Taergan Flinn

Ashley Kusuma Na-ti's page

59 posts. Alias of Tacticslion.


Bard 1 | HP: 6 | AC: 13, T: 12, FF: 11 | Fort: -2, Reflex: 4, Will: 3 | CMB: -2, CMD: 10 | Init: +2, Perception: +1 |



Strength 7
Dexterity 14
Constitution 7
Intelligence 16
Wisdom 12
Charisma 18

About Ashley Kusuma Na-ti





In some cultures, the professional entertainer is a prestigious role. Specially trained entertainers called geisha are praised for their appearance and skill at conversation, music, dancing, singing, poetry, and calligraphy. A geisha provides social intimacy and status but not physical intimacy.

Name: Ashley Kusuma Na-ti

Age: 17

General Appearance: immaculately tended red hair (naturally straight); purple-blue eyes; skin paled by extensive time indoors, careful grooming, and disease (at birth and youth his hair was a deeper shade of red-brown and his skin naturally gold-bronze skin); at 5'3" and 130 lbs., he seems an extremely small and fragile man, though very cautious about his choices and interactions as a result. His ears, and many features seem almost elven, though he is a full-blooded human.

Bio: Born early to a ruined and disgraced geisha mother who effectively died in the process and an unknown father, Kusuma was a bastard, an orphan, an outcast, and unwanted... by most. But as grace would have it, a kindly visiting Irrisien witch found the broken, bruised, starving child, and heard the last gasp of his mother, naming him "Kusuma". Discerning the local history (and the likelihood of his secretly-powerful and vicious father) she decided to take the infant on a journey across the crown of the world to find safe-harbor among some of his own kind, temporarily hiding him by naming him "Ashley" and passing him off as her own for the journey. She delivered him and the basics of his situation to a newly-opened "geisha house" seeking legitimacy, admonishing that his survival was the basis on which the house's livelihood depended. With that obscure prophecy (generally believed to be a falsehood to ensure the house's compliance), she vanished, never to be seen again. He was raised in the ways of his people in that place, and for thirteen years was a magnificent up-and-comer, absorbing every scrap of lore, skill, and test that could be placed before him. Where he shined the most, however, was the tea ceremony, though he built that up to a love as a master of all beverages and cheeses and a chef par excellence.

Words to describe you character: (consummate) professional, (extremely) charming, (very) careful; meticulous, quiet, and kind

History: an apparently-Abyssal pact was made by "Grandmother" - the "kindly" Irrisien witch who took him from his home country across the world to this one on a grand journey during his infancy. Who was she, really? He doesn't know.




"Ashley" Kusuma Na-ti
Male Human
Bard (Geisha) 1



Size / Type: Medium Humanoid (Human)
Alignment: LG
Deity: Calistria
Age: 17
Speed: 30 Ft.
Initiative: +2
Senses: Perception +1
Passive Perception: 11
Languages: Common, Tien; Abyssal, Aklo, Celestial, (1 Others - Check w/ GM) At level 1, he does not know Infernal

STR 07 (-2)
DEX 14 (+2)
CON 07 (-2)
INT 16 (+3)
WIS 12 (+1)
CHA 18 (+4)



BAB: +0

Fighting Fan
Attack: 1d20 - 2 (0 BAB -2 Str)
Damage: 1d6 - 2 (-2 Str)
Crit: 18-20 x2



HP: 6 (1d8 - 2 Con per Level)
AC: 13 (10 Base + 2 Dex + 1 Armor)
Touch: 12 / Flat-Footed: 11

CMB: -2 (0 BAB - 2 Str)
CMD: 10 (10 Base + 0 BAB - 2 Str + 2 Dex)

Fort -2 (+0 Base -2 Con)
Refl +4 (+2 Base +2 Dex)
Will +3 (+2 Base Swa +1 Wis)



For Free: Craft (beverage) and Profession (chef)
Per Level: 11 (6 Base + 3 Int + 1 Human +1 Favored Class)

  • Appraise +7 (+1 Ranks +3 Class Skill +3 Int)
  • Bluff +8 (+1 Ranks +3 Class Skill +4 Cha)
  • Craft (beverages) +10 (+1 Ranks +3 Class Skill +3 Int + 3 Skill Focus)
  • Craft (calligraphy) +8 (+1 Ranks +3 Class Skill +3 Int +1 [1/2 level])
  • Craft (cheese) +7 (+1 Ranks +3 Class Skill +3 Int)
  • Diplomacy +9 (+1 Ranks +3 Class Skill +4 Cha +1 [1/2 level])
  • Knowledge (nobility) +8 (+1 Ranks +3 Class Skill +3 Int +1 [1/2 level])
  • Linguistics +7 (+1 Ranks +3 Class Skill +3 Int)
  • Perform (magic) +9 (+1 Rank +3 Class Skill +4 Cha +1 [1/2 level])
  • Profession (chef) +5 (+1 Rank +3 Class Skill +1 Wis)
  • Sense Motive +5 (+1 Ranks +3 Class Skill +1 Wis)
  • Spellcraft +7 (+1 Ranks +3 Class Skill +3 Int)
  • Use Device +8 (+1 Rank +3 Class Skill +4 Cha)

+1 (1/2 Class Level) to Craft (calligraphy), Diplomacy, Knowledge (nobility), and Perform.

+2 to Appraise, Bluff, Diplomacy, Intimidate, or Knowledge (local); choose one to receive the bonus on a given day.
If I fail a Diplomacy by 5 or more, I can attempt to retry it, and, upon success, treat as if I failed by 4 or less instead.
Take 12 on Profession (chef) instead of take 10.
I have a masterwork tea set, that grants a +2 bonus on Craft (beverages) for tea.



Propitiation (Religion) - Your knowledge of the gods tells you precisely which gods have jurisdiction over which aspects of your life, and you can call upon the appropriate deity for help even if that deity is not your patron. At the start of each day, pick one of the following skills: Appraise, Bluff, Craft, Diplomacy, Intimidate, or Knowledge (local). Benefit(s) You gain a +2 trait bonus on that skill until the start of the next day.

Patient Calm (Faith) - As a child, you struggled to suppress a sharp temper, but the care and patient respect of a trusted community leader rubbed off on you. As you grew older, you developed a remarkable ability to keep calm and collected when performing tasks familiar to you. Benefit(s) Choose one Craft or Profession skill. Whenever you take 10 on that skill, determine the result as if you had rolled a 12 instead of a 10.

Amiable Blunder (Social) - Your easy-going demeanor allows you to sometimes recover from potentially awkward social situations or even condemnatory faux pas. Benefit(s) Once per day when you fail a Diplomacy check by 5 or more and would cause an NPC's attitude toward you to worsen, you can immediately attempt another Diplomacy check against the same DC as a free action. If you succeed at this second Diplomacy check, the character's attitude doesn't change, as though you had failed the original check by 4 or less.

Tainted Spirit (Drawback) - When you were a child, a parent or other person with authority over you made a minor pact with a fiend on your behalf, stealing some of your vitality in exchange for a minor boon. Effect At the end of any combat, you must attempt a Fortitude saving throw. The DC is 10+ the number of rounds you acted in combat. If you fail this save, you become fatigued for 10 minutes per round you acted during that encounter.



Scribe Scroll: You can create magic scrolls. Prerequisite: Caster level 1st. Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gold or less, otherwise, scribing a scroll takes 1 day for each 1,000 gold in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. Magic Item Creation(Geisha Bonus Feat)

Eschew Material Components: You cast many spells without needing to utilize minor material components. Benefit: You can cast any spell with a material component costing 1 gold or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gold, you must have the material component on hand to cast the spell, as normal.(Human Bonus Feat)

Skill Focus (Craft [Beverages]): Choose a skill. You are particularly adept at that skill. Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.(Level 1 Feat)


    Special Abilities

Proficiencies - All simple weapons, plus the fighting fan. No armor or shields. The Geisha spellcasting suffers from spell failure from armor and shields.

Geisha Knowledge - +1/2 Bard Level on Craft (calligraphy), Diplomacy, Knowledge (nobility), and Perform checks, minimum 1. You can make checks with these skills untrained.

Performance (8 / Day) - You are trained to use the Perform skill to create magical effects on those around you, including yourself, if so desired. You gain the ability to use Performance for a number of rounds per day equal to twice your level + your charisma modifier + 2 (so 4+your charisma modifier at 1st level). Each round, you can produce any one of the types of Performance that you have mastered, as indicated by your level. Starting a Performance is a standard action, but it can be maintained each round as a free action. Changing performances is a standard action. A performance cannot be disrupted, but ends immediately if you're killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You can't have more than one Performance in effect at one time. At 7th level, it can be a move action instead of a standard; and at 13th level it can be a swift action instead of a standard. Each Performance has components, usually audible, visual, or both. A bard that lacks the appropriate sense (such as a deaf bard attempting a performance with audible components) suffers a chance to fail when attempting to use a Performance with that component (20% if deaf with audible components, and 50% if blind with visual components). If he fails, the attempt still counts against his daily limit. A potential audience must be able to sense the Performance for it to have any affect on them (for example: deaf creatures are immune to bardic performances with audible components, while blind creatures are immune to Performances with visual components). Some components are also [language-dependent].
- Countersong (Su) - Counter a magic effect that depends on sound (this doesn't affect verbal components). Each round, make a Perform skill check that has an audible component (such as keyboard, percussion, wind, string, etc.). Any creature within 30 feet of you (including you) that is affected by a [sonic] or [language-dependent] magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check proves to be higher. If a creature within range of the Countersong is already under the effect of a non-instantaneous [sonic] or [language-dependent], it gains another saving throw against the effect each round that it hears the Countersong, but it must use your 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) - Counter a magic effect that depends on sight. Each round, make a Perform skill check that has a visual component (act, comedy, dance, etc.). Any creature within 30 feet of you (including you) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round that it hears the Distraction, but it must use your 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) - You can cause one or more creatures to become fascinated with you. Each creature to be fascinated must be within 90 ft., able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affect. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels you have attained beyond 1st, you can target one additional creature with this ability. Each creature in range receives a Will save (DC 10 + 1/2 lvl + CHA modifier) to negate. If a save succeeds, you cannot attempt to fascinate that creature again for 24 hours. If the save fails, it sits quietly and observes the Performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on 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. This is an enchantment (compulsion), [mind-affecting] ability. Fascinate relies on audible and visual components in order to function.
- Inspire Courage +1 (Su) - You can inspire courage, bolstering against fear and improving combat abilities. To be affected, an ally must be able to perceive the Performance. An affected creature receive a moral bonus on saves v. charm and fear effects, and a competence bonus on attack and weapon damage; this bonus is equal to +1 plus (1/6 [lvl-1]), maximum +4 at 17th. This is a [mind-affecting] ability, and can use audible or visual components. The bard must choose before hand.
* 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.

Cantrips - You can cast your Cantrips at will.



DC: 10 + Spell Level + Charisma Modifier



Gold: 0

Silken Ceremonial Armor Stored
Light Armour (Cost: 30)
+1 AC, +8 Max Dex, -0 Check Penalty

Fighting Fan
Light melee weapon (Cost: 5)
1d4, x3, S or P; distracting, monk Dexterity

Masterwork Tea Set Usually In Room
Kit (Cost: 50)
+2 bonus to Craft (beverages) involving tea, as well as allowing the bearer to perform Craft (beverages) in general.

Calligraphy and Cheese tools Stored
Tools (Cost: 15)
Allows the bearer to perform Craft (calligraphy) and various acts of Cheese.

Chef's Uniform (2) Stored (1 of 2)
Clothes (Cost: ?)
A crisp white uniform and poofy white hat to appear as a chef employed by the Schmulzfeathers.

Chef's Apron (4) Stored (3 of 4)
Clothes (Cost: ?)
A multi-pocketed white apron; part of the uniform to be a chef employed by the Schmulzfeathers.

Keys (3 {different}) On Person
Tools (Cost: ?)
A Schmultzfeather Kitchen Drawer Key, and a Schmultzfeather Tower Chest Key and a Schmultzfeather Tower Bedroom Key.

Diagram of a Basement
Tools (Cost: ?)
A Diagram for a basement.

Alcoholic Beverages
Ginger ale
Ginger beer
Soft Drink
Carbonated Water
Herbal Tea
Tea ceremony
A nice cup of tea.

Ashley's Tower Room

Ashley's Room wrote:

Inside the room, you find two single beds, each with a heavy, decorative tapestry blanket, on either side of the room. Between the two beds is a single small desk with a chair. Above the desk is a small glass window, with a small, heavy curtain that can be drawn over it. On the back of the door is a mirror. At the foot of each bed is a large, carved wooden chest, with a key sticking out of the lock. See Above, Below

Ashley's Chest:
Armor, Calligraphy and Cheese Tools, and second chef's uniform and three white apronssee Above.

On top of the chest, you find your name tag, as well as two crisp, white uniforms in your size, four white aprons with pockets, and one large, white chef's hat.

The heavy, decorative tapestry blankets on your beds also appear to be individualized.

Ashley's blanket consists of two stylized profiles of faces leaning together with foreheads close, smiling.

Kehlysch's features a pair of dolphins leaping from the waves.


Tower Layout
Restaurant and Kitchen
Kitchen Workstations
General Menu Control
Water and Magic
Big basement (well-stocked and well-organized), with methods of keeping things cold; where I'll brew stuff