Cap. Darling |
How low level.
I like speedy summens and getting another School in like admixture or pehaps making your arcane bound a legendary item. And as to what Spell to Pick it depends on your role. I think enlarge person is great but if you dont see your self spending your rounds buffing mr. Barbarian it is no good.
kestral287 |
Really the biggest change for a caster is that you either get unlimited spells known via Wild Arcana or a brutal action economy via Arcane Surge.
What you'd be well off going for in terms of path abilities/feats depends on what kind of arcane caster you're building, but I will say this: Mythic Spellcasting at something like level 2/tier one is a trap. Mythic spells don't get awesome until spell level three, and since you're draining at least one mythic power to fire each you're costing yourself the incredible flexibility that is your Archmage arcana.
T.A.U. |
zza ni wrote:don't forget to take the feat of mythic spell casting, otherwise you can't cast the mythic version of spells.that feat is a given i think.
Mythic spellcasting it's a Universal Path Ability
Cap. Darling |
Cap. Darling wrote:Mythic spellcasting it's a Universal Path Abilityzza ni wrote:don't forget to take the feat of mythic spell casting, otherwise you can't cast the mythic version of spells.that feat is a given i think.
I think at low level you are better of spending the extra feat you get with tire one on mtyhic casting and get one of mythic powers. But i May be totally wrong.
Mysterious Stranger |
Mythic spell casting only gives you one mythic spell per tier. That means at tier one you only get a single mythic spell. This is something that you may want to pick after you have a few tiers. There are better path abilities and feats for a low tier mythic character to take. This is something you will want at mid to high tier.
If you are a spontaneous caster take Wild Arcana to get access to your entire spell list. Arcane Surge is probably better for a prepared caster as it increases the chance the spell will work on the target.
Mythic spell focus can be useful not only for the increased DC of the saving throw, but also to force a second save. If you have greater spell focus you get another +1 to the DC for a total of +4 to the DC of a save. A Fey bloodline enchantment focused sorcerer with this feat is brutal.
Enduring Armor is good path ability because it scales up as you gain tiers. It starts out as the equivalent to permanent mage armor and eventually gives a +13 AC bonus. Energy Conversion is great path ability for a blaster.
kestral287 |
Surge is also good on a spontaneous caster if you pick wisely. Autoquicken your highest level of spell, with bonuses, without burning a slot, is not something to ever underestimate.
Enduring Armor is wonderful if you're going full mythic. If you're only going to get 1-3 tiers I wouldn't bother, but more than that? It's nice.
Douglas Muir 406 |
Assume this is an NPC, 3rd level sorceror (so all 1st level spells) with a single mythic tier. I doubt this character will be around long enough to worry about building, and any leveling up will go on the sorceror track rather than additional mythic tiers.
Mythic Bloodline looks intriguing, as does Speedy Summons -- though at this level, spamming Level 1 monsters is no big thing unless the sorceror has a round or two to prepare. Mythic Spell Focus looks interesting if we build for save-or-sucks, but there aren't that many great save-or-sucks at first level. hm.
Doug M.
Cap. Darling |
Assume this is an NPC, 3rd level sorceror (so all 1st level spells) with a single mythic tier. I doubt this character will be around long enough to worry about building, and any leveling up will go on the sorceror track rather than additional mythic tiers.
Mythic Bloodline looks intriguing, as does Speedy Summons -- though at this level, spamming Level 1 monsters is no big thing unless the sorceror has a round or two to prepare. Mythic Spell Focus looks interesting if we build for save-or-sucks, but there aren't that many great save-or-sucks at first level. hm.
Doug M.
Do you go up in mythic rank by leveling in your game?
Douglas Muir 406 |
No. My point was, if I want to make this NPC more powerful as the campaign progresses, I'll do it by adding more levels, not more tiers.
Point of clarification: this is a first toe in the mythic waters. I want to see how it plays with a single low level NPC. If that seems to be interesting and workable, we may go further from there.
Doug M.
Cap. Darling |
No. My point was, if I want to make this NPC more powerful as the campaign progresses, I'll do it by adding more levels, not more tiers.
Point of clarification: this is a first toe in the mythic waters. I want to see how it plays with a single low level NPC. If that seems to be interesting and workable, we may go further from there.
Doug M.
Ok makes sense.
Mysterious Stranger |
If you want to be subtle then go for the Fey sorcerer with both spell focus and greater spell focus enchantment. Hypnotism is actually a pretty good spell at that level. Assuming a 18 CHA this will give a DC 23 will save to resist. In combat vs. multiple targets it becomes effectively 21, out of combat vs. a single target it becomes effectively 25. This also allows you to make a single reasonable request of the target. Let me go would be annoying as hell. Charm person is not a compulsion but is still enchantment so the DC vs. it would only be 21.
If you want to go more combat than an Ifrit element fire sorcerer would work well. Take spell focus evocation, greater spell focus evocation, and energy conversion. If you want to go for sheer damage take mythic spell casting instead of energy conversion and choose burning hands as your mythic spell. When cast with Wild Arcana by a third level sorcerer mythic burning hands has range of 20 feet and does 5d6 damage with the DC of the save at 20 (Assuming a 20 CHA).
Since this is for a NPC instead of a PC you can afford to specialize more than a PC can.
Dragonchess Player |
Wild Arcana as the Archmage Arcana is pretty much a given, allowing you to cast any sorcerer/wizard spell by spending a use of mythic power (and it's cast at +2 CL), without expending a spell slot.
For a summoning-focused sorcerer, Arcane Endurance (add 4 rounds to the duration of summon monster I) may be more attractive than Swift Summoning. Summoning is more effective once you hit around 4th-6th level, though (even with Augment Summoning, the monsters aren't that great until the 2nd- or 3rd-level versions). Also, summoning is stronger when you have other allies to take advantage; relying on summons to be your main combatants tends to lag behind an efficiently developed PC/NPC.
If you are focused on an element (Draconic/Elemental/Genie/etc. bloodline), Elemental Bond provides a decent boost (+1 CL with a given element and 10 resistance against that element). Energy Conversion may also be worthwhile (depending on spells known and the bloodline arcana). Unfortunately, the Extra Path Ability feat requires 3rd tier, so you can't take both at 1st tier.
If you have a familiar (especially if you took Improved Familiar as your 3rd-level feat), Greater Familiar Link can improve your staying power.
Unless you get a specific desired boost to a 1st- or 3rd-level bloodline power at 7th level, Mythic Bloodline is underwhelming ("...increases the effects of powers you have access to, but doesn't grant you powers at a lower level than normal."). It might be worthwhile (barely) for the Arcane bloodline to gain an additional use of Metamagic Adept with a sorcerer 4/archmage 1.
Throw Spell may actually be the best choice to effectively cast a touch spell (i.e., chill touch, corrosive touch, shocking grasp, or touch of fatigue) at range, without increasing the effective spell level.
For feats, you're probably better off with Extra Mythic Power than anything else, although Elemental Focus (Mythic) may be worth it for a character focused around a specific element (for the forced re-roll on saves).