Geisha
by Gregg Sharp


G e i s y a   n o n w e a p o n   p r o f i c i e n c i e s Special abilities Geisya spells Spell descriptions -
Dragon - Classes - Dragon #121

T h e   G e i s y a
An  Oriental Adventures  class with subtle skills
by Gregg Sharp



The geisya is a profession which finds its
roots exclusively in Oriental culture.
Though primarily a product of Japanese
society, the geisya can be applied to any
Oriental campaign setting. The geisya
presented here is an NPC class. This
means the geisya cannot be used as a PC
class unless the DM allows it.

By definition, a geisha is ?a Japanese girl
who is trained to provide (as by playing on
the samisen, dancing, serving food or
drinks, or by sympathetic, witty, or amusing talk)  entertainment and lighthearted
company ?as for a man or group of men?
(Webster’s Third International Dictionary,
©1976, p. 943). The geisha, or geisya, as it
is denoted herein, should not be confused
with the pejorative meaning that has been
appended to the profession. (The geisya is
not a prostitute; that is the yujo or korobi
geisha, which is not covered in this article.) In Japanese,  gei  means art and  sha
means person; it is this artist/entertainer
that is presented herein. Consequently, in
the context of  Oriental Adventures, the
geisya is primarily an entertainer in the
manner of the Western bard, able to sing,
dance, and compose impromptu poetry

The geisya in this context differs from
the more traditional profession in the
skills that are possessed. Some minor
(mainly entertainment) spell ability is
included, as is the case with the bard of
mainstream AD&D® game campaigns.
Because many geisya can perform parlor
tricks and minor prestidigitation, this
talent is also reflected in their abilities.
Geisya come primarily from other geisya
families, and are thus seldom rated on the
Family Charts found in  Oriental Adventures.
Geisya are transcendent on the
social registers, being treated with respect
by both samurai and shukenja, daimyo
and peasant

A geisya has no principle attribute, and
thus gains no bonus to experience points.
All geisya must have an intelligence and
wisdom of 12 or better, a charisma of 11
or better, and a dexterity of 13 or better.
Geisya are 99 +% female, though there are
the rare standup comedian/jester types
called otoko geisya (male geisya).

All geisya are lawful in alignment. Humans and spirit folk have unlimited progression in this class; hengeyokai may
advance to the 5th level. No other races
may become geisya. Initial funds are 1-6
ch?ien. Each geisya starts with four proficiencies; an additional proficiency is
gamed with each level, and weapons use
without proficiency is at - 6 ?to hit.? In
combat, Geisya use the magic-user ?to hit?
tables. Saving throws use the magic-user?s
table.

Geisya use no armor, shields, oil, or
poison (save for dual-classed geisya-ninjas,
who use oil, poison, and any weapons
they please). The weapons geisya may use
are the naginata, dagger, knife, gunsen,
kiseru, and shuriken. Geisya-ninjas will
frequently use needles.

Geisya gain one art of specialization at
the 2nd level. This will be their primary
skill ? the one they will seek to master.
This can never be a weapon-related skill.
The specialization requires the use of two
proficiency slots and constant study and
practice to maintain the ability. The geisya
must spend at least six hour per week
practicing this specialized art.

Geisya, especially the female geisya,
never gain special attack bonuses or abilities.
They do possess some defensive abilities, though.
Some of these defensive
abilities are due to the geisya?s peculiar
spell abilities. Although most of these
spells are entertainment-oriented, some
purely defensive spells are utilized by this
class.

Geisya have four initial proficiency slots,
only one of which can be used for a
weapon skill. This is usually the naginata,
as a geisya would assist in defending the
castle at which she was engaged. Etiquette
must be bought at this time as well. The
remainder can be used in any category
except the barbarian one. The maiko (1stlevel and apprentice-level geisya) must decide which skill will become her specialty and plan her training accordingly.

It becomes rapidly obvious that the
geisya can never be played as a "hack-andslash?" NPC class. Attack is simply not theway of the geisya. (Still, the geisya Ichiaki
may also be the ninja Takahebi, in which
case the demure, young geisya may slip a
little something of a nonmedical nature
into a sake bowl.)

Table 2
Geisya Experience Table
Experience points Experience level 4-sided dice for accumulated hp Level title
0 - 2,100 1 1 Maiko
2,101 - 4,200 2 2 Student Geisya
4,201 - 6,300 3 3 Student Geisya
6,301 - 9,400 4 4 Student Geisya
9,401 - 13,600 5 5 Student Geisya
13, 601 - 20,101 6 6 Geisya*
20,101 - 40,100 7 6+1 Geisya
40,101 - 190,100 8 6+2 Geisya
190,101 - 44,100 9 6+3 Geisha***

250,000 xp are required for every level beyond the 7th level. Geisya gain 1 hp per
level beyond the 6th level.
* At 6th level, the Geisya gains a ?younger sister? who is a student geisya of 2nd-5th
level. If the student is killed, dishonor falls on the ?older sister.?
* * At 9th level, the Geisha can set up her own tea room and begin training 1-4
maiko.

Most geisya can get out of a tricky situation by means other than combat. Flattery
has been known to overcome oni as well
as mollify tengu. Great artistic skill is
prized by almost all monsters, and a
skilled koto or shamisen player may be
able to pacify some of the more intelligent
creatures. Bakemono, on the other hand,
are tone-deaf and just hungry.

Geisya come primarily from other geisya
families, and are thus seldom rated on the
Family Charts found in  Oriental Adventures.
Geisya are transcendent on the
social registers, being treated with respect
by both samurai and shukenja, daimyo
and peasant.

When a geisya attains 5th level, she must
have proficiencies in dance, music, and
poetry. The geisya gains the ability to
meditate as a shukenja at 4th level.

For every two levels, the geisya can
learn one additional language (provided a
teacher is available). The number of languages
the geisya can learn is equal to one half the geisya?s intelligence score. These
languages most often include specialized
ancient-court languages and may include
the Geisya Cant ? a set of gestures with
finger and fan designed to silently communicate basic information to another geisya. 

G e i s y a n o n w e a p o n   p r o f i c i e n c i e s
Each geisya gains the following abilities
through her particular gei (specialized art).
These extra abilities only apply to the
geisya who approaches or has mastery in
that particular proficiency.

Brewer Masseuse Dance Juggling Music
Singing Etiquette Flower Arranging Poetry Geisya

Brewer. The geisya can make many
liquors, especially sake. The geisya is also
able to distill pure grain alcohol as a combustible and for use by others as a weapon
in repelling siegecraft.

Masseuse. This skill allows the geisya to
relieve muscle cramps through massage.
The skill also gives the geisya specialist the
ability to strike pressure points on an
opponent. Successful "to hit" and masseuse rolls indicate that the victim suffers
a - 2 on his "to hit" rolls for 1-4 rounds
(due to pain and sudden muscle cramping).

Dance. Through great trial and practice,
the geisya specialist in dance develops
great endurance and speed. She gains an
extra 2? to her base movement rate and
does not tire easily.

Juggling. This specialty is rare, but the
geisya specialist in juggling can keep a
number of daggers in the air equal to 13
minus the die roll needed. Thus, with a
success roll of 8, Saiya-san can keep five
daggers in the air. In the same example,
Saiya-san can then rapidly fire the daggers
at a target all in the same round. It takes
one round to get two daggers in the air.
<(Cf. The Entertainer: The Juggler)>
Music. This specialization includes proficiency in the shamisen or koto, or any
other single instrument that might be
used. Included are several forms of the
various musics played on that instrument.
As noted under abilities, there is a base
chance that geisya music can soothe the
semi-savage. Specialists in music can increase this by attempting to charm person
with a successful proficiency roll. This is
only effective against some creatures,
though some animals will be calmed by
music as well. Saving throws and magic
resistance apply in any event. Only a calming, nonthreating message can be sent; no
verbal instruction is possible.

Singing. The geisya with singing ability is
a specialist in voice. Because of the ancient
heritage of many lays and poems, the
geisya who lowers her singing roll to 12
gains the ability to use  legend lore at 5%
per level. This ability applies to relics,
artifacts, people, places, and events of a
mythic or legendary nature.

Etiquette.  The specialist in etiquette
knows how to flatter without making such
sycophancy obvious. Given a successful
roll, the geisya can modify the reaction
roll of an individual upwards by 10%.
Failure on the roll means that the reaction
roll is modified downward by 10% for
such an obvious use of flattery.

Flower arranging. The specialist in
flower arranging is able to make an artistic statement through the placement of a
few shoots and blooms. Specialists in this
often leave their art as offerings in
shrines. There, priests and spirits turn a
critical eye over the offerings. If the offering is of special quality and sublime elegance, there may be good luck and
blessings placed upon the geisya. Poor
offerings often seem followed by bad luck.
The DM should handle this as seen fit,
granting a + 1 or - 1 to saving throws
made for one day.

Poetry.  The specialist in impromptu
poetry is also a riddlemaster. In both Western and Eastern campaigns, the riddle
game is an ancient test of wits. Bad luck
follows those who break the rules and
conditions set. A master of the poetry
proficiency may gain an extra clue
through her breadth of knowledge in the
genre.

Special abilities
All geisya, regardless of specialization,
have the following special abilities:
 
 
Prestidigitation Disguise Feel spiritual presence Game play Geisya

Prestidigitation. The geisya is able to
pick pockets as a ninja of two levels below
the geisya's level.

Disguise. The geisya is able to disguise
her features as a ninja one level below the
geisya' level.

Feel spiritual presence. Many geisya
retire to temples and are actually sought
by the less malicious spirits due to the
geisya's artistic skills. As a result, geisya
gain a 5% chance for every two levels to
detect the presence of unseen or concealed spirits.

Game play. Many geisya spend long
hours learning details and strategies of
games such as go. In polite company or at
work, the geisya will subtlely direct a
game through this skill, providing a worthy challenge, but still allowing the opponent to barely win. In other related
circumstances, the geisya has a 5% chance
per level to know the details of a particular game. If the geisya knows how to play
the game, there is a 25% chance that she
knows enough to play at an expert level.
Experts very rarely lose, but for game
purposes, a geisya expert has a percentage
chance of winning equal to the level of the
geisya multiplied by seven.

Geisya spells
The following table and entries list all of
the spells available to the geisya. Those
spells particular to the geisya class are
listed at the end of each level and marked
with an asterisk.

Table 1
Geisya Spells by Level
1st level 2nd level 3rd level 4th level
Augury Detect charm Divination Fate
Divining rod Speak with animals Flame walk Tongues
Omen Flashpuff* Iron kimono* Great thump*
Resist Thump* Scarf* Jest*
Cantrip* Candletrick* Ventriloquism* Juggle*

Spell descriptions

Cantrip (Special)
Level: 1
Range:1"
Duration: Special
Components: Special
CT: Special
ST: Varies
Area of Effect: Special

This spell allows the geisya to use one
cantrip, such as those used by magicusers. The cantrip desired must be announced when attempting to gain the
spell. All other details can be found under
the description of the cantrip the geisya
wants. Most geisya, however, will use this
spell to gain legerdemain cantrips.

Candletrick (Alteration)
Level: 2
Range: Special
Duration: 1 turn/level
Components: V, S, M
CT: 3 segments
ST: None
Area of Effect: One candle, lamp, or torch

The geisya casts this spell on a small fire
source of a type typical for lighting purposes.
During the duration of the spell, the
flame cannot be extinguished by normal
means. The candle will immediately relight
if snuffed by being placed underwater or
in a strong wind, or if the air supply is cut
off. This spell will not work on fires larger
than a small campfire.

Flashpuff (Alteration)
Level: 2
Range: 4"
Duration:1 round/level
Components: S, M
CT: 2 segments
ST: None
Area of Effect: 2" cloud

The geisya throws a pinch of white
powder into a burning fire (such as a
brazier), which causes a brilliant flash and
a cloud of smoke. This cloud of smoke can
be any color the geisya desires, and lasts
for the full duration of the spell. This
smoke can be used to form any simple,
two-dimensional image the geisya concentrates on. 
Specialty in the painting proficiency allows the geisya to create instant
artwork that dissipates at the end of this
spell?s duration. The geisya is unaffected
by the flash; onlookers are blinded for 2-5
rounds if a save vs. wands is failed. 



Thump (Evocation)
Level: 2
Range: Touch
Duration: Instant
Components: V, S, M
CT: 1 segment
ST: Neg.
Area of Effect: Creature touched

Using this spell, the geisya rebukes and
thumps the attacking creature with an
ornamental fan. If the creature fails its
saving throw, its aggression is turned back
upon itself. The creature is then stunned
for 1-6 rounds. Only attacking, malicious,
hungry, or angry creatures are affected by
this spell.

Iron kimono (Alteration)
Level: 3
Range: 0
Duration: 2 rounds/level
Components: V, S
CT: 1 round
ST: None
Area of Effect: Geisya only

This is a protective spell for geisya. By
casting this spell, the geisya temporarily
enchants her kimono, obi, and tabi to a
higher armor class. Though the clothing
appears the same, it actually protects the
geisya as armor of AC 5. At the end of the
spell's duration, the AC returns to its normal level.
Dexterity bonuses apply to the
geisya; the  iron kimono does not hamper
movement in any way.

Scarf (Evocation)
Level: 3
Range: 0
Duration: Special
Components: S, M
CT: 2 rounds
ST: None
Area of Effect: Special

The geisya casts the first half of this
spell when a number of scarves are at
hand. The scarves begin to vanish one by
one; the geisya is able to make three
scarves per level of experience vanish. The
geisya casts the second part of this spell
(which takes another two rounds) when
the scarves are to reappear. The scarves
can be maintained in the spell's "holding
area" for up to one day, at which time they
automatically reappear around the geisya.
The geisya can then pull scarves from
sleeves, the robes of her audience, another
geisya's ear, etc. The scarves are not detectable when in this magical limbo. 
The uses of this spell to transmit secret messages are readily apparent.

Ventriloquism (Illusion/Phantasm)
Level: 3
Range: 6"
Duration: 1 + 1 rnd./level
Components: V, M
Casting Time: 1 segment
Area of Effect: 1 object

Excepting level and range, this spell is
identical to the first-level wu jen spell,
ventriloquism.

Great thump (Evocatoin)
Level : 4
Range: Touch
Duration: 1 turn/level
Components :V, S, M
Area of Effect: Creature touched

When a  great thump is cast, the geisya
thumps the attacker with an ornamental
fan and berates the offender. Unless a
saving throw is successful, the attacker
suddenly loses all interest in attacking
anything. If the creature is attacked, the
spell is broken. This spell affects only
those creatures which can be affected by
thump.

Jest (Enchantment/Evocation)
Level: 4
Range: 1"
Duration: Special
Components: V
CT: 5 segments
ST: Neg
Area of Effect: All creatures in a 1" radius

Jest first acts as the illusionist spell,
fascinate, upon all hearing it. All creatures
within the radius of the spell who fail
their saving throw stop their activities and
listen for the five segments in which the
spell is cast. Upon completion, the victims

are entitled to another saving throw.
Failure means that the victims are racked
with laughter and are unable to do any
thing but laugh for the next 1-10 rounds.
Attacking the creatures at any time during
the casting enables them to break free of
the spell's effects. Success in the latter
saving throw means the victims merely
walk away confused unless attacked a
second time, in which case the creature
may also attack. If the victim's saving throw
is failed and no attack is made on

the victims during the period of helpless
laughter, they view the geisya as having
both a charisma and comliness of 20;
this lasts for a full day.

Juggle (Evocation)
Level: 4
Range 4":
Duration: Special
Components: Special
CT: 5 segments
ST: None
Area of Effect: Special

This spell requires a proficiency in juggling. Using this spell allows the caster to
create harmless balls of fire which can be
juggled safely. With further work, spheres
of ice or water, colored balls of light, or
glowing white daggers can be substituted.
One such substitution is gained with every
three levels of experience the geisya has
attained. The items disappear on contact
with something besides the juggler?s hands
or when the geisya ceases her concentration. Each missile can be thrown (two per round) at a target (requiring both a ?to hit?
roll missile to strike the target and a single
juggling roll to keep the other items juggling). Each missile, regardless of form,
does 1-4 damage plus 1 hp per level of the
geisya (except the water ball, which does
no damage). <(Cf. The Entertainer: The Juggler)>

Table 3
Honor Awards
Geisya Points awarded
Mastering art +10
Gaining a court proficiency +2
Successful skill use +1
Failed skill use -2
Unprovoked or unthreatened attack -3
Pride/boasting -3
Overindulgence in food or drink -5
Death of "younger sister" -5
Accusation (true or not) of being a korobi geisha -5
Being easily seduced -10

Table 4
Geisya Spells Usable by Level
            -------Spell level-------
Level 1 2 3 4
1 1 - - -
2 2 - - -
3 2 1 - -
4 3 2 - -
5 4 2 1 -
6 4 3 1 -
7 4 4 2 -
8 4 4 3 1
9 4 4 4 2
10* 4 4 4 3

* Maximim spell ability
 
 
 

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Cherry Blossom Geisha, by Debora: http://www.elfwood.com/~debora/-+-cherry-Blossom-Geisha-+-.2675035.html
 

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