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Geisha

Geisha
Profile of geiko (geisha) Kimiha from Miyagawacho, wearing a formal kimono (kurotomesode) and a taka shimada-styled nihongami wig (katsura). Her obi is tied in the taiko (drum) style. All these are details that clearly distinguish her from a maiko (an apprentice).

To Oriental Classes

Originally Posted by Sleepwalker13666 of the Wizards Community forums.

On this Thread

(Authors Note: This class was not meant to be a historical representation of Geisha, it is meant to fulfil a larger role than a simple hostess or entertainer, it is represented with some bard abilities, some healer and some assassin.)

The Geisha is trained Performer, gifted in several different skills and abilities. These women have a special place in society, and a Geisha’s abilities often make her a welcome addition anywhere.

While most Geisha are simple hostesses and Performers (well represented with the expert class), there are some Geisha of exceptional skill and trained for “special” purposes. These “advance” geisha are rarely known to the “common” geisha of the house, only the matron truly knows their secret missions.

These Geisha, though of an advanced training, continue to hold their title and occasional dabble in their base Profession, but as with any actor, once the curtain falls a new face can be put on and another role be fulfilled.

Adventures: Geisha have many abilities suited to adventuring, Geisha schools occasionally allow their talents to benefit noble and royal society, as well as adventuring parties that can be trusted not to allow their students demise. They are often used as spies, manipulators and assassins. Some use their talents as bodyguards, while others take the path of a healer, a Geisha’s role is her choice.

Abilities: A Geisha is most reliant on her Charisma, as many of her abilities depend on it. They use Charisma for their spells, they are also wise to have a good Dexterity and Constitution.

Alignment: Geisha must start off as any Lawful alignment, they are trained under strict discipline, once released from her school she may later adopt a new alignment, however most schools feel a geisha’s actions reflect the schools and may seek revenge against one that has shamed their image.

Religion: Most Geisha prefer philosophy over gods, though some will worship gods of beauty and art. Some trained for darker purposes may choose to instead worship gods of assassins.

Races: Humans are the most common, though other races are not unheard of. Males are rare among geisha, and are usually dressed and expected to act as women.

Other Classes: A Geisha rarely has trouble finding her place in an adventuring party, they can serve as rogues and healers with ease, much like the bard.

Hit Dice: 1d6

Weapon/Armour Proficiencies: Geisha are proficient in kachi san (war fans), butoh-gasa (war umbrella), fuki-mi-bari (mouth darts), darts, shruiken, Daggers, garotte and unarmed strike. Geisha are proficient in no armour but may use tessen and butoh-gasa.

Skills Per Level: 6+Intelligence mod x4 lv.1, 6+In mod lv.2+

Class Skills: Appraise (Intelligence), Balance (Dexterity), Bluff (Charisma), Concentration (Constitution), Craft (Intelligence), Diplomacy (Charisma), Disguise (Charisma), Escape Artist (Dexterity), Forgery (Intelligence), Gather Information (Charisma), Heal (Wisdom), Hide (Dexterity), Intimidate (Intelligence), Knowledge: Local (Intelligence) Knowledge: Planes (Intelligence) Knowledge: Nobility and Royalty (Intelligence), Move Silent (Dexterity), Perform (Charisma), Profession (Wisdom), Sense Motive (Wisdom), Sleight of Hand (Dexterity), Spellcraft (Intelligence), and Tumble (Dexterity).

Starting Gold: 4d4x10

LvB.A.B._FortReflWillSpecial
01+0+0+2+2Rumors, Art of Massage
02+1+0+3+3Alchemical Training
03+2+1+3+3Inspiring Performance (+1), Unarmored Defense +1
04+3+1+4+4Remove Disease/Taint 1x week
05+3+1+4+4Untouchable, Higher Learning
06+4+2+5+5Pressure Points
07+5+2+5+5Legendary beauty (+2), Unarmored Defense +2
08+6+2+6+6Inspiring Performance (+2)
09+6+3+6+6Remove Disease/Taint 2x week
10+7+3+7+7Unarmoured Defence +3
11+8+3+7+7Legendary Beauty (+4)
12+9+4+8+8Higher Learning
13+9+4+8+8Inspiring Performance (+3)
14+10+4+9+9Remove Disease/Taint 3x week, Unarmored Defense +4
15+11+5+9+9 
16+12+5+10+10Flawless Beauty
17+12+5+10+10Legendary Beauty (+6)
18+13+6+11+11Unarmoured defence +5
19+14+6+11+11Inspiring Performance (+4), Higher Learning
20+15+6+12+12Remove Disease/Taint 4x week
 Spells Per Day
LV0123456
12
0230
0331
04320
05331
06332
073320
083331
093332
1033320
1133331
1233332
13333320
14433331
15443332
164443320
174444331
184444432
194444443
204444444

Rumors: Geisha are exposed to many parts of the world and it’s cultures, as well as it’s dirty little secrets. A Geisha can make a special check to remember a bit of information she may have picked up that is relevant to her current situation. The check is made using the Geisha’s level plusher Intelligence modifier, success is determined by the following chart:

DCType of knowledge
10Common, known by at least a significant majority.
20Uncommon, known by only a few people in the are.
25Obscure, known by few, hard to come by.
30Extremely Obscure, known only be select few, possibly those who don’t understand the significance of the information.

Art of Massage: When casting a healing spell she can as a move action add her Intelligence modifier to the amount of damage healed. If a geisha has more than one class with access to healing spells she can only affect her Geisha healing spells with this ability.

Spellcasting: She can cast a limited number of spells per day. They cast spells by storing them in a focus such as an ofuda or origami totems. A Geisha can create a number of these per day based on her spells per day, however she cannot create extra. Once made, they can be drawn and used as a standard action, destroying the focus in the process.

Focuses not used at the end of the day can be saved for later use, however until used they take up the Geisha’s spells per day. The geisha may choose to release the power held within them and create new ones the following day. Regardless of how many are created it takes a geisha one hour a day to create her foci. A geisha uses her Charisma modifier to determine spells Dcs, caster level checks and bonus spells.

Spells known:

Alchemical Training: Through the study of medicinal herbs the Geisha is able to acquire knowledge, a good geisha learns to make healing balms, this functions as the Brew Potion feat except it that it can only be used to make healing potions (or balms). An evil geisha gains poison use and never risk accidentally poisoning herself when applying it. A geisha of a neutral alignment selects either healing balms or poison use, once selected may not be changed, even if her alignment changes.

Inspiring Performance: She can inspire her allies through her Performing arts. The Geisha may use an instrument, sing, Perform katas or dance. If using song or instrument the allies must be able to hear her, if using a visual Performance such as a kata she must be within her allies line of sight.

Regardless of Performance, the allies must be within 50 feet of her. While inspired they gain a bonus to attack and damage roles as well as saves. The geisha may Perform an inspiring performance 1x day per geisha level and she may maintain it for 1 round per geisha level. The bonuses granted are competence bonuses and last for one round per round the geisha maintains the performance +3.

Unarmored Defense: She is as graceful in combat as she is on stage, she is able to move about swiftly. So long as the Geisha is not flat-footed and not wearing armor, she gains a Dodge bonus to Ac. At level 3 this bonus is +1 and increases by +1 every 4 levels thereafter.

Remove Disease/Taint: The geisha can perform a special ritual to cleanse one of disease and supernatural taint. This ritual takes an hour to perform and requires 10 gp worth of incense and oils. The afflicted will be cured of any one disease or a number of taint points equal to the geisha’s Charisma modifier.

Untouchable: She gains a perfection bonus to Ac equal to her Charisma score.

Higher Learning: She is able to learn a few personal spells, at level 5, 12 and 19, a good geisha may select a spell from the bards list, an evil geisha may select from the assassins list. A neutral geisha may select from either.

Pressure Points: Through study of the human body the geisha has learned some of it’s weak points. The geisha gains the Stunning Fist feats and may attempt it 1xday per level. The geisha may use a kachi san in place of an unarmed strive to use her pressure point ability.

Legendary Beauty: She gains an additional bonus to skill checks using Charisma, except for Use Magic Device. At level 7 this bonus is +2, and level 11 it increases to +4 and at level 18 increases to +6.

Flawless Beauty: At 16th level her beauty is immortalized, she no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she already has however remain in place. Bonuses still accrue and the Geisha still dies of old age when her time is up.

New Items

Heavy Kimono: A Heavy Kimono is not armor, and even those not proficient in armor such as a Monk, can wear one. The heavy kimono is made of fewer layers than a traditional kimono, but they are woven of sturdier cloths, allowing more movement than a standard kimono and offering mild protection.

Armor Bonus: +1
Max Dexterity: +6
Check Penalty: -1
Arcane Spell Failure: 5%
Speed 30/20 Ft: 30/20
Weight: 10 lb.

Butoh-Gasa: The Butoh-Gasa is a studier version of the Mai-Gasa (an umbrella traditionally used for stage performances). It is made with sturdier metals and cloths and can be used as a shield and weapon in battle. When used as a weapon it has the same statistics as a club, but can be used two handed. While wielding the butoh-gasa your are considered to have the shield bonus of a large wooden shield. The Butoh-Gasa is an exotic weapon.

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