Syeira Mavashti's page

85 posts. Alias of Archpaladin Zousha.

Full Name

Syeira Mavashti




[Witch (Cartomancer) 2, AC 11, T11, FF10 / HP 12/12, F+1 R+1 W+5 / CMB +1, CMD 12 / Init +1, Perc. +6]







Special Abilities

Daylight 1/day


Neutral Good


The Sandpoint Pantheon (Abadar, Desna, Erastil, Gozreh, Sarenrae and Shelyn)


Licktoad Village


Celestial, Common, Draconic, Elven, Halfling, Sylvan, Tien, Varisian



Strength 10
Dexterity 12
Constitution 13
Intelligence 18
Wisdom 14
Charisma 13

About Syeira Mavashti

Advancement Choices:
1st: Witch; Cantrips, Hex (Evil Eye), Spell Deck, Patron (Wisdom); Favored Class (Witch), +1 skill point
2nd: Witch; Deadly Dealer; Favored Class (Witch), +1 skill point

F Aasimar Witch (Cartomancer) 2 Age 26

NG Medium Outsider (Native)

Patron Deities: The Sandpoint Pantheon (Abadar, Desna, Erastil, Gozreh, Sarenrae and Shelyn)

Init +1; Senses Darkvision (60 ft.); Perception +6


AC 11, touch 11, flat-footed 10

Hit Points 12

Fort +1, Ref +1, Will +5


Speed 30 ft. (30 ft. base)

Melee Longspear +1 (1d8+0 x3) or Dagger +1 (1d4+0 19-20/x2)

Ranged Dagger +2 (1d4+1 19-20/x2) 10' range increments

Space 5 ft., Reach 10/5 ft.


Str 10, Dex 12, Con 13, Int 18, Wis 14, Cha 13

Base Atk +1; CMB +1; CMD 12


Foster Child - Syeira's never known who her birth parents are, and honestly doesn't care, as Koya Mvashti has been ten times the mother whoever left her outside Sandpoint as a baby.

Deadly Dealer

Skills (9 points; 2 witch, 4 Int, 2 background, 1 favored class):

Adventuring Skills
Fly (Dex)
Heal (Wis)
Intimidate (Cha)
Knowledge (arcana) +9 (2 ranks, 4 Int, 3 class)
Knowledge (nature) +9 (2 ranks, 4 Int, 3 class)
Knowledge (planes) +9 (2 ranks, 4 Int, 3 class)
Knowledge (religion) +10 (1 rank, 4 Int, 3 class, +2 trait)
Perception +6 (2 ranks, 2 Wis, +2 race)
Spellcraft +9 (2 ranks, 4 Int, 3 class)
Use Magic Device +5 (1 rank, 1 Cha, 3 class)

Background Skills
Artistry (Int)
Craft (Int)
Knowledge (geography) +5 (1 rank, 4 Int)
Knowledge (history) +8 (1 rank, 4 Int, 3 class)
Linguistics (Int) +6 (2 ranks, 4 Int)
Lore (Int)
Perform (oratory) +3 (2 ranks, 1 Cha)
Profession (Wis)

Racial Modifiers: +2 Wisdom, +2 Charisma, Darkvision (60 ft), Skilled (+2 Diplomacy & Perception), Spell-Like Ability (daylight 1/day), Celestial Resistance (5 vs. acid, cold and electricity).

Languages: Celestial, Common, Draconic, Elven, Halfling, Sylvan, Tien, Varisian

Location: On Person
Carrying Capacity Light:33 lbs. Medium:34-66 lbs. Heavy:67-100 lbs.

Money:4 GP 0 SP 0 CP

Entertainer's Outfit 4 lbs. - 3 GP
Cold-Weather Outfit 7 lbs. - 8 GP
Patchwork Cloak 1/2 lb. - 5 GP
Reinforced Scarf 1 lb. - 10 GP
Varisian Tattoos - 40 GP

Longspear 9 lbs. - 5 GP
Dagger 1 lb. - 2 GP

Harrow Deck 0 lbs. - 100 GP
Harrow Carrying Case 2 lbs. - 10 GP

Witch's Kit 21 lbs. - 21 GP
Belt pouch
Candles (10)
Chalk (10)
Flint and steel
Iron pot
Mess kit
Spell component pouch
Torches (10)
Trail rations (5 days)


Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 2–10 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.

Hex: Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2–10. A witch cannot select an individual hex more than once.

Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.

Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

Spell Deck: Each cartomancer carries a special harrow deck that allows her to communicate with her patron. Its ability to hold spells functions identically to the way a witch’s spells are granted by her familiar. The cartomancer must consult her harrow deck each day to prepare her spells and cannot prepare spells that are not stored in the deck. The spell deck cannot be used for this purpose if any cards are missing. This ability replaces the witch’s familiar. The following familiar ability works differently for a cartomancer.

Deliver Touch Spells (Su): At 3rd level, when the cartomancer uses the Deadly Dealer feat with a card from her spell deck, the card is not destroyed and gains the returning weapon special ability.

In addition, the cartomancer can deliver a touch spell with a thrown card. This uses the Deadly Dealer feat (see below), except the attack is resolved as a ranged touch attack and the card deals no damage of its own. This ability can be used with any card (not just one from the cartomancer’s spell deck).

Deadly Dealer: At 2nd level, a cartomancer gains the Deadly Dealer feat (see sidebar) as a bonus feat, even if she does not meet the prerequisites. The cartomancer gains the benefits of the Arcane Strike feat, but only for the purposes of using Deadly Dealer. This replaces the witch’s 2nd-level hex.


Spells Per Day/Bonus Spells

0 (Save DC 13) - 4
1st (Save DC 14) - 2/1

Spells Prepared

0: Arcane Mark, Bleed, Dancing Lights(1), Daze, Detect Fiendish Presence, Detect Magic (1), Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic (1), Resistance, Spark, Stabilize (1), Touch of Fatigue

1st: Cure Light Wounds (1), Enlarge Person (1), Identify, Mage Armor (1), Shield of Faith


Background, Appearance and Personality:
What is your character’s name?
"Syeira Mavashti of Sandpoint."
How old is your character?
"About 26. I'm not sure about specifics, but I was found as a baby 26 years ago, so it's the closest thing to an age I've got."
What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
"A petite Varisian woman, about five feet and 3 inches, with a charming, curvaceous, 125 lb figure. Once you go past that, the otherworldliness really starts to show. The golden undertones of my olive skin, how my blonde hair can almost be painful to look at in full sunlight (which is why I try to keep it covered), my blue eyes that literally sparkle like sapphires, that sort of thing. I prefer clothes that let me show off my tattoos and curves, and one of my most treasured possessions (besides the Harrow deck) is the kapenia that Koya gifted to me when I came of age. It's so long I can wear it almost like a cloak, and it has a multitude of stories stitched into its patches. I always keep my Harrow deck close at hand, of course, or in its case when travelling. I NEVER let it out of my sight. I'm more effective with magic than martial pursuits, but Koya's encouraged me to at least take a decent spear with me while I travel out of town as I start my adventuring career."
What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
"Others have told me I've got this spooky stare where I seem to look THROUGH them rather than at them, and once I became aware of it, I felt like I could SEE into the skein of fate for the person I was looking at and...I don't know, twist it? I've been practicing it, and I'm fairly certain it'd help in battle. I also keep my cards very close to my chest. Literally. These cards are priceless, and I'd never let ANYONE else touch them!"
Where was your character born?
"I have no idea, but it must have been somewhere near Sandpoint, since that's where I was found. There was a Szcarni caravan passing by then, so perhaps I was born among them."
Where were you raised?
"Right here in Sandpoint, the best small town in Varisia, maybe in all the world!"
By who?
"Initially both Koya and Niska Mvashti, but after Niska's passing Koya continued to raise me herself, and the Vhiski brothers have always been like big brothers to me, even if Sandru and Jubrayl don't get along anymore.
Who are your parents?
"I never met my parents. Koya found me in a bush outside Sandpoint when I was a baby."
Are they alive?
"I have no clue, and honestly don't care. If they WERE Szcarni like Koya suspects, they may still be out there. If that's true, I wouldn't mind meeting them on the road, though I'd probably have more than a few choice words."
What do they do for a living?
If they were Szcarni, they likely swindled or robbed settled folk the way Szcarni do. Though given my celestial blood, maybe one of them was a sorcerer or a priest, and they weren't criminals at all."
Do you have any other family or friends?
"The Vhiski brothers are essentially my brothers, though I'm probably closer with Sandru than Jubrayl. And since any friend of Sandru's is a friend of mine, of course I consider Ameiko Kaijitsu almost like the big sister I never had. Though I sometimes worry about her when I read the cards. She's had a lot of sadness in her life, what with her brother going mad with hate and murdering their father, burning down the Glassworks with it and almost destroying Sandpoint, but it looks like there'll only be more strife to come for her before she finally finds peace. I hope to be there when that day comes, and to help her reach it. Her friend Shalelu's a mystery to me, but she's got a good heart and a keen eye, and that's enough to know for now."
What is your character’s marital status?
"Currently single, though that's not to say some of the local lads haven't tried. I've rebuffed them though. It's not in the cards for now.
"No, but I do want some down the line, whether the fruit of my own womb or adopted like I was."
What is your character’s alignment?
"I always try to do what's right by people, but the future's a shifting thing and what "right" is changes with it. I try to figure out what people NEED rather than what they want. Sometimes that's encouragement. Sometimes that's holding them back from doing something they'll regret. Sometimes it's just a good ol'-fashioned @#$%-kicking. Whatever their destiny may be."
What is your character’s moral code?
"I'm no paladin, but like I said, I try to do what's right. Fate is...well, it's complicated. Things are fixed and...not fixed? At the same time. So I do what I can to try and nudge things to the best outcome, whether that's for myself, or others. The only hard and fast rule is the old Harrower wisdom: NEVER look into your own destiny. It brings too much temptation to try and change your own fate, and that leads to people doing desperate and dangerous things that can break yourself, break others, or even break the whole world. I see enough of the fates of others that I'm comfortable letting mine ride along theirs."
Does your character have goals?
"Well, I'm finally achieving my dream of going on an adventure, even if it's just pest-control in the swamps outside town. I also want become a better Harrower to unlock the true power of our ancestral Harrow Deck. I can FEEL the power thrumming in the cards, waiting to be released, but I'm not sure HOW yet..."
Is your character religious?
"I'd say I'm about as religious as the average Varisian, maybe even moreso, given my mother's a priestess to Desna. The other deities they worship in the Cathedral are each important, but the Song of the Spheres will always have a special place in my heart, as the fickle finger that guides fortune along. He-hee! Like that? "Fickle Finger of Fortune?" Alliteration's fun."
What are your character’s personal beliefs?
"Everyone's got a destiny, but it's not always clear what that IS. You can only tell so much from the Harrow, and you sometimes have to look and see how what someone does affects the threads. I like to use that information, help weave it in the right direction...or cut it, if it looks like the world'd be better off without that person. I'm no Sarenite, and even THEY believe some self-centered louts are beyond help and need to be put in the ground so they don't hurt anyone else. Most people aren't like that, though. Sometimes they just need to be gently nudged in the right direction, OR smacked in the face to snap them out of it."
Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
"I will read the Harrow for almost anyone, whether they ask for it or not, so I can learn more about who they are and what they're like. Sometimes I'll do it even before introducing myself, since I kind of regard it as my first impression of them, and first impressions are always important. And if someone thinks the first impression I give is weird? Then good! That's what I was going for! The weird little lady with the Harrow deck! People have often called me almost too confident for my own good, but that's just because I look ahead, whether into fate or just down the road, so I always know how best to deal with something."
Why does your character adventure?
"In this instance? To clear out those goblins before they burn something down in Sandpoint with those fireworks they got their paws on. In a more general sense? Because it can make the world a better place, and I want to be in the place where I can do the most good for the most people, and often the only career that lets you do that is adventuring. I mean, just look at the Sandpoint heroes who saved the town from that goblin attack four years ago!"
How does your character view his/her role as an adventurer?
"My role shifts with whatever my allies need. I've spells that can protect and heal, but also weaken and harm. Koya also spared no expense when it came to my education, so I know things about a wide variety of topics, from herbs and animals, to the secrets of magic and the gods, to the tales of my ancestors."
Does your character have any distinguishing marks (birth-marks, scars, deformities)?
"I was wondering when you'd mention the tattoos! They symbolize my role as a Harrower and storyteller. The colors kind of clash...violet for intuition and divine insight, and green for wisdom, but that makes them all the more eye-catching, no?"
How does your character get along with others?
"Very well, thank you! I make sure to consult the cards to get a better idea of who a person is and where they're going, so I know how to get along best with them, and helping people feels pretty good for the most part."
Is there anything that your character hates?
"I can't stand people who think they've got a right to walk all over others due to immaterial things like status or privilege. A turn of fate can render all of that meaningless in an instant, and people arrogant enough to think otherwise DESERVE to be knocked down a peg. And those who are arrogant enough to think that they can actively DEFY fate and the natural order of things? They're even WORSE. They're right up there with demons and devils as things that can hurt themselves, others or the entire world, and who need to be taught a lesson. Whether or not that lesson's lethal depends on how horrible they are.
Is there anything that your character fears?
"Probably my biggest fear is losing those closest to me, especially Koya. I owe everything to her, and I want to help her achieve her dream of going on one last grand journey. I'd never forgive myself if we went off and she got herself killed because I wasn't there for her like she'd been all those times for me."
GM Questions:
Who are you and how are you doing?
Name's Jacob, though I go by Archpaladin Zousha in my internet wanderings. I'm doing FANTASTIC, since I just got back from a week-long vacation in Ireland, the land of my ancestors!
How often do you tend to post?
I try to post daily, and I take my PbP commitments VERY seriously!
What kind of tone are you looking for in this game?
I'd say the tone Jade Regent seems to present is one of a good ol'-fashioned High Fantasy in the vein of The Lord of the Rings, journeying across the world, with a healthy helping of Princess Mononoke, Marco Polo's Livres des Merveilles du Monde, and The Icelandic Sagas, coupled with the stories we forge as characters, especially given how the NPCs and how they interact are so important to the Adventure Path!
What do you expect out of your fellow players?
Commitment first and foremost. It's an awkward hang-up for me, but it bugs me when people drop out in the middle of the story and some stranger joins up in the middle of it. I kinda feel like it messes up story arcs, if that makes any sense. And speaking of story arcs, I really wanna engage with other players and their characters, as well as with the NPCs. I find that that's half the story of any AP, and arguably becomes more interesting than the plot of the AP itself.
What do you expect out of me (the GM)?
Again, commitment first and foremost. I'm in for the long haul and wanna see this AP to the end, so I expect the same from you.
What is your comfort zone? Where's the line for you in RP terms?
I wouldn't say I'm squeamish, but I really don't like stories that get oppressively dark or mean-spirited. I don't like explicit descriptions of torture or sexual violence (though I understand these things can HAPPEN in the story, I prefer it to be "off-screen"). When it comes to "love scenes" I prefer to "fade to black."
How do you see your character progressing as a character?
Syeira's gunning for the Harrower prestige class, so she'll be taking levels of Witch until she qualifies around 5th level, taking Harrower at 6th and pursuing it to completion, then returning to Witch for any remaining levels.