There is a Legacy version
here.
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, many harrow readers live and work in traveling communities, often moving from town to town as opportunities arise.Medium Human Humanoid
Source NPC Core pg. 96
Recall Knowledge DC 13 • Humanoid (Society)
Perception +7
Languages Common
Skills Diplomacy +10, Fortune-Telling Lore +11, Occultism +5, Performance +5 ((+11 when fortune-telling)), Society +5
Str +1, Dex +2, Con +1, Int +2, Wis +3, Cha +3
Cold Reading Specialist For encounters involving fortune-telling, the harrow reader is a 3rd-level challenge.
Items harrow deck, sickle
AC 14; Fort +3, Ref +6, Will +10
HP 8
Speed 25 feet
Melee [one-action] sickle +6 [+2/-2] (agile, finesse, trip), Damage 1d4+1 slashingMelee [one-action] fist +6 [+2/-2] (agile, finesse, nonlethal, unarmed), Damage 1d4+1 bludgeoningFated Doom Though harrow readers try to avoid combat, no throw of the cards can avoid fate, so a harrow reader learns how best to survive. In the harrow reader's first encounter each day, they gain a +1 status bonus to their initiative roll, attack rolls, and AC.Read the Harrow (exploration, occult, prediction) The harrow reader can conduct a reading over the course of 10 minutes to duplicate the effects of the augury spell. The harrow reader can conduct up to five readings per day, but the flat check DC increases by 2. This is cumulative, to a maximum of DC 14 for the fifth.
Forms Of Fortune-Telling
Anthomancy: flowers
Astrology: the Cosmic Caravan
Astromancy: movement and brightness of stars
Chiromancy: reading the palm's heart, life, and head lines
Demonomancy: asking demons
Harrowing: harrow card readings
Haruspicy: entrails
Ichthyomancy: the next fish caught
Mazomancy: a nursing babe
Oneiromancy: dreams
Pendulum Reading: answering yes or no questions with a pendulum
Pyromancy: throwing substances into fire
Tasseomancy: tea leaves
Tyromancy: coagulation of cheeseAll Monsters in "Mystic"
Source NPC Core pg. 96Hidden secrets and occult powers have an irresistible lure for many. Since the majority of these NPCs are spellcasters, consider using
alternative spell lists to adjust their themes.
Crossover Ancestry NPCs
Several of the NPCs elsewhere in NPC Core can fit well in this group:
Bone mother (level 6),
gourd leshy witch (level 6),
tripkee fiend keeper (level 7)
Guests Beware
Most intelligent creatures follow basic customs of hospitality, such as not attacking a guest who has dined under their roof. Even the most sinister fey creature is loath to break such customs, though eating meals with the fey is often fraught with its own dangers. Others have fewer scruples and might employ poisons, curses, or potions as seasoning for unwitting dinner guests.
Mystic Protection
Most mystics aren't particularly skilled in combat and might hire or ensorcel bodyguards, such as the
bodyguard (level 1),
archer sentry (level 2),
musketeer (level 3),
tournament combatant (level 5),
knight (level 7), or
hero hunter (level 13).
Mystic Rituals
The following are rituals sometimes cast by mystic groups. Those from
Monster Core are available only to appropriate celestials and fiends within the organizations.
Sinister Rituals
Most rituals have a simple gp cost and associated skill checks. But what if a desperate NPC is willing to offer something more macabre, such as lives, souls, or worse? Such a nefarious ritual uses a normal ritual as a baseline, but the DCs and proficiency requirements might be reduced or waived entirely, as might any gp cost.