🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells
General (No Skill)
Alchemist Barbarian Bard Champion Cleric Druid Fighter Gunslinger Inventor Investigator Magus Monk Oracle Psychic Ranger Rogue Sorcerer Summoner Swashbuckler Thaumaturge Witch Wizard
Acrobatics Arcana Athletics Crafting Deception Diplomacy Intimidation Lore Medicine Nature Occultism Performance Religion Society Stealth Survival Thievery
Aasimar Anadi Android Aphorite Automaton Azarketi Beastkin Catfolk Changeling Conrasu Dhampir Duskwalker Dwarf Elf Fetchling Fleshwarp Ganzi Gnoll Gnome Goblin Goloma Grippli Half-Elf Half-Orc Halfling Hobgoblin Human Ifrit Kitsune Kobold Leshy Lizardfolk Orc Oread Pixie Poppet Ratfolk Reflection Shisk Shoony Skeleton Sprite Strix Suli Sylph Tengu Tiefling Undine

Vengeful Spirit Deck Two ActionsFeat 6


Uncommon​Archetype​Spellshape​
Source Pathfinder Stolen Fate Player's Guide
Prerequisites Harrower Dedication

Requirements You have an active harrow omen.


You manifest a ghostly deck of harrow cards. Draw a card from a harrow deck, then select a target within 60 feet. The card flies through the air to strike at that target, inflicting 4d6 damage, with a reflex saving throw against your class DC or spell DC. The type of damage inflicted is determined by your active harrow omen; if the card drawn is in the same suit as your active harrow omen, the target takes a –2 status penalty to its saving throw. The damage increases to 6d6 if you're 10th level and 8d6 if you're 15th level. You can continue to throw cards at targets on your turn as long as you Sustain the Vengeful Spirit Deck—throwing a card takes two actions. This effect lasts as long as you Sustain it, up to 1 minute, or until you no longer have an active harrow omen. Once the effect ends, you lose your active harrow omen.

Hammers: (ternary(gte(@actor.level,15),8,ternary(gte(@actor.level,10),6,4)))d6 cold

Keys: (ternary(gte(@actor.level,15),8,ternary(gte(@actor.level,10),6,4)))d6 fire

Shields: (ternary(gte(@actor.level,15),8,ternary(gte(@actor.level,10),6,4)))d6 poison

Books: (ternary(gte(@actor.level,15),8,ternary(gte(@actor.level,10),6,4)))d6 electricity

Stars: (ternary(gte(@actor.level,15),8,ternary(gte(@actor.level,10),6,4)))d6 mental

Crowns: (ternary(gte(@actor.level,15),8,ternary(gte(@actor.level,10),6,4)))d6 acid


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Archetype

This feat belongs to an archetype.

Spellshape

Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.