Rakugo Storyteller (Pathfinder Class)
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Rakugo is a form of oriental verbal entertainment. The lone storyteller sits on stage. Using only a paper fan and a small cloth as props, and without standing up from the seiza sitting position, the rakugo artist depicts a long and complicated comical (or sometimes sentimental) story. The story always involves the dialogue of two or more characters. The difference between the characters is depicted only through change in pitch, tone, and a slight turn of the head. Rakugo was invented by monks centuries ago to make their sermons more interesting. This class is an hybrid concept that combines the mischievousness of the bard with the "ascetic" background of the monk.
Making a Rakugo Storyteller
Abilities: Charisma is the most important attribute for this class
Alignment: Any, usually neutral good or true neutral.
Hit Die: d8
Starting Gold: 4d6×10 gp (average 140 gp). In addition, each character begins play with an outfit worth 10 gp or less.
|Special||Spells per Day|
|1st||+0||+2||+2||+2||AC bonus, Cantrips, Rakugo Performance: Inspire Courage, Unarmed Strike, Fighting Fan Expert, Diminished Spellcasting, Monastic Comedian||3||0||—||—||—||—||—|
|2nd||+1||+3||+3||+3||Flurry of Blows, Versatile Performance||4||0||—||—||—||—||—|
|3rd||+2||+3||+3||+3||Rakugo Performance: Inspire Imagination ,Still Mind||4||1||—||—||—||—||—|
|4th||+3||+4||+4||+4||Monastic Knowledge, Rakugoka Ki Pool||4||1||0||—||—||—||—|
|6th||+4||+5||+5||+5||Purity of Body||4||2||1||—||—||—||—|
|8th||+6/+1||+6||+6||+6||Rakugo Performance: Superior Hideous Laughter||5||2||2||0||—||—||—|
|9th||+6/+1||+6||+6||+6||Rakugo Performance: Inspire Frenzy||5||3||2||1||—||—||—|
|10th||+7/+2||+7||+7||+7||Fighting Fan Mastery||5||3||2||1||0||—||—|
|11th||+8/+3||+7||+7||+7||Jack of All Trades||5||3||2||2||0||—||—|
|14th||+10/+5||+9||+9||+9||Rakugo Performance: Jugemu||5||3||3||2||2||0||—|
|17th||+12/+7/+2||+10||+10||+10||Tongue of Sun and Moon||5||3||3||3||2||2||0|
|20th||+15/+10/+5||+12||+12||+12||Rakugo Performance: Deadly Laugh||5||3||3||3||3||3||3|
Class Skills (6 + Int modifier per level)
All of the following are class features of the Rakugo Storyteller.
Weapon and Armor Proficiency: Rakugokas are proficient with all simple weapons and the fighting fan, brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.
Spells: An Rakugo Storyteller casts arcane spells drawn from the Bard spell list. A Rakugo Storyteller prepares spells similarly to Clerics.
Rakugokas meditate for their spells. Each Rakugoka must choose a time at which she must spend 1 hour each day practising on his cushion. Time spent resting has no effect on whether a rakugoka can prepare spells. A rakugoka may prepare and cast any spell on the bard spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily "meditation".
Cantrips: An Rakugo Storyteller can prepare a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Diminished Spellcasting: As shown in the Table: Spells per Day
AC Bonus:When unarmored and unencumbered, the rakugoka adds his Charisma bonus (if any) to his AC and his CMD. In addition, a rakugoka gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four Rakugo Storyteller levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the rakugoka is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Rakugo Performance: A rakugoka is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a rakugoka can use rakugo performance for 2 additional rounds per day. Each round, the rakugoka can produce any one of the types of rakugo performance that he has mastered, as indicated by his level. Starting a rakugo performance is a standard action, but it can be maintained each round as a free action. Changing a rakugo performance from one effect to another requires the rakugoka to stop the previous performance and start a new one as a standard action. A rakugo performance cannot be disrupted, but it ends immediately if the rakugoka is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A rakugoka cannot have more than one rakugo performance in effect at one time. At 7th level, a rakugoka can start a rakugo performance as a move action instead of a standard action. At 13th level, a rakugoka can start a rakgo performance as a swift action. Each rakugo performance has audible components and might have visual components too. A rakugo performance has audible components, the targets must be able to hear the rakugoka for the performance to have any effect, and many such performances are language dependent (as noted in the description). Deaf creatures are immune to rakugo performances with audible components. If a rakugo performance has a visual component, the targets must have line of sight to the rakugoka for the performance to have any effect. Blind creatures are immune to rakugo performances with visual components.
List of Rakugo Performances:
Inspire Courage (Su): A 1st level a rakugoka 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 rakugoka'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 rakugo storyteller 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 rakugoka must choose which component to use when starting his performance.
Inspire Imagination (Su): At 3rd level a rakugoka can use his performance to create illusions of an object, creature, or force ,as visualized by the rakugoka, in the mind of his opponents. The rakugo storyteller can, as a full round action, spend 2 rounds of performance to create an effect similar to the silent image spell. This effect lasts for as long as the rakugoka concentrates, or 1 round per half his Rakugo Storyteller level if the rakugoka stops concentrating or chooses not to concentrate at all. Moreover by spending instead 3 rounds of rakugo performance he can as a free action cast Ghost Sound on the illusion created in this manner. No saving throw is needed for either of this abilities until the target interacts with the illusion. Each creature who interacts with such illusion receives a Will save (DC 10 + 1/2 the rakugo storyteller level + the rakugo storyteller's Charisma modifier) to disbelieve the effects of both the abilities. If the saving throw fails, the creature sees the images and hears the sound for as long as the performance continues. At 6th level he can spend an additional round of rakugo performance to cast Ventriloquism on the illusory image.
Superior Hideous Laughter (Su): Rakugokas are renown comedians; at 8th level a rakugoka can make his foes burst into uncontrnollable laughter. This performance functions like Hideous Laughter but with some differences. You can target a number of opponents equal to your level and the effect lasts for as long as the Rakugo Performance lasts. Such performance requires initially a Will save and the DC is equal to 10 + 1/2 the rakugo storyteller level + the rakugo storyteller's Charisma modifier. If the initial saving throw fails on the creature’s next turn, it may attempt a new saving throw with a -3 malus to end the effect. This is a full round action that does not provoke attacks of opportunity. If this save is successful, the effect ends. If not, the creature continues laughing for the entire duration of the performance.
Inspire Frenzy (Su): At 9th level a rakugoka can use his performance to inspire frenzy in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a rakugo storyteller attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). The target gains all the benefits of the Haste spell, except the bonus on attack rolls and AC is equal to +3.
Jugemu (Su): At 14th level a rakugo storyteller can use his performance to cast Confusion on his foes. He needs to make, as a free action, a single DC (13+the opponents' HD + their wisdom modifier) Perform check when he starts the rakugo performance and one every round. No saving throw is needed for such rakugo performance. All foes affected cannot do anything but babble incoherently trying to pronounce Jugemu's full name (as if the rakugo storyteller alwas rolled a number between 26 and 50 on the d100). The effect on each single target lasts either as long as the rakugo performance lasts or until the rakugoka fails a Perform check. At 17th level he can affect even foes immune to mind affecting effect or deaf foes. Each round of this performance consumes 4 rounds of Rakugo Performance
Deadly Laugh (Su): A rakugo storyteller 20th level or higher can use his performance to cause one enemy to die from laughter. To be affected, the target must be able to see and hear the rakugoka perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the rakugoka's level + the rakugo storyteller’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the rakugoka cannot use deadly performance on that creature again for 24 hours. If a creature’s saving throw fails, it dies. Deadly Laugh is a mind-effecting death effect that relies on audible and visual components.
Monastic Comedian: A Rakugo Storyteller may use his Charisma instead of his Wisdom and/or Strenght for every feat that has Improved Unarmed Strike or monk levels as prerequisite. This allows the rakugo storyteller not only to use Charisma in order to satisfy prerequisites, but he may also use this ability in order to substitute a Wisdom bonus that grants the feat with a Charisma bonus (for example the Wisdom bonus to acrobatics granted by the feat Monkey Style). Moreover he may add his Charisma modifier instead of his Strenght modifier to attack and damage rolls but only with his unarmed strikes or fighting fan.
Unarmed Strike: At 1st level, a rakugoka gains Improved Unarmed Strike as a bonus feat. A rakugoka's attacks may be with fist, elbows, knees, and feet. This means that a rakugoka may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a rakugoka striking unarmed. A rakugoka may thus apply his full Charisma bonus on attack and damage rolls for all his unarmed strikes. Usually a rakugoka's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A rakugoka's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. This ability is identical to that of a monk, but with the damage progression of a monk of his level – 2 (minimum 1d6).
Fighting Fan Expert: A rakugoka's only instruments are his tengui and his sensu. The latter being simply a fan used as the only stage prop. The rakugoka can turn such fan in everything: a wallet, a kiseru or even a deadly weapon. The rakugoka when wielding a fighting fan changes its base damage dice to that of his unarmed strike. Moreover the Rakugo Storyteller can use his fighting fan for every feat or class ability that requires the rakugoka to use his unarmed strike. Finally its crit range is now 19-20 x 3.
Flurry of Blows: Starting at 2nd level, a rakugo storyteller can make a flurry of blows as a full-attack action, but only when one of his Rakugo Performances is active. When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls. These attacks can be any combination of unarmed strikes and attacks with a fighting fan (he does not need to use two weapons to utilize this ability). For the purpose of these attacks, the rakugoka's base attack bonus from his monk class levels is equal to his Rakugo Storyteller level. For all other purposes, such as qualifying for a feat or a prestige class, the rakugokas uses his normal base attack bonus. At 10th level, the rakugoka can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the rakugoka does not meet the prerequisites for the feat). At 16th level, the rakugoka can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the rakugoka does not meet the prerequisites for the feat). A rakugoka applies his full Charisma bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A rakugoka may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A rakugoka cannot use any weapon other than an unarmed strike or a fighting fan. A rakugoka with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Versatile Performance: At 2nd level the rakugo storyteller can use the bonus he has in Perform (Comedy) in place of his Bluff and Disguise bonus.
Still Mind:A rakugo storyteller of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.
Monastic Knowledge: At 4th level rakugo storyteller may use his Charisma instead of his Intelligence for all Knowledge skill checks and may make all Knowledge skill checks untrained.
Rakugoka Ki Pool:At 4th level, a rakugo storyteller gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a rakugoka's ki pool is equal to 1/2 his rakugo storyteller level + his Charisma modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 5th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 8th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 17th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. By spending 1 point from his ki pool, a monk can do one of the following: Increase his speed by 20 feet for 1 round, or Give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. Finally a Rakugoka as a free action, spend 1 ki point in order to receive the benefits of Tongue of Sun and Moon but such benefit is only limited to the effects of his Rakugo Performances and lasts for a number of rounds equal to the rakugoka's Charisma modifier. If he spends a number of ki points equal to 1+ the level of the spell he wants to cast such benefits apply to his next spell too. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Performer's Persona (Su): A Rakugo Storyteller plays several roles during his performances on the koza. If he pretends to be someone else while either actually performing or using his versatile performance he gains a +10 bonus on all Charisma skill checks. This ability can be used three times per day and is activated by spending 2 ki points. If he uses this ability for an actual performance the amount of GP he earns is doubled. If he decides to spend 4 ki points while using this ability the amount of GP is tripled and gains either a +20 bonus to a charisma check or a +10 bonus to any other skill check. When you use this ability you can decide to reroll any skill check roll below 5.
Purity of Body: At 5th level, a rakugo storyteller gains immunity to all diseases, including supernatural and magical diseases.
Fighting Fan Mastery: At 10th level any fighting fan you wield has the keen special property (crit range being now 17-20).
Jack of All Trades:At 11th level, the Rakugo Storyteller can use any skill, even if the skill normally requires him to be trained. At 16th level, the rakugoka considers all skills to be class skills. At 19th level, the rakugoka can take 10 on any skill check, even if it is not normally allowed.
Diamond Body: At 13th level, a rakugo storyteller gains immunity to poisons of all kinds.
Tongue of Sun and Moon: A rakugo storyteller of 17th level or higher can speak with any living creature.
Empty Body:At 19th level, a rakugo storyteller gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action that consumes 3 points from his ki pool. This ability only affects the rakugoka and cannot be used to make other creatures ethereal.