CC APPROVED: Yes<br/>SHEET APPROVED: Yes<br/>PLEASE CHECK: No<br/><br/><hr/><br/><div class="floatleft">(https://i.imgur.com/f1ygZTS.jpg)</div><span class="bbc_size" style="font-size: 24pt;"><strong><span class="bbc_font" style="font-family: impact;">Razi Fortuna</span></strong></span><br/><hr/><br/>Race: Tiefling  Class: Unchained Monk (Scaled Fist) / Bard<br/><br/>Brief History: Razi Fortuna is a tiefling born into a Sczarni family in Varisia. Nobody is entirely sure WHEN her mother slept with someone of demonic blood (or an outright demon), but the woman was a prostitute in a traveling caravan, so literally anyone could've been her father. Growing up said caravan, there was no way she wasn't going to end up as some sort of con-artist or performer, the only question was what type? A dancer of course! While her exotic looks and talent did draw a crowd, her personality didn't quite grok with the band of scoundrels. She identified more with the goodly folk in the songs and tales they told, rather than the cutpurses and scam artists. When the caravan arrived at a port down and engaged in their usual shenanigans, a fed-up Razi decided to let slip certain pieces of information to the local authorities before catching the first boat out of there. While Razi is a good person, that doesn't mean she's not greedy. The girl began to gather other talented individuals (adventurers, natch) in an attempt to both do 'good' things and get rich, and when rumors came of an unexplored continent ripe for settling . . . well who wouldn't want to be a Queen?<br/><br/>Brief Personality: Despite being a good person, and an excellent performer, Razi's base personality is best described as grumpy. Years of living with grifters left her a bit jaded, with a firm sense of realism and pragmatism. If anything that makes her bright-eyed and smiling performer act even more impressive! Her innate greed is only matched by her sense of fairness and morals, and it wouldn't be wrong to say that she built her entire self-image out of cobbled-together stories of adventures and doing the opposite of whatever the Sczarni would do.<br/><br/>O/O: Exhibitionism, Actual Real Relationships, Handholding. Despite her upbringing and sexual experience (and love of wearing little more than silks) she is fond of romantic relationships. She's learned one too many epic love songs and poems. Possibly Sub?<br/><br/>Adventuring Party: Forming one (Leader/Ruler: Razi)<br/><br/>Connections:<br/><br/>[ ] sibling (A half-sibling could be interesting)<br/>[ ] love interest (C'est romantique!)<br/>[ ] former love interest (Drama!)<br/>[ ] friend (As a traveling bard, Razi could've met literally anyone)<br/>[ ] enemy (Even if Razi wasn't a scam artist, I could see her being blamed for her family's sins)<br/><br/><hr/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Character Sheet</div><div class="spoiler_body"><br/>Name: Razi of Varisia<br/>Class: Unchained Monk (Scaled Fist) 1 / Bard 4<br/>Race: Tiefling (Div-Spawn)<br/>Alignment: Lawful Good<br/><br/>Str: 10 [+0]<br/>Dex: 18 [+4]<br/>Con: 10 [+0]<br/>Int: 12 [+1]<br/>Wis: 10 [+0]<br/>Cha: 18 [+8]<br/><br/>Hit Dice: 42<br/><br/>AC: 20 = 10 +4 Dex +4 Cha +1 Dodge +1 Deflect (+1 Dodge feat)<br/>Flat: 15 = 10 +4 Cha +1 Deflect<br/>Touch: 20 = 10 +4 Dex +4 Cha +1 Dodge +1 Deflect<br/><br/>BAB: +4<br/><br/>Fort: 3 = +3 Class<br/>Ref: 10 = +6 Class +4 Dex<br/>Will: 4 = +4 Class<br/><br/>Unarmed Strike: +8 to Hit, 1d6+5, x2 Crit, B<br/><br/>Racial Traits-<br/>+2 Dex, +2 Cha, -2 Int<br/>Size: Medium<br/>Type: Native Outsider<br/>Speed: 30ft<br/>Languages: Common, Abyssal, Elven, Tian, Goblin<br/><br/>Fiendish Resistance: Cold, Elec, and Fire Resist 5<br/><br/>Skilled: +2 racial bonus on Diplomacy and Linguistics<br/><br/>Spell-like ability: Misdirection 1/day<br/><br/>Darkvision: 60ft<br/><br/>Fiendish Sorcery:-----<br/><br/><br/>Traits-<br/>Quain Martial Artist: +1 bonus on unarmed strikes. <br/><br/>Maestro of the Society: +3 rounds of Bardic Performance.<br/><br/>Nomadic: +1 to Knowledge (Geography) and Survival, with Survival as a class skill.<br/><br/><br/>Class Features-<br/>Bonus Feat (Dodge) : Gain a +1 dodge bonus to AC, does not apply when Flat-Footed.<br/><br/>Flurry of Blows: As a full attack action, make one additional attack at the highest BAB. Stacks with stuff like haste.<br/><br/>Stunning Fist: Unarmed attack adds Fort Save vs (DC 10 + 1/2 Character Level + Cha Mod). If failed, enemy is stunned for 1 round. Stunned characters drop held items, can't take actions, lose Dex bonus to AC, and takes -2 penalty to AC. Can be done 1/day plus one more time per day for every four levels in non-Monk classes. Cannot be used on constructs, oozes, plants, undead, incorporeal, and creatures immune to crits.<br/><br/>Unarmed Strike: Improved Unarmed Strike with 1d6 damage.<br/><br/>AC Bonus: Add Charisma bonus to AC and CMD. Applies even against touch attacks or when the monk is Flat-Footed. Doesn't apply when immobilized, Helpless, using armor, carrying a shield, or carrying a medium or greater load.<br/>Draconic Might: Can use Charisma instead of Wisdom for monk abilities.<br/><br/>Badic Knowledge: Add half class level to all knowledge skill checks.<br/><br/>Bardic Performance: 15 Rounds per day. Standard action to start a performance, free action to maintain. Countersong, Distraction, Fascinate, Inspire Courage, Inspire Competence.<br/><br/>Cantrips: 0th level spells that can be used at will.<br/><br/>Inspire Courage: +1 morale bonus on saves against charm and fear effects, and +1 competence bonus on attack and weapon damage rolls, to all allies effected by this performance.<br/><br/>Versatile Performance: Can use bonus in a Perform skill in the place of other skills. Sing (Bluff, Sense Motive)<br/><br/>Well-Versed: +4 bonus on saves vs bardic performance, sonic, and language-dependent effects.<br/><br/>Inspire Competence: +2 competence bonus on skill checks with a particular skill to one ally within 30ft.<br/><br/><br/>Feats-<br/>1: Weapon Finesse<br/>3: Lingering Performance<br/>5: Dodge<br/><br/><br/>Skills- (* = Versatile Performance)<br/>Acrobatics (Dex) 12 = 5 Ranks +4 Dex +3 Class<br/>Appraise (Int)<br/>*Bluff (Cha)<br/>Climb (Str) 8 = 1 Rank +4 Cha +3 Class<br/>Craft (Int)<br/>Diplomacy (Cha) 14 = 5 Ranks +4 Cha +3 Class +2 Race<br/>Disguise (Cha)<br/>Escape Artist (Dex) 8 = 1 Rank +4 Dex +3 Class<br/>Intimidate (Cha)<br/>Knowledge (Arcana) (Int) 7 = 1 Rank +3 Class +1 Int +2 BK<br/>Knowledge (Dungeoneering) (Int) 7 = 1 Rank +3 Class +1 Int +2 BK<br/>Knowledge (Engineering) (Int)<br/>Knowledge (Geography) (Int) 7 = 1 Rank +3 Class +1 Int +2 BK<br/>Knowledge (History) (Int) 7 = 1 Rank +3 Class +1 Int +2 BK<br/>Knowledge (Local) (Int) 7 = 1 Rank +3 Class +1 Int +2 BK<br/>Knowledge (Nature) (Int) 7 = 1 Rank +3 Class +1 Int +2 BK<br/>Knowledge (Nobility) (Int) 7 = 1 Rank +3 Class +1 Int +2 BK<br/>Knowledge (Planes) (Int) 7 = 1 Rank +3 Class +1 Int +2 BK<br/>Knowledge (Religion) (Int) 7 = 1 Rank +3 Class +1 Int +2 BK<br/>Linguistics (Int) 7 = 2 Ranks +3 Class +2 Race<br/>Perception (Wis) 4 = 1 Rank +3 Class<br/>Perform (Sing) (Cha) 12 = 5 Ranks +4 Cha +3 Class<br/>Perform (Dance) (Cha) 14 = 5 Ranks +4 Cha +3 Class +2 Equip<br/>Profession (Wis)<br/>Ride (Dex)<br/>*Sense Motive (Wis)<br/>Sleight of Hand (Dex)<br/>Spellcraft (Int) 4 = 1 Ranks +3 Class<br/>Stealth (Dex) 8 = 1 Rank +4 Dex +3 Class<br/>Survival (Wis) 5 = 1 Rank +0 Wis +3 Class +1 Trait<br/>Swim (Str) 4 = 1 Rank +3 Class<br/>Use Magic Device (Cha)<br/><br/><br/>Spells Known-<br/>0th: 6/Detect Magic, Light, Mage Hand, Mending, Prestidigitation, Read Magic<br/>1st: 4/Comprehend Languages, Cure Light Wounds, Deadeye's Lore, Saving Finale<br/>2nd: 2/Gallant Inspiration, Tongues<br/><br/>Spells Per Day-<br/>1st: 3 + 1 Bonus<br/>2nd: 1 + 1 Bonus<br/><br/><br/>Items-<br/>PP: 60<br/>GP: 47<br/>SP: 12<br/>CP: 10<br/><br/>Choker of Mighty Fists (Agile) 4000gp<br/>Bag of Holding I 2500gp<br/>Ring of Protection +1 2000gp<br/>Entertainer's Outfit (Free)<br/>Dancer's Garb 100gp (+2 circumstance on Perform Dance)<br/>Silk Kimono 200gp<br/>Cloak Reversible 1gp<br/>Jewelry (Various) 100gp<br/>Perfume (Rare, 10 doses) 100gp<br/>Bedroll 1sp<br/>Blanket 5sp<br/>Soap (A lot) 1sp<br/>Bathtub, Collapsible 15gp<br/>Fishing Net 4gp<br/>Compass 10gp<br/>Medium Tent 15gp<br/>Everburning TOrch 110gp<br/>Mead (Gallon) 2gp<br/>Wine (Common, various) 1gp<br/>Wine (fine) 10gp<br/>Wine (Sealord) 15gp<br/>Trail Rations (20 days) 10gp<br/>Crowbar 2gp<br/>Flint and Steel 1gp<br/>Waterskin (5) 5gp<br/>Alchemist's Fire (5) 100gp<br/>Acid Flask (5) 50gp<br/>Grooming Kit 1gp<br/><br/></div></div><br/><hr/><br/>Adventuring Company: Fortune Expedition<br/><del>Captain</del>Ruler: Razi Fortuna (Tiefling Monk/Bard)<br/><br/>Party Roster-<br/>Muse - Yamyra Fardawn (Halfling Cleric)<br/>Silim - Varien Solus (Android Psychic)<br/>Raku - Yuki Hayabusa (Human Fighter)<br/>Callie Del Noire - Nisha Pelrue (Changeling Wizard)<br/>Chulanowa - Viola Lucco (Kitsune Rogue)<br/><br/>Goals: Razi will tell anyone (at length) about her goal to settle these new lands and become queen of a new kingdom, one not beset by corruption and scoundrels. At this point it's a matter of of thoroughly exploring and mapping the lands until she finds a viable area, then claiming it through force of arms and/or diplomacy.<br/><br/>Rules: Razi expects her allies to act like basic decent people. Do not steal from each other, do not stab each other over gold, do not harm innocent types, etc. She might have paraphrased most of the rules from a ballad about a paladin.<br/><br/>Distribution of loot: Near-even split. 1 share goes to party funds, 1 share each to every main adventurer, support staff are paid stipends to be negotiated on. Razi (obviously) has first pick and veto rights for spending the party funds, but is generally fair and reasonable as long as people are willing to talk things out.<br/><br/>Posting Frequence: I have no idea! A couple of times a week at least?