
Black Fang |

Anyone interested, go HERE, rest a bit while reading, and then find your way back here if you find your interest raised.
I already have a couple folks lined up, so just looking for two or three more.
Also, if you have ever considered yourself a big damn hero, you may fit the bill as well.
This is a homebrew campaign, set in Golarion, starting in the capital city of Nex, Quantium. The specifics of the campaign depend entirely on the players and the characters they bring to me.

Shuriken Nekogami |

i wouldn't mind Recreating Kurogetsu Yamiko. Tian Monk/Inquisitor of Zon-Kuthon. i intend to use the martial artist archtype on the monk side.
personal mental flaws would Include Severe Masochistic Tendencies, a severe obscession with order (bordering obscessive compulsive disorder) a habit of Scarring her own body for every signifficant mistake or milestone in her life, and the taint of a minor devil in her scarred flesh.

Abaise |
Throwing in an old idea that never saw the light of day.
Thinking of an Oracle of Nature, deaf curse. Apparently, she was gifted with the ability to hear what plants think. Except for her, they don't really think, so much as chatter endlessly. It got so bad during the harvest season that the oracle permanently deafened herself to escape the noise. Hence the deaf curse. She's an alright person for most of the time, but seeing plants (particularly flowers) being harmed brings back old memories.
Probably pair it with something martial, skirmisher ranger or fighter for the gestalt. If deaf is too limiting a curse, haunted works just as well, though it tones down the character's quirks.

Yamiko Kurogetsu |

here is Yamiko's first Draft.
Essentially, she was bullied during her childhood at a Temple of Irori, Developed Masochistic tendencies as a coping skill, Got Exiled from the temple because of the coping skill in question, wandered her way to the nearest civilization, got kidnapped by strange cloaked figure and sold as a servant to the Nearest Church of Zon-Kuthon, where the lord of Suffering Rewarded her and chose her as a divine agent. she doesn't fit in any of the churches, so she wanders and murders the opposition with her divinely imbued feet.

Treppa |

This sounds intriguing. I'm working up a character. Always wanted to be Angelina DiGriz.
Right now, looking at bard/full BAB class gestalt. Solidly in Neutral territory, into righting perceived wrongs by enriching herself. Happy to work with others of like mind, since that way there are more people to take the rap should things go wrong.

Mrdarknlight |

Here is information on Siarc.
Siarc has traveled most of his life. Going from port to port always on the sea. Because of all the travel he never made many friends which meant he kept to himself feeling like something was missing from his life. This changed when he father was hired to ferry some men. Many of the crewmen were a bit uneasy around these men which surprised Siarc. Feeling letting his curiosity get the better of him he went and asked the men who they were. The leader of the group looked at Siarc and stated they were Hell Knights. Not know what a Hell Knight was Siarc asked what a Hell Knight was. The leader explained the job of the Hell Knights which is to enforce law. He also explained how the group did this by copying the legions of Hell. Hell Knights tried to their best to be as orderly as the Legions of Hell. Siarc hearing this was amazed that Hell could be so helpful to law enforcement. Thanking the leader for his explanation Siarc went on his way thinking about Hell Knights feeling that he found that part that was missing from his life.
Many years after this meeting Siarc trained himself to be a warrior worthy of what was explained to him. As fate would have it Siarc during his travels met some of the Hell Knights he had spoken to those many years ago. Siarc was shocked to see them again. He asked them how they were all doing and explained to them how he wished to join their order since they had last met. The leader was shocked to hear all this. He than told Sicar he had to prove himself before he could join by slaying a devil. Hearing this Sicar was little taken back but he decided a long time ago that he was going to be a Hell Knight. He thanked the man for telling him this and went left deciding to travel to better his skills so he would be ready for the test.
I am going to go with urban barbarian/fighter for the character. I was thinking of ranger for the FE Human to fit with the Hell Knight idea but I could not get it to work how I wanted. Going to go barbarian/fighter for pretty much whole way until I can go with the Hell Knight PrC class.
As for race I went with the Maenad. For personalty character will be very much about being lawful but will not question things if they needed to be done another way to get the job done. Other than that he is a quiet person who prefers to help people.
Str: 18
Dex: 14
Con: 14
Int: 10
Wis: 12
Cha: 13
Skills:
Climb: 8
Intimidate: 9
Perception: 5
Survival: 5
Feats:
Wild Talent
Intimidating Prowess
Toughness

Kor - Orc Scrollkeeper |

I would like to apply with a:
Male half-orc, chaotic neutral, cavalier (gendarm) /cleric.
Karg the Mighty, Order of the Dragon, Cleric of Gorum (Destruction and War)
Having been raised in the Hold of Belkzen, Karg is an aspiring orc warlord. He believes he is better than other orcs. In truth, in many ways he is. He has control over his savage desires. He understands there are times where diplomacy must be used instead of brute strength -- although he believes the purpose of diplomacy is to buy one's self enough time to better prepare for an act of brute strength. He believes it is his duty to unite the less intelligent orcs and lead them to great victories, much like Belkzen did. He knows the value of strength in numbers and will always do his best to keep those that fight beside him alive and well.
Karg believes there is more to life that pointless skirmishes. Every battle must have a purpose. Karg was raised in the Murdered Child clan, whose leader, Hundux Half-Man recognized the value that half-orcs could provide in orc tribes.

Black Fang |

Throwing in an old idea that never saw the light of day.
Thinking of an Oracle of Nature, deaf curse. Apparently, she was gifted with the ability to hear what plants think. Except for her, they don't really think, so much as chatter endlessly. It got so bad during the harvest season that the oracle permanently deafened herself to escape the noise. Hence the deaf curse. She's an alright person for most of the time, but seeing plants (particularly flowers) being harmed brings back old memories.
Probably pair it with something martial, skirmisher ranger or fighter for the gestalt. If deaf is too limiting a curse, haunted works just as well, though it tones down the character's quirks.
How would they fit in with a group of mercenaries?
i have a few questions for later, would you allow eventual use of flurry of blows with a spiked chain?
and do you allow the 3.5 version of the spiked chain with 10 foot reach/threaten adjacent?
Is spiked chain a monk special weapon? If not, they no, unless you can find a way for it to work in PFRPG.
The type of spiked chain available is the one in the PRD. If it doesn't have the 10 ft. reach and threaten adjacent, then no.
Tell me about Yamiko. Who is she?
Hmmm...I've always wanted to play a combat summoner who uses their eidolon as a mount.
Okay, work up a rough draft with some background and we'll see.
dotting...
And?

Mrdarknlight |

Crusader's Flurry
Prerequisites: Channel energy class feature, flurry of blows class feature, Weapon Focus with your deity's favored melee weapon.
Benefit: You can use your deity's favored weapon as if it were a monk weapon.
That feat is about the only way to flurry with things other than monk weapons.

Yamiko Kurogetsu |

i guess that takes the spiked chain off my list of plans.
Yamiko is a former follower of Irori who converted over to Zon-Kuthon early in life and meshes some of the teachings of the 2. she has an autistic level of obscession with order (to the point she is lawful evil) and what started as developing masochism as a coping skill eventually caused the coping skill to overtake most of her life. she doesn't fit in with most religious sects. people see her as a bloodthirsty lunatic and she is fine with that. not caring. her obscession with order got her recently recruited with the police force (or equivalent) and one of her goals is to climb her way up the legal ladder. she has a scar on her body for every major milestone or signifficant mistake in her life. there isn't much time that she doesn't spend without bandages, a cast, or something similar. she doesn't like the strong pains that go away because they dissapear too quickly, she likes the slow lingering variety. and her feelings of ecstacy improve the closer to death she is while still being alive. she isn't quite suicidal, she just wants to see how close she can get to the border without actually crossing it. and she doesn't engage in acts that would hinder her ability to function (like severing her own limbs for example). she also has obscessive compulsive tendencies about her appearance and her hygiene.
in essence, she's a masochist with aspergers (explained by her low charisma), but she is not stupid.
her dagger is more for scarring herself than it is for actual combat.

Black Fang |

i guess that takes the spiked chain off my list of plans.
Yamiko is a former follower of Irori who converted over to Zon-Kuthon early in life and meshes some of the teachings of the 2. she has an autistic level of obscession with order (to the point she is lawful evil) and what started as developing masochism as a coping skill eventually caused the coping skill to overtake most of her life. she doesn't fit in with most religious sects. people see her as a bloodthirsty lunatic and she is fine with that. not caring. her obscession with order got her recently recruited with the police force (or equivalent) and one of her goals is to climb her way up the legal ladder. she has a scar on her body for every major milestone or signifficant mistake in her life. there isn't much time that she doesn't spend without bandages, a cast, or something similar. she doesn't like the strong pains that go away because they dissapear too quickly, she likes the slow lingering variety. and her feelings of ecstacy improve the closer to death she is while still being alive. she isn't quite suicidal, she just wants to see how close she can get to the border without actually crossing it. and she doesn't engage in acts that would hinder her ability to function (like severing her own limbs for example). she also has obscessive compulsive tendencies about her appearance and her hygiene.
in essence, she's a masochist with aspergers (explained by her low charisma), but she is not stupid.
her dagger is more for scarring herself than it is for actual combat.

Yamiko Kurogetsu |

the abyssal essence idea sounds interesting. i could probably throw in some split personality RP there.
i found a solution to the spiked chain issue. there is a monk weapon from UC called the Kusarigama, it has 10 ft reach threaten adjacent, it loses one step in damage dice, but it's the closest thing to the 3.5 spiked chain i could find. and since it's a chain weapon, one can wear it wrapped around thier body for the chain devil appeal.

Kor - Orc Scrollkeeper |

Kor - Orc Scrollkeeper wrote:How did Karg end up in Quantium?I would like to apply with a:
Male half-orc, chaotic neutral, cavalier (gendarm) /cleric.
** spoiler omitted **
Darn my edit timed out. Lets see if I can remember what I tried to post:
Karg knows that in order to lead a great tribe that he must have competent and loyal allies around him. He was unable to find such in the Hold. Karg joined some mercenaries and left the Hold in his search for worthy souls. His search eventually took him to the coast and then a far ways south. Most of his port depatures came about because he would grow bored with the jobs the local mercenaries were taking on. A few of his rushed departures were as a result of him trying to evade the local authorities as a result of some of his savage impulses.
Karg has recently arrived in Quantium and is looking for work again as a mercenary.
Str 18
Dex 10
Con 14
Int 10
Wis 14
Cha 14
Mounted Combat
Power Attack

Goldendice |
Some Info on Mutt and his Eidolon, Leggs
Further back than Mutt can remember (which isn't saying much), Mutt met Leggs, his Eidolon, who he had called out to because of his own lack of ability to move around. Legs is a medium-sized six-legged lizard-like creature which Mutt uses for advice as well as mobility (as Legs is both wiser and more intelligent).
Mutt was the slave of a wizard who used Mutt as a bodyguard. They were walking through Nex for some reason (Mutt is quick to forget these things), but, one night, there was a loud sound and Mutt's master was lying on the ground, not moving. Since the loud sound had woken Mutt up, he summoned his Eidolon, Legs, to explain what had happened. Legs explained that Mutt's master had died and that they should head somewhere to find a new master.
They set of for the capital city, with Legs hoping it would tolerate the two despite their appearances.
Size Small
Arms treated as +10Str
Move Speed 15
Gestalt Summoner/Roughrider Fighter
True Neutral
Str 22
Dex 13
Con 12
Int 3
Wis 9
Cha 13
Skills:
Ride +8
Flaws:
Pathetic (Int)
Poor Reflexes
Feats:
Skill Focus(Ride)
Mounted Combat
Ride-By Attack
Spirited Charge
base speed 55
3 legs evolutions (6 legs)
bite evolution
mount evolution
feat: fleet
Str 14
Dex 14
Con 13
Int 7
Wis 10
Cha 11
skills tbd
Not sure if I did the Mongrelman right - effective strength 32 seems a bit high.

'Sunset' |

Posting to show interest, though I have naught but a blank page to the name of the character so far. *Bows*
Character hook: The story of Sunset

Evan Markhale |

Here's my character submission, Mr. Fang. My character's a gunslinger/bard from Alkenstar.
Born to a mother who only saw his value in platinum pieces, and a father who didn't want much to do with him, Evan began life raised, in fairly decent accomodations, by servants of the wealthy Martel household in Alkenstar. As an aasimar born to two seemingly human parents, the Martel family saw Evan as a potential boon capable of being exploited.
His father, Stannin Martel, was the black sheep scion of the Martel family, who engaged in a seven-month love affair with a Taldan 'entertainer', only to lose interest in her when she informed him she was with child. Eagerly accepting a monetary offer by the Martel family to relocate to Taldor and never return, the woman left soon after Evan's birth. Stannin made a few paltry attempts to serve as father figure, but was usually too distracted by his alcoholism, gambling, and other vices to be present, often gone for days at a time. With a touch of irony, Evan was given his mother's surname, Markhale.
Things would have gone much worse for Evan had it not been for Ryle Martel, Stannin's elder brother, and the third of four Martel sons. Acting more as a father than an uncle, Ryle was Evan's sole model of human kindness and compassion, and Ryle ensured Evan was given a proper education. This including knowledge of use in firearms and their crafting, which Ryle oversaw, as he was quite the gifted gunman.
It was at 13 when Evan's magical abilities began to manifest, which caused some problems in Alkenstar, as magic rarely behaves as it is supposed to within the Mana Wastes. Fortunately for Evan, Uncle Ryle helped mollify aggrieved parties however he was able, but Evan had little ability to safely dabble in his powers.
At age 15, Stannin Martel died in a stupid, avoidable accident at the Gunworks, and the Martel clan suddenly had no further need of Evan. Ryle Martel was fairly sure what this would entail, and arranged for passage for Evan out of Alkenstar and to the city of Quantium, where Evan spent a great deal of time at a bardic college (paid for by Ryle). Ryle impressed upon Evan that it would be wise for him to never return to Alkenstar -- at least not for a couple of decades -- and departed after giving Evan one final gift: the first pistol Ryle ever crafted himself. Despite its slight patina and minor flaws, Evan holds it as his proudest possession, absently running a finger across the monogrammed letters in its hilt when troubled.
When the funds to remain at the college finally ran out, Evan took odd jobs here and there, but often could not afford lodging for weeks at a time, and became used to life on the street -- and knows it is not a life he wishes to return to. Eventually, he applied to become a Pathfinder initiate. So far, the Pathfinder Society has been good to him, but Evan realizes he needs to pull a couple of huge scores -- lost knowledge or lost items -- in order to maintain their good graces. Any job that pays well and gives Evan a chance to uncover such knowledge is a job he'll readily accept.
Evan's a lover, not a fighter. He's capable with a gun, and with a variety of other weapons as well, thanks to training given him by his uncle, but Evan would prefer to use his quick wit or quick smile -- or his bardic abilities -- to solve any problem.
Curious by nature, Evan admires those with vast knowledge far more than those with money or power. Knowledge is power, after all, and Evan's learned how to use it to best enemies in combat. He seeks out knowledge voraciously, but sees it as something that must be shared with others: the idea of blackmail is abhorrent to him, and secrecy is a sometimes necessary evil. That being said, he's very quiet about his own past, and most people have been told shades of the truth, if that.
When dealing with strangers, he sinks into his most practiced persona: a folksy Alkenstar traveler to be trusted, and incapable of any level of guile or cunning. When working with others on a task at hand, Evan does not mask his abilities, and is regularly impressed by what others can do that he can't. But Evan will try almost anything once -- just to see if he can do it, too. He is especially kind to commoners, beggars, and others on the lowest rungs of society, because he understands them.
Aasimar Gunslinger (Mysterious Stranger) / Bard (Archivist)
Point-buy stats: 16, 15, 14, 14, 12, 7
STR 12
DEX 14
CON 14
INT 16
WIS 9 (7 + 2 racial)
CHA 17 (15 + 2 racial)
Flaw: Noncombatant (-2 to melee attack rolls)
Traits: Armor Expert, Vagabond Child (Disable Device as class skill)
Feats: Rapid Reload, Lingering Performance, Weapon Proficiency (firearms) (bonus feat), Gunsmithing (bonus feat)
Skills: Acrobatics +6, Bluff +7, Disable Device +6, Diplomacy +9, Knowledge (arcana) +8, Knowledge (local) +8, Knowledge (religion) +8, Perception +5, Perform (singing) +7, Spellcraft +9, Use Magic Device +9

AdAstraGames |

Anders Viklemde:
Human Scholar, Sage, Mostly Harmless. LN.
Firefly Archetype: Shepherd Book
Anders is a lean man dressed in loose fitting clothing, with no obvious weapons or armor. His hair is reddish brown and he wears a fringe beard. His left eye is glass, lost in a childhood accident. He is a native of Nex.
He used to work as a consultant for the Nex city watch. This contract ended over a dispute on the handling of a prisoner. Anders was certain the prisoner was being set up by a cabal of corrupt city watch officials, and refused to turn the prisoner over to them. He eventually held out until a member of the Council of Nine sent a direct representative to resolve the issue. While Anders' was found to be in the right, the city watch no longer finds need to contract for his services. That said, there are people who know him and know he's got the kind of stubborn, relentless integrity that's good to have at your back and on your side.
(It would be handy if the prisoner that Anders refused to turn over was related to the PC's group of mercenaries, possibly another PC...)
To those who know him, Anders has a reputation for being "The fellow who deals square with everyone." Very few people suspect his ability to pick locks, bluff, or wear a disguise...
Ranger (Battle Scout archetype)
Inquisitor of Irori, Knowledge Domain.
Flaws:
Shaky, -2 on ranged attack rolls.
Traits:
Accelerated Drinker
Vagabond Child (Disable Device)
Feats:
Improved Unarmed Strike (Deity's Favored Weapon) [Free]
Power Attack (1st Level)
Cosmopolitan (Human Bonus)
Snatch Arrows (Compensation for Flaw)
Tentative Stat Buy:
STR: 15 [7] = +2
DEX: 14 [5] = +2
CON: 13 [3] = +1
INT: 14 [5] = +2
WIS: 16 [7] = +3
CHA: 10 [0] = +0
Skill Points per Level: 6+2+1+1. Exact skills will be picked if I get in the game.
Class Skill List:
Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex, Trait), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int, Cosmopolitan), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), Use Magic Device (Cha, Cosmopolitan).
Speaks Common, four additional languages.
Likely skill ranks: Bluff, Intimidate, Disguise, Disable Device, Perception, Sense Motive, Survival, Knowledge (Arcana), Knowledge (local), Knowledge (religion),
Favored Class Bonus: +1 Skill Point (Ranger), +1 Inq spell known (Inquisitor)
Ranger Abilities: Favored Enemy (Humans), Track (+1/2 level, rounded up, to Survival for Tracking), Wild Empathy
Inq Abilities: Knowledge Domain (all Knowledge skills are class skills), Lore Keeper (aka Smack of Knowledge), 4+1 Orisons, 2 1st level spells, Judgement 1x/day, Monster Lore (Wis AND Int add to Knowledge rolls), Stern Gaze (+1/2 level, rounded up, to Sense Motive and Intimidate)
0th: Acid Splash, Guidance, Stabilize, Detect Magic, Detect Poison
1st: Bless, Cure Light Wounds
AC: 10+4+2=16/12/14
Attack: 1+2=+3 for 1d3+2 (Unarmed Strike)
Attack: 1+2-1=+2 for 1d3+4 (Unarmed Strike with Power Attack)
Attack: 1+2+2-1=+4 for 1d3+6 (Unarmed Strike with Power Attack vs. human)
Attack: 1+2-2 vs Touch AC for 1d3 Acid (Acid Splash spell)

Abaise |
Slightly developed the background more. It's working off of deaf Oracle, though it's easy enough to turn it into Haunted. This is a hard concept to mercenarize.
Fleur could remember a time when she was a respected member of society. A charismatic soldier, veteran militiaman. She lived a comfortable life in the Andoran farmlands, bar the occasional bandit raids. All that changed one day, when Fleur's divine powers awakened.
On that one day, Fleur gained the ability to hear what plants think. But, as she explained to others, they didn't really think, so much as chatter endlessly. While barely tolerable most days, the chatter turned into incoherent screaming come harvest time. All methods of ridding herself of the curse exhausted, Fleur took matters into her own hands and permanently deafened herself.
Though Fleur's curse was sufficiently supressed with her own methods, the years of suffering left a deep, lasting scar in her psyche. So much so that in fear that the screams of the next harvest would overpower even her deafness, she fled to Nex, where the wastelands surrounding Quantium proved better comfort than the farmlands of Andoran.
But the trip left her without a penny to her name. And for all her skill in combat, few would accept a deaf soldier. And so she turned to the work of mercenaries, however bad a taste it left in her mouth. It was, after all the one way she could still ply her trade.
Since editing is limited here, I link to This Sheet for further updates, and an incomplete char sheet. At least it crunches some of the numbers.

Mrdarknlight |

Mrdarknlight wrote:What little info you put here would work very well for the story I hope we'll be telling.Here is information on Siarc.
** spoiler omitted **** spoiler omitted **...
Since it both says spoiler omitted I do not know which two spoilers you are talking about. I will guess at back story and character. I tend not to tie characters with much in back story so they can be where the story is. As soon as you say x city or been to y place and did z thing without looking up to make sure it fits with area of game little off. For personality I keep it simple so it can evolve as game is played.

Black Fang |

imjohnnyray: And?
Kor - Orc Scrollkeeper: So, Karg is in Nex to make money, hire people, and eventually go back to take over Belkzen, yes?
Goldendice: I'm still waiting on those rolls.
Sunset: A lot more than a music video is required to earn a spot here.
Evan: Why a bardic college and not something else? Did you always want to become a Pathfinder?
AdAstraGames: Resources outside of what is listed in the Character Creation guidelines requires approval before use.
Abaise: Why did she select Nex over the various other places she could go?
Mark Thomas 66: And?
Mrdarknlight: The one that starts with "Here is information on Siarc." ;)
A note for all: PC's should be set up in their profile. Use this profile as an example of what I would like.

Abaise |
Abaise: Why did she select Nex over the various other places she could go?
I actually had to look up a map for that one. While fleeing the harvest was something completely unplanned, Fleur had already given much thought to a place of refuge, far away from the harvest. Garund, of course, but where in Garund? The continent is vast. Osirion was the obvious choice, the desert country was tantalizingly close to Andoren. But old stories of the wastelands of Nex had reached her ears, and the more she heard of the half forgotten tales, the more she considered it.
In the end, however, chance played the largest part in her choice. Had she had come across a ship headed for Qadira first, she would most certainly have ended up there. But Nex was where she ended up, and while Quantium certainly did not meet her expectations, at least the old tomes were right about the wastelands about the bustling city. And the Harvest came and went, her deafness still comfortably intact, and she decided to stay.
She might need a point or two in Know: history or geography now. It's a half asleep post, but I thought I'd put it up before I forget the details. Seems like a good explanation as any.

Goldendice |
left side of head (eye): 1d20 ⇒ 2
left side of head (ear): 1d20 ⇒ 5
right side of head (eye): 1d20 ⇒ 3
left side of head (ear): 1d20 ⇒ 19
upper torso: 1d20 ⇒ 7
lower torso: 1d20 ⇒ 5
left upper arm: 1d20 ⇒ 10
right upper arm: 1d20 ⇒ 7
left lower arm: 1d20 ⇒ 13
right lower arm: 1d20 ⇒ 7
left upper leg: 1d20 ⇒ 15
right upper leg: 1d20 ⇒ 9
left lower leg: 1d20 ⇒ 13
right lower leg: 1d20 ⇒ 6
left foot: 1d20 ⇒ 20
right foot: 1d20 ⇒ 8
left hand: 1d20 ⇒ 10
right hand: 1d20 ⇒ 2
jaw/mouth: 1d20 ⇒ 9

Black Fang |

** spoiler omitted **
** spoiler omitted **
The table you should use is HERE. I didn't put in hours of work on the site for it to be ignored.

Kor - Orc Scrollkeeper |

Kor - Orc Scrollkeeper: So, Karg is in Nex to make money, hire people, and eventually go back to take over Belkzen, yes?
That would be a good summary of his current plan -- although he doesn't plan to take over the Hold, onlt to establish a mighty tribe and claim a territory in the Hold. Of course, plans can change if he finds something else to aspire to that will fuel his need to amass troops and take something over :)

Goldendice |
Aha. That explains it. I needed to refresh the page, as the table wasn't there when I first loaded it and I had it open in a separate tab.
Left Goblin Eye: darkvision 60ft, perception +2
Left Kobold Ear: Perception +2
Right Hobgoblin Eye: darkvision 60 ft, perception +2
Right Flind Ear
Locathah Upper Torso
Kobold Lower Torso
Elven Left Upper Arm
Locathah Right Upper Arm
Orc Left Lower Arm: +4 Str w/left arm?
Locathah Right Lower Arm
Troglodyte Left Upper Leg
Dwarf Right Upper Leg
Orc Left Lower Leg
Merfolk Right Lower "Leg": 1/2 speed on land
Lizardfolk Left Foot
(Shauagin Right Foot: assumed nullified by mermaid "leg")
Elven Left Hand
Goblin Right Hand
Dwarven jaw/mouth
I'd want to modify Leggs and maybe change Mutt's fighter to a class/specialty that gets a free mount, since he can't work as a mount until higher levels, but I'm amused at the continued existence of a merfolk "leg."

Black Fang |

Aha. That explains it. I needed to refresh the page, as the table wasn't there when I first loaded it and I had it open in a separate tab.
** spoiler omitted **
I'd want to modify Leggs and maybe change Mutt's fighter to a class/specialty that gets a free mount, since he can't work as a mount until higher levels, but I'm amused at the continued existence of a merfolk "leg."
I still don't see the dice being rolled.

Goldendice |
I still don't see the dice being rolled.
The dice were rolled in the post that originally had the wrong table: here

Black Fang |

Black Fang said wrote:I still don't see the dice being rolled.The dice were rolled in the post that originally had the wrong table: here
so they are. sorry, I neither slept well, nor long enough last night...

Evan Markhale |

Evan: Why a bardic college and not something else? Did you always want to become a Pathfinder?
Evan discovered his innate magical ability while in Alkenstar, but it wasn't until he left the Mana Wastes that he could discover the true potential of his abilities. For all the negatives associated with her, his mother was a singer, and once he tried his hand at it, Evan discovered he was a more than passable bard as well. It was just a gut check: wizardry or sorcery were possible options, but not the one he chose.
No, Evan didn't always want to become a Pathfinder. Left to his own devices, Evan might have become something very different than a Pathfinder, but when life leaves you few options, you go with the best one from those given. Traveling around the world -- and potentially earning prestige and money for it -- had an appeal.

Tiny Coffee Golem |

I'm intrigued. I'm an experienced player, so I can handle complicated characters if needed.
I like the Fetchlings, but that may or may not fit with my character concept.
I have several ideas tell me if any strike you as more interesting than others.
Wizard/Cleric - You're one stop casting shop
WIzard/ Master summoner - Minions. Lots of minions.
Wizard/Druid - shapeshifter with some extra tricks
Wizard/Ranger - Magus with full casting and some fun skills
(I like wizards in case you missed that.)
Synthesist/Ninja - Close ancestral bond. Not sure how this would work out, but would be fun to try. ;-)
Edit: Halfling Wizard/Summoner (standard) - The dragon rider! This is my new favorite.

AdAstraGames |

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Did I misread something? I found everything in the PRD that I put in the character writeup, or so I'd thought...
Battle Scout archetype isn't something I'm absolutely sold on - it's the only thing I can think of that might be an issue.