This is not current. The above rtf file has up-to-date version. Few differences, and this post does still convey the basic concept.
Feel free to comment.
Geisha 芸者
Alignment: Any non-chaotic
The life of a Geisha is a very structured and etiquette driven lifestyle that requires a measure of personal organization and attention to certain rules of behavior. Aside from this requirement, there are Geisha compatible with most client temperaments (alignments). Geisha tend to keep their opinions, moral judgments, or other personal ethics to themselves, regardless of the client that they serve.
Hit Die: d4
Class Skills: The Geisha’s class skills (and the key ability for each skill) are: Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (all appropriate craft skills, taken individually) (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (all, taken individually) (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level: (8 + Int modifier) ×4.
Skill Points at Each Additional Level: 8 + Int modifier
At each new level, a Geisha must take a rank in an appropriate Craft, Knowledge (local), and at least one rank in a Perform skill. Additionally, on every level divisible by two (2nd, 4th, 6th, etc) a Geisha must learn at least one new national or cultural language of the sort that might be used by her prospective clients. Depending on the campaign, this is most likely a regional human language or other appropriate racial languages, but may even be fantastic languages if the setting is appropriate.
Class Features
All of the following are class features of the Geisha.
Weapon and Armor Proficiency: A Geisha is proficient with all simple weapons and in the use of a War Fan(OA). A Naginata(OA) may be used in the defense of their Okiya or home, but no Geisha would carry a weapon openly – any weapon should be concealed. A Geisha’s hair spikes are often used as improvised piercing weapons and they may use the spikes without the normal penalty.
Geishas are not proficient with any armor (except the special Kimonos, see below) but may use a Buckler or a Tessen(OA) when appropriate. The bucklers are often disguised or creatively incorporated into their elaborate formal costumes.
A Geisha incurs all the normal arcane spell failure chances while using armor of any sort (including the buckler if so used), just like any other standard arcane spell caster. One exception is the special Kimonos which a Geisha can ignore the first 5% of arcane failure, due to extensive training with the garb.
Spells
A Geisha casts arcane spells in exactly the same manner as a standard bard, using the standard bard’s spell list and spell progression.
Alluring (Su) Because of the Geisha’s great beauty and grace, others have an inexplicable urge to believe your every word. At 8th level, the Geisha’s ability to influence others reached extends to the supernatural. The Geisha gets a +2 bonus to the save DC’s of all her mind-affecting, language-dependent spells. This was modified from a 3.0 feat originally located in the Song and Silence book (WotC).
Courtly Grace (Ex) The traditional training in conversation, customs, and social manners bestows an impressive presence as well as a quick wit. At 4th level, a Geisha receives a +4 competence bonus on all Charisma related skill checks that relate to social interaction (i.e. not feinting in combat). This is identical to the Courtier ability ‘Style and Grace’ from the Rokugan Campaign book, renamed.
Discreet Magic (Ex) If the Geisha chooses to, as a free action, she may actively conceal her spell casting within her performance or ritual movements. Any spellcaster may use this Sleight of Hand maneuver but a Geisha is exceptionally adept at the process, gaining a bonus of +1 to the attempt at second level when she attains her normal spellcasting progression. This bonus increases again at sixth level to +2, and continues to increase every 4 levels thereafter (2nd, 6h, 10th, 14th…) to +5 at 18th Level. If Epic rules are used the progression would continue.
In addition, the penalty for Trying Again is halved for a Geisha (-5 on the check) when attempting to cast additional spells while being observed by someone who has already noticed (successful Spot check) the Geisha casting discretely.
If a Geisha has spellcasting available from other classes through multiclassing or prestige classes, she still may use this ability with those spells. Refer to the Sleight of Hand description taken from Races of Stone book (WotC).
Geisha Defense (Ex) The Geisha’s natural talent for performance, ornate manner of dressing, distinctive ritualistic movements, and her stunning beauty throws her opponents off guard in combat. Even a Geisha armed with a deadly weapon is very distracting figure in combat, whether the opponent is male or female, although the opponent must have some appreciation of the Geisha’s allure (see below).
At 1st level, a Geisha gains a +1 dodge bonus to her Armor Class. This bonus increases to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level. However, this bonus can never be greater than the Geisha's current Charisma bonus. If epic rules are used the progression continues. In a situation where the Geisha is denied her Dexterity bonus (as in flat footed), she also loses her Geisha Defense bonus as well.
This bonus only applies to creatures that do have human sensibilities of charm, grace, beauty, or related human-like expressions (Humans, Humanoids, Giants, or Fey). True animals, dragons, outsiders, aberrations, non-intelligent/unaware undead or other non-human creatures will not be affected by a Geisha’s Defensive tactics, although most creatures with a general humanlike form (biped, intelligent, with defined social customs) will usually be affected. Because of the vast myriad of races, the DM may need to decide whether the race in question is affected. Feats may extend the Geisha Defense to other creatures such as Dragons, types of Outsiders, or Magical Beasts (enhanced intelligence animals).
This ability is similar (mechanically) to the Jester Defense ability taken from the Dragon Compendium I, Jester Class (Paizo).
Geisha Lore This is identical to the Bardic Knowledge ability of standard bards.
Geisha Performance (Su/Sp)
Once per day per Geisha level, a Geisha can use her song, poetics, or other performance (such as dance) to produce magical effects on those around her (possibly including herself, if desired). While these abilities fall under the category of Geisha (bard) Performance and the descriptions discuss singing or playing instruments, they may also all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each of these abilities requires both a minimum Geisha level and a minimum number of ranks in the appropriate Perform skill to qualify; if a Geisha does not have the required number of ranks in at least one Perform skill, she does not gain the Geisha Performance ability until she acquires the needed ranks.
Starting a Geisha performance effect is a standard action. Some Geisha performance abilities require concentration, which means the Geisha must take a standard action each round to maintain the ability. Even while using Geisha Performance that doesn’t require concentration, a Geisha cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf Geisha has a 20% chance to fail when attempting to use Geisha performance. If she fails, the attempt still counts against her daily limit.
This is identical to the Bardic Performance ability of the same name.
Distracting Performance (Su) (Geisha Performance)
A Geisha with 3 or more ranks in a Perform skill can use her music, poetics, or dance to distract those around her, inhibiting their ability to cast spells or maintain concentration on their spells. Any creature within 30 feet (friend and foe alike) attempting to cast or maintain a spell must make a Concentration check with a DC equal to the Geisha’s Perform check to avoid losing the spell. A Geisha can only keep the distracting performance up for a number of rounds equal to her current Geisha level, but she can end the effect at any time as free action. A distracting performance is a mind-affecting ability. This ability is similar but modified from the Virtuoso ability “Jarring Song”, from the Complete Adventurer book (WotC).
Fascinate (Sp) (Geisha Performance)
This is identical to the Bardic Performance ability of the same name.
Inspire Courage (Su)
This is identical to the Bardic Performance ability of the same name.
Inspire Diplomacy (Su) (Geisha Performance)
A Geisha of 3rd level or higher with 6 or more ranks in a Perform skill can use her performances to help an ally succeed at diplomatic endeavors. The Geisha skillfully times aspects of her performance to enhance her ally’s communication, while detracting from the diplomatic opponent’s position. The ally and his diplomatic counterpart(s) must be within 30 feet and able to see and hear the Geisha. The Geisha must also be able to see the pair.
The ally gets a +4 competence bonus on Bluff, Intimidate, or Diplomacy skill checks as long as he or she continues to see and/or hear the Geisha’s performance. When the ally is exposed to counter-diplomatic techniques, the ally gets +4 on any opposed rolls (dealing with these social interactions) while the performance continues. Certain uses of this ability may be infeasible. The effect lasts as long as the Geisha concentrates on her performance or until the negotiations are broken off (even for a short break). A Geisha cannot inspire diplomacy in herself. Inspire Diplomacy is a mind-affecting ability.
Suggestion (Sp) (Geisha Performance)
This is identical to the Bardic Performance ability of the same name.
Sanctuary (Su)
This ability causes an effect similar to the Sanctuary Spell.
Song of Freedom (Sp) (Geisha Performance)
This is identical to the Bardic Performance ability of the same name.
Inspire Infatuation (Sp)
A Geisha of 15th level or higher with 18 or more ranks in a Perform skill can use her performance ability to inspire loving feelings towards the Geisha in a creature that she has already fascinated. Using this ability does not break the Geisha’s concentration on the fascinate effect, but it does count against her daily limit on Geisha Performances. A Will saving throw (DC 10 + ½ Geisha’s level + Geisha’s Cha modifier) negates the effect. This ability affects only a single creature per usage. Inspire Infatuation is an enchantment (compulsion), mind-affecting ability. It is not necessarily language-dependent, but lacking communication obviously limits the effectiveness.
The effect of this ability causes the target to fall in love with the Geisha. The subject takes any opportunity to be near the Geisha, and makes every effort to win the Geisha’s attention. The subject will do his utmost to prevent any harm to the Geisha, even to the point of self sacrifice. The Geisha must tend to this relationship, as any treatment which spurns this ‘love’ will cause another save with a +2 cumulative bonus for each occurrence. Having multiple disciples in this manner tends to cause trouble as each works against the other to earn her favor. The Geisha can dismiss the direct effect, although some feelings may persist (lingering longing, hurt feelings, or sometimes bitter scorn). The cumulative bonus a target acquires from poor treatment never abates, even with repeated or renewed applications of this ability by the Geisha.
Mass Suggestion (Sp) (Geisha Performance)
This is identical to the Bardic Performance ability of the same name.
Ex-Geishas A Geisha who becomes Chaotic in alignment cannot progress in levels as a Geisha. More importantly is the loss of reputation that may accompany such a change. A chaotic Geisha often disregards certain rules of etiquette or other traditions, and she may be subject to ridicule (or worse) for transgressions. Regardless of the social impact, a chaotic Geisha still retains all her abilities; she just loses the ability to progress further until a non-chaotic alignment can be achieved.
Code:
Table 1: The Geisha LevelBABFortRefWillSpecialSaveSaveSave 1st+0+0+2+2Court Gossip, Geisha Defense +1, Geisha Performance, Geisha Lore, Counter-Performance, Distracting Performance, Fascinate, Inspire Courage 2nd+1+0+3+3Discrete Magic +1 3rd+1+1+3+3Inspire competence 4th+2+1+4+4Courtly Grace 5th+2+1+4+4Geisha Defense +2 6th+3+2+5+5Discrete Magic +2, Suggestion 7th+3+2+5+5 8th+4+2+6+6Alluring 9th+4+3+6+6Inspire Greatness 10th+5+3+7+7Discrete Magic +3, Geisha Defense +3 11th+5+3+7+7 12th+6/+1+4+8+8Song of Freedom 13th+6/+1+4+8+8 14th+7/+2+4+9+9Discrete Magic +4 15th+7/+2+5+9+9Geisha Defense +4, Inspire Heroics 16th+8/+3+5+10+10 17th+8/+3+5+10+10 18th+9/+4+6+11+11Discrete Magic +5, Mass Suggestion 19th+9/+4+6+11+11 20th+10/+5+6+12+12Geisha Defense +5
Costuming
Optional Rules: Much of a Geisha’s mystique comes from the costuming, makeup, and overall mannerisms. The skills and abilities of a Geisha are assumed to include the use of the appropriate attire. A DM may want to limit the effectiveness or use of the Geisha’s abilities (specifically performance abilities) if proper attire cannot be used.
The Kimono
All Geisha Kimonos are masterwork quality tailor items. Much like a suit of armor, it takes time and the assistance of others to properly don the traditional garb. It is suggested that the Geisha’s many-layered silk and cloth outfit be similar to padded armor in protective value, and capable of enchantment. The Geisha’s special training allows her to ignore the arcane failure chance (ignoring the first 5% failure chance for this type of garb only).
Special Protective Kimonos can be conceived incorporating discretely hidden plates, heavier rope-like weaves, or other hardening methods. These would increase the armor value but also cause movement problems (Max Dex, Armor Check, and Spell failure issues), as well as additional weight; however the Geisha should be considered proficient with this type of kimono (armored). The protective value of an armored kimono is equivalent to studded leather. Suggested stats are listed in the following table.
Code:
Item CostACM.DexA.CheckArcFailSpeed30Speed20Wt Kimono(mw) 200+gp18 0 5%302010+ Armored Kimono(mw)400+gp35-115%302030+
Code:
Armor Type DonDon HastilyRemove Kimono (mw) or Armored Kimono (mw)10 minutes5 minutes1d6+1 minutes
Okiya (Geisha House)Optional Rules: A Geisha must be part of an okiya (Geisha house) which operates much like the concept of western thieves’ guilds. The Geisha receives housing, training, job assignment, and similar resources from their okiya. The okiya membership is similar to the servitude of an indentured servant – the Geisha must earn their independence and relative freedom. Virtually all maiko (apprentice Geisha) begin their career essentially enslaved to their okiya.
A very good way of managing this is to use the Affiliation rules as presented in the Player’s Handbook II, but DM’s are free to use whatever method they choose to deal with this relationship.
A Geisha who is kicked out or otherwise loses her okiya affiliation is treated like an Ex-Geisha (see above for Chaotic Geisha) until they can join another okiya or establish their own.
Establishing an okiya requires the acquisition of a base of operations, usually within a large city. The retired head-geisha (often called the ‘Mother’ of the Okiya) must use the Leadership feat to attract the lower level geisha and the additional all-female staff required to maintain the household. There can be only one Geisha for every 5 attracted followers. Commoners are the most appropriate follower to fill the ranks, but the occasional professional helper can serve as well, especially as the Geisha achieves higher status. Higher level Geisha generally require additional staff to help maintain their role. Very young female commoners are generally the newest recruits, and when one is found with the proper aptitude and appearance, they are trained into proper maiko (apprentice geisha), which entails a grueling schedule of training and service.
The DM can enact additional flavorful rules to manage the Geisha, Okiya, follower geisha and staff, rival Okiya, or other aspects of the Geisha’s interactions.
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