Mythic reach cleric for wrath of the righteous - combat maneuver focussed?


Advice


Hey everyone,

I'm currently in a campaign for wrath of the righteous, character level 8 (or almost 8, I missed the last session)/mythic tier 2.

House rules are as follows: 20-pt buy. All classes who normally have only 2+int skillpoints per level instead get 4+int. We have weapon finesse, power attack, combat expertise for free with no requirements. Also the feats of improved grab/trip/bull rush are condensed into one feat, improved maneuvers. Additionally, we have an end of first book reward of: 1 extra feat, 5 extra hp, +2 to one ability score and +2 to one skill.

The request from the GM was to make slightly less than super optimized builds as the adventure path as written seems to be fairly easy and we have a lot of free stuff. I was originally going to try for a pure buffer/caster/summoner evangelist but I found the playstyle to be a bit boring (possibly too OP considering the request) and decided to slightly rework the character to be melee-oriented.

The party setup is Melee (no reach) occultist tank (str/int), aasimar sorceror (base sorc?), chained summoner with pet tank, reach swashbuckler/paladin/devoted muse with finesse glaive. They have the mythic archetypes for their general roles.

I'd like some advice on how to progress my build going forward. What I have now is:

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Elliot, human evangelist cleric 7/fighter 1. Dual path marshall/hierophant mythic rank 2.

Str 20, dex 14+2, con 12, int 14, wis 16+2, cha 8.

The rework basically had him exchange his previous charisma score and a bit of wisdom for the strength. I could use enhance ability to switch the +2 bonus from dex to str or anywhere else, so long as we don't have belts/headbands yet.

Feats:
-lingering performance
-improved initiative
-combat reflexes
-Toughness
-improved maneuvers (improved trip + bull rush + grapple)
-greater trip (fighter bonus feat)
-Enhance ability (extra campaign bonus feat)

Mythic
-Dual path, inspired defenses, lightning performance.
-Path abilities: advance, inspires spell. (basically, I can expend one point of mythic power to give everyone a move action/5ft step or to cast any spell on the cleric list from a level I can prepare at Cl+2 without using a prepared spell slot).

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Any thoughts?


Hey, I'm the GM in question, I accidentally stumbled upon this post. I'll sort of talk to OP here with you, maybe this might've been better in person (or at least one-on-one, like mail or text messages), but eh. Maybe the Paizo hivemind will have something useful to say.

My main worry is that you're all very melee-oriented. With an Eidolon that's going the grapple --> Swallow Whole route, a trip build will become quite disruptive. I don't mind handing you the fights, but they're already on the easy side, I feel (and I've heard they get even more ridiculous at later levels). Now, a lot of enemies later on will become very large and/or hard to trip (flying still helps), so it's not that big of a deal, but still.

What exactly do you not like about being the buffer/caster? Maybe we can work something out that way. I remember your PFS Bard being very buff-centric, or is it the fact that you can't optimise completely (not meant as an insult or a jab at you, just an honest question)?

Will you be taking more levels in Fighter, or stick at the one level for extra proficiencies and the one feat?

As for the "less than super optimised" bit Trevor referred to at the start, I just wanted to say to my group that this isn't PFS, so being creative and weird is allowed and rewarded. Also, APs don't really tend to be that difficult (with an exception here and there), so you have some room to fart around. I was just a bit tired of PFS rules strictness and wanted to have a little sandbox to play around in and tell a cool story. If everyone's hyper-optimised and roflstomping through it, it loses the fun part for me as well.


Quentin Coldwater wrote:

Hey, I'm the GM in question, I accidentally stumbled upon this post. I'll sort of talk to OP here with you, maybe this might've been better in person (or at least one-on-one, like mail or text messages), but eh. Maybe the Paizo hivemind will have something useful to say.

My main worry is that you're all very melee-oriented. With an Eidolon that's going the grapple --> Swallow Whole route, a trip build will become quite disruptive. I don't mind handing you the fights, but they're already on the easy side, I feel (and I've heard they get even more ridiculous at later levels). Now, a lot of enemies later on will become very large and/or hard to trip (flying still helps), so it's not that big of a deal, but still.

What exactly do you not like about being the buffer/caster? Maybe we can work something out that way. I remember your PFS Bard being very buff-centric, or is it the fact that you can't optimise completely (not meant as an insult or a jab at you, just an honest question)?

Will you be taking more levels in Fighter, or stick at the one level for extra proficiencies and the one feat?

As for the "less than super optimised" bit Trevor referred to at the start, I just wanted to say to my group that this isn't PFS, so being creative and weird is allowed and rewarded. Also, APs don't really tend to be that difficult (with an exception here and there), so you have some room to fart around. I was just a bit tired of PFS rules strictness and wanted to have a little sandbox to play around in and tell a cool story. If everyone's hyper-optimised and roflstomping through it, it loses the fun part for me as well.

I sent you a pm. To clarify on one other thing, i do like being support/healer, but im looking for something useful and proactive to do on the side after turn one.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Having run this AP and discovered how awfully broken mythic rules are.

For my group it was necessary to have a mythic healer at high levels they were casting either 2 heals or mass heal every round to keep the melee standing as it is hard not to take damage. Really as a GM I found it almost impossible to have opponents which were not helpless which could not kill a pc in a single round. Of course each of the melee pc's could kill a demon lord or two as written in a single full attack action.

TO the GM the story is great the plot is great, look seriously at nerfing the mythic rules before book 4 when it starts to get really broken. The final boss of the final module I gave 16000 hp and he died in 3 rounds.....

There are a lot of threads discussing this usually with me whining about how broken mythic is I recomend looking at some. Good luck and I hope you and your players manage to enjoy the great story despite the rules.


Thanks JohnHawkins! I'm already running a slightly updated version of some monsters, and they indeed melt away like snow against mythic tier 2 PCs. On the one hand I want to see this ridiculousness in full action, but on the other hand, a continuous power trip for the PCs might get wearisome for me.

I recommended Trevor to look at the Shaman, that seems both buffy enough for his liking and proactive at the same time. Not sure which spirit would suit him the most, but that's for him to figure out. :P


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

There is thread in the Wrath of the Righteous AP area with someone else's improved monsters those did quite well for me until book 4 although I often increased HP .


Mythic works fine with a slight adjustment or two. I used the optional rule of regaining one's tier in mythic points each day. Legendary Games released a lot of great options for mythic gameplay. The mythic heroes handbook, mythic spell Compendium and the mythic monster manual are well worth investing in.

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