Archmage


Mythic Adventures Playtest General Discussion


(Search didn't turn up a thread specifically on this)

I am confused about the Archmage.

The name:
The title "Archmage" is already in use in many places. Also, it implies to me someone who is at the epitome of their magical talents, and that is not the point of Mythic Characters.
I believe some better names might be: "Mythic Caster", "spellbinder", "Arcanist".

Concept:
The Archmage is described almost exactly like the Sorcerer; A person with an inborn ability to control magic. Clearly this is a step above that, but the description will need a little more work to clarify.

Arcane Spells:

Arcana:
While there are some cool Arcana, it seems like there is a missed opportunity for some more generic powers.

Generic Powers I would like to see:
The Archmage's Mythical Tier is added to all DCs for saving throws of spells cast by the Archmage. It is also added to the roll to overcome spell resistance.
The Archmage's Mythical Tier is added to the level of all spells when someone attempts to dispel them.
The Archmage's Mythical Tier is added to his level for his own attempts at dispelling a spell.

Arcane Surge:
Why no meta magic feats for this? They are allowed for everything else.

Mage Strike:
This is a martial ability, why grant it as a way of defining a natural magic user? I would eliminate this. Instead offer a true "arcane strike". This would make any weapon at least +1 (temporarily), grant +2d6 mythic damage and would increase the critical multiplier by 1. It would last a number of rounds equal to spell caster's tea.

more to come...have to sleep

The Exchange

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

Mage Strike - For magus?

Not sure about the generic powers you offered as part of the point of Mythic isn't to go crazy with number adding.


Kenneth.T.Cole wrote:

It is also added to the roll to overcome spell resistance.

The Archmage's Mythical Tier is added to the level of all spells when someone attempts to dispel them.
The Archmage's Mythical Tier is added to his level for his own attempts at dispelling a spell.

I too wish mythic tiers were identical to levels in every way.


I’d even go as far as to say I feel the Mythic Tiers for the Archmage (and Hierophant, for that matter) should add to the caster level of your character. To me, that should be a given.

But for some reason, I don’t see it in the playtest rules, unless I missed it.

Grand Lodge

Some progression of spell abilities or caster level would be great seems as for example summoning loses its effectiveness real fast with mythic rules.


Kenneth.T.Cole wrote:


The Archmage's Mythical Tier is added to all DCs for saving throws of spells cast by the Archmage. It is also added to the roll to overcome spell resistance.

Are you kidding? Is this a joke? I honestly can't tell if you are trolling here.

Spell DCs do not need to go up any further. Period. I even object to the ability score increases in mythic being as they are because they also inflate spell DCs by 5 points over 10 tiers. At higher levels there is already an immense divide between good saves and bad saves that when targeted properly with spells or SLAs can spell almost certain doom for a PC. Tacking 10 more points on would be the equivalent of making good saves hopeless and bad saves impossible on anything other than a natural 20.

Kenneth.T.Cole wrote:
The Archmage's Mythical Tier is added to the level of all spells when someone attempts to dispel them.

This already exists. See resilient arcana.

Kenneth.T.Cole wrote:

The Archmage's Mythical Tier is added to his level for his own attempts at dispelling a spell.

Possibly worthwhile as an ability.

Eugene Nelson wrote:
Some progression of spell abilities or caster level would be great seems as for example summoning loses its effectiveness real fast with mythic rules.

Or simply a meaningful buff to summoning. I do agree that summoning loses all of its impact in mythic games.

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