The Joke
Level 17Attacks
Abilities
The Joke shares a wisecrack with a particularly torturous punchline. All non-harrowkin within 30 feet that hear the joke must attempt a DC 36 will save. On a failure, the creature is so upset by the joke that they grow physically ill, becoming Slowed 1 (Slowed 2 on a critical failure) for 1 minute. The Joke can't use Distressing Joke again for .
Each harrowkin is connected one specific harrow suit and has the following shared abilities.
(Harrowkin) Defensive Suit
(Harrowkin) Shuffle the Deck
(Harrowkin) Read the Cards
Note: This ability enables additional automation for the listed abilities.
Trigger The harrowkin is about to roll initiative
Effect The harrowkin attempts to rewrite destiny. Roll 1d6 to determine a suit. The harrowkin gains the effects of the suit for 1 minute. If the suit matches the harrowkin's suit, the value is doubled.
Effect: Read the Cards
Hammers The harrowkin gains a +2 status bonus to damage rolls.
Keys The harrowkin gains a +1 status bonus to AC.
Shields The harrowkin gains fast healing 5.
Books The harrowkin gains a +1 status bonus to skil
Frequency once per day
Requirements The harrowkin has rolled initiative
Effect At the end of the current round, all creatures currently in initiative reroll their initiative, using the same modifiers as their original initiative roll, and use the new initiative values for all following rounds..
The most powerful harrowkin are living embodiments of harrow cards.
When a harrow deck becomes infused with great magical power, it can produce a harrowkin.
Harrowkin Agency
Harrowkin lack free will, despite being sapient. All are neutral, even in the case of fabled harrowkin whose legacies force them into specific roles. They do not possess souls. When slain they revert back to the card from which they sprang.
Ancient Harrowkin
Some harrowkin form from ancient decks, even originating from the days before Earthfall. These harrowkin are especially powerful as they've spent a long time—sometimes millennia—learning to control their own abilities and their magical influence over the power of fate. These harrowkin are known to keep weaker harrowkin as companions or servants, living secluded lives in their own courts of fate. Unlike other harrowkin, ancient harrowkin have souls, agency, free will, and can be of any alignment.