Nexian Galley

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*Sigh*
KGM, it's not that I don't love the fact that you're out there killing.

But I must admit that I admired your deft handling of your previous groups. Just letting them, well, for lack of a better word, kill their own dumb selves. That is your sheer genius — you just give them what the dice say.

Is this group actually vaguely sentient?

You haven't gone soft, right?


Killer_GM wrote:
The group I've played in for the past 13 years has a house rule of sorts of having Charmed PCs "defend" whatever monster has charmed them, IF the other player characters are attacking the monster.

Well then, fair enough, sir. As long as everyone is on the same page, I can happily adjudge this a:

PROPER PC DEATH!

And may there be so many more to come.

As an aside, I'd like to point out that the lamia (depending on your Edition) seems to have a little lion and goat heritage. They're both make for good eatin', (A lion burger was surprisingly tasty, and goat is just plain good)

ALSO: Never forget the true old school — wandering monsters. I'd rule that they play hell on spellcasters' rest.


But what I love most? What's coming right up. Play your best game! Anything that says "it always hits" is no less than a recipe for sheer beauty.


"The player rolled a ‘Nat 20’ and then rolled the confirmed critical, as Lenny Critted the Hell out of Medic with a Dwarven War Axe, doing 48 HP of damage and cutting Medic in half"

Ahh, good chuckles, particularly after the fumble. I love dice.

"If the potion is drunk the taster will sleep for 5,000 years, or until the potion’s effects are neutralized"

I also love the Old School.

"...which saw Medic #2 and Squiggy the Wizard get squashed by the Loadstone. The adventure really didn’t give a good damage approximation, so I had the trap do 6d6 damage, and both characters enjoyed -16 HP damage."

I'm assuming they lost 16 hp, as opposed to being at -16.

Re: Area 27, the original states: "To dodge the millstone a saving throw versus petrification must be made. If the characters react quickly, they may save at +2 by hugging the walls. Failure to save results in one of the following:
1-4: 1-8 points of damage
5: Backpack and contents are smashed and destroyed.
6: Pack and contents are torn away, but recoverable."

Oh, if only you had them roll a 5.


"When the player of Lenny the Dwarf's turn came, I informed the player that the best thing Lenny could do to help his new “special friend,” would be to stop the "evil cleric Medic" at all costs. Lenny did his best “D’uh, Okay George” impression and swung on Medic the cleric."

In fairness, did you give Lenny the Charisma check?

From the SRD on Charm Monster:
"This is mostly in the purview of the GM. If you ask the creature to do something that it would not normally do (in relation to your friendship), that is when the opposed Charisma check comes into play."

As much as I just adore making the PCs pay, that would certainly seem to have come into play as something that he wouldn't normally do. A grapple, maybe. But an actual attack? I'd even have had to give Lenny a bonus on his roll.


KillerGM: Just a quick question from looking at my old copy of Tamoachan — you mention the giant crab in Room 3 and the lamia in Room 13. Are these substitutions for Pathfinder from the original? And why was the crab dead and the crayfish gone?!


CapnVan wrote:

#1 I shall have to see if I have a copy so I can follow along.

#2. I am so ridiculously happy to have you back! Ah.. so many Red Shirts, so little time…

#2a: Feel free to be descriptive with the PC gore. I like that stuff.

Re: #1. Ah ha! I do.

Re: 2a: And by that I mean the wailing and gnashing of teeth around the table.


#1 I shall have to see if I have a copy so I can follow along.

#2. I am so ridiculously happy to have you back! Ah.. so many Red Shirts, so little time…

#2a: Feel free to be descriptive with the PC gore. I like that stuff.


Good glavin! I love Doofus. It's like a work of perverted genius, sauntering up to a hulking snake-dude and basically going, "Come at me, bro!"

And, or course, ending up a smashed can of tomato soup.


Brother Faust the Elder wrote:
Killer_GM wrote:
The next game is scheduled for Saturday March 24. ~KGM
Kill zem, kill zem all.

I approve, although technically, if you're thinking of the Raiders quote, it was, "Kill them both."

In the spirit of GM mayhem, I'll let it slide ;-p


1 person marked this as a favorite.

Make them fight to the death in the arena — the Romans were the height of civilization at the time.

And when you get down to the last survivor, fireball his humanoid butt. Entire tribe = civilized.


DeathQuaker wrote:
Thing is, I don't think that's the case (and as an aside, I really don't pay much attention to tiers, but the cavalier seems a solid class, so I don't know why you have it so low).

That's not my tier system, DQ, that's the one that the min/maxers have come up with. You can feel free to argue with them, but there have been many discussions, and this is what we've got. These are the guys who sit around for hours on end figuring out, sometimes to more than one decimal, just how much damage a particular build can put out.

DeathQuaker wrote:
I mean, I don't think, based on Frustrated's initial posts, that Wizard and Oracle and player were even all that "good." Let alone "Really good."

I believe at one point, he specifically referred to them as both the most intelligent and the best players he has. Whether from an objective standpoint they're "really good" is something that none of us can answer. I can only go with the info I have.


Wow, did this thread get overly complicated, even after the OP bailed.

Look, it's really not that complicated. We have:

Wizard — Tier 1, really good player
Oracle — Tier 2, really good player
Rogue — Tier 3, meh
Ranger — Tier 4, decent player
Cavalier — Tier 5, meh

When looking at a group, I also consider the player's ability.
Really Good — up 1 tier
Decent — even
Meh — down 1 tier

You're left with:
Tier 0
Tier 1
Tier 4
Tier 4
Tier 6

Color me shocked! The party is unbalanced?!

Even if the OP has bailed: When faced with a situation like this, you *have* to nerf the high tiers. There's just no other way. No kidding, the other 3 feel like they're not contributing — Tier 0 & 1 can do everything they can do, and do it better, and it only gets worse at higher levels!

If you're going to game with a group like this, as a DM, you've got to take the initiative and tell your best players, "Hey, nothing above Tier 3. If you try it, I'm just gonna smack you down."


If you haven't yet, your whole group should be taking the time to sit down and work out your group's tactics, both what each prefers to use, and what won't work with your group dynamics.

Yes, obviously, obscuring mist, cast over the entire battlefield, won't work for you, or almost anyone else, for that matter. Total concealment kind of ruins ranged attacks. There's a time and a place for the spell, and heading into melee isn't it.

And, as BigNorseWolf points out, every caster should have templates for their spells. But that's really the casters' responsibility. I'd suggest that you make that point to everyone involved.

Those are all team dynamics — if I'm playing a bard, I like to have cards to pass around to remind the other players of their bonuses from inspire courage, so they don't forget to include them in their rolls. Etc.

Just part of being a team.


DreamAtelier wrote:
Also, if your summoner is hitting everyone in the party with haste on the first round of combat every fight, it means that your PCs are always walking around in Fireball Formation (which is to say, a formation in which they can all be struck by a single fireball). Since only the eidolon should possess evasion, this is definitely the spell to be having any enemy casters use.

And battlefield control spells as well. And area effect spells. A little bit of rogue and tumble gets some of your mobs beyond their tanks and into the "soft underbelly". As someone else mentioned, you've got a 5 member party, so feel free to increase the challenge level. Or, if you're using mooks, toss in a level or two for spellcasting — even a grease spell can make a difference. Let alone a daylight, even from a wand, at the right time.

DreamAtelier wrote:
One of your biggest concerns here is going to be forcing the party to expend resources... As always, make sure you aren't letting them get away with a 15 minute work day. At fifth level, your summoner should only have 2 to 4 second level spell slots to cast haste with, which means if you ensure they're running into 3 to 5 (or more) encounters in a day, at least one of those should be fought without haste. If your PCs pull the "we're going to rest cause we're out of haste" move, feel free to have them be attacked while they're rest/sleeping (hint: unless your summoner has invested in a very specific set of feats, he won't have his eidolon when you do this).

To add to expending resources — each haste only lasts 5 rounds. So use hit and run tactics to draw out combat encounters. Etc. How many rounds of inspire courage does the bard get? How many uses of prayer will the cleric have?

You could use a mook to make them buff up, and then draw out the encounter until the effects start wearing off. Are they going to buff up again? If they do, and they try to get out of it with a 10 minute workday, go ahead and hit 'em hard. At the very least, it will push them out of their comfort zone.


Josh M. wrote:
So, a lot of FR fans didn't like what happened in 4e. So, WotC is going back and making a sourcebook and supplemental material that covers the time before the Spellplague, essentially reviving that time those fans liked, and said fans are still upset. Wow.

Actually, I found a whole lot of what came out of the 3E Realms objectionable, too.

But to address your comment: Why on earth would I possibly believe that they're going to do any better job with the 5E Realms than they did with 4E (or 3E, for that matter)?

They're many of the same people, working with the same impulses, working for the same company — they decry high level NPCs, and then write all about them. They deplore RSEs, and then come up with more than ever were before.

I expect nothing good to come from it. I could be pleasantly surprised, but calling in an obscure Chinese video game company to help out doesn't exactly fill me with optimism.


Back in ma day, we had to get to school if the headmaster could make it to his office. And he lived on the grounds. And I carpooled with a kid who lived on a private road. At the end. All two hilly miles of it.

You ain't really lived until you've gone up a half-mile hill sideways.

Now I live in Africa. And man, is that pool calling.


I, too, would love to see what you've accomplished! I'm looking at updating a number of small Side Trek style works, and I'd love to see the approach you took.

capnvan at yahoo dot com

Thanks!


11? 17 in 2 sessions?

O frabjous day! Callooh! Callay!
How I chortle in my joy.


Killer_GM wrote:
In the form of an update, I've had two sessions cancelled due to player problems. We're next scheduled for the 2nd session on Jan 14. I deeply regret the missed sessions.

Good glavin! They can't even get their act together outside the game?

I worry that this group may not be sufficient challenge for you.


TPK? I approve of this start.

I particularly like that rather than attempt a parley with the pretty obviously prepared NPCs, they just waded in blasting. Clever stragety there, Doc.


So bookmarked. And hoping so hard that your players will have the thick-headedness to never give up.


Simple and obvious question: Why would you go Eldritch Knight?

What does it possibly bring you? You lose a level of spell-casting. You get a bonus feat, but that's counteracted by needing to take Militia to qualify for EK (In fact, I don't think Militia is a core feat, so you don't qualify for EK, period, as a straight bard). You get no advancements in bardic abilities.

Core bard is basically a gish-in-a-can, so why toss in EK anyway?

As for any kind of two-weapon fighting: To be any kind of effective, it requires a whole slew of feats that you don't have the time for. Not to mention that shields don't do a whole lotta damage. TWF is generally considered sub-optimal.


Killer_GM wrote:


Jean Claude Van Dumber (Ninja 8)

1. I really like the way you helped out.

2. I think you should be able to insist, because of that helpfulness, that the player actually change the PC's name to Van Dumberer. That, and because of his actions.


CunningMongoose wrote:

Does the very simple writing we find on Kyra's sheet reveal this product to be aimed at a very young crowd (8-12 years old)?

I though it was a simplified version, but still aimed at a slightly more mature one (13+)...

I think you'll find that the Kyra example would be aimed at 13+. My 11 year old niece, who's neither particularly bright, nor particularly dumb, would probably have trouble with some of the vocabulary at this point.

On the other hand, it does need to be accessible to the "not-the-brightest" 13 year old, as well, right?

In short, I don't find it too simplistic. Basic, sure, but then, it's a Basic Set, as it were.

Edit: Let me add, I found it better than the sample chapter I read of the Abyssal Plague, which I thought was really simplistic.


Killer_GM wrote:
Greetings to all. I have been offline for several weeks due to problems between my HOA and internet service provider. I'll work on the post for the game we had the last week of June, and we play again on July 23. ~KGM

I, for one, would greedily read the real life account of running an ISP through Tomb of Horrors.

You know, a reversal of fortunes type thing.


"But it's about the story!"


Turin the Mad wrote:

They'd best hope that rancid crab butter isn't flammable then, eh?

Cap'n Van, would you be so kind as to perform a small-scale real life experiment involving verification of the combustibility of butter? ^_^

Sadly, butter, as anyone who has burned it in a pan will know, doesn't combust. It burns, badly, but... meh as a weapon.

On the other hand... it does take medium heat relatively well, and is sticky. And splattery, like most fats. As in, one PC goes splatting down in, and several other might be in the area of effect of a solid hot fat splatter, with its associated damage and effects on Concentration.

And, of course, we're ignoring the effects of combustibles added to a boiling crab/butter/water mixture: should one add, say, some spirits, perhaps a barrel or two to a pool, the evaporation of alcohol will cause, well, let's just say the entire room, to become a firebreather's dream.


1 person marked this as a favorite.

And, if I may add, the death of a PC due to drowning in a pool of rancid crab butter deserves to be enshrined in the Hall of Ignominious PC Deaths Fame.

Edit: Also Rancid Crab Butter would be a decent name for any metal band.


I have to point out that those are the most ridiculously useless shackles ever.

She looks like she's getting ready for jump-rope.


Killer_GM wrote:
...lastly, I will swap in 'Scorch' the dragon for the giant crab (having boiled the crab in the boiling geyser water, and then dipped him in a giant bowl of butter, and eaten him for good measure), who was the guardian of the trident Wave.

Keep in mind that rancid crab butter can take the place of both a grease and stinking cloud spell for additional battlefield control.


Killer_GM wrote:
Turin the Mad wrote:

Assuming they didn't mutiny after 12 character deaths in a single session. :)

Well, the end of the game is certainly at hand, though it is due to personal reasons on my end. Arguably, this might help steer the ship a bit more rapidly into the malestrom, but its of little matter. My family obligations are going to cut the campaign short no matter what. I'm just going out with a bang:)

My thoughts exactly.

If you've got to go out, might as well go out on a high bodycount, err, note, I meant note!


18 in two sessions?!?!

I am so very, very happy now.


Brother Faust the Elder wrote:
CapnVan wrote:
Killer_GM wrote:
I regret the delay in putting this latest entry together. I wish it would be more worthy of your wait, but alas… In Last Saturday’s session of the campaign classics campaign, there were Zero (0) Player character fatalities. It was a depressing day at the game table...

I continue to hope that this was an elaborate April Fool's prank from our favorite campaign.

*Sigh*

I can assure you that the lack of fatalities was no prank by the KGM. Maybe by his players on him ...

Well, revenge is a dish best served cold. Two weeks later is ideal.

Heh.


Killer_GM wrote:
I regret the delay in putting this latest entry together. I wish it would be more worthy of your wait, but alas… In Last Saturday’s session of the campaign classics campaign, there were Zero (0) Player character fatalities. It was a depressing day at the game table...

I continue to hope that this was an elaborate April Fool's prank from our favorite campaign.

*Sigh*


Turin the Mad wrote:
I have let him know that his slavering fans are practically doing the "little kid GOTTA GO NOW dance" anticipating the next journal entries.

I'm without a group at the moment, and I have to admit:

I love reading about a DM who channels my favorite memories of D&D. Where the goal was simply to survive.

Not, "How shall my character's life arc play out?" but rather, "What the heck do I have to do to make it through this session?"

It's adventure, doggonit! It's supposed to be dangerous!

Now, KGM: lay the devastation upon us! And we shall mock them!


Turin the Mad wrote:
In preparations for tomorrow: kill zem, kill zem all ! *But one, to tell the tale ...*

Ahh, rot grubs and gas-filled rooms...

This is why we love the classics.


Killer_GM wrote:
Turin the Mad wrote:
CapnVan wrote:
Is it wrong for me to be longingly hoping that the next session delivers us 2 TPKs in the same session?
Not in my book, CapnVan! ^_^ Although I think the KGM strives to avoid delivering two in the same session for a reason. That reason being to have a game to come back to in two weeks or so.
In 2008, I had 1 TPK and a near second TPK (Turin the Mad was in on the second one as a co-GM) in the same session, and the player reaction to it was pretty negative (those wimps...), but my group survived it.... It takes some clever player management to pull two off in one day. I suspect that at the end of 6th level in the current campaign (when my players face the Slave Lords in combat), that there may be multiple TPKs in one day. Incidentally, speaking of TPK's :D:D:D...

I find the TPK followed by sustained flogging acceptable.


Is it wrong for me to be longingly hoping that the next session delivers us 2 TPKs in the same session?


Aubrey the Malformed wrote:

Most of the bits they blew up were sparsely described, at least in the 3e canon (when I came to FR - I didn't have anything pre-3e) or were fairly ossified places where nothing much was happening, and so I didn't feel that they were really missed...

My main beef, inasmuch as I had one, was the relative lack of detail, especially of newish areas.

Of course, the main complaint about FR at the time was that it was overly detailed.


Killer_GM wrote:
then PC's really should start dropping like flies:)...

We sincerely hope so!

A session with zero PC kills? Sad...


It's worth pointing out that Livingstone wasn't really an explorer. His motivations weren't to "discover" new lands — he was a missionary.

Of course, it's also worth pointing out that he wasn't particularly successful there — he had, apparently, only one convert, and he gave it up after Livingstone died.


Question: If, as the caption to the photo suggests, the corpse wasn't found...

Why are we assuming that Blinky is dead?

Wouldn't it be equally possible that he's escaped his aquatic prison to carry on his nefarious schemes?

Doubt not the mighty will of the living fossil!


I enjoyed Final Resting Place from Dungeon #122. Although it does take place underground, it's definitely a different feel from your typical dungeon crawl experience.


Ahem. I believe the preferred form is:

Spoiler:
"I prepared Explosives Runes this morning."

Full Name

Yano Ren

Race

human NG Level 6 Lotus Geisha Bard / Bardic Perform 19 rnds per day /

Classes/Levels

Init +1, HP 42 / AC 17, T 16, FF 11 / Fort +4, Ref +6. Will +6 / BaB +4, CMB +4, CMD 15 / Per +7 /

Gender

female

Size

medium

Age

32

Alignment

NG

Deity

Pharasma

Occupation

Actor, Entertainer, Geisha, Courtesan

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

About Yano Ren

Yano Ren NG human female Level 6 Lotus Geisha Bard Init +1;
AC 17, 16 touch, 11 flat-footed (+5armor, +1 Dex, +1 def); hp 42 (6d6);)Spd 30ft

Melee x2 fighting fan +4 (1d4 x2)
x3 iron brush +4 (1d3 x2 10ft, +2 sleight of hand to hide on person in)
short bow +5(1d6x3 60ft) arrows x20
Thrown splash items +6 to attack

Bardic Performances 19 rounds per day

Spells Prepared () per day 4 3
* enchantment gets a +2 to the DC
Level 2 = Blur , Mirror Image , Detect Desires , Enter Image , Gallant Inspiration, Ghostly Disguise , Hold Person* ,

Level 1 = Chord of Shards , Hideous Laughter*, Cultural Adaptation, Vanish , Touch of Gracelessness , Charm Person* , Cure Light Wounds ,
Level 0 = spark , Dancing Lights , Detect Magic , Message , Read Magic , Ghost Sound

STATISTICS Str 10, Dex 12, Con 14, Int16 , Wis12, Cha 16
Base Atk+4; CMB=+4, CMD= 15 Fort 4 = +2 mod +2 class, Ref 6 = +1 mod +5 clasa, Will 6 = +1 mod +5 class;
Feats Feats Eschew Materials, Skill Focus (spellcraft), Spell Focus (enchantment) , Craft Wondrous Item , Greater Spell Focus (enchantment) , Throw Anything ,

Traits = Desperate Resolve = You are adept at casting spells even in the most precarious situations.
Benefit: You gain a +1 trait bonus on concentration checks. This trait bonus increases to + 4 when you are grappled, pinned, in violent weather, or entangled.
Stage Magic You have put in many hours practicing with flashy alchemical items that enhance your Perform skill.
Benefit: When you use an attention-getting alchemical item such as a flask of alchemist’s fire, smokestick, thunderstone, or another appropriate alchemical item (GM’s discretion) as part of a performance, you gain a +2 trait bonus on your Perform check for the duration of that performance. The item is expended without its normal effects and only serves to make your performance more impressive; for example, you could pretend to ignite yourself with alchemist’s fire as part of a Perform (comedy) check or make a dramatic appearance with a smokestick as part of a Perform (act) check, but you would not actually take fire damage or gain concealment from smoke.

Skills 6 + 1 + Int modifier.
Acrobatics (Dex) +1 rank, +2 mod, + 3 class =6 (+11 on jumping)
Appraise (Int) +1 rank, +3 mod, + 3 class =7
Bluff (Cha) +3 rank, +3 mod, + 3 class =9
Climb (Str) +2 rank, +0 mod, + 3 class =5
Craft (Int) (Alchemy) +2 rank, +3 mod, + 3 class, +1 portable lab =9
Diplomacy (Cha) +2 rank, +3 mod, + 3 class =8
Disguise (Cha) +2 rank, +3 mod, + 3 class =8
Escape Artist (Dex) +1 rank, +1 mod, + 3 class =5
Knowledge Arcane(Int) +2 rank, +3 mod, + 3 class =8
Knowledge Dungeoneering (Int) +1 rank, +3 mod, + 3 class =7
Knowledge engineering(Int) +1 rank, +3 mod, + 3 class =7
Knowledge Geography(Int) 1+ rank, +3 mod, + 3 class =7
Knowledge History(Int) +1 rank, +3 mod, + 3 class = 7
Knowledge Local(Int) +2 rank, +3 mod, + 3 class =8
Knowledge Nature(Int) +1 rank, +3 mod, + 3 class =7
Knowledge Nobility(Int) +2 rank, +3 mod, + 3 class = 8
Knowledge Planes(Int) +1 rank, +3 mod, + 3 class =7
Knowledge Religion(Int) +1 rank, +3 mod, + 3 class =7
Linguistics (Int) +2 rank, +3 mod, + 3 class =8
Perception (Wis) +3 rank, +1 mod, + 3 class =7
Perform (Cha) (dance) +4 rank, +3 mod, + 3 class = 10 (can use in place of Acrobatics, Fly)
Perform (Cha) (Oratory) +3 rank, +3 mod, + 3 class = 9 (can use in place of Diplomacy, Sense Motive)
Profession (Wis) (Courtesan)+4 rank, +1 mod, + 3 class =8
Profession (Wis) Actor+4 rank, +1 mod, + 3 class =8
Sense Motive (Wis) +1 rank, +1 mod, + 3 class =5
Sleight of Hand (Dex) +2 rank, +1 mod, + 3 class =6 (+4 to hid iron brushes in wrist sheath so +10)
Spellcraft (Int) +4 rank, +3 mod, + 3 class, + 3 skill focus=13
Stealth (Dex) +2 rank, +1 mod, + 3 class =6
Use Magic Device (Cha) +4 rank, +3 mod, + 3 class =10

Languages Common, Tien, Polyglot, Undercommon, Sylvan, Orc

Gear – 785gp, 6 sp
Always carried = Ioun Torch 75pg, four coins with her face on them. Hat of disguise 900 gp, Stone of alarm 1,350 gp, Cloak of the hedge wizard (transmutaion)2,500 gp (Prestidigitation and Mage Hand at will. enlarge person and expeditious retreat once per day), Sleeves of many garments 100 gp, Ring of sustenance2,500 gp

Bandolier:
x2 Bottled Lightening 80gp (20ft, 1d8 x2+1 sonic DC15 reflex), liquid ice 40gp(1d6 x2 10ft), thunder stone 30g (20ft, DC15 fort or deafened 1 hr in a 10ft radius), x2 alchemist fire 20(20ft, 1d6),

Bandolier:
Bandolier (x3 alchemist fire 60gp(1d6), flash power 50gp (10ft blinded 1rnd DC13fort), acid 20gp(1d6), x3Paper Candle Firework 3gp (explodes after 1rnd, DC15fort or dazzled 1d4rnds)

bag of holding type 1 2500gp:
Origami swarm 300, four little statues of herself 4gp, entertainers outfit, large chest 10gp (Red Kimono, gold kimono, Blue Kimono) 375gp, plain kimonos (black, grey, dark blue) 6gp, vialsx30 30gp, Ceremonial tea set, box, and tea 20gp, vial of ink x2 16gp, ink pin x3 3sp, journal x3 30gp 1lbs)
Courtesan's Kit (This kit contains items to assist a courtesan in soothing the body and mind. For the body, the kit contains a razor, scented oils and salves, fragrances, a warming pot, and a variety of appealing outfits. Books of poetry, literature, and plays—often focusing on salacious topics and full of double entendres—entertain the mind. 10gp
Grooming Kit (This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder) 1gp, Portable alchemist's lab (+1 craft alchemy) Price 75 gp

Combat Gear fighting fanx2 (1d4 x2) 10gp, iron brushx3 (+2 sleight of hand to hide on person 1d3 x2 1ft) 6gp, shortbow (1d6x3 60ft 30gp) arrows x20 1gp, wrist sheath 1gp (+2sleight of hand), +1 Spell Storing Darkleaf Lamellar, leather(touch spell of lvl3 or lower, immediate action if hit) (+5+5-1)

Racial Info:
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Class skills:

Versatile Performance
At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Countersong : 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 non-instantaneous 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 : 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 check result 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 it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate : 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 the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) 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 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 : 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.

Inspire Competence : A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. inspire competence relies on audible components.

Suggestion : A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.
A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.

Lotus geisha are renowned for their powers of seduction, and tales tell of lotus geisha disarming foes and bolstering allies.
The lotus geisha is an archetype of the bard class.
Weapon Proficiency
A lotus geisha is proficient with all simple weapons, plus the butterfly sword, fighting fan, iron brush, sai, shortbow, and shuriken.
This replaces the normal bard weapon proficiency.

Enrapturing Performance
At 2nd level, a lotus geisha gains the ability to execute an enrapturing performance in addition to her bardic performance ability. An enrapturing performance is exactly like a bardic performance with the following exceptions.
A lotus geisha can use an enrapturing performance to recreate the effects of any of her known bardic performances, but she focuses the performance on only a single target within range. While other creatures see and hear a lotus geisha’s enrapturing performance, only the target of this ability is affected by it. A lotus geisha cannot have a bardic performance and an enrapturing performance in effect at the same time. Every round spent engaged in an enrapturing performance counts against the total number of rounds per day she can use her bardic performance, and she cannot use this ability if she does not have any more rounds of bardic performance left for that day. Starting an enrapturing performance is a standard action; at 7th level, it becomes a move action, and at 13th level, it becomes a swift action.

A lotus geisha adds a +2 bonus to the DC of Will saves made to resist the effects of her fascinate, frightening tune, and suggestion enrapturing performances. When a lotus geisha uses her enrapturing performance ability to emulate inspire competence, inspire courage, inspire greatness, or inspire heroics, any bonuses to AC or on ability checks, attack rolls, damage rolls, saving throws, and skill checks increase by +1. For example, a lotus geisha using inspire heroics as an enrapturing performance would grant her target a +5 morale bonus on saving throws and a +5 dodge bonus to AC, instead of the usual +4 bonuses.
This ability replaces well-versed.

Bonus Feats
At 1st level, a lotus geisha gains Spell Focus (enchantment) as a bonus feat. At 5th level, she gains Greater Spell Focus (enchantment) as a bonus feat.
These bonus feats replace bardic knowledge and lore master.

Background:
At a glance she does not take up much space having a slight build but at more than a glance Ren is a striking woman. A short pale woman with long bluish black hair that is rarely down. Her thin lips are typically smirking and her chocolate colored eyes always moving about to take her surroundings and the people occupying that space.

Yano Ren has lived in Oppara for ten years now. Likely the attention she regularly keeps her traditional appearance, if in public she wears silken kimonos and the iconic white face paint. This lets her wonder about Oppara largely unrecognized without the makeup and in more traditional Taldan garb should she desire anonymity.

Her money comes from plying her trade. Offering foreign entertainment to the wealthy. Typically in the form of dancing. Ren prefers the freedom she has in Oppara. Should she only wish to perform a tea ceremony, a subdued dance, a more erotic dance, simple flirting, or a night of passion it is her choice and hers alone. All that money goes to her not a okiya as in her youth.

Fiercely independent Ren was perfectly happy to strike out on her own and struggle to make it. A flirt by nature she is typically either well liked or not very quickly by most. Ren evaluates people and tends to judge them in their first meeting. It tends to take a rather dramatic move to alter her view on a person. Years of training have taught her to hide her feeling and most people are not aware that they have angered her. But when it comes to her affection she makes sure that it is know.

Ren met Dougal Fairbairn 10 years ago, before he had become a man. Dougal was an orphan boy in a caravan she was traveling in through Andoran. The younger boy had convinced the leader of the caravan that he needed a job and that they needed someone to do chores. Ren was with that caravan for seven months and in that time she spent much of her free time talking with the young boy. He was fascinated by the life she had lead. When the caravan made it to Oppara, Rens destination, she paid the leader of the caravan a healthy sum of money and kept Dougal with her.

The younger boy learned to keep her apartment clean, run errands for her, and help her into her ornate kimonos. In return for this she doted on him and provided a home for him. As the years grew she happily paid to have him tutored in sword play since that was what he wanted to do and always having issue refusing the youth. As his skill grew Dougal has played bodyguard to her on a few occasions. She was also perfectly happy to pay for him to try his hand at theater when he was 12. Enthralled by the tales told on the stage. It was a live action version of the campfire tales of his youth. It was easy to convince Rin that they should go see a play. Both shared a love of the theater. Delighted to attend any show he was in or helped with. And pleased that they young boy was taking to so many skills with patience and ease.

It was actually Dougal who convinced Ren to attempt the theater in her free time. Knowing she loved the theater and was a skilled actress already. But it took him months to convince her to attempt to try her hand at acting. Lying to Ren by telling her that a patron of the Gilded Lily had requested companionship for the evening and that he had panicked and agreed for her. That 'patron' was actually a man who thought he was chatting with someone who thought they wanted to get into acting. Refusing to talk to Dougal about that night still Ren joined the theater life the next day.
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Having joined the Gilded Lily five years ago at Dougals request. Even to this day she refuses to admit to him that she loved being in the theater though everyone knows it. Content to slip into a role so different from what she actually is. She has always loved to dance and that is her passion on stage. But many performances are more than a dance. Not the first to leap for a role with a lot of singing since the style she was trained for is so different from the local style. But the acting, being someone else even for a short time. This has always fascinated her. Never a fan of Taldan comedies but loving their tragedies and tales of grandiose heroes. When it comes to picking a role she never lets herself be the sidekick to the hero. But she will be the damsel he is trying to rescue, happily. Over time she has developed a fondness for playing the villain. Dipping into a mindset so foreign to hers has hers is fascinating.