
Marconis D'monius |

Here is the legend behind Marconis D'monius, and the powers of the D'monius clan.
Nearly 30 generations ago, clan D'monius was known by a different name, clan Attenguard. Attenguard was a family of summoners, powerful, rich, and well respected. When their kingdom was set upon by a war that lasted nearly 6 years, and with no end in sight, Attenguard turned to the summoning of a powerful demon lord, one who's name was never revealed, he came to them in the guise of a man, and struck a deal that would leave them open to a curse on the entire bloodline.
For nearly 7 generations, their home saw peace, and the kingdom was grateful, however, the royal line had known the price of that peace, and had ordered historians to keep careful track of the Attenguard family. One day, as the family was birthing another proud young future summoner, the demon lord appeared again, making his demand for the tribute promised ages ago. When the house guard present at the birth witnessed the event, he was quick to report to the King, who decreed that from that day forward, the family name of Attenguard would no longer be known, historians would regard them only as clan D'monius, a name in that kingdom that literally meant "demon spawn".
As years passed, strange things began happening throughout the town, these were unexplained events were always blamed on clan D'monius, whenever proof or reason of what occurred could not be found. In their 15th generation as clan D'monius people began to show up dead, murdered in horrific ways, and the clan was banished from their own lands. Marconis was not the first to receive powers from the taint of the demons in his family bloodline, but he is the first to openly use them, stating one day he will end this curse on his family, even if it costs him his life.

Celen |

Here is the official profile of Celen, Please note i havent really bought him gear, Just because I had questions about owning a shop that sells well useful adventuring type alchemy items and what he woudl have on hand. Also, just for kicks i had made his wife up a mini charector sheet. Just in case and cause it was fun. She is/was a fighter/rogue. Not that it will come into play (unless there is someone out there who really cant think of anything and that idea seems interesting.)

Mathius |
How close is Mosswater to Grundy? From where you describe it being it seams that Mosswater is right where Grundy would be.
As to my character, I think I would like to play a an elven magus who fell in love with a local beauty here in Grundy and has stayed here to be with here ever since then. The problem is that he fell in love with her 50 years ago and she has aged into an old women while he is not even middle age yet. They married and have had kids no appear almost as old as their father. He is beginning to fell drawn towards the sheriff and her long life as he watches his short lived friends age and die around him.

Inlaa |

One thing I need to make sure I'm doing right before I continue: Young characters ARE considered one size category smaller, right? I know that the Young template gives that, but the process for making Young characters doesn't mention size adjustments (or movement speed adjustments due to size for that matter).

Attropos |

** spoiler omitted **
Welcome to the sleepy, unusual town of Grundy.
Nestled right on the border of Numeria and the River Kingdoms, Grundy was once held firmly under the thumb of the Black Marquis. Then about thirty years ago an unusual half-elf named Albert Grundy arrived and took on the responsibility for running the town. Somehow, Albert was able to remove all influence of the Black Marquis from the town and it's surrounding area, and since then the little town that was then named after it's savior has grown by leaps and bounds. Existing in a tenuous state between it's former master and the even more dangerous Black Sovereign, Grundy has nevertheless managed to carve it's own face into Golarion, becoming a popular trading hub for the rare valuable materials of Numeria and as a travel stop for warriors traveling north to the crusades.And then it all changed in one night.
The skys alight, a meteor fell once more into the face of Golarion, just outside of this now not so little town. The cloud of dust rose miles into the air, pointing the way...
First post on the pathfinder boards, have played pathfinder a bit a few years ago, but the itch has been growing, so decided to apply for a PbP campaign after wasting a few hours reading some other entertaining ones.
First rolling stats, but thinking I want to make a halfling beastmaster ranger who focuses on mounted combat.
Jamir endured 3 years of slavery. While he wasn't treated as poorly as other slaves due to his high value as a beastmaster, conditions were harsh and his only thought was escape. One barbarian leader decided to purchase Pouncer after a particularly vicious fight Pouncer had with a grizzly bear, in which Pouncer ripped the bears' throat out while pinned down. During the transit back to the tribe, Jamir and Pouncer managed to escape as during the nights, Jamir had slowly weakened one of the cage bars, and Pouncer managed to burst forth.
After fleeing his captors, Jamir surviverd in the wilderness for almost another year, avoiding all contact with humans. One day, as Jamir was hunting for food, he witnessed a farmer from Grundy named Grady Folshot looking for a particularly wild horse that ran into the woods. Unbeknownst to the poor farmer, Pouncer had made an earlier meal of the poor creature. Impressed by the farmer's bravery, knowing full well how dangerous the woods could be, even for a ranger and a tiger, Jamir decided to reveal himself. In exchange for accidentally having killed his horse, Jamir pledged to help train the farmer's creatures in exchange for housing in the barn for both he and Pouncer.
The deal has since changed with Grundy becoming ever more popular. With ever more adventurers coming into town, the demand for steeds and beasts of all sorts has increased exponentially. Grady's farm has turned into an exotic stable, and between Grady's (previously unknown) shrewd buisiness sense and Jamir's talent for taming animals, the business has exploded.
1: 4d6 ⇒ (1, 5, 1, 4) = 11
2: 4d6 ⇒ (4, 4, 5, 5) = 18
3: 4d6 ⇒ (3, 3, 5, 5) = 16
4: 4d6 ⇒ (4, 4, 6, 6) = 20
5: 4d6 ⇒ (6, 6, 4, 6) = 22
6: 4d6 ⇒ (5, 1, 4, 1) = 11
Rerolling 1s,
Reroll1_1: 2d6 ⇒ (3, 6) = 9
Reroll2_2: 2d6 ⇒ (1, 5) = 6
Taking the best 3, I get
15
14
13
16
18
14
Eesh, high roller! Working on the character in edits.

DM Spacefighters |

Fet- Marius is indeed correct, stats can be overcome with a powerful or niche class like a cleric, wizard, or druid. Plus flavor is whats important anyway!
Mathius- Grundy is a few miles north of Mosswater, but they are uncomfortably close. Thankfully the frequent traffic on the West Sellen keeps too many Merrow from becoming a problem.
Seth Parsons- Baridan looks great! Where those d10's rolled for his HP? I like to do HP differently, for d10's roll a d6+4 plus con mod and all that. It allows for some stability with a bit of randomness.
Inlaa- Hm, it would indeed seem they neglect to mention any speed adjustment, probably because small size is an even adjustment (more accuracy and ac for less damage). As long as you're taking the penalties for being young, you won't have to take the speed reduction.
Alex Mack- Sorry, my edit pertaining to your updated submission was lost to the Paizo ether. Your sheet and background are great, I'll let you know!
Marconis- Thanks, that lets me know a lot more!
Judd Stonebarrow- Ha! Your alias's crunch sure threw me for a loop at first. Your background is great, well done with Letka's voice! I'm excited to see how your paladin's sheet turns out.
Attropos- Your concept sounds great! Love halflings, and an animal trainer is a great idea, I look forward to your submission!

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Marconis- Thanks, that lets me know a lot more!
No problem, also Marius let me know how to set up a stat block like you wanted, so I will be working on that as soon as I get back. It's shopping day, so as soon as my ride gets here to take me and gets me back I will set that up.

Berenzen |

4d6 ⇒ (1, 1, 5, 4) = 11
4d6 ⇒ (5, 1, 3, 3) = 12
4d6 ⇒ (3, 3, 1, 2) = 9
4d6 ⇒ (1, 5, 4, 3) = 13
4d6 ⇒ (6, 1, 2, 4) = 13
4d6 ⇒ (3, 1, 5, 3) = 12
Rerolled 1s in order
2d6 ⇒ (2, 2) = 4 11
1d6 ⇒ 3 11
1d6 ⇒ 2 8
1d6 ⇒ 3 10
1d6 ⇒ 6 16
1d6 ⇒ 6 14
Set 2:
4d6 ⇒ (1, 4, 4, 4) = 13 12
4d6 ⇒ (1, 4, 3, 4) = 12 11
4d6 ⇒ (4, 5, 3, 1) = 13 12
4d6 ⇒ (4, 5, 4, 2) = 15 13
4d6 ⇒ (6, 3, 5, 4) = 18 15
4d6 ⇒ (6, 4, 5, 6) = 21 17
Rerolled 1s in order
1d6 ⇒ 1 No change
1d6 ⇒ 6 14 instead of 11
1d6 ⇒ 3 No Change
Rererolled 1s
1d6 ⇒ 4 No change
Gonna go with set 2

Judd Stonebarrow |

Oops, yeah sorry I edited an alias from another game and must have forgotten to paste Judd's statblock in. Should be correct now.
@DM Spacefighters, I've taken the trait Sandpoint Faithful and reflavoured it as Grundy Faithful is that acceptable? Its one of those traits that seems to me to make sense for pretty much any character with a strong faith and the benefits are very useful to my character - who is basically trying to make use of lay on hands to counter his pretty lousy AC. The trait gives you +1 to magical healing you receive and a free silver holy symbol.
HP: 2d6 + 8 ⇒ (3, 3) + 8 = 14

DM Spacefighters |

Mahorfeus- I will be using the character aging rules, with the stat changes. If you aren't happy with that though, I won't let the rules stop you from playing the character you want.
Marconis- Thank you very much for filling out the sheet (and a big thanks to Marius for helping him out, I was swamped at work all day), It looks great, much easier to find everything this way. I'll let you know!

Mahorfeus |

Thanks, I was actually kind of counting on it. I'd be fine either way though. With that in mind, the physical toll on my ability scores would hurt a wee bit, so I'll try the reroll option.
4d6 ⇒ (4, 4, 1, 3) = 12 Reroll: 1d6 ⇒ 1 Reroll: 1d6 ⇒ 4
4d6 ⇒ (3, 6, 3, 6) = 18
4d6 ⇒ (2, 2, 2, 4) = 10
4d6 ⇒ (2, 3, 3, 4) = 12
4d6 ⇒ (6, 1, 6, 3) = 16 Reroll: 1d6 ⇒ 6
4d6 ⇒ (6, 3, 3, 4) = 16
[12, 15, 8, 10, 18, 13] as opposed to [16, 11, 14, 10, 15, 12]
Ah, and for the hp rolls...
6 + 2d6 ⇒ 6 + (1, 4) = 11 plus 6 from other stuffs, so... 18.

Alex Mack |

@DM: Glad to see you like Alfons and family. They are really nice folks just trying to get by after all. One thing missing in my submission was the name for two traits, namely those that grant Stealth and Acrobatics as Class Skills. The ones that exist don't make sense IC (rice runner?) so I left this blank and would likely choose a flavorful name.

Attropos |

Ok, I didn't realize that posts could only be edited for an hour after posting /sheepish grin.
Anyways, rolling for HP.
HP ROLL 1: 1d6 ⇒ 4
HP ROLL 2: 1d6 ⇒ 6
Jamir Fangbearer was born and raised in the Realm of the Mammoth Lords in a small, temperate valley. The Fangbearer clan was known for its skill in capturing and taming animals and dinosaurs. Jamir showed great talent in his clan's occupation from a young age, capturing a tiger cub, which he named Pouncer, when he was 12. Unfortunately, their fame spread too far, and when Jamir was only 14, slavers captured many of the clans' beasts, killed most of the clan, and sold the remaining clansmen with their beasts to the Black Sovereign (mostly for gladitorial fights).
Jamir endured 3 years of slavery. While he wasn't treated as poorly as other slaves due to his high value as a beastmaster, conditions were harsh and his only thought was escape. One barbarian leader decided to purchase Pouncer after a particularly vicious fight Pouncer had with a grizzly bear, in which Pouncer ripped the bears' throat out while pinned down. During the transit back to the tribe, Jamir and Pouncer managed to escape as during the nights, Jamir had slowly weakened one of the cage bars, and Pouncer managed to burst forth.
After fleeing his captors, Jamir survived in the wilderness for almost another year, avoiding all contact with humans. One day, as Jamir was hunting for food, he witnessed a farmer from Grundy named Grady Folshot looking for a particularly wild horse that ran into the woods. Unbeknownst to the poor farmer, Pouncer had made an earlier meal of the poor creature. Impressed by the farmer's bravery, knowing full well how dangerous the woods could be, even for a ranger and a tiger, Jamir decided to reveal himself. In exchange for accidentally having killed his horse, Jamir pledged to help train the farmer's creatures in exchange for housing in the barn for both he and Pouncer.
The deal has since changed with Grundy becoming ever more popular, and the Velsiykes and the Hubbets expanding their business. With ever more adventurers coming into town, the demand for steeds and beasts of all sorts has increased exponentially. Grady's dwindling farm has turned into an exotic stable, and between Grady's (previously unknown) shrewd buisiness sense and Jamir's talent for taming animals, the business has exploded. Jamir has now been in Grundy for almost 8 years.
Despite his distrust of the arcane, he has formed a close friendship and has great respect for Tabitha Almick. He often calls her magic, "tricks", and has trained a few animals for her. Sometimes, the animals she sends in are extremely intelligent, but Jamir figures that it is better to not ask questions about them.
Although he often trains animals for the The Velsiykes and The Hubbets, he secretly despises both of them. They treat their animals like slaves, and their constant bickering annoys Jamir, who just wants some damn peace.
Jamir is a rather gruff halfling, and being raised in the wilderness, cares little for pleasantries and small talk. Jamir treats everyone with immense distrust.
He is quite racist against most "big folk", having watched many of them tear down the beautiful forest (as well as enslave him).
Jamir does not hate humans particularly, but having been a slave for years to humans, has had plenty of time to study their weaknesses.He feels most at home
with animals, and seeing animals mistreated infuriates him. He prefers to sleep in rough accomodations, sleeping quite often in the barn with his tiger, or camping in the woods near the barn. Jamir is quite intelligent, but lacks any formal education. He only learned common after becoming
a slave, so he tends to use short words and phrases. Before an exceptionally difficult sentence, Jamir will mutter to himself what he wants to translate
in halfling first.
He distrusts arcane magic, but is very comfortable with divine spellcasters. When Jamir goes anywhere, he prefers to take Pouncer, who pines when Jamir is away. If Jamir is around, Pouncer is quite tame, but he has been known to make a snack of horses if left unattended and not given explicit orders to rest. Jamir has taken Pouncer into town for the past few years to try to get him more used to people. Unless given a reason (either an explicit command or Jamir or Pouncer being attacked), Pouncer is quite docile. While Jamir is around, he is indifferent to most newcomers (falling to unfriendly if Jamir is not around). Taking a tiger into town causes quite a commotion, although braver townspeople and some of the guards have quite taken to Pouncer, and frequently give him treats when he is around. If Jamir takes him into town, he muzzles Pouncer because even playing, Pouncer can inflict wounds with his teeth and claws.
Jamir Fangbearer
http://min.us/i/xCH1pFJzIUgm
Male Halfling Ranger (Beastmaster) 3
CN Small humanoid (Halfling)
Initiative +5 ; Senses Perception +10
================
Defense
================
AC 18, touch 14, flat-footed 15 (+3 dex, +4 armor, +1 size)
HP (3d6+12+12+2)=(6+4+6+12 (con)+12(mod dice)+2 (favored class))=42
Fort +7, Ref +7, Will +4
Special defenses Fearless
================
Offense
================
Speed 20 feet
Melee mwk Lance +8 (1d6+4, x3) or greataxe +7 (1d10+4, x3) or mwk Lance (mounted,charging,power attack) +10 (2d6+14, x3)
Ranged shortbow+7 (1d6, x3)
Special attacks favored enemy (humans +2), power attack
=================
Statistics
=================
Str 16, Dex 16, Con 16, Int 13, Wis 15, Cha 16
BA +3; CMB +5; CMD 18
Feats: Endurance, Mounted Combat, Ride By Attack, Power Attack
Skills: Acrobatics[1] +6, Climb[1] +6, Handle animal[3] +11, Escape Artist[1] +6, Knowledge (nature) [2] +7, Perception[3] +10, Stealth[3] +12, Survival[3] +8, Ride[3] +10, Swim[1] +6, Craft(Weaponsmithing)[1]+4
Languages: Common, Goblin, Halfling
Traits: reactionary, lightning rider
SQ: halfling traits (Small size, Slow, Fearless, Halfling Luck, Outrider, Keen Senses), wild empathy +6, track, favored terrain (forest)
===========
Gear:
===========
Explorer's Outfit
Tiger (Combat Trained) (500 gp)
Masterwork Lance (310 gp)
Greataxe(20 gp)
Saddle(Military,Exotic)(60 gp)
Potion of Cure Light Woundsx3 (150 gp)
Masterwork Chain Shirt (250 gp)
Shortbow (30 gp)
Dagger x2 (4gp)
40 Arrows (2 gp)
Studded Leather Barding (Tiger) (100gp)
Signal Whistle (1gp)
73 gp left
Pouncer
N Large animal
Init +6; Senses low-light vision, scent; Perception +8
Tricks Known:
Attack x2, Defend, Down, Guard, and Heel
DEFENSE
AC 17, touch 11, flat-footed 12 (+2 Dex, +3 natural, +3 armor, –1 size)
hp 45 (6d8+18)
Fort +8, Ref +7, Will +3
OFFENSE
Speed 40 ft. (50 ft. while charging)
Melee 2 claws +10 (1d8+6 plus grab), bite +9 (2d6+6 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +10, 1d8+6)
STATISTICS
Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +11 (+15 grapple); CMD 23 (27 vs. trip)
Feats Improved Initiative, Skill Focus (Perception), Weapon Focus (claw)
Skills Acrobatics +9, Perception +8, Stealth +6 (+10 in areas of tall grass), Swim +10; Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in tall grass)

Mathius |
There is a trait that allows me to pick one spell and get a discount on metamagic (two actually), what is your opinion on that trait? Also I was thinking of using the alternate elven racial traits Dreamspeaker and Arcane focus. The first one is very helpful to a low level magus while the second one is very flavorful. I see him using his dream power to try and reach his elderly wife as she grows progresses farther from reality as she ages.
The one thing I do not have figured out yet is the reason he came to Grundy in the first place.
@Alex: What about stage hand for trait name that grants acrobatics and stealth. You are used to climbing the ropes unseen during the show so that the light may fall on on the stage an not on you.

Inlaa |

Rolling HP for both possible characters. I'm fleshing them both out right now, and then posting the character I decide to use.
Brock:
1d6 + 6 ⇒ (4) + 6 = 10
1d6 + 2 ⇒ (1) + 2 = 3
Favored Class Bonus: HP at each level.
Amelia:
1d6 + 2 ⇒ (6) + 2 = 8
1d6 ⇒ 5
Favored Class Bonus: Skill points taken at each level.

Inlaa |

I've decided to go ahead and use Amelia. I still need to purchase some equipment (including a nice, big cloak to cover up her tail and her darkleaf studded leather which she stole), but it's close enough to done to be posted.
Amelia, Tiefling Rogue/Sorcerer
In combat I'll be playing her as a sneak-attack blaster. Out of combat I'll have utility skills/spells to assist with typical sneaky rogue stuff, persuasion, and probably a few "get the Hell out of here" spells like Vanish (which I'm taking at level 5).
EDIT: ...Crap, I forget to post a completed backstory for her, too. I'll post again when I edit that in.

DM Spacefighters |

Inlaa- Crunch looks good for the most part. One feat is Spell Focus (Shocking Grasp), did you mean evocation?
Attropos- Jamir looks awesome but I think he should only have 40 hp. Assuming favored class is HP, thats 4 at each level with con mod. HP rolls are 10, then 8, then 10. 28+12=40.
Mathius - Magical lineage? That's fine, it's a shame every Magus ever has dervish dance and magical lineage (shocking grasp), but it's hard to argue with it's mechanical potency. Your last idea excites me greatly though, I'm excited to see your pitch.

Mahorfeus |

Here's the oddball of a character that I came up with. He's the eccentric old hermit of the town - anybody who has grown up in town is likely to know him. Not exactly mechanically optimal, but it's always fun to try something different. All that's really left for the mechanics to spend more gold... he's kind of hard to shop for, since he doesn't use really weapons or armor.
Description is also forthcoming. I'll take a look through the avatars since I usually base appearance off that.
Male human white-haired witch 3
NG Medium humanoid (human)
Init +4; Senses Perception +4
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 10 (Dex +3)
hp 17 (3d6+6)
Fort +1, Ref +4, Will +2 (+4 w/ familiar)
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee hair +5 (1d4+4/x2)
Melee mwk club +5 (1d6-1/x2)
Ranged mwk +5 (1d6-1/x2)
Spells Prepared (CL 3rd; concentration +5)
2nd (2/day)-
1st (3/day)-[i]
0 (at will)-[i]
--------------------
STATISTICS
--------------------
Str 9, Dex 17, Con 10, Int 16, Wis 9, Cha 11
Base Atk +1; CMB +0 (+5 w/ hair); CMD 13
Feats Toughness, Weapon Finesse, Weapon Focus (hair), Alertness (w/familiar)
Skills Knowledge (arcana) +9, Knowledge (history) +9, Knowledge (nature) +9, Knowledge (planes) +9, Perception +2 (+4 w/familiar), Sense Motive -1 (+1 w/familiar), Spellcraft +9
Traits Arcane Temper, Tireless Logic
Languages Common, Elven, Hallit, Sylvan
Patron peace
Combat Gear mwk club
Other Gear traveler’s outfit, mwk backpack, bedroll, belt pouch, candles (10), chalk (10), flint and steel, ink, inkpen, iron pot, mess kit, soap, spell component pouch, torches (10), trail rations (5 days), waterskin, wand of [i]cure light wounds (CL 1st; 50 charges)
Assets 381
--------------------
SPECIAL ABILITIES
--------------------
White Hair (Su) Kazarus can use his hair as a natural weapon that inflicts 1d4 points of damage plus his Intelligence modifier. In addition, whenever he strikes a foe, he can attempt to grapple that foe with his hair as a free action without provoking an attack of opportunity, using his Intelligence modifier in place of his Strength modifier when making the combat maneuver check. When grappling a foe in this way, he does not gain the grappled condition.
Constrict (Ex) When Kazarus successfully grapples a foe with his hair, it can begin constricting them as a swift action, inflicting damage equal to that of its attack.
N Diminutive animal
Init +3; Senses Perception +4
--------------------
Defense
--------------------
AC 20, touch 17, flat-footed 17 (+3 Dex, +3 natural, +4 size)
hp 8 (3HD)
Fort +0, Ref +4, Will +7
--------------------
Offense
--------------------
Speed 20 ft
--------------------
Statistics
--------------------
Str 1, Dex 16, Con 6, Int 7, Wis 12, Cha 7
Base Attack +1; CMB -1; CMD 4 (8 vs. trip)
Feats Athletic
Skills Climb +5, Perception +4, Stealth +19, Swim +5
Spells Stored
2nd-hold person (DC 15), touch of idiocy (DC 15)
1st-bungle (DC 14), charm person (DC 14), cure light wounds, ear piercing scream (DC 14), inflict light wounds, mage armor, obscuring mist, sanctuary (DC 14)
0-all
--------------------
Special Abilities
--------------------
Spiny Defense (Ex) Can curl into a ball as a move action, gaining a +1 enhancement bonus to its natural armor and inflicting 1d3 damage on any creature attempting to grapple it.
Empathic Link (Su) Within 1 mile radius of master
Improved Evasion (Ex) Takes no damage if saving throw succeeds; half if fails
Share Spells Can be targeted by master’s personal spells as touch spells
Deliver Touch Spells (Su) Can deliver master’s touch spells
Old Man Gruff was not quite as old back in the day, when the Black Marquis still pulled the town’s strings. Even for a single man, life was not particularly easy then, especially for the owner of a meager pawnshop. Sure, it was more or less just a cover for his subtle arcane workings, but he did appreciate the small amount of profit that his mundane business raked in. Things took a turn for the better when Grundy took charge; with trade bustling in their town, Kazorus’s business boomed. Or at least, boomed as much as a store that sold otherwise worthless trinkets possibly could. Nonetheless, Kazorus was forever grateful to the half-elf. About a decade later he decided to call it quits, selling off his business and retiring to a cozy shack on outskirts of town, where he was more free to exercise his strange powers.
It did not take long for the old man to become a local legend. Children would whisper amongst themselves, telling tales of how Old Man Gruff would put a curse anyone who dared to encroach on his property, making long tufts of hair sprout from their ears and noses. It was all nonsense, really. He rather enjoyed demonstrating his unique talents to his visitors, amusing some and horrifying others. There was also more than one wayward adventurer that showed up on his doorstep, seeking advice. Kazarus was always sure to make it as vague as necessary. Despite the lengths to which he had honed his abilities, he had never really intended to make anything out of them. In the past he had helped out with a few rather mundane issues that troubled the town, but nothing particularly dangerous. Or interesting, for that matter.
The truth was that life as a hermit had gotten rather boring. Three decades of peace were more than he could ask for as a lifelong denizen of Grundy, but with his life approaching its inevitable end, he was growing rather restless. That is, until a mysterious light streaked across the sky, crashing into the earth. Then it got interesting.

Me'mori |

Set: 15,13,16,14,14,13I can't resist the idea of Numeria and Power Armor.
I'm also not trying to turn this into an epic, so my next post will include his Crunch, and how he's settled into Grundy. I'm also thinking that the majority of his magic will be focused through the armor, as well as any summoning spells that he may have would have clockwork or mechanical themes and appearances to them.
He was handling more and more jobs now, with his Master only presiding over the important ones, or the ones that needed her personal touch. There were some things that she could do with a spanner and bit that he still could not figure out, and her answer was ever the frustrating "Gnomish Artificing, m'boy!".
His lessons had branched into things Arcane, and in specific, the Inevitables of the Outer Planes had captured his attention. For someone that dealt with detail of mechanisms, just the very descriptions of these stone and metal beings had his attention, gladly given.
- - -
The end of his apprenticeship came with a delivery of tools. When they arrived, Master Dainarv simply smiled, handed him the box and shrugged. "You've done well enough that I can't keep you anymore", she said approvingly. "You have a solid grounding in everything you need to do work like I do, and a fair understanding of things beyond." That statement was accompanied by a knowing look. "For the rest, you know enough to learn."
Speechless, he could say nothing as she continued. "I hear talk of strange contraptions, and things yet undiscovered in Numeria.. Sophisticated clockworks and things beyond. If y'armor is any indication, there may be more you can yet learn there."
He knew that he could stay and help with the work, but he knew that his (now former) Master would not have mentioned something like that if it was not something that was useful. So, within that week, he packed his things, said his goodbyes, and set out for Numeria, working his way along the borders until he found Grundy.

Seth86 |

Seth86- Unless I've failed like 40 perception checks I can't find a submission from Jade. She posted her stats and a short concept, but I'll need a sheet and a background. I can't find a sheet for your Drow either.
Sorry. Yah. Will sort it out when I get to my pc. Shes new to pbp and rule based rp. So im helping her with char I just need to get to my pc. Been out of town for over a week now. Sorry for wait.

Attropos |

Inlaa- Crunch looks good for the most part. One feat is Spell Focus (Shocking Grasp), did you mean evocation?
Attropos- Jamir looks awesome but I think he should only have 40 hp. Assuming favored class is HP, thats 4 at each level with con mod. HP rolls are 10, then 8, then 10. 28+12=40.
Mathius - Magical lineage? That's fine, it's a shame every Magus ever has dervish dance and magical lineage (shocking grasp), but it's hard to argue with it's mechanical potency. Your last idea excites me greatly though, I'm excited to see your pitch.
You are most definitely right. I also accidentally spent 1 more skill point than I have (so taking it away from Craft(Weaponsmithing))

DM Spacefighters |

I will most likely begin play on Saturday as I'll still have setting and NPC information to get from the selected characters, as well as a few other things to iron out.
I imagine that by the time June rolls around my campaign will be far too developed to squeeze anything from the Numeria book in, though I intend on picking it up regardless. Part of the fun for me is coming up my own monsters/items/magic, and honestly the vauge blurb about Numeria in the inner sea guide was far more interesting to me then a full book.

Inlaa |

Okay. I finished Amelia's background (to be found in the 'Other Notes' section or in the link below the character sheet). I'll make a character profile for her later and place these links there.
I still need to purchase a bit of gear, but I'm a bit unsure as to what I should get for her. I'm starting to regret her abysmal strength score.

Angelena Chillfist |

DM, could you give us the towns stats for background info, things like population, items not available, what churches are located there, things like that. For example are monk weapons available for purchase? Is there any local species or religious prejudice? Also what lang6ages are commonly spoken? Obviously taldane(ie common) but ant others?

DM Spacefighters |

Heh, well most of that is entirely up to the party I pick. Do you want religious predjudice? Was Grundy founded on land taken from Goblins who now hide in the forest plotting revenge? Is there a small "Tien Town" section of Grundy where several Tian Xia refugees wound up? These kinds of things have yet to be determined.
I can say that Grundy has a population of around 1,300 residents. There is a large multi-demoninational chapel built by those nice folks from Razmiran, and while it does primarily feature Razmir, it holds small shrines for dozens of other gods.

Celen |

I think part of the whole plan for this is a 'living city' of sorts, from my understanding My charector will own an apothecary/alchemist shop So if selected it will be there. If someone say, you miss Chillfist wanted to have dojo where you trained people in tian fighting styles it would be there... Am I correct DM spacefighters?

Me'mori |

A pair of spoilers and a name, some history up to Grundy, and a few contacts. I've made him a bit specialized, and am considering how to go about rounding him out, but this is him up to present. I'm looking at the "Vigilant Eidolon" feat, and have thought up some quirky things to do with "Dancing Lights". He's shaping up to be one of those kinds of guys that sees everything as a function, by virtue of his interest in his work.
Male Human Summoner(Synthesist) 3
LN Medium humanoid (human)
Init +2; Senses Perception+4
--DEFENSE
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp 31 (3d8)+3
Fort +4, Ref +5, Will +5
--OFFENSE
Speed 30 ft.
Known Summoner Spells (CL 3rd, concentration +5):
1st (4/day) - grease (DC 13) , identify , jury-rig (DC 13) , unseen servant
0th (at will) - arcane mark , guidance (DC 12) , light , mending (DC 12) , message , open/close (DC 12)
--STATISTICS
Str 13, Dex 14, Con 13, Int 16, Wis 15, Cha 14
Base Atk +2; CMB +3; CMD 16
--Feats
Armor Proficiency, Light, Dodge, Great Fortitude, Lightning Reflexes, Simple Weapon Proficiency
--Skills
Acrobatics +2, Appraise +5, Bluff +2, Climb +1, Craft (Untrained) +3, Diplomacy +3, Disable Device +5, Disguise +2, Escape Artist +2, Fly +2, Heal +2, Intimidate +2, Knowledge (Engineering) +9, Knowledge (Planes) +9, Linguistics(Gnome) +7, Perception +4, Perform (Untrained) +2, Ride +2, Sense Motive +2, Spellcraft +7, Stealth +2, Survival +2, Swim +1, Use Magic Device +7,
Languages Common, Gnome, Dwarven, Halfling, Draconic
SQ Bond Senses, Bonus Feat, Cantrips, Eidolon, Life Link, Skilled, Summon Monster,
Gear
SPECIAL ABILITIES
Bond Senses (Su), Eidolon (Ex), Summon Monster (Sp)
In fact, that was what eventually led him to Grundy. At most of the stops within towns, he would seek out the Blacksmith, and any Artificers that may have been in town, just to talk and get the lay of things. When there was time between caravans, he would set up shop if he could, or assist where allowed. To his surprise, he found that the more he studied, the more he could make out of his armor, able to tweak it here and there. It was during one of those stops, that the Artificer he was working with mentioned the town of Grundy, as well as the fact that there was a vacancy in the sense of tinkerers, so Dion made that his destination.
Arriving in town, he immediately set out to do the usual things: Get a room, relax for the next day, and ask around. This led him to Drev, and having a small amount of courtesy drilled into him, he went to go meet the resident professional. An understanding was something that could easily be reached, and from there, he began settling into Grundy for the time being. Much to his elation, there was no lack of something to do, and the work that he found was often interesting-- or if the work was not, the individual often was.
Those that passed through bearing tales of places and things he had not seen caught his interest, and he was always ears for any new marvel of construction or mechanics. Recently he has struck up a friendship with a halfling named Violet, and while it is occasionally irksome, they seem to have found a common ground in his work-- she is fascinated by what he does, and he has someone that will occasionally make working difficult, but they are always laughing by the end of the day.
Other contacts that he's made have been with some of the weapons-makers, that will on occasion call him over to inspect a design of theirs. His ineptitude with the weapons does not preclude an analysis of their design, though. His ability to talk magical theory also has opened the door to some of those in the arcane arts, and every other week or so they have a roundtable. It often turns to cards, though. Anyone that was not aware of the gathering has often had a perplexed look on their face upon seeing several individuals talking over cards and food, with none of them using their hands.

Angelena Chillfist |

I like the idea of a part time dojo, in which my character and others in a small tian community teach and learn martial arts.
Lets say the little tian part of town is about 100 people, businesses consist of a spice and herb store, a tea house, a eating house, a shrine to tian gods and the dojo. I think I'll change my background a bit, to say I am half tian and that my master is still teaching. Hmmm, maybe two or three other teachers with some rivalries with different styles. Once a year a tournament is held, great tourist draw.
edit. Made the slight changes to my background. Also gave myself tian as a language instead of dwarven. It was a bit of a bad fit anyway.
DM starfighters, could i suggest you add master liang as another npc. Master liang, sort of the same as me, a monk, martial artist weapon adept of moderate level. I would stat him up but I'm not certain what level you would want him. If you don't want to bother, let me know and he could have died before the game.
more edit. My character's master could also be one of those mysterious deaths you mentioned in your introduction. That would give a strong motivation for my character. Which would you like.

Judd Stonebarrow |

That does see a rather astonishingly large number of Tians, I feel there should be some sort of compelling explanation for that. I would prefer it to be one of two families, more in the Sandpoint vein. I feel that would still allow for a dojo, etc., it would just have to be more integrated with the local community perhaps training milita, etc.

DM Spacefighters |

Alright, I'll choose my party early Friday morning, so here is a list of all applicants I have received full sheets and backgrounds for. If you aren't on this list and you should be, I apologize, just send me a PM.
Airon87- Borgmurch the Exterminator, Goblin Ranger (Trapper)
TheNine- Celen, Aasimar Cleric/Sorcerer
Lady Ladily- Calli McDaniel, Human Monk (Drunken Master, Master of Many Styles)
GrimDM- Marconis D'Monius, Human Sorcerer
Alex Mack- Alfons Zitter, Human Alchemist (Vivisectionist, Chirurgeon)
Void Dragon- Marius Bergan, Human Inquisitor (Heretic)
Chillblame- Angelena Chillfist, Human Monk (Weapon Adept, Martial Artist)
Broken Prince- Judd Stonebarrow, Aasimar Paladin (Shining Knight)
Seth Parsons- Bariden the Red, Human Ranger
Attropos- Jamir Fangbearer, Halfling Ranger (Beastmaster)
Raphaele Flickerlamp- Amelia, Tiefling Sorcerer/Rogue
Seth86- Zartana, Drow Fighter
Mahorfeus- Kazarus Gruff, Human Witch (White-Haired Witch)
Me'Mori- Dion Droverson, Human Summoner (Synthesist)

Attropos |

Alright, I'll choose my party early Friday morning, so here is a list of all applicants I have received full sheets and backgrounds for. If you aren't on this list and you should be, I apologize, just send me a PM.
Airon87- Borgmurch the Exterminator, Goblin Ranger (Trapper)
TheNine- Celen, Aasimar Cleric/Sorcerer
Lady Ladily- Calli McDaniel, Human Monk (Drunken Master, Master of Many Styles)
GrimDM- Marconis D'Monius, Human Sorcerer
Alex Mack- Alfons Zitter, Human Alchemist (Vivisectionist, Chirurgeon)
Void Dragon- Marius Bergan, Human Inquisitor (Heretic)
Chillblame- Angelena Chillfist, Human Monk (Weapon Adept, Martial Artist)
Broken Prince- Judd Stonebarrow, Aasimar Paladin (Shining Knight)
Seth Parsons- Bariden the Red, Human Ranger
Attropos- Jamir Fangbearer, Halfling Ranger (Beastmaster)
Raphaele Flickerlamp- Amelia, Tiefling Sorcerer/Rogue
Seth86- Zartana, Drow Fighter
Mahorfeus- Kazarus Gruff, Human Witch (White-Haired Witch)
Me'Mori- Dion Droverson, Human Summoner (Synthesist)
Woohoo, the competition looks tight! Good luck to everyone!