Mythic fighter math


Rules Questions


I started making a two-handed fighter 20 champion 10 and I pray that my math is wrong or I'm missing something. Here are the abilities that are causing my head to spin. I'm only worried about the damage math.

42 strength, two-handed: +24 damage (+32 with overhand chop)
+5 scythe: 2d4+5, x4
Weapon specialization: +2 damage
Greater weapon specialization: +2 damage
Mythic weapon specialization: +5 damage
Weapon training 4: +4 damage

So far: 2d4+49

Power attack: +18 damage
Greater power attack: PA goes up to +24 damage
Mythic power attack: PA goes up to +36 damage

Add PA: 2d4+85

Vital strike: x2 weapon dice
Improved vital strike: -> x3 weapon dice
Greater vital strike: -> x4 weapon dice
Mythic vital strike: damage that is normally multiplied on a crit is x4
Devastating strike: +6 damage

Add VS: 8d4+364

Devastating blow: one attack is a crit threat
Weapon mastery: Automatically confirm all threats
Maximized critical: weapon damage result is always max
Critical master: critical hits are always confirmed and deal max damage

On a crit: 396

Someone please tell me that these don't all work together and that one hit from this guy is going to do 400 damage.


Don't know about the crit damage, but the rest seems allright to me.
Decent for a mythic being.
I cast Maze. No Save. Goodbye!


Level 20/Tier10....

It's one of the world's most powerful mortals optimised for crits doing what he does best. I'd be disappointed if he didn't do 400 damage

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
KidDangerous wrote:

Level 20/Tier10....

It's one of the world's most powerful mortals optimised for crits doing what he does best. I'd be disappointed if he didn't do 400 damage

I was about to post something similar...

-Skeld


Welcome to Mythic.

Wait until you see what a mythic gunslinger can do.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

And you forgot gloves of dueling.


Looking at some of the things that you would fight at the level and mythic tier, your 396 damage on a crit is nice but not over powered, because that won't kill a number or things you would fight at that level. Also remember, the bad guys can give as good as they get, so you'll be taking some similar damage right back.

Also I might have screwed up my math, but weapon mastery with the scythe would give you X5 on your crit damage, so by my math you should actually be doing 487.

I'm also curious what your to hit is if you don't mind me asking.


blahpers wrote:

Welcome to Mythic.

Wait until you see what a mythic gunslinger can do.

I've never looked into making a gunslinger mythic, is it as awesome as I think it would be?


Welcome to rocket tag. Here's your M16. By the way, the wizard gets nuclear warheads.

Also, you're fighting Godzilla.

Good luck.


You're forgetting a few things.
Weapon Mastery 20th level fighter
"At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type."

So the crit multiplier on the scythe is now x5.

Perfect Strike (Ex) 6th tier champion ability.
"You can expend one use of mythic power as a standard action to deliver a perfect strike. A perfect strike attack is made using your full base attack bonus. If the attack hits, it deals double the normal amount of damage, and this damage bypasses all damage reduction and hardness. If the perfect strike is a critical hit, increase the critical multiplier for the attack by 1 (so a ×2 weapon deals ×3 damage). Damage that isn't multiplied on a critical hit isn't multiplied on a perfect strike. Perfect strike can be used in conjunction with any champion's strike if you expend uses of mythic power for each ability separately."

Now the crit multiplier is x6.

So that's a base 12d4 plus 546, maximum damage on a critical hit would be 594.

And that's not even being abusive. Forget the +5 scythe. Go with a +1 scythe and add the following weapon qualities. Corrosive Burst (+2 enhancement), Icy Burst (+2), Flaming Burst (+2), Shocking Burst (+2), Vicious (+1). So that's now a +10 magic weapon, the most allowed under the rules unless mythic increases that (not sure, haven't looked at all the mythic stuff yet). And use oil of greater magic weapon +5 or have a friendly spellcaster cast extended greater magic weapon on it to increase the enhancement bonus back to plus +5 for combat. So on a crit, that's a potential 12d10 dice from the bursts and 2d6 from vicious, for a maximum total of 726. Of course, at 20th level/tier 10 your opponents are most likely going to have high DR and energy immunities (or at least serious energy resistances), so I don't think you'd every really get the ability to pull this one off. However, that is enough damage to one shot a few demon lords.

And to get really speculative, pull the same trick but add the bane qualiity 9 times. So that +5 scythe now becomes a +23 scythe with 18d6 extra damage, so a crit would be 12d4 plus 654 plus 18d6, maximum 810. Not that you would find an opponent that has enough subtypes to activate all those banes, but it's nice to dream . . . . .


Mark_Twain007 wrote:
blahpers wrote:

Welcome to Mythic.

Wait until you see what a mythic gunslinger can do.

I've never looked into making a gunslinger mythic, is it as awesome as I think it would be?

I purposely diversified mine because optimizing it would have been just sick. Went with Mythic Vital Strike and some melee abilities instead of going all-out with max attacks. Still, all the benefits of a Pistolero with a 100' range increment, no maximum range, and ridiculous mobility are a lot of fun.


And the gloves of dueling would add +2 to the weapon training, making it +6, so if my math is correct at another 12 points to all crit totals (606, 738, and 822 respectively.)

Never looked at a mythic gunslinger, but a mythic fighter with the trench fighter archetype would be even scarier. Substitute Dex for Strength, and replace the scythe with a musket for example (2d4 becomes 1d12). And let use the previous crit examples with gloves of dueling.

+5 weapon -- 6d12+558, maximum 630.

+5 weapon with all burst abilities (no vicious quality for ranged weapons) and the thundering quality (additional 3d8 sonic damage on a crit for this type of weapon) -- 6d12 +558 plus 12d10 plus 3d8, maximum 774.

multiple bane weapon -- 6d12 +666 plus 18d6 -- maximum 846.

And it's potentially even worse, use a double hackbut in place of the musket (2d12 instead of 1d12). Respectively (again if my math is correct), that's a maximum critical of 702, 846, and 918. Again, don't think you'd ever be able to pull it off, but it's nice to dream.

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