Need help with a Mythic Alchemist.


Advice


I get to add 3 Mythic tiers to my Alchemist. But I know almost nothing about mythic. I'm hoping someone who is familiar Mythic play can help me make some optimal choices.

Here is what I look like pre mythic.

Human (Alternate racial traits Heart of the Wilderness, Focused Study)
Str 11
Dex 14
Con 14
Int 20
Wis 7
Cha 7

Traits Firebug: +1 to hit with thrown splash weapons and bombs, Pragmatic Activator +1 to UMD and use Int instead of Cha.

Level 3 Alchemist (Grenadier)

Feats: Splash Weapon Mastery
Martial Weapon Proficiency Composite Longbow
Throw Anything
Skill Focus Craft Alchemy
Point Blank Shot

Discoveries Precise Bombs, Explosive Bombs
Skills Appraise +9, Craft Alchemy +24, Disable Device +10, Knowledge Arcana +11, Knowledge Nature +11, Perception +6, Profession Merchant +4, Spellcraft +11, Survival +6, Use Magic Device +11

I have a masterwork longbow but no magic items of note. I can't take the Legendary item mythic option but pretty much every other option in Mythic Adventures is legal.

I'm sure we'll be facing mythic enemies.

Any advice would be greatly appreciated.


I've read up on Mythic now and have a few ideas.
Archmage path is awesome but I only have level 1 formulas and I don't think Wild Arcana works for me.

Trickster is probably best for me. Vanishing Move seems bonkers, I don't have a use for my swift actions normally but if I'm reading this correctly I can go invis as a swift action then fire my bow or throw a bomb as my attack action and the enemy will be flatfooted for the attack. In fact I think I can use my Archetype ability to spend a move action attaching an acid flask or alchemist fire to a tanglefoot arrow, Go invis as a swift, then fire the arrow hitting the enemies fatfooted touch AC and getting the effects of the tanglefoot and the acid/fire.

Of course if the enemy has see invis or some other way of detecting me it does nothing.

My biggest problem is going to be dealing damage. My options are shoot a bow for 1d8 + 1 or deal a relatively small amount of elemental damage.

Throw Anything (Mythic) will help with that. Especially if it counts for my bombs.

You would think Deadly Throw would be my obvious choice for a starting ability but it doesn't bypass DR. Surprise Strike looks better since it treats the target as flat footed and my attack is touch.

As for my tier 1 ability Path Dabbling opens up so many options.
Would the Hierophant's Water of Life ability work for extracts?
Can I take the Marshal's Additional Order ability to get Rally or Advance?

The Exchange

Trickster
Deadly throw
Dual Path Archmage to take your elixirs as a swift action
Ricochet is awesome!
Mythic throw anything


The trickster path has the path ability "Assured Drinker" - never get AoO for imbibing elixirs/extracts and if you spend 1 mythc point you can use an extract as a swift action - so two extracts in a round.

First Tier: Trickster, Trickster Attack: Deadly Throw, Mythic Feat: Point Blank (M)? - Path Ability: Assured Drinker
Second Tier: Path Ability: maybe Enhance Magic Items - if you are going for UMD...
Third Tier: Path Ability: Mirror Dodge, Feat: no idea

What does your character do in combat besides throwing bombs? Do you have the infusion discovery - that would be very helpful to your group as whole.

Can you retrain Skill Focus Alchemy? You clearly don't need that... Maybe use your Focused Study on UMD or Perception or Spellcraft.


I throw explosive bombs and have a big splash radius. I craft acid or fire splash weapons to throw to save on bombs. My discoveries are Explosive Bombs and Precise bombs. I will probably get infusion at level 4 or 6.
The Skill Focus is important to the character for RP reasons. I might retrain it some day but not now.


Thanks for the answers. Was my other advice of any help?
It's rather hard to give a level 3 character 3 tiers of mythic, because you don't have a lot of feats that could be turned to mythic feats. Consider taking "Extra Path Ability" instead for the third tier feat.

One of the best path abilities of the trickster is "Path Dabbling" - but chose wisely.


After much more reading I finally Grok the Mythic options and have actually expanded my list of choices.

I'm picking the Trickster path. I did decide to go with Deadly Throw because I realized I'm dealing Fire damage so there is no point in trying to bypass the usual DR Epic/5.

The line "Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create." blocks off a lot of the Path Dabbling options related to spells.

Here are the options I'm considering.

Tier 1 Path ability I get 2 total.

1. Path Dabbling - Champion: Limitless Range (Ex): Multiply the range increment on all of your ranged and thrown weapons by 5 feet, and these weapons no longer have a maximum range increment for you. You can throw any melee weapon as if it had a range increment of 20 feet—this increment isn't multiplied by 5, but the weapon doesn't have a maximum range increment.
(I think this makes range 10 = range 50 and range 20 = range 100.)

2. Path Dabbling - Guardian: Fast Healing (Ex): As a swift action, you can expend one use of mythic power to gain fast healing 5 for 1 minute. This ability can be taken a second time at 3rd tier or higher and a third time at 6th tier or higher. Each additional time you take this ability, the fast healing increases by 5.
(50 HP is a lot of healing at level 3.)

3. Master Dilettante (Ex): You are passingly familiar with almost every subject and have dabbled in numerous fields and activities. You gain a competence bonus equal to your tier on all untrained skill checks. You can attempt all skill checks untrained, even if the skill normally cannot be used untrained.
(The Alchemist doesn't actually get many good skills to choose from. This unlocks all of the knowledges and the

4. Ricochet (Ex): Whenever a creature has cover from your ranged attack, you can deflect the shot off a nearby surface, treating that surface as the origin point of the attack to determine whether the target receives a cover bonus to its AC. You can use this ability to attack a creature with total concealment from you if you know what square it occupies, but the attack still has a 50% miss chance.
(Not sure how well this will work with bombs but ignoring cover would be nice.)

5. Display of ??? You pick a stat when choosing the power and you can spend a mythic power to add +20 to skill check of that sort. +20 to Charisma skills would be good if I wasn't starting at 7. Dex would give me +30 to Disable Device and give me a decent shot of succeeding at Acrobatics or Escape Artist.

Tier 3 path ability

Vanishing Move (Su): When you wish to not be seen, you aren't. As a swift action, you can make yourself invisible until the end of your turn. This effect ends if you do anything other than move. If you expend one use of mythic power when using this ability, it instead acts as greater invisibility using double your tier as your caster level.

Level 1 Feat

Throw Anything (Mythic)

Benefit: You gain a +2 bonus on attack rolls and damage rolls made using an improvised thrown weapon or splash weapon. This bonus stacks with the bonus from the non-mythic Throw Anything feat. If you miss with a thrown splash weapon, it always lands adjacent to its target regardless of how many range increments it was thrown.

Level 3 feat

Extra Path Ability

1. Path Dabbling - Guardian: Earth Protection (Su): As long as you're in contact with earth or unworked stone, you can expend one use of mythic power as a standard action to draw energy from the earth and radiate it outward, granting yourself and allies within 30 feet DR 10/adamantine for 1 minute.
(Save my teamates some pain.)

2. Mirror Dodge (Su): When hit by a melee or ranged attack, you can expend one use of mythic power as an immediate action to replace yourself with an illusory duplicate and teleport to any open square within 30 feet of your current position. You take no damage from this attack, which instead destroys your illusory duplicate (similar to mirror image). Using this ability requires a line of effect to the teleportation target square.
(Negate the attack and get away for free. I like it.)

3. Enhanced Ability (Ex): You gain a permanent +2 bonus to one ability score of your choice. You can select this path ability up to six times. Each time you do, it must apply to a different ability score.
(Combined with the stat bump at tier 2 I could get my Int up to 24, My Dex up to 18, or mix and match.)

Scarab Sages

Some options to consider:
1) Dual Path or Path Dabbling to pick up the Champion ability - Limitless Range [this plus Mythic Throw Anything means you can hit splash targets on the moon...]

2) Dual Path or Path Dabbling to pick up the Archmage ability - Crafting Mastery (make any magic item)

3) Mythic Point Blank Shot ~ is an option, but in this case, the Extra Path Ability is probably a stronger choice.

4) retrain Skill Focus Alchemy into Quick Draw - so you can pick up the mythic feat: Two Fisted Drinking (I know you want to keep the Skill Focus, but it is an option).

So Mythic Tier 1
Feat: Mythic Throw Anything (+2 hit/dmg with splash weapons is awesome)
Ability: Assured Drinker

MT 2
Ability: Path Dabbling (my recommendations would either be Crafting Mastery or Limitless Range ~ this depends on how long the campaign is planning to go and how you group crafts magic items).

MT 3
Feat: Two-Fisted Drinking (if you can retrain Skill Focus to Quick Draw); otherwise Extra Path Ability [the Two-Fisted Drinking is sub-optimal if plan on carrying your bow]
Ability: Mirror Dodge / Enhanced Ability / Pure Destiny (immune to non-mythic compulsions? yes please!)

Btw, just so you understand the reasoning behind the Two-Fisted Drinking, if you have Admixture Vials which allows you to mix two extracts of lvl 3 or lower, it means you could get 4 buffs up using just Two-Fisted Drinker (although as a lvl 3 character this probably isn't that awesome yet... but say at lvl 8 you could really hulk out at the start of combat, add in the Assured Drinker and you could have 5 buffs up very quickly.

Good luck!
John

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