Thief

Tengokuno Uta's page

58 posts. Alias of Pirate.


Full Name

Tengokuno Uta

Race

Tianjan

Classes/Levels

Bard (Geisha/Songhealer/Sound Striker) 1

Gender

Male

Size

5'6"

Age

Young Adult

Alignment

Honor: 19

Deity

Tamashigo

Languages

Celestial, Common (Tien), Elven, Minkaian, Sylvan.

Strength 10
Dexterity 12
Constitution 13
Intelligence 14
Wisdom 16
Charisma 18

About Tengokuno Uta

Description

Tengokuno Uta appears to be a Tian-Min no more than 26 years of age. However, his eyes betray a wisdom that comes only from witnessing many events over many years.

Surprisingly, Uta does not bear any tattoos or garments to proclaim station. All his clothes are simple, functional, and faded with age. If not for the pride in his posture, one might think him a beggar. Though the few nondescript sashes about him indicate he may in fact be something more. One of these sashes is kept by his neck so as to be easily moved to cover his mouth and face. His hair is nearly shoulder length and a very light blond, though he does not put it up into a topknot like most men do. Instead it is allowed to fall freely across his head and face, though somehow it manages to maintain a spiky buoyancy.

The only signs of material possessions beyond the clothes on his back consists of a thin length of chain coiled at his side connected to a long needle-point dart, a sack that is only half filled with various things nearby, and an old Guqin. The ancient instrument is always with him, either in his hands, on his back, or on the ground or a table before him in order to be played. Uta's fingernail are all long and filed down to strong points to be able to better pluck the strings of this instrument.

His voice is naturally soft and youthful. More often than naught it is a bit breathy as well, as if he just finished singing a secret love song in whispers to a sleeping beloved. His demeanor matches his voice in that he is often calm and complacent, even in the face of danger. Though there is something about him that suggests a great wellspring of emotion and power, should he ever care to tap into it.

~~~~~~~~~~

HP: 3/9

Initiative: +1
Speed: 30'

BAB: +0
CMB: +0

AC: 12
FF: 11
Touch: 11
CMD: 11

Fortitude: +1
Reflex: +3
Will: +5

Spell Resistance: 6

Spells, Level 1: 1/2
Spells, Level 2: 0/0
Bardic Performance: 14/14
Corruption Resistance: 1/1
Hero Points: 1/3

Traits: Caretaker (Faith); Courageous (Combat)

Carrying Capacity

Light: up to 33 lbs
Medium: 34 - 66 lbs
Heavy: 67 - 100 lbs
Lift Off Ground: up to 200 lbs
Push Drag: up to 500 lbs

Tactics:

Rope Dart: +1, 1d4+0 (20/x2)
Unarmed Strike: +0, 1d3+0 (20+/x2)

Fighting Defensively: -4 to hit, +2 dodge to AC & CMD
Total Defense: +4 dodge to AC and CMD, cannot attack
w/Rope Dart: +1 Shield bonus to AC

Saving Throws
vs Fear Effects: +2

Racial Abilities:

+2 Wis, +2 Cha
Outsider (Native) and Humanoid (Human)
Medium Size
Normal Speed
Darkvision: Aasimars can see in the dark up to 60 feet.
Truespeaker: There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics.
Incorruptible: Aasimars with this racial trait can cast corruption resistance against evil once per day as a spell-like ability. If an aasimar uses this ability on herself, the duration increases to 1 hour per level (caster level equal to the aasimar's character level).
Exalted Resistance: An aasimar with this racial trait gains spell resistance equal to 5 + her level against spells and spell-like abilities with the evil descriptor, as well as any spells and spell-like abilities cast by evil outsiders.
Scion of Humanity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill.

Class Abilities:

Weapon and Armor Proficiency: Geisha are proficient in all simple weapons and one monk weapon. Geisha are not proficient in any armor or shield; unlike bards, geisha are subject to arcane spell failure even when casting in light armor or when using a shield.

Spells: A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bard. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard's choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score. The numbers on Table: Bard Spells Known are fixed.)

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted below. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Spells Known
Lv___0___1___2
1____4___2___-
2____5___3___-
3____6___4___-
4____6___4___2
5____6___4___3
6____6___4___4

Spells per day
Lv___1___2
1____2___-
2____3___-
3____4___-
4____4___2
5____5___3
6____5___4

Tea Ceremony (Su): By spending 10 minutes preparing an elaborate tea ceremony, a geisha may affect her allies with inspire courage, inspire competence, inspire greatness, or inspire heroics. The ceremony's effects last 10 minutes. The geisha must spend 4 rounds of bardic performance for each creature to be affected.

Geisha Knowledge: A geisha adds half her class level (minimum 1) on Craft (calligraphy) checks, Diplomacy checks, Knowledge (nobility) checks, and one type of Perform check (act, dance, oratory, percussion, string instruments, or sing); she may make checks with these skills untrained.

Enhance Healing (Su): A number of times per day equal to his Charisma modifier, a songhealer can cause any healing effect from a spell completion or spell trigger item to function at a caster level equal to his class level.

Scribe Scroll: A geisha gains Scribe Scroll as a bonus feat.

Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

The Save DC for any Bardic Performance that grants a Saving Throw is 10 + 1/2 the bard's level + the bard's Cha modifier.

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Wordstrike (Su): At 3rd level, the sound striker bard can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. This performance deals 1d4 points of damage plus the bard's level to an object, or half this damage to a living creature.

Weird Words (Su): At 6th level, a sound striker can start a performance as a standard action, lashing out with 1 potent sound per bard level (maximum 10), each sound affecting one target within 30 feet. These are ranged touch attacks. Each weird word deals 1d8 points of damage plus the bard's Charisma bonus (Fortitude half), and the bard chooses whether it deals bludgeoning, piercing, or slashing damage for each word.

Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Lore Master (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action.

Favored Class: Bard
Lv1: +1 Skill
Lv2: -
Lv3: -
Lv4: -
Lv5: -
Lv6: -

Skills:

Acrobatics: +1 (0 Ranks + 0 Class + 1 Dex - 0 Armor Check Penalty)

Appraise: +2 (0 Ranks + 0 Class + 2 Int)

Bluff: +4 (0 Ranks + 0 Class + 4 cha)

Climb: +0 (0 Ranks + 0 Class + 0 Str - 0 Armor Check Penalty)

Craft: Alchemy: +0 (0 Ranks + 0 Class + 2 Int - 2 (lack of available resources))

Craft: Calligraphy: +7 (1 Ranks + 3 Class + 2 Int + 1 Geisha + 0 Circumstance (Tools))

Craft: Any: +2 (0 Ranks + 0 Class + 2 Int + 0 Circumstance (Tools))

Diplomacy: +5 (0 Ranks + 0 Class + 4 Cha + 1 Geisha)

Disguise: +4 (0 Ranks + 0 Class + 4 Cha)

Escape Artist: +1 (0 Ranks + 0 Class + 1 Dex - 0 Armor Check Penalty)

Heal: +8 (1 Ranks + 3 Class + 3 Wis + 1 Trait)

Intimidate: +4 (0 Ranks + 0 Class + 4 Cha)

Knowledge: Arcana: +6 (1 Ranks + 3 Class + 2 Int)

Knowledge: Local: +6 (1 Ranks + 3 Class + 2 Int)

Knowledge: Nobility: +7 (1 Ranks + 3 Class + 2 Int + 1 Geisha)

Knowledge: Planes: +6 (1 Ranks + 3 Class + 2 Int)

Knowledge: Religion: +6 (1 Ranks + 3 Class + 2 Int)

Linguistics: +8 (1 Ranks + 3 Class + 2 Int + 2 Race)

Perception: +3 (0 Ranks + 0 Class + 3 Wis)

Perform: Strings: +9 (1 Ranks + 3 Class + 4 Cha + 1 Geisha + 0 Circumstance (Instrument))

Ride: +1 (0 Ranks + 0 Class + 1 Dex - 0 Armor Check Penalty)

Sense Motive: +5 (0 Ranks + 0 Class + 3 Wis + 2 Race)

Sleight of Hand: +N/A (0 Ranks + 0 Class + 1 Dex)

Spellcraft: +N/A (0 Ranks + 0 Class + 2 Int)

Stealth: +1 (0 Ranks + 0 Class + 1 Dex - 0 Armor Check Penalty)

Survival: +3 (0 Ranks + 3 Wis)

Swim: +0 (0 Ranks + 0 Str - 0 Armor Check Penalty)

Use Magic Device: +N/A (0 Ranks + 0 Class + 4 Cha)

Feats:

Lv1: Extra Performance
Geisha Bonus Lv1: Scribe Scroll
Lv3: -
Lv5: -

Equipment:

Equipped/Worn

Traveler's Outfit - 5 lbs

Haramaki. +1 AC, +10 max Dex, -0 ACP, -0% ASF - 1 lbs

Waterskin - 4 lbs

Belt Pouch - 0.5 lbs

Spell Components Pouch - 2 lbs

Sack - 0.5 lbs

Guqin, Common - 3 lbs

Rope Dart, Piercing, 1d4 (20/x2), Blocking, Distracting, Monk. 20' Reach. - 0 lbs

In Sack

Artisan Tools, Common - 5 lbs

Trail Rations - 7 days - 1 lbs/day

In Belt Pouch

50gp Gems: 0
10gp Gems: 0
Gold: 5
Silver: 4
Copper: 0

(Coins weigh 0.02 lbs each)

Total Weight Carried
28.18 lbs

Spells Known:

Cantrips: Mending, Message, Prestidigitation, Read Magic.

1st Level: Cure Light Wounds, Windy Escape.

2nd Level: -

Background/History:

Israfil was one of the Celestial beings who came to Tianjing to defend the world against the invading forces of the Qlippoth. Across the planes he was known by many names, though most common after Israfil was Raphael (particularly for his few appearances in Avistan). however, most of his time on Golarion was spent in Tian Xia, fighting against the Qlippoth.

Though not a god, Israfil embodied several aspect of life. He held sway over several domains of existence as a physical embodiment of them, and seeing to bolster their beneficial influence upon mortals. His was the realms of music, healing, protection, and travel/exploration. Thus it was Israfil who first suggested the Celestial host stay in Tian Xia to keep the Abyssal gates watched. It was also Israfil who first ventured into the realms of human-kind and sought out personal relations with them, leading the way for the other Celestial beings to integrate and create progeny of their own with the mortal races. It was Israfil and a mortal woman who birthed the first Aasimar of Tien descent.

Thousands of years later, the Aasimar Kingdom of Tianjing has gone through many ups and downs, yet still survives. Numerous Aasimars have begun to travel the world and integrate into humanity once more. Regardless of the intent behind the travel - to find allies in the age-spanning conflict with the Qlippoth, increase the Tianjing Kingdom's own strength and survivability in these human dominated times, or out of simple boredom/curiosity - the Aasimar with blood ties to Israfil find the draw to travel more natural. Sometimes even unshakeable. Regardless of how distant and faint the lineage is, it is still in their blood.

It is through these travelers that the Aasimar blood has learned to lay dormant for long periods of time, only to manifest without warning the the birth of a new child. The revisiting of the Celestials upon mortal kind... a good omen for those involved.

~~~~~

Uta was born under the sign of The Blossom to Hiromori Kenji and Fujitsubo Hitomi. Kenji was the master architect for the Teikoku palace, and before this position he was a master mason of the highest caliber. He was beloved by his superiors for his skills, and to his subordinates for not only his vision, but for his willingness and ability to be hands on with them, showing them, teaching them, and aiding them in the techniques required to achieve his architectural plans. Hitomi, on the other hand, was born to a much lower station. She was nothing more than a cleaning girl for the palace. Before this, she was the daughter of a lowly serf in the village of Iga, which has since been devoured by the flames of Kumijinja. She was one of the few survivors who found refuge in Teikoku palace, and happy to find new purpose as a servant there.

The exact details of their first meeting has been lost to time, but their romance blossomed in secret for many years before becoming public knowledge. It was only made public by Kenji when he approached the Teikoku family for permission to marry Hitomi (being a servant and cleaning girl for the family, she was considered their property). Despite the strangeness of seeking a union between two people of different stations, the Teikoku approved (some whisper only as a favor to the man who helped build and strengthen the palace walls by his mastery of his craft).

When they brought new life into the world, the birds outside were chirping a tune so beautiful that it filled the palace and all within with it's peaceful song. Thus, they named the boy Uta, for the song that accompanied his birth.

Uta grew up in the palace and surrounding areas. He as allowed some leeway with his explorations due to his fathers station, but found some hesitation in those of highest station due to his mothers status. Despite this, life was actually pleasant. Uta found natural talent with music, and starting learning under the Teikoku master, Ikuda Yasuda.
However, Uta's musical apprenticeship was cut short. At the age of 13, just before he was able to undertake the test of lineage (upon coming of age, all children transitioning to adulthood take a test for each of their parents, the results of which will determine whose family name they inherit), the Five Storms struck. The Teikoku palace was destroyed, and very few survived.

Uta was one of the survivors. Without a family name and without the home he knew, Uta was truly alone... and despaired. For a time, his mind was shattered. He wandered the ruins and surrounding areas, but never had a goal. And then he realized his curse. Time for him had stopped flowing! For several years he seemed stuck in stasis in this hell that was the ruins of his former home. That is until the Kami started to emerge from the ruins. They too were injured from the onslaught, but had only now began to recover enough strength to manifest and interact with the world again. The Kami taught Uta much about himself. They revealed to him the true nature of his blood - that he was not cursed - but in fact a descendant of the Celestial host of Tienjing before the rise of man. An Aasimar. Thus, it was the Kami that gave Uta his family name, Tengokuna.

In return, Tenokuno Uta cared for the injured Kami, protecting them and helping them recover and return to their wards. This task became even more pressing with the emergence of more oni and other evil spirits that gravitated to the palace ruins. This was his palace now, but he had not the strength or experience to deal with all the troubles that befell it. Thus he took on the role of the quite groundskeeper, keeping what few areas he could clean and safe, while constantly in hiding from the more powerful evils that he could not handle.

All he has is what he was able to recover from the ruins with the aid of the good Kami here, both material and in knowledge. But his resources are running low. After 59 years, it will only be a matter of time before Uta will have to leave his own ward. The Kami here can only do so much, and Uta is only one man. Alone, he will stand little chance in the wild.

***Note: Appearance: 26 years old. Actual Age: 72 years old. Was 13 years old when the palace fell to the onslaught of the Five Storms.***