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From Pathfinder #192: Worst of All Possible Worlds, which isn't enabled.

The Inquisitor

CREATURE 17

Variant fabled harrowkin

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.


Perception +29; darkvision
Languages Common
Skills Acrobatics +30, Athletics +32, Diplomacy +32, Occultism +29
Str +7, Dex +5, Con +7, Int +2, Wis +4, Cha +9

AC 40; Fort +32, Ref +30, Will +27
HP 315; Immunities misfortune effects

Speed 25 feet, fly 40 feet
Melee Greatsword +32 (magical, versatile p), Damage 3d12+15 slashing
Ranged Harrow Card +30 (agile, magical, thrown, range increment 20 feet), Damage 3d6+15 piercing
Occult Innate Spells DC 35, attack +27; 8th Uncontrollable Dance; 7th Visions of Danger; 5th Dimension Door; 4th Confusion; 2nd Augury; 1st Ill Omen (At Will); Cantrips (9th) Daze, Detect Magic, Ghost Sound, Telekinetic Projectile
Harrowkin Suit (Books)

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.

Read the Cards (occult)
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 skill checks.

Stars The harrowkin gains a +1 status bonus to saving throws.

Crown The harrowkin can reroll 1 check within the next minute and take the higher result. This is a fortune effect.


Note: The effect will roll the d6 automatically on placement.

Shuffle the Deck
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..
Silencing Strike (occult)
Frequency once per round

Effect The Inquisitor attacks a foe with the intent of putting an end to their words. He makes a Strike. On a hit, the creature becomes magically silenced for 1 round. Any attempts to use an auditory action or a verbal component requires a successful DC 10 flat check or the action is lost. If the Inquisitor's Strike was a critical hit, the DC is DC 15 flat check.
Pathfinder #192: Worst of All Possible WorldsOGL