Suli

Kusumita Saniam's page

1 post. Organized Play character for d'Eon.


Full Name

Kusumita Saniam

Race

Oread

Classes/Levels

Geisha 1 | HP 8/8 | AC 13, T 11, FF 12 | F +0, R +3, W +3 | Init +1, Perc +1, SM +5 | 1st level 2/2 | Bardic Performance 13/13, Alabaster Odalisque 1/1, Treacherous Earth 1/1

Gender

Female

Size

Medium

Deity

Calistria

Languages

Taldane, Vudrani, Kelish

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

About Kusumita Saniam

Appearance:
Kusumita at first glance appears to be a vudrani courtesan, but a second look reveals that her flawless skin truly is as hard as marble, and the numerous pieces of jewelry she wears are actually embedded into her skin.

Trained at the Conservatory in Jalmeray, Kusumita has joined the Society to forge contacts across the Inner Sea and beyond, and her notable charms will go far in accomplishing that goal.

Defense:
HP 8
AC 13 (+ armor +1 natural +1 Dex)
CMD 11

Fort +0
Ref +3
Will +3

Offense:
Speed 20'
Initiative +1
BAB +0
CMB +0

Rope dart +1; 1d4 ×2 20' piercing, blocking, distracting, monk

Skills:
Bluff +7 (1 rank +3 Cha +3 misc)
Diplomacy +9 (1 rank +3 Cha +1 trait +4 misc)
Knowledge (local) +5 (1 rank +1 Int +3 misc)
Knowledge (nobility) +8 (1 rank +1 Int + 6 misc)
Perform (dance) +9 (1 rank +3 Cha +1 trait +4 misc)
Perform (sing) +9 (1 rank +3 Cha +5 misc)
Sense Motive +5 (1 rank +1 Wis +3 misc)
Use Magic Device +7 (1 rank +3 Cha +3 misc)

Special Abilities:
Favored Class: Bard, +1 SP

Darkvision: 60'

Mostly Human: Counts as humanoid (human), as well as outsider (native).

Crystalline Form: +2 racial bonus to AC against rays. Once per day, may deflect a ray attack as if using Deflect Arrows.

Granite Skin: +1 natural armor.

Treacherous Earth: Once per day, an oread with this racial trait can will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain, centered on an area the oread touches. This lasts for 1 minute, after which the ground returns to normal.

Bardic Performance: 13 rounds/day. Standard action to begin, free action to maintain.

Tea Ceremony: By spending 10 minutes and 4 bardic performance rounds per ally, grant allies of your choice Inspire Courage for 10 minutes.

Geisha Knowledge: +1 bonus to Craft (calligraphy), Diplomacy, Knowledge (nobility), and Perform (sing); she may make checks with these skills untrained.

Feats:
Spell Focus (enchantment): +1 bonus to enchantment DCs.

Noble Scion of the Arts: You gain a +2 bonus on Knowledge (nobility) and a +1 bonus on Perform checks. If you have the bardic performance ability, you can use that ability for an additional 3 rounds per day.

Traits:
Alabaster Odalisque: +1 trait bonus to Perform (dance) and Diplomacy. In addition, once per day as a swift action, you can brush your fingers against a closed door or stone wall up to 1 foot thick. Doing so allows you to ignore penalties on Perception checks to listen through the designated object for 1 minute.

Maestro of the Society: Three more Bardic Performance rounds per day.

Common Buffs:
Countersong: Each round of the countersong he makes a Perform (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: Each round of the distraction, he makes a Perform (dance) 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: One creature 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.

Each creature within range receives a DC 13 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: 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. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Spells:
Cantrips
Daze DC 14 Will
Flare DC 13 Fortitude
Lullaby DC 14 Will
Prestidigitation

1st level
Delusional pride DC 15 Will
Unnatural lust DC 15 Will

Equipment:
Rope dart, ceremonial silken armor, entertainer's outfit, veil, decorative flesh gems, backpack, bedroll, belt pouch, flute, a flint and steel, ink, inkpen, iron pot, journal, mess kit, mirror, rope, soap, torches (10), trail rations (5 days), waterskin.

Inventory Tracking:
28 gp

Purchased
Ceremonial silken armor - 30 gp
Veil - 40 gp

Prestige and Boons:

Chronicles: