About Koan WakahisaKOAN WAKAHISA CR 3
Cantrips (DC 14):
Daze (DC 16)
Detect Magic Mage Hand Mending Prestidigitation Read Magic 1st Level (DC 15):
Charm Person (DC 17)
Ear-Piercing Scream Hideous Laughter (DC 17) Sleep (DC 17) -------------------- STATISTICS -------------------- Str 8, Dex 15, Con 10, Int 12, Wis 10, Cha 18 Base Atk +2; CMB +1; CMD 13 Feats Lingering Performance, Spell Focus(enchantment), Weapon Finesse, Magical Tail Traits Childhood Crush (Ameiko), Charming Skills Bluff +9 (2 rank), Diplomacy +9 (2 rank), Disguise +8 (1 rank)(+18 to appear human in human form), Knowledge(arcana) +6 (2 rank), Knowledge(geography) +5 (1 rank), Knowledge(local) +5 (1 rank), Knowledge(nobility) +5 (1 rank), Perform(sing) +10 (3 rank), Perform(dance) +10 (3 rank), Perform(string) +9 (2 rank), Perception +5 (2 rank), Sense Motive +4 (1 rank), Spellcraft +7 (3 rank) Languages Common(Taldane), Elven, Sylvan SQ change shape (human), versatile performance (dance) Combat Gear studded leather, fighting fan, shortbow, dagger, light steel shield -------------------- SPECIAL ABILITIES -------------------- Weapon and Armor 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 proficiencies. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes. 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. 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. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action. 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 many such performances are language dependent (as noted in the description). 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. 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 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 (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. Inspire Competence (Su) 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. Cantrips Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. Versatile Performance (Ex) 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). Enrapturing Performance (Su) 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.
Worn Weight w/o Containers: 42 lbs. Inside Masterwork Backpack
Backpack Weight: 14.5 lbs. Inside Belt Pouch
Belt Pouch Weight: 1.5 lbs. Total Weight: 58 lb. Background:
Koan was born into the Wakahisa clan to Hiei Wakahisa and Mayumi Wakahisa, one of several Kitsune families that served the Kaijitsu line long before it's exile to the other side of the world and followed faithfully to Varisia afterward. Four generations of the Wakahisa have made their home in and around the town of Sandpoint, all upholding the vow of protection their ancestors gave to the late Lord Kaijitsu. For the lord's descendants to be able to live normal lives in exile and to assist in misdirecting their enemies, this protection has been carried out in secret without the last two generations of Kaijitsu even aware of the Wakahisa service.
Normally, once of age, the male members of the Wakahisa clan would be trained in the art of the ninja's silent blade to be the blunt edge of the protection afforded to the Kaijitsu heirs while the female members of the clan were schooled in the geisha ways to be the eyes, ears, and, when needed, the subtle edge to their brothers. It would have been Koan's life to train under his father's tutelage to be a ninja had not fate dictated differently. In 4702 AR, when Koan was still a kit, his father died under mysterious circumstances in the days preceding the accidental death of Atsuii Kaijitsu. With many of the family secrets lost with his father and as his parents only child, it was decided by his mother that Koan would be taught as if was a daughter since those were the only secret techniques that Mayumi knew well enough to teach. From age ten onward, Koan was drilled on how to entertain by conversation, by song, by dance, and even how to seduce the chastest monk. Of course this was very confusing for Koan as much of what his mother taught him was more geared toward a woman enchanting a man then vise versa though some could be used against women with minor tweaking. However, this lead to Koan's androgynous appearance as he grew up firmly stuck between playing two roles in life. Over the years as Koan was groomed to be the next in line to secretly serve the Kaijitsu line, something happened that was forbidden by his clan's principles; Koan fell in love with the woman that would be his to watch over during their lifetime, Ameiko Kaijitsu. While he kept his true feelings a secret from all but the innards of his personal diary, Koan admired Ameiko, four years his senior, for her strong convictions and willingness to buck the expectations placed upon her by family name and gender. Admiration grew into a crush that often robs him of his voice when he runs into her on the streets of Sandpoint. On his eighteenth birthday, Koan's training will be complete, according to his mother. On that day, he will begin his charge of protecting the Kaijitsu. On that day, he is expected to forsake what he feels in his heart and bring honor to his family name... Personality:
Koan is open and friendly to most anyone he meets. He laughs easily and is the first to try to defuse any tense situations with humor. His only blind spot is when it comes to Ameiko as around her Koan finds himself unusually tongue-tied, shy and overtly protective if anyone or thing means her harm. Motivation:
Koan's life goal is to protect Ameiko from all harm and sorrow for as long as either of them live. His secondary goal is to figure a way to tell her how he feels and have her reciprocate those feelings. Description:
Koan remains in his human form nearly constantly, only allowed to revert to his natural kitsune shape if alone with family. His human form has the classic exotic aspects of Tian-min people. His eyes are a brilliant shade of violet opposed by the dark hair upon his head which is mid-back length and varies from being loose to done up into elaborate curls and buns. He is short like most Tian folk, barely a few inches over five feet in height. His willowy body, elegant features, and soft voice make it hard to pin down which gender he exactly is until you spend a great deal of time around him. He rarely corrects anyone who mistakes him for a woman on first introductions. |