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Saeri, Professional Harrower's page

425 posts. Alias of Rednal.


Race

Human

Classes/Levels

Magus 3 / Witch 3 | HP: 25/25 | AC: 16 [20]; T: 16; FF: 10 | Fort: +4, Ref: +5, Will: +4 | CMB: +3, CMD: 19 | Init: +5, Perception: +3

Gender

Female

Strength 13
Dexterity 16
Constitution 10
Intelligence 18
Wisdom 10
Charisma 12

About Saeri, Professional Harrower

Saeri

Appearance - Avatar

Quick Harrow Guide

Female human magus (card caster, kensai) 3/gestalt 3/witch (cartomancer, hedge witch) 3 (Pathfinder Player Companion: The Harrow Handbook, Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9, 84)
CG Medium humanoid (human)
Init +5; Senses Perception +3

Daily Abilities:

Arcane Pool: 3/5

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Defense
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AC 16, touch 16, flat-footed 10 (+3 Dex, +3 dodge)
hp 25 (3d8+1)
Fort +4, Ref +5, Will +4
Defensive Abilities canny defense +3
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Offense
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Speed 30 ft.
Ranged mwk harrow card +8 (1d4+2, check Role Card) or
. . normal card +7 (1d4+2)
Special Attacks arcane pool (+1, 5 points), hex (cackle [APG], evil eye[APG]), spell combat
Magus (Card Caster, Kensai) Spells Prepared (CL 3rd; concentration +7)
. . 1st—shield, shocking grasp (2)
. . 0 (at will)—arcane mark, mage hand, prestidigitation
Witch (Cartomancer, Hedge Witch) Spells Prepared (CL 3rd; concentration +7)
. . 2nd—glitterdust (DC 16), web (DC 16)
. . 1st—air bubble[UC], cure light wounds, mage armor
. . 0 (at will)—detect magic, light, read magic, spark[APG] (DC 14)
. . Patron Healing
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Statistics
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Str 13, Dex 16, Con 10, Int 18, Wis 10, Cha 12
Base Atk +2; CMB +3; CMD 19
Feats Deadly Dealer, Extra Hex[APG], Point-Blank Shot, Precise Shot, Weapon Focus (dart)
Traits love lost (orphaned), reactionary
Skills Climb +5, Craft (calligraphy) +14, Heal +5, Intimidate +5, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +5, Perception +3, Profession (fortune-teller) +6, Spellcraft +10, Stealth +4, Survival +1, Swim +6, Use Magic Device +7
Languages Chondathan, Dwarven, Elven, Illuskan, Sylvan
SQ chosen weapon, deadly dealer, deliver touch spells, harrowed spellstrike, role dealer, witch's familiar
Other Gear dart, mwk dart, cards[UE], harrow carrying case, harrow deck[UE], harrow mat, magus starting spellbook, masterwork calligraphy tools, spell component pouch, 56 gp, 6 sp, 4 cp
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Special Abilities
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Arcane Pool +1 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Canny Defense +3 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Cards) Kensai abilities only function when wielding a weapon of this type.
Deadly Dealer Arcane Strike: throw cards as if they were darts. Card destroyed when thrown.
Deadly Dealer (Su) May deal lethal damage as long as you have 1 point in Arc. Pool.
Deliver Touch Spells (Su) Cards thrown w/ Deadly Dealer aren't destroyed, gain returning quality, and deliver touch spells.
Evil Eye -2 (7 rounds, DC 15) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Harrowed Spellstrike (Su) Single target, ranged weapon deliver touch or ranged spell, as spellstrike.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Role Dealer (Su) Drawn thrown harrow card (align axis): threat range 19-20, (exact align) x3 (+4 conf.).
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other. Saeri can use Spell Combat when making melee or ranged attacks with cards.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
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Harrow Cards:

1. Paladin (Str - LG)
2. Keep (Str - NG)
3. Big Sky (Str - CG)
4. Forge (Str - LN)
5. Bear (Str - N)
6. Uprising (Str - CN)
7. Fiend (Str - LE)
8. Beating (Str - NE)
9. Cyclone (Str - CE)
10. Dance (Dex - LG)
11. Cricket (Dex - NG)
12. Juggler (Dex - CG)
13. Locksmith (Dex - LN)
14. Peacock (Dex - N)
15. Rabbit Prince (Dex - CN)
16. Avalanche (Dex - LE)
17. Crows (Dex - NE)
18. Demon's Lantern (Dex - CE)
19. Trumpet (Con - LG)
20. Survivor (Con - NG)
21. Desert (Con - CG)
22. Brass Dwarf (Con - LN)
23. Teamster (Con - N)
24. Mountain Man (Con - CN)
25. Tangled Briar (Con - LE)
26. Sickness (Con - NE)
27. Waxworks (Con - CE)
28. Hidden Truth (Int - LG)
29. Wanderer (Int - NG)
30. Joke (Int - CG)
31. Inquisitor (Int - LN)
32. Foreign Trader (Int - N)
33. Vision (Int - CN)
34. Rakshasa (Int - LE)
35. Idiot (Int - NE)
36. Snakebite (Int - CE)
37. Winged Serpent (Wis - LG)
38. Midwife (Wis - NG)
39. Publican (Wis - CG)
40. Queen Mother (Wis - LN)
41. Owl (Wis - N)
42. Carnival (Wis - CN)
43. Eclipse (Wis - LE)
44. Mute Hag (Wis - NE)
45. Lost (Wis - CE)
46. Empty Throne (Cha - LG)
47. Theater (Cha - NG)
48. Unicorn (Cha - CG)
49. Marriage (Cha - LN)
50. Twin (Cha - N)
51. Courtesan (Cha - CN)
52. Tyrant (Cha - LE)
53. Betrayal (Cha - NE)
54. Liar (Cha - CE)

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Waterdeep is a... pretty big city. Given its location and general ability to project power, it's no surprise that all kinds of interesting things tended to happen there.

Entering this place was Saeri, a fortune-teller who ultimately made her way to Waterdeep after a careful study of her cards told her that it was the right place to be. Saeri is an expert in the use of the Harrow, an esoteric set of cards used to predict the future - and indeed, she makes a living through a combination of telling fortunes and selling calligraphy that she pens as a result (usually showing the spread they received and her interpretation of it). She caters mainly to wealthier clients - rich ladies seeking guidance are among her most frequent visitors - but she's willing to read a spread for anyone who can pay.

The most popular spread is the traditional Tapestry, featuring nine cards in a 3x3 square, but Saeri has also been known to lay the Bridge, Cross, Path, and Sword spreads when they're more relevant to a question being asked.

Although not the most attractive individual - her appearance is a little above the human average, but nothing truly outstanding - she's relatively popular in social circles. Her general mysteriousness, coupled with a solid income from her divinations, in enough to get many imaginations running. It's also been known to attract less savory individuals, who quickly find out her talents aren't limited to laying and reading cards.

As a Magus, Saeri is both a Card Caster and a Kensai, extremely talented in the art of throwing cards. She keeps a pack of normal cards with her for that very purpose, since she's still working on ways of protecting her normal cards. In addition, as a Witch, she's quite capable of cursing people and bringing misfortune upon them. Somewhat less known is the fact that her powers as a witch actually run towards healing and support, since her patron - which she can contact through her Harrow deck - is actually one of healing.

Saeri first became acquainted with the wizard Delfin after an incident in her homeland, where the wizard, put briefly, slaughtered a few local thugs soon after they'd murdered Saeri's surviving parent. She feels something of a debt to him for this, since otherwise they'd never have been brought to justice - not eternally, but she is willing to do something fairly dangerous for him in return. She's also willing to do Harrow readings for him at no cost whenever he wants, and he knows better than to treat her card readings as mere superstition. There's definitely some magic involved... and while he doesn't obsess over it the way some of her customers do, he has asked for the occasional spread.