrow Points remaining, you can use them to attempt additional rerolls).
Inner Strength: Spend a Harrow Point to draw a card from a Harrow Deck. You gain a +4 bonus to the card’s associated ability score for the duration of the current encounter (the GM decides when an encounter is officially over). If the card you draw matches your alignment, the bonus increases to +6.
Destiny Shall Not Be Denied: Spend a Harrow Point to force any one d20 die roll by the GM to be rerolled. You must abide by the new result (although if you have additional Harrow Points remaining, you can use them to force additional rerolls).

Harrow Cards and Harrow Points

Carrion Crown Castaigne