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I started drawing it up a while back...I'd hate to give too much away, but it starts in a tiny village, during a big festival... and holds the promise of some of the truly iconic mythic enemies...but the players didn't gel.
I use the grid system for character generation...no gunslingers or synthesist summoners... not fond of 3rd party, but will consider.
I'll lay out more info if I get good responses at all.
Feel free to ask questions.

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Starting wealth...meh...take average +25. It's not going to matter all that much. Oh...I'm pretty tight on magic items...there's no good place to buy them...random ones get offered, but if you want something specific, commission it...and bring gold. Lots. I also refuse to rob you down to WBL... so...if you play it right, you may get wealthy.

YoricksRequiem |

I'm unpleasantly confused by this grid system.
Let me see if I've got this right.
4d6 ⇒ (4, 4, 3, 2) = 13 = 10 (STR or INT)
4d6 ⇒ (1, 3, 5, 2) = 11 = 10 (DEX or INT)
4d6 ⇒ (4, 6, 6, 4) = 20 = 16 (CON or INT)
4d6 ⇒ (1, 6, 3, 2) = 12 = 11 (STR or WIS)
4d6 ⇒ (2, 2, 3, 5) = 12 = 10 (DEX or WIS)
4d6 ⇒ (4, 2, 3, 1) = 10 = 9 (CON or WIS)
4d6 ⇒ (4, 6, 5, 6) = 21 = 17 (STR or CHA)
4d6 ⇒ (1, 6, 5, 3) = 15 = 14 (DEX or CHA)
4d6 ⇒ (4, 3, 3, 5) = 15 = 12 (CON or CHA)
Which gives me the basic following options, ignoring overlaps:
STR (10, 11, 17)
DEX (10, 10, 14)
CON (16, 9, 12)
INT (10, 10, 16)
WIS (10, 11, 9)
CHA (17, 14, 12)
Written another way:
17 - STR or CHA
16 - CON or INT
14 - DEX or CHA
12 - CON or CHA
11 - STR or WIS
10 - STR or INT
10 - DEX or INT
10 - DEX or WIS
9 - CON or WIS
Well, looks like I'm not going with a Cleric. I'll have to think on this some. Can you tell us a bit more about the world / campaign, Eldon?

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Hmmm. The known world is one big continent and a bunch of islands... the southern isles are the biggest by far...there's a huge inner sea with islands in it...and a gigantic archipelago far to the east, called the thousand isles... mostly, though, this is set in a valley in the far northwest.
The valley is famous for it's produce, and is temperate in an otherwise cold area. The festival is actually a harvest festival. I have names for a lot of this, but I need to dig it out.
Farther northwest is some of the worst badlands in the world...it's where titans fought gods for supremacy... and lost.
NOBODY goes there...

YoricksRequiem |

Incidentally, if you desperately want a cleric, but bomb utterly on it...reroll. No harm, no foul.
If you have a possible 14+ before racial... it'll be different. :p
I don't really, but I also don't love when the dice rolls rule things out completely. The array I got was basically "Play a Bard/Sorcerer or a dumb Warrior." Luckily I adore Bards and have some interest in playing a Sorcerer (as I've never done it before), but what the hell, let's try again out of curiosity.
4d6 ⇒ (1, 3, 3, 2) = 9 = 8 (STR or INT)
4d6 ⇒ (3, 6, 2, 5) = 16 = 14 (DEX or INT)
4d6 ⇒ (3, 3, 5, 6) = 17 = 14 (CON or INT)
4d6 ⇒ (1, 2, 3, 5) = 11 = 10 (STR or WIS)
4d6 ⇒ (5, 5, 6, 3) = 19 = 16 (DEX or WIS)
4d6 ⇒ (5, 1, 4, 5) = 15 = 14 (CON or WIS)
4d6 ⇒ (2, 1, 3, 5) = 11 = 10 (STR or CHA)
4d6 ⇒ (5, 3, 4, 4) = 16 = 13 (DEX or CHA)
4d6 ⇒ (5, 5, 2, 2) = 14 = 12 (CON or CHA)
Yeah see this is what I don't love about this grid style. Having that 8-10 Strength rules out almost every martial class. The typical method of "Roll 6 times" instead of the 9 for this gives you fewer options, but more flexibility with them, if that makes sense.
I'm not complaining, just making observations, as I had never heard of this system before. I like it in theory, but I am not having good results with it.

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4d6 ⇒ (5, 6, 6, 2) = 19/17 STR or INT
4d6 ⇒ (4, 5, 3, 3) = 15/11 DEX or INT
4d6 ⇒ (6, 1, 3, 6) = 16/15 CON or INT
4d6 ⇒ (6, 5, 3, 5) = 19/16 STR or WIS
4d6 ⇒ (6, 6, 3, 5) = 20/17 DEX or WIS
4d6 ⇒ (1, 2, 6, 4) = 13/12 CON or WIS
4d6 ⇒ (4, 2, 6, 5) = 17/15 STR or CHA
4d6 ⇒ (6, 1, 6, 4) = 17/16 DEX or CHA
4d6 ⇒ (4, 6, 1, 4) = 15/14 CON or CHA
So
STR 17
DEX 17
CON 14
INT 15
WIS 16
CHA 16
Work with that soon
EDIT: How do you feel about the brawler from the ACG playtest?

katataban |
4d1001 ⇒ (285, 984, 376, 796) = 244114 STR or INT
4d1001 ⇒ (133, 466, 502, 661) = 176217 DEX or INT
4d1001 ⇒ (976, 323, 923, 64) = 228617 CON or INT
4d1001 ⇒ (507, 107, 649, 867) = 213014 STR or WIS
4d1001 ⇒ (339, 493, 722, 438) = 199215 DEX or WIS
4d1001 ⇒ (69, 56, 485, 417) = 102710 CON or WIS
4d1001 ⇒ (325, 778, 958, 874) = 293514 STR or CHA
4d1001 ⇒ (882, 59, 277, 434) = 16526 DEX or CHA
4d1001 ⇒ (544, 479, 449, 975) = 244718 CON or CHA
=
Dice roller seemed very high to me, guess I had some major luck there. Also the roller insists 14 for my strength it seems.
14 STR
15 DEX
18 CON
17 INT
14 WIS
18 CHA
If you were to accept me I'd probably roll up a Paladin or an oracle depending on what would be more needed in the party.

blondebandit |

4d6 ⇒ (4, 5, 2, 2) = 13/11 STR or INT
4d6 ⇒ (5, 5, 5, 3) = 18/15 DEX or INT
4d6 ⇒ (2, 4, 4, 5) = 15/13 CON or INT
4d6 ⇒ (1, 4, 5, 3) = 13/12 STR or WIS
4d6 ⇒ (6, 3, 2, 3) = 14/12 DEX or WIS
4d6 ⇒ (5, 5, 4, 6) = 20/16 CON or WIS
4d6 ⇒ (4, 2, 3, 3) = 12/10 STR or CHA
4d6 ⇒ (1, 5, 5, 2) = 13/12 DEX or CHA
4d6 ⇒ (2, 1, 3, 6) = 12/11 CON or CHA
So lets see:
12 STR
15 DEX
13 INT
16 WIS
10 CHA
11 CON
I can work with that. I'd like to submit a druid for consideration. What race options are available?

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4d6 ⇒ (1, 6, 3, 5) = 15 str or int
4d6 ⇒ (4, 2, 1, 1) = 8 dex or int
4d6 ⇒ (3, 5, 6, 5) = 19 con or int
4d6 ⇒ (1, 2, 3, 6) = 12 str or wis
4d6 ⇒ (5, 2, 4, 2) = 13 dex or wis
4d6 ⇒ (5, 3, 2, 2) = 12 con or wis
4d6 ⇒ (6, 6, 2, 6) = 20 str or cha
4d6 ⇒ (1, 1, 5, 4) = 11 dex or cha
4d6 ⇒ (5, 1, 3, 1) = 10 con or cha
So:
Str 7
Dex 11
Con 10
Int 16
Wis 10
Cha 18

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4d6 ⇒ (6, 1, 3, 1) = 11 str or int
4d6 ⇒ (6, 6, 2, 3) = 17 dex or int
4d6 ⇒ (1, 4, 4, 1) = 10 con or int
4d6 ⇒ (4, 3, 6, 1) = 14 str or wis
4d6 ⇒ (6, 1, 3, 5) = 15 dex or wis
4d6 ⇒ (2, 6, 3, 6) = 17 con or wis
4d6 ⇒ (3, 4, 2, 4) = 13 str or cha
4d6 ⇒ (3, 2, 5, 4) = 14 dex or cha
4d6 ⇒ (2, 3, 6, 4) = 15 con or cha

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are all the positions filled? I'm interested in playing a halfling barbarian with the titan mauler archtype.
Assuming the group isnt filled yet here are my rolls:
4d6 ⇒ (1, 1, 6, 3) = 11 /10 STR or INT
4d6 ⇒ (6, 5, 5, 4) = 20 /16 DEX or INT
4d6 ⇒ (4, 3, 1, 5) = 13 /12 CON or INT
4d6 ⇒ (2, 6, 6, 1) = 15 /14 STR or WIS
4d6 ⇒ (3, 1, 6, 5) = 15 /14 DEX or WIS
4d6 ⇒ (6, 6, 1, 6) = 19 /18 CON or WIS
4d6 ⇒ (2, 6, 5, 3) = 16 /14 STR or CHA
4d6 ⇒ (5, 1, 6, 5) = 17 /16 DEX or CHA
4d6 ⇒ (3, 5, 4, 3) = 15 /12 CON or CHA
So after looking on the posted site on how to pick my stats i think i figured it out.
rolls racial mods totals
Str-14 -2 = 12 +1 bonus
Dex-16 +2 = 18 +4 bonus
Con-18 +0 = 18 +4 bouns
Int-12 +0 = 12 +1 bonus
Wis-14 +0 = 14 +2 bonus
Cha-16 +2 = 18 +4 bonus
OK here we go after Reckless' explanation i have lowered the stats accordingly. still really good for level one but he's not quite as god like. Are you going to allow alternate racial traits and the mini feat traits from the apg?

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Hey! I could work it like this:
Str 18
Dex 11
Con 16
Int 14
Wis 11
Cha 10
Find a race that fits decently, and I could have a pretty good melee class on my hands. A good heavy armor fighter for sure. I think I'll go with a full plate great sword swinging fighter with combat expertise and maneuvers. Sound good?

Alex Mack |

Kind of intrigued by this grid thing so here goes...
4d6 ⇒ (4, 6, 1, 3) = 14 13 STR or INT
4d6 ⇒ (3, 3, 3, 3) = 12 9 DEX or INT
4d6 ⇒ (1, 4, 3, 2) = 10 9 CON or INT
4d6 ⇒ (3, 5, 5, 6) = 19 16 STR or WIS
4d6 ⇒ (2, 5, 1, 6) = 14 13 DEX or WIS
4d6 ⇒ (5, 1, 5, 6) = 17 16 CON or WIS
4d6 ⇒ (5, 5, 2, 6) = 18 16 STR or CHA
4d6 ⇒ (2, 5, 3, 1) = 11 10 DEX or CHA
4d6 ⇒ (4, 6, 2, 6) = 18 16 CON or CHA
STR 16
CON 16
Dex 13
INT 13
WIS 16
CHA 10
or
STR 16
CON 16
Dex 13
INT 13
WIS 13
CHA 16
Quite nice...

Sai Ling |

Str
Int 4d6 ⇒ (5, 5, 4, 3) = 17 14
Wis 4d6 ⇒ (6, 4, 2, 2) = 14 12
Cha 4d6 ⇒ (6, 1, 2, 4) = 13 12
Dex
Int 4d6 ⇒ (6, 3, 3, 3) = 15 12
Wis 4d6 ⇒ (2, 6, 5, 5) = 18 16
Cha 4d6 ⇒ (4, 6, 4, 4) = 18 14
Con
Int 4d6 ⇒ (6, 1, 3, 3) = 13 12
Wis 4d6 ⇒ (3, 5, 5, 6) = 19 16
Cha 4d6 ⇒ (3, 6, 3, 6) = 18 15
Interesting that this is making me look at 12 as a bad stat.
Str 14
Dex 16
Con 15
Int 12
Wis 16
Cha 14

Sai Ling |

Background and alias to follow
Tengu Inquisitor 1
CG Medium humanoid (tengu)
Init +4; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 10 (1d8+2)
Fort +3, Ref +4, Will +6
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite -1 (1d3+1/×2) and
. . elven curve blade +4 (1d10+3/18-20/×2)
Ranged shortbow +4 (1d6/×3)
Special Attacks agile feet, judgement of destruction, judgement of justice, judgement of piercing, judgement of smiting
Inquisitor Spells Known (CL 1st; concentration +5):
1st (2/day)—cure light wounds, command (DC 15)
0 (at will)—stabilize, detect magic, create water, light
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 13, Int 12, Wis 18, Cha 14
Base Atk +0; CMB +2; CMD 16
Feats Weapon Finesse
Skills Diplomacy +6, Intimidate +7, Knowledge (arcana) +5 (+9 to identify the abilities and weaknesses of creatures), Knowledge (nature) +5 (+9 to identify the abilities and weaknesses of creatures), Perception +10, Sense Motive +9, Stealth +9; Racial Modifiers +2 Perception, +2 Stealth
Languages Common, Elven, Tengu
SQ domains (travel), judgement 1/day), monster lore +4
Other Gear Studded leather armor, Elven curve blade, Shortbow, Holy symbol, wooden (mug), 14 GP
--------------------
Special Abilities
--------------------
Agile Feet (7/day) (Su) For 1r, you ignore difficult terrain.
Inquisitor Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.

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Wow...a lot has happened. Cool. Frankly, I'd be willing to work with up to 8, though the target is 6. I prefer humans, human variants that seem human, and core races, but I'll consider anything that's not too bizarre. I can see some good characters coming together. :)
Yes, the stats seem high, but I tend to be tight on magic items...heroes should stand out, especially mythic ones. Incidentally, one change I like for mythic is +1 to 2 stats every even level...so mad characters aren't lost in the dust.
Alternate traits are fine...mini feat traits?
Everything I've seen so far seems OK...I have yet to look over the characters, though.

tailspin21 |

4d6 ⇒ (3, 3, 2, 5) = 13 str or int 11
4d6 ⇒ (4, 4, 6, 5) = 19 dex or int 15
4d6 ⇒ (3, 5, 6, 3) = 17 con or int 14
4d6 ⇒ (1, 6, 3, 1) = 11 str or wis 10
4d6 ⇒ (5, 1, 2, 5) = 13 dex or wis 12
4d6 ⇒ (3, 5, 6, 5) = 19 con or wis 16
4d6 ⇒ (2, 1, 2, 6) = 11 str or cha 10
4d6 ⇒ (4, 5, 2, 5) = 16 dex or cha 14
4d6 ⇒ (3, 3, 6, 5) = 17 con or cha 14
...my monk, it is gone...

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(This is Lord Pizzmic here)
i intially wanted to go halfling but the stats i rolled didnt allow my charatcer to take power attack as a feat. So i reworked the design a little with a half-orc instead. he still has the same role of tanky with decent damage output. i will write his backstory tomorrow after work.
but in essence Doran Wellsworth was raised by his affulent family in magnimar for majority of his childhood. When he hit puberty Doran started to exhibit herculean tendencies whenever he would get upset. classmates started to shun him, people started to whisper as he walked by, and average common folk osterized him almost without fail. His outbursts steadily grew more frequent and increaingly violent. It was late one night while asleep in his bed Doran was awaken to a loud crash of breaking glass followed by muffled footsteps. He leaped out of bed to find two burglars ransacking his parents home, in a fit of rage he rushed the closest assialent knocking him to the ground. Lashing at the prone man with his mighty blows until the man went limp. The second burglar fled the house immediately leaving all the property behind. Doran eventually calmed down regaining control of his limbs began to realize what he had done. He looked down at the motionless man and realized that he was dead. Doran not knowing how his family would react fled the estate and headed for the fenfall mountains. It has been 8 years since Doran killed the man. He has been on the run from his family, the law, and his past ever since. (ill probably have him use a alias to not complicate social inneractions)

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Oh...as you have an alias ready at all, post to me how you intend to arrive at the festival, and your reason for coming...if you want help with that, let me know...
Once I have those pertinent details, you're arriving at the festival. I'll interact a little, but please see GM Deuce's mythic Reign of Winter recruitment thread...and let me see some roleplaying! :)
Quick description of the village... the road runs n-nw through a mountain pass into the valley..along a big lake for a while...past a few small farms, then into the tiny village of Lakeroot, where it turns right, away from the lake, then makes a big lazy left turn, like a shepherd's crook. On the outside of the turn are permanent homes and businesses... some 15 buildings.
On the inside is a large festival grounds... by the time I'll be starting the game, it's crammed full of booths, tents, carts, entertainers... there are two wells, and the early birds are close to them, but they are left accessible.
Opposite the actual fairgrounds, and close to the lake, is a large caravanassary...the size of the fairgrounds. There are wagons, tents, and beasts of burden crowding this area...and a lot of the big deals get done there...or in the drinking hall on the northside... The Giant's Mug.
On the lakeside (west) are a number of fishing huts...farms surround the village and line a road leading farther n-nw from the peak of the shepherd's crook, and over a river that dumps into the lake. There are a few copses of trees, and some cover half an acre or so.
I look forward to seeing this get started. :)

tailspin21 |

i'm actually going to reroll, see if i can get better stuff for a monk.
4d6 ⇒ (1, 1, 3, 3) = 8str or int
4d6 ⇒ (1, 1, 1, 5) = 8dex or int
4d6 ⇒ (6, 4, 1, 6) = 17con or int
4d6 ⇒ (6, 6, 1, 3) = 16str or wis
4d6 ⇒ (2, 4, 2, 4) = 12dex or wis
4d6 ⇒ (5, 2, 6, 3) = 16con or wis
4d6 ⇒ (6, 5, 2, 5) = 18str or cha
4d6 ⇒ (4, 1, 6, 2) = 13dex or cha
4d6 ⇒ (5, 4, 5, 2) = 16con or cha
hmm
str 16
dex 12
con 14
int 16
wis 15
cha 14
wish i could use that 16 on con and not int, but i know some dm's hate scores under 8 so...ya.