The Teamster

Level 17
Creature· constructRareLargeLegacy
AC 40
HP 315
Speed 25 ft.
Fort +32
Ref +30
Will +27
Perc +29
Size Large
Rare
Spells
Languages common
Senses darkvision
Speeds 25 ft., fly 40 ft.
Skills athletics +32, diplomacy +32, acrobatics +30, occultism +29
Recall Knowledge arcana DC 41

Attacks

Melee Greatsword +32/+27/+22(magical, versatile P)
Damage: 3d12+15 slashing
Ranged Harrow Card +30/+26/+22 (range 20 ft.)(agile, magical, thrown)
Damage: 3d6+15 piercing

Abilities

Bite Them!offensive

Frequency once per round Effect The Teamster commands his two phantasmal geckos to come to his aid and attack a foe within 30 feet that the Teamster can see. The geckos attempt two Strikes against the same target. These Strikes resolve using the Teamster's greatsword melee Strike, and use the Teamster's normal multiple attack penalty, but combine their damage for the purposes of resistances and weaknesses.

Harrowkin Suit (Shields)offensive

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 Cardsoffensive(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◆◆offensive

Requirements The harrowkin has rolled initiative

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..

Description

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.

Traits