Shots from AncientCity 2013.

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Shots from AncientCity 2013.
Shots from RapierCon. Great fun was had. The Jax Garrison is an awesome group of guys.
The Jax Venture Officers (and the evil Ponies of power). Yes, James is a red shirt but fear not, remember the World's Most Interesting Man was a red shirt.
Megacon 2013 photos. Brain bleach might be need by those of more delicate constitutions. (Con 8 or less)
Pictures of Game Days past. some panorama photos. (I miss my iPhone 5)
Fear the dice mug of Power
Gala Brightblade (Reimaged Fighter)
I was looking at Valerous, and thought.. 2-weapon fighters don't work too well. I figure that a 2-hander would be better for a Gnome. Gala is a city girl who has family all over the Inner Sea. (Friend in Every Town: Diplomacy). She is a gnome with a taste for 'bizarre weapons' such as her switchcythe and Hungamunga.
Gala Brightblade (Valeros Reimaged) #2 Female Gnome Fighter (Two-Handed Fighter) 1 NG Small humanoid (gnome) Init +2; Senses low-light vision; Perception +2
Defense
AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 size) hp 13 (1d10+3) Fort +4, Ref +2, Will +0; +2 vs. illusions Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
Offense
Speed 15 ft. Melee hunga munga +4 (1d4+2) and switchscythe +4 (1d6+3/×4) Ranged pilum +4 (1d6+2) Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids Gnome Spell-Like Abilities (CL 1st; concentration +2) 1/day—dancing lights, ghost sound (DC 12), prestidigitation (DC 11), speak with animals
Statistics
Str 14, Dex 14, Con 14, Int 13, Wis 10, Cha 12 Base Atk +1; CMB +2; CMD 14 Feats Footslasher, Power Attack Traits friend in every town, killer Skills Climb +2, Diplomacy +6, Knowledge (dungeoneering) +7, Perception +2; Racial Modifiers +2 Perception Languages Common, Gnome, Goblin, Sylvan Combat Gear acid, alchemist's fire, caltrops, smokestick; Other Gear scale mail, hunga munga, pilum (4), switchscythe, backpack, bedroll, crowbar, flint and steel, grappling hook, mug/tankard, rope, torch (4), trail rations (5), waterskin, 32 gp
Special Abilities
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype. Footslasher Pierce/slash weapon attack vs larger foe at -2 penalty affects speed as caltrop. Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids. Killer Add weapon's critical modifier to its critical bonus damage. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Lelm Silverblade (Reimaged Iconic Bard)
Lelm is a 3rd generation half-orc born and raised in Sedeq, to a pair of half-orcs who are involved widely in the city's spice trade. He's gone off on his own on a whim, wandering around the Inner Sea for several years as the 'lead agent' for his family's spice cartel. Over time, he stumbled into several events led him into joining the Pathfinder Society where his glib tongue and confident manner let him assist his fellow pathfinders into and out of trouble.
Lelm Silverblade (Lem Reimaged) Male Half-Orc (Arena-Bred) Bard (Dawnflower Dervish) 1 CG Medium humanoid (human, orc) Init +2; Senses Perception +0
Defense
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 10 (1d8+2) Fort +2, Ref +4, Will +2 Defensive Abilities orc ferocity
Offense
Speed 30 ft. Melee scimitar +2 (1d6+2/18-20) Ranged sling +2 (1d4) Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate, inspire courage +1), battle dance: inspire courage Bard (Dawnflower Dervish) Spells Known (CL 1st; concentration +6): 1st (2/day)— dazzling blade, expeditious retreat 0 (at will)—dancing lights, detect magic, ghost sound (DC 13), prestidigitation (DC 13)
Statistics
Str 10, Dex 14, Con 14, Int 13, Wis 10, Cha 16 Base Atk +0; CMB +0; CMD 12 Feats Dervish Dance, Weapon Finesse Traits flame of the dawnflower, unbreakable hate Skills Acrobatics +6, Bluff +7, Diplomacy +7, Intimidate +5, Knowledge (arcana) +5, Knowledge (nobility) +5, Perform (dance) +7, Perform (wind instruments) +7, Sense Motive +4, Stealth +6; Racial Modifiers +2 Intimidate Languages Common, Kelish, Orc SQ battle dance, orc blood, sandkin Combat Gear scroll of cure light wounds, caltrops, smokestick; Other Gear leather armor, scimitar, sling, sling bullets (20), backpack, bedroll, hooded lantern, Flute, scroll case, silk rope, spell component pouch, trail rations (2), waterskin, 9 sp
Special Abilities
Bardic Performance (standard action) (7 rounds/day) Your performances can create magical effects. Battle Dance (move action) A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but th Battle Dance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls. Dervish Dance Use Dex modifier instead of Str modifier with scimitar Flame of the Dawnflower +2 damage with a scimitar on a critical hit. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd. Sandkin These half-orcs face the world with a self-assurance that’s unusual for their kind—the result of a confluence of fortunate factors. The beneficiaries of several unusual circumstances desert half-orcs move in both human and orc societies Scroll of cure light wounds Add this item to create a scroll with spells on it.