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
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.
Masterwork Fighting Fan
HP: 31 (5d8 + 1 Con per Level)
CMB: +1 (3 BAB - 2 Str)
Fort +2 (+1 Base +1 Con)
For Free: Craft (beverage)
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.(Level 1 Feat)
Craft Wondrous Item: You can create wondrous items, a type of magic item. Prerequisite: Caster level 3rd. Benefit: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item. Magic Item Creation(Level 3 Feat)
Spellsong: You can blend the power of your performance and spellcasting. Prerequisite: Cha 13, bardic performance class ability, able to cast 1st-level spells. Benefit: You can combine your bardic performance and your spellcasting in two ways. First, you can conceal the activity of casting a bard spell by masking it in a performance. As a swift action, you may combine your casting time of a spell with a Perform check. Observers must make a Perception or Sense Motive check opposed by your Perform check to realize you are also casting a spell. This uses 1 round of your bardic performance ability, regardless of the spell's casting time. Second, as a move action, you can use 1 round of bardic performance to maintain a bard spell with a duration of concentration. You can cast another spell in the same round you are using bardic magic to maintain concentration; if you do this, your concentration on the maintained spell ends when you end the bardic performance the spell is part of. (Level 5 Feat)
Deathless Spirit (Racial) - Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.
Truespeaker (Racial) - 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. This racial trait replaces skilled.
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 (16 / 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].
Cantrips - You can cast your Cantrips at will.
Versatile Performance - Choose one Performance Skill; you may use Performance checks with that skill to replace two other skills, specified by the type of performance.
Well-Versed - +4 Saving throws against Performance, [sonic], and [language-dependent] effects.
Lore Master (1/day) - You may take 10 in all knowledge checks you have ranks in. Additionally, ([Lvl+1]/6)/day, you may take 20 on a knowledge check instead.
DC: 10 + Spell Level + Charisma Modifier
DC: 10 + Spell Level + Charisma Modifier (+1 Enchantment (charm))
Masterwork Silken Ceremonial Armor Equipped
Masterwork Fighting Fan
Masterwork Tea Set On Person
Masterwork Calligraphy and Tattoo tools Stored
Masterwork Inks (various) Stored
Incense (20) On Person
Backpack and Waterproof Bags (2) On Person
Explorer's Outfit (1) On Person
Pendant of Everwatch On Person
Bracelet of the Hidden On Person
Diagram of a Basement
Ashley's Tower Room
Ashley's Room wrote:
Restaurant and Kitchen
General Menu Control
Water and Magic
Big basement (well-stocked and well-organized), with methods of keeping things cold; where I'll brew stuff
Pendant of Everwatch: (sustenance), (constant) crafter's fortune, cultural adaptation, (command word) shadow weapon, (1/day) keep watch
Intelligent Item: INT 12, WIS 10, CHA 10; Ego: +5
- common, one other language
- empathy; light (as a torch, on or off at will)
- special purpose: "serve and honor it's maker's interests and desires"
- other traits: secretive
[cost: 500 (intelligent); 500 (INT 12); 1885 ( "sustenance"; 1250g*1.5 for extra ability+10 g for hiring spellcasting services); 550 g (1/day, command word keep watch; 360*1.5 for extra ability+10 g for hiring spellcasting services); 1510 (constant cultural adaptation; 1500+10 g for hiring spellcasting); 1360 (command word shadow weapon, 900*1.5 for extra ability+10 g for hiring spellcasting)]
Bracelet of the Hidden: (1/day) aura of the unremarkable, (1/3 days) magic aura