Mythic Paths fall short for hybrids?


Mythic Adventures Playtest General Discussion


So I was looking at the Paths for a Magus and realized that none of the Paths really took Hybreds in mind (The exception being the Marshal Class synergies well with a bard).

When I look at the Archmage or Champion, both of these are geared toward what you would think. Archmage for full caster and the Champion for a full BAB character. What if i'm playing a hybred like the Magus? Or an Alchemist? Things like the Champion's Precision would take effect until much later. Same applies with the Archmage path. I would like to see a few more path abilities that take Hybreds in mind.

I do like the Universal Path of Mythic spells. We need more like this.

EDIT: Looking back at what i wrote I dont think i gave a setting for the reasons. Yes, there are alot of cool stuff in both the archmage and champion path that magus could take full use of. "Critical Master" and "Endless Power" both come to mind. But, I was looking at stuff lower in the tiers. Home games cap out between level 10 and 14 most of the time (PFS cap at 12). So I would assuming the tiers would probably cap out around 5. When you take the level restriction and the Tier restriction (self imposed) Its hard for Hybred to get some abilities that synergize well. Looking for a Magus I'm tempted to go Guardian and just keep taking extra Mythic power to full my "Sudden Block"


Though it would take one of your mythic feats, I think Dual Pathing can be rather accommodating for a hybrid.

Grab the path that you prefer to have, whether it be for more hitpoints, or for some scaling feature, like Mythic Spells (if you really want to look ahead, you can also contemplate the tier 10 ability).

Then take Dual Path. It's not a bad investment regardless, as it gives you one of the main first tier abilities from the path you're opening up, so you'll have another nice option available to you right from the start. And you can then select path abilities from either which, as far as I can tell, all the abilities should scale as if you were the same tier in either path (Though, I haven't really checked.)

I admit, some more path diversity would definitely be cool, but Dual Path is a pretty nice start for doing so, at least in my opinion. YMMV though.


Or a witch healer/buffer half of what you need is archmage the other half is over in heriophant

Scarab Sages

Shazzara, a 10/5 dual path Magus.

As a note: I've found good reason to dual path most non-hybrid classes as well. Fighters and Barbarians, for example, may want to look at dual path champion/guardian.

My wizard, Markus, went dual path guardian/archmage, gaining epic DR.


Yeah. And if you don't want to dump a feat on Dual Path, go with the Trickster Path and just pick from any of them.

Scarab Sages

Path dabbling is nice, but does not include a base ability. Wild arcana, for example, would still require dual pathing.


You can't take path dabbling more than once

Silver Crusade

I really don't think that the Magus is the perfect example here. Yes, taking dual path is certainly a very good idea, but at the lower mystic tiers Archmage will do just fine.
Just a little example, we don't have a mystic version of shocking grasp and shield yet, but the increased caster level is certainly a factor.

Tim the Magus2/Archmage1:

Tim the Magus
Human (Chelaxian) Magus (Bladebound, Hexcrafter) 2 Mythic Tier (Archmage) 1
LG Medium Humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp 21 (2d8+2)
Fort +4, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Cutlass +6 (1d6+5/18-20/x2)
Special Attacks spellstrike
Magus (Bladebound, Hexcrafter) Spells Prepared (CL 2):
1 (3/day) Shield, Color Spray (DC 14), Shocking Grasp
0 (at will) Prestidigitation (DC 13), Detect Magic, Light, Brand (DC 13)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 12, Int 16, Wis 10, Cha 8
Base Atk +1; CMB +5; CMD 18
Feats Arcane Strike, Arcane Strike (m), Dodge
Traits Armor Expert, Magical Lineage (Shocking Grasp)
Skills Acrobatics +1, Climb +7, Escape Artist +1, Fly +5, Intimidate +3, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (planes) +7, Ride +5, Spellcraft +8, Stealth +1, Swim +7, Use Magic Device +4
Languages Celestial, Common, Draconic, Infernal
SQ arcane pool (+1) (4/day), archmage arcanas (mage strike), hard to kill (die @ -24), hex arcana, mythic flaws (dependencytea [per cup]), mythic power[1d6]strength, path abilities (abundant casting), spell combat
Other Gear Chain shirt, +1 Cutlass, 50 GP
--------------------
TRACKED RESOURCES
--------------------
Mythic Power (5/day) - 0/5
Arcane Pool (+1) (4/day) (Su) - 0/4
--------------------
Special Abilities
--------------------
Abundant Casting (Ex) Whenever you cast a spell that affects a limited number of targets (but more than one), you may add your mythic tier to the number of targets that you can affect.
Arcane Pool (+1) (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Arcane Strike (m) Arcane Strike gains +1 H/D and mythic power can add weapon special abilities to your weapon.
Armor Expert -1 Armor check penalty.
Dependency (Tea [per cup]) Select one specific type of food or drink (other than water). If you do not ingest the selected food or drink at least once per day, you begin to lose your mythic powers. After the first day of absence, you can no longer regain points of mythic power
Hard to Kill (die @ -24) (Ex) Automatically stabilize and die at negative 2x CON score.
Hex Arcana You can substitute Hexes for Magus Arcana.
Mage Strike (Su) You can expend one use of mythic power to make one melee attack as a swift action.
Magical Lineage (Shocking Grasp) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Mythic Power[1d6] (Strength) (Su) Mythic power points equal to your selected ability score.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.

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Tim runs around with his weapon improved by mythic arcane strike, a +1 bane weapon is plenty at level 3.

Tim 7 /4:

Tim the Magus
Male Human (Chelaxian) Magus (Bladebound, Hexcrafter) 7 Mythic Tier (Archmage, Champion) 4
LG Medium Humanoid (human)
Init +22; Senses Perception +7
--------------------
Defense
--------------------
AC 25, touch 15, flat-footed 22 (+8 armor, +2 Dex, +2 natural, +2 deflection, +1 dodge)
hp 88 (7d8+7)
Fort +8, Ref +6, Will +7
--------------------
Offense
--------------------
Speed 30 ft.
Melee Black Blade +12 (1d8+6/18-20/x2)
Special Attacks hex arcana (arcane accuracy +6), spellstrike
Spell-Like Abilities Feather Fall (At will), Fly (7 minutes/day), Levitate (1/day)
Magus (Bladebound, Hexcrafter) Spells Prepared (CL 7):
3 (2/day) Dispel Magic, Force Hook Charge
2 (5/day) Mirror Image, Mirror Image, Ablative Barrier, Frigid Touch, Tactical Acumen
1 (6/day) Shield, Shield, Color Spray (DC 17), Color Spray (DC 17), Shocking Grasp, Shocking Grasp
0 (at will) Prestidigitation (DC 16), Detect Magic, Light, Brand (DC 16), Ray of Frost
--------------------
Statistics
--------------------
Str 19, Dex 14, Con 12, Int 22, Wis 10, Cha 8
Base Atk +5; CMB +9; CMD 24
Feats Arcane Strike, Arcane Strike (m), Craft Wondrous Item, Dodge, Dual Path (m), Exotic Weapon Proficiency (Katana), Intensified Spell, Weapon Focus (Katana)
Traits Armor Expert, Magical Lineage (Shocking Grasp)
Skills Acrobatics +7, Appraise +8, Bluff +0, Climb +10, Diplomacy +1, Fly +11, Intimidate +5, Knowledge (arcana) +13, Knowledge (dungeoneering) +12, Knowledge (planes) +12, Perception +7, Ride +9, Sense Motive +4, Spellcraft +16, Swim +13, Use Magic Device +9
Languages Auran, Celestial, Common, Draconic, Infernal
SQ amazing initiative, arcane pool (+2) (8/day), black blade, black blade: arcane pool (2/day), black blade: energy attunement, black blade: strike +2, black blade: telepathy, black blade: unbreakable, champion strikes (fleet charge, mage strike), glamered, hard to kill (die @ -24), hex arcana, hex magus, hexes (flight), knowledge pool, mythic flaws (dependencytea [per cup]), mythic magic, color spray, mythic magic, dispel magic, mythic power[1d8], mythic spells, path abilities (abundant casting, competent caster, itemcraft [+2cl], precision), recuperation, spell combat
Combat Gear Boots of speed (10 rounds/day); Other Gear +2 Glamered Mithral Agile breastplate, Chain shirt, Amulet of natural armor +2, Belt of giant strength +2, Cloak of resistance +2, Headband of vast intelligence +2Perception, Ring of protection +2, 50 GP
--------------------
TRACKED RESOURCES
--------------------
Mythic Power (8/day) - 0/8
Arcane Pool (+2) (8/day) (Su) - 0/8
Black Blade: Arcane Pool (2/day) (Su) - 0/2
Boots of speed (10 rounds/day) - 0/10
Fly (7 minutes/day) (Sp) - 0/7
Levitate (1/day) (Sp) - 0/1
--------------------
Special Abilities
--------------------
Abundant Casting (Ex) Whenever you cast a spell that affects a limited number of targets (but more than one), you may add your mythic tier to the number of targets that you can affect.
Amazing Initiative (Ex) You gain a +20 mythic bonus on initiative checks.
Arcane Accuracy +6 (Su) 1 Arcane Pool: +6 to attack rolls until the end of your turn.
Arcane Pool (+2) (8/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Arcane Strike (m) Arcane Strike gains +1 H/D and mythic power can add weapon special abilities to your weapon.
Armor Expert -1 Armor check penalty.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (2/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +2 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Boots of speed (10 rounds/day) Affected by haste
Competent Caster (Ex) You learn to cast your simple spells with grace and ease, allowing you to maintain focus on the foes around you.
Dependency (Tea [per cup]) Select one specific type of food or drink (other than water). If you do not ingest the selected food or drink at least once per day, you begin to lose your mythic powers. After the first day of absence, you can no longer regain points of mythic power
Dual Path (m) Gain access to a 2nd mythic path's abilities.
Feather Fall (At will) (Sp) Feather Fall at will.
Fleet Charge (Ex) You can expend one use of mythic power to move up to your speed as a swift action. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus (in addition to any other attacks you might make this roun
Fly (7 minutes/day) (Sp) Fly for 0 minutes/day.
Glamered Assumes appearance of normal clothes on command.
Hard to Kill (die @ -24) (Ex) Automatically stabilize and die at negative 2x CON score.
Hex Arcana You can substitute Hexes for Magus Arcana.
Hex Magus (Su) You gain access to witch hexes.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Itemcraft (+2CL) (Ex) You are skilled at getting the most out of magic items.
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Levitate (1/day) (Sp) Levitate 1/day
Mage Strike (Su) You can expend one use of mythic power to make one melee attack as a swift action.
Magical Lineage (Shocking Grasp) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Mythic Magic, Color Spray The range of this spell increases to 30 feet. In addition, creatures with 5 or more Hit Dice that fail their saving throw are blinded for 1 round and then stunned for 1 round. Creatures that make their saving throw against this spell are dazzled for
Mythic Magic, Dispel Magic When used as a targeted dispel, this spell can end two spells affecting the target instead of just one. In addition, if the targeted dispel is successful in dispelling at least one spell, you heal 1d4 points of damage for every level of dispelled spe
Mythic Power[1d8] (Su) Mythic power points equal to your selected ability score.
Mythic Spells Gain a mythic arcane spell.
Precision (Ex) Whenever you make a full attack, the penalty on additional attack rolls is reduced by 5. This ability can't reduce the penalty on additional attacks to less than 0. For example, a 12th-level fighter, whose total attack bonus was +16/+11/+6 when makin
Recuperation (Ex) At 3rd tier, you are restored to full hit points after 8 hours of rest as long as you're not dead. This ability does not restore hit points lost to mythic damage (see page 35). In addition, expending one use of mythic power and resting for 1 hour all
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.

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With dual path taking a valuable feat slot, Tim now has the best of both worlds. I could only take precision once, and bluntly other champion abilities didn't seem that sexy at this point.

Tim the powerful:

Tim the Magus
Male Human (Chelaxian) Magus (Bladebound, Hexcrafter) 20 Mythic Tier (Archmage, Champion) 10
LG Medium Humanoid (human)
Init +25; Senses Perception +23
--------------------
Defense
--------------------
AC 38, touch 19, flat-footed 34 (+14 armor, +3 Dex, +5 natural, +5 deflection, +1 dodge)
hp 262 (20d8+100)
Fort +16, Ref +11, Will +15
--------------------
Offense
--------------------
Speed 20 ft.
Melee Black Blade +27/+22/+17 (1d8+11/15-20/x2)
Special Attacks counterstrike, hex arcana (arcane accuracy +14, bane blade, devoted blade, ice tomb [dc 34], retribution [dc 34]), spellstrike
Spell-Like Abilities Feather Fall (At will), Fly (20 minutes/day), Levitate (1/day)
Magus (Bladebound, Hexcrafter) Spells Prepared (CL 20):
6 (8/day) Heroism, Greater, Heroism, Greater, Heroism, Greater, Form of the Dragon I, Antimagic Field, True Seeing, Dispel Magic, Greater, Walkthrough Space
5 (8/day) Planar Binding, Lesser (DC 29), Cone of Cold (DC 29), Wall of Force, Telekinesis, Telekinesis, Corrosive Consumption, Bladed Dash, Greater, Bladed Dash, Greater
4 (8/day) Black Tentacles, Invisibility, Greater, Stoneskin, Enervation, Bestow Curse (DC 28), Dimension Door, Arcana Theft, Calcific Touch (DC 28)
3 (8/day) Heroism, Haste, Blink, Vampiric Touch, Dispel Magic, Dispel Magic, Force Hook Charge, Force Punch (DC 27)
2 (9/day) False Life, Mirror Image, Mirror Image, Ablative Barrier, Bullet Shield, Bullet Shield, Frigid Touch, Frigid Touch, Tactical Acumen
1 (9/day) Shield, Shield, Color Spray (DC 25), Color Spray (DC 25), Shocking Grasp, Shocking Grasp, Mage Armor, Mage Armor, Touch of Gracelessness (DC 25)
0 (at will) Prestidigitation (DC 24), Detect Magic, Light, Brand (DC 24), Ray of Frost
--------------------
Statistics
--------------------
Str 22, Dex 20, Con 18, Int 39, Wis 16, Cha 14
Base Atk +15; CMB +21; CMD 40
Feats Arcane Strike, Arcane Strike (m), Combat Expertise (m), Combat Expertise -4/+6, Craft Wondrous Item, Dodge, Dual Focus (m) (Intelligence), Dual Path (m), Exotic Weapon Proficiency (Katana), Extend Spell, Improved Critical (Katana), Intensified Spell, Power Attack (m), Power Attack -4/+12, Quicken Spell, Spell Penetration, Spell Perfection (Vampiric Touch), Toughness +20, Weapon Focus (Katana)
Traits Armor Expert, Magical Lineage (Shocking Grasp)
Skills Acrobatics +16 (+12 jump), Appraise +23, Bluff +22, Climb +13, Diplomacy +4, Disable Device +23, Disguise +3, Escape Artist +4, Fly +23, Intimidate +25, Knowledge (arcana) +37, Knowledge (dungeoneering) +35, Knowledge (engineering) +22, Knowledge (geography) +18, Knowledge (history) +25, Knowledge (local) +23, Knowledge (nature) +25, Knowledge (nobility) +24, Knowledge (planes) +37, Perception +23, Ride +13, Sense Motive +23, Sleight of Hand +5, Spellcraft +37, Stealth +11, Survival +8, Swim +15, Use Magic Device +25
Languages Auran, Celestial, Common, Draconic, Infernal
SQ amazing initiative, arcane pool (+5) (20/day), black blade, black blade: arcane pool (5/day), black blade: energy attunement, black blade: life drinker, black blade: spell defense (sr 24), black blade: strike +5, black blade: telepathy, black blade: teleport blade, black blade: transfer arcana (1/day), black blade: unbreakable, champion strikes (fleet charge, mage strike), force of will, fortification (moderate), glamered, greater spell access, hard to kill (die @ -36), hex arcana, hex magus, hexes (flight), immortal, knowledge pool, legendary champion, legendary hero, mythic flaws (dependencytea [per cup]), mythic magic, color spray, mythic magic, dimension door, mythic magic, dispel magic, mythic magic, invisibility, mythic magic, mage armor, mythic power[1d12], mythic saves, mythic spells, path abilities (abundant casting, always a chance, channel power, competent caster, critical master, critical master, endless power, itemcraft [+5cl], precision, precision), recuperation, true archmage, true magus, unstoppable
Combat Gear Boots of speed (10 rounds/day); Other Gear +5 Fortification (moderate), Glamered Mithral Full, Amulet of natural armor +5, Belt of physical perfection +6, Headband of mental superiority +6Perception, Bluff, Ring of protection +5, 50 GP
--------------------
TRACKED RESOURCES
--------------------
Mythic Power (30/day) - 0/30
Arcane Pool (+5) (20/day) (Su) - 0/20
Black Blade: Arcane Pool (5/day) (Su) - 0/5
Black Blade: Transfer Arcana (1/day) (Su) - 0/1
Boots of speed (10 rounds/day) - 0/10
Fly (20 minutes/day) (Sp) - 0/20
Levitate (1/day) (Sp) - 0/1
--------------------
Special Abilities
--------------------
Abundant Casting (Ex) Whenever you cast a spell that affects a limited number of targets (but more than one), you may add your mythic tier to the number of targets that you can affect.
Always a Chance (Ex) Whenever you make an attack roll that results in a natural 1 on the die, the attack is not automatically a miss.
Amazing Initiative (Ex) You gain a +20 mythic bonus on initiative checks.
Arcane Accuracy +14 (Su) 1 Arcane Pool: +14 to attack rolls until the end of your turn.
Arcane Pool (+5) (20/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Arcane Strike (m) Arcane Strike gains +1 H/D and mythic power can add weapon special abilities to your weapon.
Armor Expert -1 Armor check penalty.
Bane Blade (Su) Add bane special ability to arcane pool options.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (5/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Life Drinker (Su) If kill worthy living foe can recharge own/blades arcane pool, or grant self temp Hp.
Black Blade: Spell Defense (SR 24) (Sp) Spend 1 point from blades pool to gain SR equal to Ego until next turn.
Black Blade: Strike +5 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Teleport Blade (Sp) Spend 1 point from own or blades pool to teleport it into hand.
Black Blade: Transfer Arcana (1/day) (Su) Siphon Arcane Pool from blade, gain 1 point for every 2 drained, but tiring (Will neg).
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Boots of speed (10 rounds/day) Affected by haste
Channel Power (Su) You gain the ability to channel raw arcane power into a spell you cast.
Combat Expertise (m) You gain +2 AC from Combat Expertise. Mythic power negates attack penalty.
Combat Expertise -4/+6 Bonus to AC in exchange for an equal penalty to attack.
Competent Caster (Ex) You learn to cast your simple spells with grace and ease, allowing you to maintain focus on the foes around you.
Counterstrike (Ex) Gain an AoO against any spell cast defensively within your threatened area.
Critical Master (Ex) Whenever you roll a critical threat against a nonmythic creature, you automatically confirm the critical hit and deal the maximum amount of damage against that creature. You must be at least 6th tier to select this ability. This ability can be select
Critical Master (Ex) Whenever you roll a critical threat against a nonmythic creature, you automatically confirm the critical hit and deal the maximum amount of damage against that creature. You must be at least 6th tier to select this ability. This ability can be select
Dependency (Tea [per cup]) Select one specific type of food or drink (other than water). If you do not ingest the selected food or drink at least once per day, you begin to lose your mythic powers. After the first day of absence, you can no longer regain points of mythic power
Devoted Blade (Su) Add either anarchic, axiomatic, holy, or unholy special ability to arcane pool options.
Dual Focus (m) (Intelligence) Use a 2nd ability score to power your mythic abilities.
Dual Path (m) Gain access to a 2nd mythic path's abilities.
Endless Power (Su) You gain the ability to cast spells without expending your power.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Feather Fall (At will) (Sp) Feather Fall at will.
Fleet Charge (Ex) You can expend one use of mythic power to move up to your speed as a swift action. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus (in addition to any other attacks you might make this roun
Fly (20 minutes/day) (Sp) Fly for 0 minutes/day.
Force of Will (Ex) Immediate action reroll a d20 or force a nonmythic creature to reroll any d20.
Fortification (moderate) 50% chance to ignore critical hit/sneak attack.
Glamered Assumes appearance of normal clothes on command.
Greater Spell Access (Su) Add 2 wizard spells of each spell level to magus spell list. Can ignore somatic components.
Hard to Kill (die @ -36) (Ex) Automatically stabilize and die at negative 2x CON score.
Hex Arcana You can substitute Hexes for Magus Arcana.
Hex Magus (Su) You gain access to witch hexes.
Ice Tomb (DC 34) (Su) A storm of ice and freezing wind envelops the target, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit po
Immortal (Su) If you are killed, you return to life 24 hours later.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Itemcraft (+5CL) (Ex) You are skilled at getting the most out of magic items.
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Legendary Champion (Ex) At 10th tier, whenever you make an attack roll against a nonmythic foe and miss, you may immediately roll again but must take the result of the reroll even if it's worse. In addition, you regain one use of mythic power whenever you roll a natural 20
Legendary Hero (Su) You regain uses of your mythic power at the rate of one use per hour.
Levitate (1/day) (Sp) Levitate 1/day
Mage Strike (Su) You can expend one use of mythic power to make one melee attack as a swift action.
Magical Lineage (Shocking Grasp) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Mythic Magic, Color Spray The range of this spell increases to 30 feet. In addition, creatures with 5 or more Hit Dice that fail their saving throw are blinded for 1 round and then stunned for 1 round. Creatures that make their saving throw against this spell are dazzled for
Mythic Magic, Dimension Door The duration of this spell changes to 1 round per 2 caster levels, creating a temporary, one-way portal. In addition, when casting the spell you can designate a number of creatures equal to your caster level. These creatures can see the portal and us
Mythic Magic, Dispel Magic When used as a targeted dispel, this spell can end two spells affecting the target instead of just one. In addition, if the targeted dispel is successful in dispelling at least one spell, you heal 1d4 points of damage for every level of dispelled spe
Mythic Magic, Invisibility The effects of this spell can't be detected with detect magic or other spells that detect magic auras. In addition, the invisibility can't be penetrated or dispelled by spells of 2nd level or lower, such as see invisibility or glitte
Mythic Magic, Mage Armor This spell grants a +6 armor bonus to AC. In addition, there is a 50% chance that any critical hit or sneak attack made against the target is negated, and is instead treated as a normal hit. This chance does not stack with the fortification ar
Mythic Power[1d12] (Su) Mythic power points equal to your selected ability score.
Mythic Saves (Ex) If you succeed at a saving throw suffer no effect from nonmythic source.
Mythic Spells Gain a mythic arcane spell.
Power Attack (m) Power Attack bonus increases to +3 and this damage is doubled on a critical.
Power Attack -4/+12 You can subtract from your attack roll to add to your damage.
Precision (Ex) Whenever you make a full attack, the penalty on additional attack rolls is reduced by 5. This ability can't reduce the penalty on additional attacks to less than 0. For example, a 12th-level fighter, whose total attack bonus was +16/+11/+6 when makin
Precision (Ex) Whenever you make a full attack, the penalty on additional attack rolls is reduced by 5. This ability can't reduce the penalty on additional attacks to less than 0. For example, a 12th-level fighter, whose total attack bonus was +16/+11/+6 when makin
Quicken Spell Cast a spell as a swift action. +4 Levels.
Recuperation (Ex) At 3rd tier, you are restored to full hit points after 8 hours of rest as long as you're not dead. This ability does not restore hit points lost to mythic damage (see page 35). In addition, expending one use of mythic power and resting for 1 hour all
Retribution (14 round(s)) (DC 34) (Su) Target suffers half the melee damage it inflicts
Spell Perfection (Vampiric Touch) The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
True Archmage (Ex) At 10th tier, whenever you cast an arcane spell that targets one or more nonmythic creatures, those creatures must roll any saving throws associated with the spell twice and take the worse result. In addition, you gain spell resistance equal to 15 +
True Magus (Su) Use weapon in one hand at -2 & cast a spell with the other. The spell is enhanced if it targets the same foe as the melee attack.
Unstoppable (Ex) One use of mythic power to negate any condition currently afflicting you, except dead.

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That took time^^

Anyway, the Magus is fine, but other classes might have problems. Could someone familiar with the Alchemist and Inquisitor try them ?

Scarab Sages

Dual path certainly would not be my first mythic feat, but it might be my second. Fleet charge alone is better than any mythic feat.

I agree with arcane strike. The mythic version is a beast.

As for other champion abilities, Fleet warrior allows movement + a full round action. That means being able to use spell combat even when not starting within 5' of your opponent.


For some Bards (Arcane Duelist), dual path Champion and Archmage makes more sense than Marshal. Part of the problem is few of us play a class exactly the same.

Sabastian - Tim the powerful is a beast. I created a similar magus only using a rapier with weapon finese and mythic weapon finese and I would not want to meet him in a dark alley. Using MWF, M arcane stike, black blade strike, and M power attack,my magus can generate 30+ damage bonus before criticals and spell strike.

Saint Bernard

Scarab Sages

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At 10/5 the black-blade kenasi magus I posted is doing 3d6+25/15-20/x2 using dervish dance, marcane strike, mpower attack, arcane pool.

In the test game I am running, she had to use her unenchanted dagger to prevent an ooze from splitting. Her attacks dropped to 1d4+2d6+16/15-20/x2. That was without dex to damage. Marcane strike & mpower attack are providing significant boosts to damage. Adding the bane property is just overkill.

I would recommend that marcane strike be restricted to a set list of properties. If not, bane will be the property chosen for nearly every encounter.


I'm more interested in what to do about stuff like vampires or werewolves since they advance by class level not monster hit dice. Especially with Blood of the Night having new rules for vampire PCs...


Particular to the Trickster Mythic Path, I am finding the three starting Trickster Attacks minimally impressive. For example, My Rogue with archetypes in Knife Master and Scout can easily accomplish the Trickster Attack - Deadly Throw - through class features and feats,except that he can't gain an additional attack roll with some boost to hit based on tier. What if I added a monk level to my character and he had the feat perfect strike, which similarly allows for the extra attack roll addition, I guess I would get three rolls?

This particular can be seen as a mounting problem with several other types of pre-existing archetypes and class functions as well as feats. In general compared to other Mythic Path's and their Specific Attacks, some are well worth it and quite"epic," whereas others are already able to be accomplished and only give a slight inclination towards taking them.

An example that occurs with a Racial Trait and a Feat may be that having Ferocity as an Orc makes taking the Feat, Diehard, difficult, because you may only want to take the feat in order to achieve access to prerequisited feats such as Deathless Initiate. That being said, these type of incongruities already existed prior to this Mythic introduction and it would be appreciated if they were to be eradicated, by means of careful observations.

My hopes are that there will be more details added to each feature, just in case there is a problem similar to the one that I have found.


So imagine this party, a bunch of characters that are a plant race, created as per the Advance Race Guide. Okay, they all become mythic and take the Hierophant Mythic Path, and then decide that the fist path ability they will take is Plantbringer. Uh-oh!

You have upon you a party with fast healing and preferable environment, provided they are already in a plant filled place. What if they're Druids? Ultimate power may be at hand!

Plantbringer, among other Paths provide extreme power, with little drawbacks. I mean, I like "epic" or "mythic" powers to be powerful but this may be too much power.

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