Playtest Builds


Mythic Adventures Playtest General Discussion

Scarab Sages

I am setting up a playtest using a group of 4 level 10 tier 5 characters and would appreciate any feed on errors / ommissions in my builds before I start.

The characters are as follows:

Byron McBain A straight fighter with the Guardian path. Nothing special in his tatics: he uses the Guardian abilities for force oppents to deal with him (caged) while surviving anything that is thrown at him.

Markus is a wizard who tends towards battlefield control. Mythic abiities allow him to choose from nearly unlimted options when dealing with specific encounters. Mythic abilities also make him considerably more resiliant than most foes will expect.

I could probably do better on feat selection. I can ignore +2 level adjustments to spells from meta-magic.

Shazzara is a magus using Mythic Weapon Finesse. Yes, her attack value with spell combat + power attack is the same as her unmodified attacks The to-hit bonuses from Mythic Arcane Strike and augmenting her weapon via her Arcane Pool match the penalties from power attack and spell combat.

In combat, Shazzara will be using Haste + Spell Combat for 4 attacks a round. Mythic Mage armor will always be up. I really wanted to use armor master for a +2 mithral breastplate and a +8 AC bonus, but for the same price I was better off increaseing my Ring of Proctection and Amulet of Natural Armor to +2. I gained 25% forification, +1 Touch AC and +1 CMD for the same price.

While I went with Mythic Weapon Finesse and the original wording, The build can be done with a scimitar instead of a katana. Just reallocate Eschew Components for Dervish Dance and change Mythic Weapon Finesse for Mythic Power Attack. (This actually increases damage, but what the heck, I wanted a Katana).

Item to note: at tier 6 I would gain unlimited shocking grasp spells.

Ulflafa Numbgelge is an oracle of battle that will either carve a swathe through multiple of opponents or deal massive damage to a single foe.

Typically she will use Divine Power + Rightous Might in combat, healing the group afterwards as necessary. Mythic abilities give her the ability to choose spells as circumstances dictate and to refresh her entire spell pool as a full round action. AC will be somewhat better than listed due to buffs, but still in the low 20's. I could not justify taking a ring of protection when Shield of Faith offered better bonuses.

I am unsure what to apply Enduring Blessing to. Most of the worthwhile Oracle buffs have a duration of 1 minute/level. Any suggestions would be appreciated. At tier 8, the problem reverses. A large number of very powerful buffs become available.

I am also posting the characters below, but the formatting is much better in the linked google docs.

Scarab Sages

Ulflafa Numbgelge
Female Human Oracle (Battle) 10 / Mythic 5
Neutral Medium Human
Init +20: Senses Perception +16;
Languages Common, Read Lips, Sign Language
Concentration: +18; ASF 0%; ACP 0

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DEFENSE

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AC 18, Touch 11, Flat Footed 18 (+7 ac)
Hp 118
Fort +7, Ref +5, Will +9
Special does not require air/food/water/sleep, all spells silent

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OFFENSE

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Speed 40 ft.
Melee greatsword +17/+17 (2d6+21/17-20/x2) – power attack
greatsword +17 (4d6+42/17-20/x2) – power attack, vital strike

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STATISTICS

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Abilities Str 28 (+9), Dex 10 (+0), Con 14 (+2), Int 10 (+0), Wis 10 (+0), Cha 16 (+3)
Base Atk +7; CMB 16(21); CMD 26

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ABILITIES

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Traits armor expert, focused mind
Revelations skill at arms, war sight, weapon mastery (greatsword), maneuver mastery (trip)
Feats power attack, toughness, cleave, cleaving finish, great cleave, vital strike
Mythic Feats cleave, dual path, vital strike
Skills acrobatics 10 (+15), climb 3(+12), intimidate 10(+16), knowledge; planes 2(+5), knowledge; religion 2(+5), linguistics 2 (+2), perception 10(+13), spellcraft 10(+13), swim 1(+10)

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SPECIAL QUALITIES

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Oracle oracle’s curse (deaf), revelation (battle), orisons
Mythic hp(25), mythic power (14), hard to kill, mythic flaw, amazing initiative, recuperation, mythic saves
Champion/Hierophant hp (+25), fleet charge, precision, inspired spell, faith’s reach, fleet warrior, sustained by faith, enduring blessing
Favored Class oracle (+10 hp)

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EQUIPMENT

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Combat Gear headband of alluring charisma +2, belt of giant strength +4, +2 admantine greatsword, cloak of resistance +2, +1 mithral breastplate, jingasa of the fortunate soldier, boots of striding and springing, necklace of adaptation
Non Combat Gear explorer’s outfit, pathfinder kit, ioun torch
Scrolls
Potions
PP 227 GP 5 SP 0 CP 0

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SPELLS

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Cantrips create water, detect magic, guidance, light, mending, purify food and drink, read magic, spark, stabilize,
Level 1 bless, cure light wounds, divine favor, enlarge, moment of greatness, obscuring mist, shield of faith
Level 2 align weapon, fog cloud, resist energy, restoration; lesser, silence, weapon of awe
Level 3 cure serious wounds, daylight, deadly juggernaut, invisibility purge, magic vestment
Level 4 air walk, divine power, wall of fire
Level 5 breath of life, righteous might
Mythic cure serious wounds, divine power

Scarab Sages

Shazzara
Female Tiefling Bladebound Kensai 10 / Mythic 5
Neutral Native Outsider
Init +34: Senses Perception +18; Darkvision 60’
Languages Abyssal, Common, Draconic, Elven, Infernal, Kesh, Sign Language, Varisian,
Concentration: +16; ASF 0%; ACP 0

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DEFENSE

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AC 35, Touch 27, Flat Footed 21 (+7 dex, +6 ins, +6 ac, +2 def, +2 nat, +1 lck)
Hp 103
Fort +12, Ref +12, Will +9
Special Resistance cold 5, electricity 5, fire 5, 25% fortification (mage armor)

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OFFENSE

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Speed 30 ft.
Melee katana +18/+18 (1d8+12/18-20/x2) – unmodified
katana +18/+18 (1d8+23/15-20/x2) – +5 keen, spell combat,
arcane strike, power attack
dagger +14/+14 (1d4+7/19-20/x2/10’) - unmodified

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STATISTICS

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Abilities Str13 (+1), Dex 24 (+7), Con 16 (+3), Int 22 (+6), Wis 10 (+0), Cha 8 (-1)
Base Atk +7; CMB 8; CMD 31

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ABILITIES

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Tiefling darkvision 60’, resistance 5 (cold/electricity/fire), prehensile tail
Traits magical lineage (shocking grasp), tomb raider
Feats arcane strike, eschew materials, intensify spell, power attack, weapon finesse, weapon focus (katana), weapon proficiency (katana), weapon specialization (katana)
Mythic Feats arcane strike, dual path (archmage), weapon finesse
Skills acrobatics 7(+14), climb 1(+3), disable device 7(+14), fly 3(+15), knowledge; arcana 6(+15), knowledge; dungeoneering 7(+16), knowledge; local 1(+7), knowledge; planes 6(+15), knowledge; religion 1(+7), perception 7(+10), perform; dance 2(+9), spellcraft 7(+16), swim 1 (+3), UMD 7(+10)

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SPECIAL QUALITIES

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Magus arcane pool (9), cantrips, spell combat, spellstrike, black blade, canny defense, perfect strike, fighter training, Iaijutsu, critical perfection, arcana(empowered magic)
Mythic mythic power (12), hard to kill, mythic flaw(cold iron), amazing initiative, recuperation, mythic saves
Champion/Archmage hp (+25), fleet charge, precision, wild arcana, competent caster, mythic spells, fleet warrior, aerial assault
Favored Class magus (+10 hp)

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EQUIPMENT

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Combat Gear +3 black blade rapier,, +4 headband of vast intellect(dd/umd), +2 belt of physical perfection, +2 cloak of resistance, +2 ring of protection, +2 amulet of natural armor, eyes of the eagle, feather step slippers, jingasa of the fortunate soldier, dagger
Non Combat Gear explorer’s outfit, pathfinder kit, spellbook, handy haversack
Scrolls
Potions
PP 235 GP 0 SP 0 CP 0

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SPELLS

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Cantrips all magus
Level 1 burning hands, expeditious retreat, grease, infernal healing, obscuring mist, reduce person, shield, shocking grasp, vanish
Level 2 alter self, blur, animal aspect, glitterdust, invisibility, mirror image
Level 3 displacement, haste, elemental aura, fly, force punch, gaseous form
Level 4 elemental body I, greater invisibility
Mythic invisibility, mage armor

Scarab Sages

Markus Freeman
Male Human Wizard(earth) 10 / Mythic 5
Neutral Human
Init +29: Senses Perception +13; darkvision 120’
Languages Common, sign language, draconic, ….....
Concentration: +19; ASF 0%; ACP 0

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DEFENSE

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AC 24, Touch 16, Flat Footed 22 (+2 dex, +6 ac, +2 nat, +2 def, +1 ins, +1 lck)
Hp 95
Fort +10, Ref +9, Will +11
Special DR 10/epic; Resistance 5(all); 25% Fortification

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OFFENSE

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Speed 30 ft.
Melee dagger +5 (1d4/19-20/x2/10’)
Range acid cloud dc 24 (1d6+5/sicken/30’)

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STATISTICS

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Abilities Str10 (+0), Dex 15 (+2), Con 16 (+3), Int 28 (+9), Wis 12 (+1), Cha 10 (+0)
Base Atk +5; CMB 5; CMD 19

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ABILITIES

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Traits reactionary, ease of faith
Feats craft wondrous item, eschew materials, opposition research, persistent spell, piercing spell, scribe scroll, spell focus; conjuration, greater spell focus; conjuration, toughness
Mythic Feats dual path(guardian), mythic paragon, mythic spells
Skills acrobatics 10(+11), appraise 5(+17), climb 5(+5), diplomacy 10(+14), fly 5(+9), knowledge; arcana 10(+22), knowledge dungeoneering 10(+22), knowledge; history 10(+22), knowledge; planes 10(+22), knowledge; religion 10(+22), perception 10(+11), spellcraft 10(+22), swim 5(+5)

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SPECIAL QUALITIES

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Wizard cantrips, familiar(greensting), earth supremacy, acid cloud(12), earth glide
Mythic mythic power(14), hard to kill, amazing initiative, recuperation, mythic saves
Archmage/Guardian mythic spells, wild arcana, absorb blow, competent caster, deep understanding, metamastery(2), epic DR,
Favored Class wizard (+10 hp)

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EQUIPMENT

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Combat Gear +4 headband of vast intellect, +2 amulet of natural armor, +2 ring of deflection, cloak of resistance +3, best of physical might +2 (dex/con), unfettered shirt, jingasa of the fortunate soldier, tremor boots, darklands goggles,
Ioun Stones dusty rose prism, cracked dusty rose prism, cracked pale green prism
Non Combat Gear explorer’s outfit, pathfinder kit, spellbook, handy haversack
Wands infernal healing(50),
PP 179 GP 0 SP 0 CP 0

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SPELLS

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Cantrips all wizard
Level 1 burning hands, color spray, comprehend languages, enlarge person, expeditious retreat, grease, hydraulic push, identify, infernal healing, mage armor, magic missile, obscuring mist, protection vs evil, ray of enfeeblement, reduce person, shield, summon monster I
Level 2 create pit, glitterdust, hideous laughter, invisibility, knock, make whole, mirror image, see invisibility, resist energy, scorching ray, summon swarm, web
Level 3 arcane sight, blacklight, call the void, daylight, displacement, fireball, fly, gaseous form, haste, heroism, hydraulic torrent, hold person, mad monkeys, rage, sleet storm, spiked pit, stinking cloud, tongues, water breathing, wind wall
Level 4 arcane eye, acid pit, black tentacles, dimension door, dimensional anchor, elemental body I, enervation, greater invisibility, phantasmal killer, scrying, summon monster IV,
Level 5 cloudkill, elemental body III, hold monster, mind fog, overland flight, polymorph, secret chest, teleport, wall of stone
Mythic cloudkill, color spray, dimension door, dispel magic, fireball, invisibility, mage armor, magic missile, phantasmal killer

Scarab Sages

Byron McBain
Male Human Fighter 10 Mythic 5
Chaotic Neutral Medium Humanoid
Init +25: Senses Perception +8
Languages Common, Sign language

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DEFENSE

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AC 25, touch 15, Flat Footed 22 (+3 dex, +10 ac, +1 lck, +1 def)
Hp 139
Fort +12, Ref +8, Will +5
Defensive Abilities DR 10/epic (DR 20/epic below 0 hp), Resistance 5(all)

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OFFENSE

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Speed 30 ft. (6 squares)
Melee scythe +22/+22 (2d4+17/19-20/x4) – normal
scythe +19/+19 (2d4+26/19-20/x4) – power attack
Ranged composite longbow +16/+16 (1d8+9/19-20/x3)

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STATISTICS

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Abilities Str 26 (+8), Dex 16 (+3), Con 16 (+3), Int 13 (+1), Wis 11 (+0), Cha 7 (-2)
Base Atk +10/+5; CMB +17(+24); CMD 31 (35)

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ABILITIES

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Traits bred for war, reactionary
Feats combat expertise, improved unarmed strike, power attack, improved trip, point blank shot, precise shot, weapon focus (scythe), weapon specialization (scythe), greater trip, improved critical (scythe), combat reflexes, toughness
Mythic Feats deal path, combat reflexes, toughness
Skills acrobatics 10 (+16), climb 5(+16), intimidate 10(14), perception 5(+8), survival 5(+8), swim 5(+16),

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SPECIAL QUALITIES

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Fighter bravery(+3), armor training II, weapon training II (heavy blades/bows)
Mythic hp(25), hard to kill, mythic flaw; dependency (blood), mythic power (1d8), amazing initiative, recuperation, mythic saves
Guardian/Champion sudden block, absorb blow, epic dr, cage enemy, fleet charge, to the death, precision
Favored Class fighter(+10 hp)

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EQUIPMENT

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Combat Gear belt of physical perfection +2, +1 mighty cleave heartseeking scythe, +1 full plate, jingasa of the fortunate soldier, cloak of resistance +2, bracers of falcons aim, +1 adaptive composite longbow, boots of the cat, ring of protection +1, ioun torch
Non-Combat Gear pathfinder kit, explorer’s outfit
Potions enlarge(2), protection vs evil (1), cure light wounds(1), bless weapon, darkvision, see invisibility
PP 0 GP 0 SP 0 CP 0

Sovereign Court

Artanthos wrote:

Shazzara

Female Tiefling Bladebound Kensai 10 / Mythic 5
...
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SPELLS
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...
Level 1 burning hands, expeditious retreat, grease, infernal healing, obscuring mist, reduce person, shield, shocking grasp, vanish
...
Mythic invisibility, mage armor

You can't cast Mythic Mage armor since you don't know mage armor (and it is not on your spell list...).

If you cast a spell, and that you possess a mythic version of it, you can spend mythic points in order to cast the mythic version instead of the normal version.


Just a note, the mythic weapon finesse in the document is an error, and should've been for finessable weapons only.

Scarab Sages

Darkorin wrote:
Artanthos wrote:

Shazzara

Female Tiefling Bladebound Kensai 10 / Mythic 5
...
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SPELLS
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...
Level 1 burning hands, expeditious retreat, grease, infernal healing, obscuring mist, reduce person, shield, shocking grasp, vanish
...
Mythic invisibility, mage armor

You can't cast Mythic Mage armor since you don't know mage armor (and it is not on your spell list...).

If you cast a spell, and that you possess a mythic version of it, you can spend mythic points in order to cast the mythic version instead of the normal version.

The magus I play normally used an aracana to get mage armor, I added it out of habit. I'll go back to a mithral breastplate. Total AC and wealth won't change but I'll have to shuffle my mythic powers back to armor mastery.

Shazzara updated to use mitral breatplate instead of Mythic Mage Armor

Scarab Sages

Cheapy wrote:
Just a note, the mythic weapon finesse in the document is an error, and should've been for finessable weapons only.

I acknowledge this in the first post, with what the change would entail. End result, I use Dervish dance and access Mythic Power Attack earlier. My average damage increases by 1 with the scimitar.

With my reversion to a mithral breastplate and dropping aerial assault for armor mastery, I would replace my mythic spells path power (Champion is my main path) with component power to make up dropping eschew materials. The only Mythic spell still of use to me was invisibility.

Silver Crusade

Those lot pretty sweet, can`t wait to hear your results. ^^

Shadow Lodge

Artanthos wrote:

Markus Freeman

Male Human Wizard(earth) 10 / Mythic 5
...
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DEFENSE

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AC 24, Touch 16, Flat Footed 22 (+2 dex, +6 ac, +2 nat, +2 def, +1 ins, +1 lck)
Hp 95
Fort +10, Ref +9, Will +11
Special DR 10/epic; Resistance 5(all); 25% Fortification

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...
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ABILITIES

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Traits reactionary, ease of faith
Feats craft wondrous item, eschew materials, opposition research, persistent spell, piercing spell, scribe scroll, spell focus; conjuration, greater spell focus; conjuration, toughness
Mythic Feats dual path(guardian), mythic paragon, mythic spells
Skills acrobatics 10(+11), appraise 5(+17), climb 5(+5), diplomacy 10(+14), fly 5(+9), knowledge; arcana 10(+22), knowledge dungeoneering 10(+22), knowledge; history 10(+22), knowledge; planes 10(+22), knowledge; religion 10(+22), perception 10(+11), spellcraft 10(+22), swim 5(+5)

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SPECIAL QUALITIES

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Wizard cantrips, familiar(greensting), earth supremacy, acid cloud(12), earth glide
Mythic mythic power(14), hard to kill, amazing initiative, recuperation, mythic saves
Archmage/Guardian mythic spells, wild arcana, absorb blow, competent caster, deep understanding, metamastery(2), epic DR,
Favored Class wizard (+10 hp)

(Emphasis Mine)

I'm working up a mythic archmage for a playtest our group is getting ready to start, so I was particularly keen to see your wizard build. We're introducing things slowly to a game that's already at 10th level, so, at least to start, I'm dealing with a wizard 10 / mythic 1. I'm still getting up to speed on the mythic rules, and I wanted to check my understanding of a few issues.

One thing I was definitely looking at was taking the feat Dual Path: Guardian, just as you did with Markus. As you have clearly determined, both Absorb Blow and Epic DR are excellent path abilities. But in reading the descriptions of the Dual Path feat and the Absorb Blow path ability, I have some concerns. In particular, I'm not entirely certain that Absorb Blow applies as it seems to be generally accepted on these forums. But I've set those arguments forth in separate posts, so I won't repeat them here. For the sake of the following discussion, I'll assume that Absorb Blow applies fully to this build.

What I'm particularly interested in with respect to your build for Markus is how you got him up to DR 10/epic, and how he has Resistance 5(all). I can see how you get DR 5/epic from the Epic DR ability. But where does the extra DR 5/epic come from, and where do you get the Resistance 5(all)? My suspicion is that you're getting it from Absorb Blow based on the sentence that says "for every 10 points of damage prevented by this ability, you gain DR 1/epic and 5 points of energy resistance against all energy types (acid, cold, electricity, fire, and sonic)." Since Markus is tier 5, you conclude that Absorb Blow will block 50 points of damage, and thus gives DR 5/epic (i.e., DR 1/epic x 5). I'm still not sure how you get Resistance 5(all), since Resistance 5(all) x 5 = Resistance 25(all). But the Absorb Blow ability is the only way I can see Markus getting Resistance to all energy damage from any source.

As an aside, I'm not even entirely certain that this analysis is correct. Given the Mythic Paragon feat, Markus has an effective Archmage tier of 7. If these 7 tiers all applied to AB, it would give Markus DR 7/epic (total DR 12/epic) and Resistance 35(all). So I'm definitely a bit perplexed.

Regardless, I'm concerned that this isn't a proper application of the Absorb Blow ability.

In its entirety, the Absorb Blow ability reads as follows:

Quote:

Absorb Blow (Su): You can expend one use of mythic power as an immediate action whenever you take damage from a single source, such as a dragon’s breath, a spell, or a weapon. You take 10 fewer points of damage from this source per guardian tier you possess. In addition, for every 10 points of damage prevented by this ability, you gain DR 1/epic and 5 points of energy resistance against all energy types (acid, cold, electricity, fire, and sonic) for 1 minute. This DR and resistances stack with DR or resistances you possess from sources other than this ability.

(Emphasis mine.)

Based on this, there appear to be two possible interpretations of the sentence I've highlighted:

(1) For every 10 points of potential damage prevention that this ability grants, you gain a permanent DR 1/epic and Resistance 5(all);

OR

(2) For every 10 points of damage that this ability actually prevents, you gain a temporary DR 1/epic and Resistance 1(all).

As best I can understand your build for Markus, you subscribe to the first interpretation. (Please correct me if I'm mistaken. I'm having to make a great many assumptions based on the character write up, and I could be way off-base.) However, I don't think that interpretation of Absorb Blow is supportable by the language of the ability. The main reason I think this is so is because of the language "for 1 minute" included in the line describing the grant of DR 1/epic and Resistance 5(all).

As shown above, Absorb Blow states that "for every 10 points of damage prevented by this ability, you gain DR 1/epic and 5 points of energy resistance against all energy types (acid, cold, electricity, fire, and sonic) for 1 minute." (Emphasis mine.) This final limitation seems to eliminate any possibility that the grant of DR and ER is permanent. Clearly, the DR and ER lasts for 1 minute starting at some trigger point. In this case, it seems to me, that the trigger point is the Absorb Blow ability actually stopping damage.

Thus, as I read the ability, the extra DR 5/epic would only be granted in a situation where Markus spent 1 MP to activate Absorb Blow, and the ability actually stopped 50 points of damage - and even then, it would only apply for 1 minute. So, if an orc attacked Markus, he spent 1 MP to activate AB, and the orc only did 9 damage (all stopped by AB), Markus would get no additional DR /epic or Resistance. If a wyvern attacked Markus, he spent 1 MP to activate AB, and the wyvern did 23 damage (all stopped by AB), Markus would get an additional DR 2/epic and Resistance 10(all) for 1 minute. Finally, if a dragon attacked Markus, he spent 1 MP to activate AB, and the dragon did 78 damage (50 points of which was stopped by AB), Markus would get the full DR 5/epic and Resistance 25(all) for 1 minute. But for most of the time Markus is walking around, he would have no Resistance, and only the DR 5/epic granted from the Epic DR ability.

Now, I'm still ramping myself up on these rules, so I'm not entirely familiar with them. Has anyone else looked into these abilities? Does my analysis hold water, or have I made an error or an oversight somewhere? As I said, I'm working on a wizard 10 / mythic 1 build and am seriously considering taking Dual Path: Guardian. Now, I don't want to short-change myself. But, on the other hand, I want to make sure I follow the rules as best I can.

Any comments or observations would be much appreciated.

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