Lady Andaisin

Yano Ren's page

38 posts. Alias of Deaths Adorable Apprentice.


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.
.
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.