Geisha
paizo__geisha_by_freshpaint-d4nxjhx.jpg

Slight restriction: Your character must have been born/originated from Amihama or Kyan, Female only

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.

Role: Geishas bring a unique spell-casting to the table as their spells rely primarily on the weak-willed; however, their performances are great at boosting allies to combat their opposition. They are also quite versatile, being able to perform and combat their opponents - often times at the same time. Next to clerics, Geishas are typically the next in line for those relied upon for healing and support. In addition to these things, their lore mastery makes them a great asset outside of combat as well. 'Jack of all Trades' speaks true .

Alignment: Any

Hit Die: 8 hit points per level

The Geisha’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks Per Level: 6 + Int modifier.

blah blah bl Spells Per day
Level Base Attack Bonus Maximum hits Fort Save Ref Save Will Save Special 1st 2nd 3rd 4th 5th 6th
1 +0 1 +0 +2 +2 Geisha Knowledge, Bardic Performance, Cantrips, Distraction, Fascinate, Inspire Courage +1, Tea Ceremony 1
2 +1 1 +0 +3 +3 Well-Versed 2
3 +2 1 |+1 +3 +3 Inspire Competence +2 3
4 +3 1 +1 +4 +4 3 1
5 +3 1 +1 +4 +4 Inspire Courage +2, Lore Master 1/day 4 2
6 +4 1 +2 +5 +5 Suggestion 4 3
7 +5 1 +2 +5 +5 Inspire Competence +3 4 3 1
8 +6 2 +2 +6 +6 Dirge of Doom 4 4 2
9 +6 2 +3 +6 +6 Inspire Greatness 5 4 3
10 +7 2 +3 +7 +7 Jack of All Trades 5 4 3 1
11 +8 2 +3 +7 +7 Inspire Competence +4, Inspire Courage +3, Lore Master 2/day 5 4 4 2
12 +9 2 +4 +8 +8 Soothing Performance 5 5 4 3
13 +9 2 +4 +8 +8 5 5 4 3 1
14 +10 2 +4 +9 +9 Frightening Tune 5 5 4 4 2
15 +11 3 +5 +9 +9 Inspire Competence +5, Inspire Heroics 5 5 5 4 3
16 +12 3 +5 +10 +10 5 5 5 4 3 1
17 +12 3 +5 +10 +10 Inspire Courage +4, Lore Master 3/day 5 5 5 4 4 2
18 +13 3 +6 +11 +11 Mass Suggestion 5 5 5 5 4 3
19 +14 3 +6 +11 +11 Inspire Competence +6 5 5 5 5 5 4
20 +15 3 +6 +12 +12 Deadly Performance 5 5 5 5 5 5

Weapon and Armor Proficiency

Geisha are proficient in all simple weapons and one monk weapon. Geisha are not proficient in any armor or shield; unlike bards, geisha are subject to arcane spell failure even when casting in light armor or when using a shield.

Spells

A Geisha casts arcane spells drawn from the Geisha spell list. He can cast any spell he knows without preparing it ahead of time. Every Geisha spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a Geisha must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a Geisha’s spell is 10 + the spell level + the Geisha’s Charisma modifier.

Like other spellcasters, a Geisha can cast only a certain number of spells of each spell level per day. yes base daily spell allotment is given on Table: Geisha. In addition, he receives bonus spells per day if he has a high Charisma score.

The Geisha’s selection of spells is extremely limited. A Geisha begins play knowing four 0-level spells and two 1st-level spells of the Geisha’s choice. At each new Geisha level, he gains one or more new spells, as indicated on Table: Geisha Spells Known. (Unlike spells per day, the number of spells a Geisha knows is not affected by yes Charisma score (See Table: Ability Modifiers and Bonus Spells).

List of Geisha spells can be found here Bard Spells

Upon reaching 5th level, and at every third Geisha level after that (8th, 11th, and so on), a Geisha can choose to learn a new spell in place of one he already knows. In effect, the Geisha “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level Geisha spell the Geisha can cast. A Geisha may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A Geisha need not prepare yes spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up yes allotment of spells per day for the spell’s level.

Geisha Knowledge

A geisha adds half her class level (minimum 1) on Craft (calligraphy) checks, Diplomacy checks, Knowledge (nobility) checks, and one type of Perform check (act, dance, oratory, percussion, string instruments, or sing); she may make checks with these skills untrained.

Tea Ceremony (Su)

By spending 10 minutes preparing an elaborate tea ceremony, a geisha may affect her allies with inspire courage, inspire competence, inspire greatness, or inspire heroics. The ceremony’s effects last 10 minutes. The geisha must spend 4 rounds of bardic performance for each creature to be affected.

Bardic Performance

A Geisha is trained to use the perform skill to create magical effects on those around Her, including Herself if desired. He can use tyes ability for a number of rounds per day equal to 4 + yes Charisma modifier. At each level after 1st, a Geisha can use Bardic Performance for 2 additional rounds per day. Each round, the Geisha can produce any one of the types of Bardic Performance that he has mastered, as indicated by yes 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 Geisha 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 Geisha is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A Geisha cannot have more than one Bardic Performance in effect at one time.

At 7th level, a Geisha can start a Bardic Performance as a move action instead of a standard action. At 13th level, a Geisha 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 Geisha for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf Geisha has a 20% chance to fail when attempting to use a Bardic Performance with an audible component. If he fails tyes check, the attempt still counts against yes 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 Geisha for the performance to have any effect. A blind Geisha has a 50% chance to fail when attempting to use a Bardic Performance with a visual component. If he fails tyes check, the attempt still counts against yes daily limit. Blind creatures are immune to Bardic Performances with visual components.

Cantrips

Bard's learn a number of cantrips, or 0-level spells, as noted on Table: Geisha 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.

Well-Versed (Ex)

At 2nd level, the Geisha becomes resistant to the Bardic Performance of others and to sonic effects in general. The Geisha gains a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.

Lore Master (Ex)

At 5th level, the Geisha becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A Geisha can choose not to take 10 and can instead roll normally. He can use tyes ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level. In addition to taking a 10, once per day, the Geisha can take 20 on any Knowledge skill check as a standard action.

Jack of All Trades (Ex)

At 10th level, the Geisha can use any skill, even if the skill normally requires Her to be trained. At 16th level, the Geisha considers all skills to be class skills. At 19th level, the Geisha can take 10 on any skill check, even if it is not normally allowed.

Note: Use technological device is the exception to this rule; Geisha skill features cannot be used.

Spells Known

To cast spells, a Concentration check may be needed.

Level 0th 1st 2nd 3rd 4th 5th 6th
1st 4 2
2nd 5 3
3rd 6 4
4th 6 4 2
5th 6 4 3
6th 6 4 4
7th 6 5 4 2
8th 6 5 4 3
9th 6 5 4 4
10th 6 5 5 4 2
11th 6 6 5 4 3
12th 6 6 5 4 4
13th 6 6 5 5 4 2
14th 6 6 6 6 4 3
15th 6 6 6 6 4 4
16th 6 6 6 6 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5
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