While I generally like what Paizo does with most of their content, mythic isn't one of them. They should have had a public play test of it. There are some good things in there, but most of it is lacking. Frankly, it just bores me.
In over 45 years of gaming, I've finished more than I can count. I started at age 9 with the basic rules. I think the highest level I ever made it too was 27 in 1st ed D and D in the Realms. So far in 2E pathfinder I've completed Age of Ashes, Abomination Vaults, and we are just finishing up Strength of Thousands.
I'm blind and I made my own character sheet in microsoft word. I absolutely loathe brail, so it was an easier option. Their is software out there that will read any of those sorts of documents. I just bring my laptop with me when gaming and its all right there at my fingertips. I also use ear buds so it doesn't distract my other sighted friends at the table. Either way, good luck to your friend.
Looks great! New undead companions really peeks my interest.
Pedantic note: interest is “piqued,” not peeked! One of those weird obscure homophones.
Thank you. I knew it wasn't right, but for the life of me I couldn't remember the proper way. Being blind doesn't help when you are trying to look it up either.
This depends on how good the Magaambya delegation is at politicking:
** spoiler omitted **
Ok, now that sounds amazing! This adventure path keeps getting better and better.
About Randal Drakebreaker
Age 18 Height 6-ft, 1-in Weight 225 lb.
Hair Brown Eyes Green
APPEARANCE:
PERSONALITY:
* Personality trait: Despite my noble birth, I do not place myself above other folk. We all have the same blood.
* Ideal: Noble Obligation. It is my duty to protect and care for the people beneath me.
* Bond: Being the grandchild of a renowned dragon slayer is usually a good way to impress people, but just last week a gang of ruffians attack you. You barely escaped with your life, but as you fled, the ruffians told you that the Cult of the Dragon never forgets and always avenges.
* Flaw: I hide a truly scandalous secret that could ruin my family forever.
BACKGROUND:
Backstory: Randal grew up in the lap of luxury of Baldur’s Gate, a grandson of Darvin Drakebreaker, the renowned dragon slayer. His family’s wealth comes from many sources, including a magic shop that his grandfather opened when he retired with the dragon’s hoard. Randal grew up listening to his grandfather’s exploits and training to be an eldritch knight.
A week ago, Randal turned 18 and enjoyed a lavish ceremonial knighting among the rich and famous of Baldur’s Gate. At the end of the night, the elderly Darvin reveals a family secret to Randal. He didn’t kill the red dragon. He found it dead among his dead adventuring companions who had left him unconscious to recover from the dragon’s last guardian. And, his grandfather was an arcane trickster and not an eldritch knight. Darvin asked Randal to go to Greenest where Darvin grew up, so Randal could start in the same place and become a real dragonslayer earning the renown already attributed to his name and family.
He travels to Greenest with his young cousin Avin who acts as his squire and two family servants who are a couple: Frath Stormwood and Navarra Ulmokino. Navarra is a middle-aged Rashemi with dusky skin, dark eyes, and thick black hair and cares for the horses. Her husband Frath is a middle-aged Illuskan with fair skin, blue eyes, and raven black hair and handles everything else of Randal’s nascent household. Both have been in the service of the Drakebreaker family for over a decade after retiring from a hard life at sea.
After leaving Elturel turning south toward Greenest, they were attacked by a gang of ruffians. They barely escaped with their lives. As they fled, the ruffians told them that the Cult of the Dragon never forgets and always avenges the death of red dragons.
1. Randal is intolerant of hypocrites, so he had to escape his grandfather and his family in general
2. The most satisfying thing about being an adventurer is the opportunity to earn the moniker of his family
3. The three words to describe Randal are Ambitious, Idealistic and Disillusioned
4. Sea of Swords grilled lobster
5. Theme song
6. Emptying Randal’s pockets, you would find leftovers from his knighting ceremony: an embossed card with his name bent several ways, a perfumed scarf from a hopeful debutante, and a silver button from his tunic that he accidently ripped off when his grandfather told him the truth.
Race Chondathan Human, Variant
Class Fighter 1
Background Noble / Knight
Alignment Neutral Good
Gender Male
Initiative +2 Senses Perception +4
==DEFENSE==
AC 19 (16 armor +2 Shield +1 fighting style)
HP 13 = 10 (+3 Con)
Strength +6, Dexterity +0, Constitution +5
Intelligence +1, Wisdom +2, Charisma +2
Armor Chain mail & shield
Defensive Abilities
- Heavy Armor Master: While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical w eapons is reduced by 3.
==OFFENSE==
Speed 30 ft
Melee Longsword +6 (1d8+4) Slashing
Ranged Light crossbow +2 (1d8) Piercing, Range 80/320
Special Attacks
==STATISTICS==
Str 18, Dex 10, Con 16, Int 12, Wis 14, Cha 14
Proficiency +2
==PROFICIENCIES ==
Human – Arcana
Human languages – Common, Draconic
Fighter – Light, Medium & Heavy armor & Shields
Fighter – Simple & Martial Weapons
Fighter – Acrobatics & Perception
Noble / Knight – History & Persuasion, Dragonchess
Noble / Knight languages – Dwarvish
==ABILITIES ==
Fighting Style: Defense While wearing armor, gain +1 AC
Second Wind: 1d10+1 As a bonus action, regain hit points of 1d10 +fighter level. Refresh after short or long rest.
Feature = Retainers: You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.
== EQUIPMENT ==
Worn
A signet ring, on right ring finger
A scroll of pedigree, folded beneath armor
Pouch containing 25 gp – 1.5 lb.
Chain mail - 55 lb.
Shield – 6 lb.
Longsword – 4 lb.
Light crossbow – 5 lb.
Quiver with (20) bolts – 2.5 lb.
Carried by Frath
Explorer’s backpack – 5 lb.
- Bedroll – 7 lb.
- Mess kit – 1 lb.
- Tinderbox – 1 lb.
- 10 torches – 10 lb.
- 10 days of rations – 10 lb.
- Waterskin – 5 lb.
- Rope, hempen (50 feet) – 10 lb.
- Set of fine clothes – 4 lb.
Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.
Weapon Bond (Longsword & Longbow) At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
- Shield: Reaction. An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
- Absorb Elements: Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage. The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
- Green Flame Blade: 3 fire damage to adjacent Make a successful melee attack with a weapon against one creature. On hit, the target suffers the attack's normal effects and fire leaps to a different visible creature of choice within 5 feet of it. The fire deals damage equal to your spellcasting ability modifier. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the flame increases to 1d8 + your spellcasting ability modifier.