Making a mythic magus


Advice


So, my magus recently reached the mythic tier (because of a series of events involving me one-shoting several creatures of my own CR), and I'm starting to work on what choices whoudl be best. The first tier is decided, but the rest is pretty open. It's a fairly standard dex-build magus, but I've taken crafting feats (wondrous items, arms & armor, construct) to be different. I've also got intensify spell, weapon finesse, dervish dance, & lunge.

Mythic Archmage:
1 Mythic Spell casting, Mythic feat: Dual path (champion: sudden attack)
2 Coupled Arcana, +2 dex
3 Eldritch Breach, Mythic Feat: Mythic Crafter
4 Armor Mastery, +2 int
5 Crafting Mastery, Mythic feat: ?
6 Sanctum, +2 dex
7 ?
8 ?, +2 int
9 ?
10 ?, +2 dex

So I'm wondering what mythic feats would be best. A lot of them are duds, so I'm having a hard time sorting the wheat from the chaff. Any advice?


2 impossible speed (champion path ability)
3 fleet warrior (champion path ability)
4 Precision (champion path ability)
5 Precision (champion path ability)


Good ideas. Thank marthkus, I'll have to see how I can work those in. Any ideas for the archmage side? ANd for mythic feats? Could I take "path abilities" intead of mythic feats?


Extra Path ability can be taken once and gives you another path ability.

Your choices already are pretty good for the archmage side. More mythic spellcasting and mythic spellpower can't hurt.

Feats are up in the air. If you pick up mythic weapon finesse you can retrain dervish dance, and gain the ability to do 1.5 dex damage with two handed strikes whenever you are not using spell combat.

RPG Superstar 2012 Top 32

the legendary item universal ability seems fitting.
mythic arcane strike would be handy, as would the mythic weapon focus and weapon spec. feats.
for archmage powers: arcane potency and mythic spellpower look good at tier 3.

edit: i kind of like the idea of retraining dervish dance for mythic weapon finesse, but that wouldn't apply to scimitar so you'd have to switch to a rapier or something (and retrain all your weapon specific feats)


Yeah, loosing the scimitar is a no-go for the moment. Plus, for versimilitude sake, I dont see how 2-handing a DEX weapon would give you 1.5 damage... I could easily do legendary item (I'm a blackblade, so I already have an intelligent sword, I could "legendize" it if the GM allows).

Mythic arcane strike kinda pisses me off; it's basically a lesser arcane pool WITHOUT the arcane pool, but I'll let it go.

Arcane potency is of limited value I find, especially since it's the higher-level slots I want more of. Still, once I get a decent metamagic rod could be worth it.

Mythic spellpower is interesting, but so little that I honestly dont know if it's worth it (kinda like the "extra ki" feats).
I dont have any weapon-specific feats though (except dervish dance) so that isnt exactly a limiting factor. But I've got a blackblade, so...

RPG Superstar 2012 Top 32

i suggested arcane potency because the first time you take it you gain 4 more times you can use shocking grasp/spellstrike (intensified, if you took Magic Lineage) plus it can be taken repeatedly and applies to a higher spell level each time... so if you really wanted you could take it 6 times and get +4 spells/day to every spell level you can cast. not sure its worth taking, but worth considering /shrug

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