Guide to Mythic Adventures wizard with the archmage


Advice


My experience so far with my level 12 conjuration specialist wizard...with mythic abilities...

wild arcana is a must, this lets you spontaneous cast, with a +2 caster level...from any spell on your spell list up too your maximum caster level, and you can add meta magics too it, as well as rods...

This lets you save the entire party with a protection from energy communal, or even a stoneskin communal.

arcane endurance add +4 too caster level for duration...mythic mage armor....personally I love it, 1 mp yields +6 ac, fortification and at my current level that is 16 hours of protection without using a rod of extend...aka 32 hours. (use it on your monk buddies for instant love.)

2 mp wild arcana /mythic mage armor...that's Caster level +6 for duration combined with metamagic extend or rod...that's 18 hours of protection, can be extended too 36 hours....

Mythic spell knowledge take it as your first tier feat and be very happy with every tier, especially when you first cast a mythic haste, giving everyone two move actions (hello ball lightning) and your BSF will be happy as well ....or gunslinger buddy.

Dimensional agility is a must....especially once you grab coupled arcana....

using your shift ability you can now cast a swift wild arcana with the quicken metamagic feat, move where you want unleash.

same turn standard action teleport...standard wild arcana a spell maximized or what naught...(remember coupled arcana allows you too activate your mythic abilities as a free action, and cast a standard or faster action...) this Is a wizard becoming nightcrawler from x-men fame...

wait you also have amazing initiative at tier 2, no you cant cast another spell but you can gain another standard...hmmm teleport out of there....

so In one turn and 3 mythic points , shift cast swift, standard teleport standard cast, teleport again. and if you have Mythic haste up two move actions left....

Need too cast a haste on a split up party this is how you do so....move action touch, swift action port, move action touch standard teleport...etx....

mythic feats; your going too burn through mythic points faster than anything else...get more...even with the revised 3+tier x 2 , even if your well prepared with your memorized spell list being great...this will make you into trentmonks true godlike wizard. The free +2 too caster level is hard too beat, especially when you decide too lay the beat down....

And of course being a utility caster means your going too address some things, and those extra mythic points will come in handy when a rarely used spell not memorized becomes a perfect tool...think hostile juxtaposition...

Mythic toughness; great option even more health that's your level again in health.

Mythic crafting take it and be able too craft everything in the game....

Metamagic mastery is interesting 1 mp the next 10 spells you cast can freely add a +1 metamagic (only the one must be selected when you do so) can be taken multiple times I can only see this being crazy once you take it 4x and your quickening every spell cast...or maximizing every intensified spell you got...(a intensified/maximized mythic fireball...for 150 points of damage +being on fire, save and take 75)
past tier 6 your doing 20d10 maximized damage intensified too 25d10...that's nothing too sneeze at even if they save. take 250 damage or 125 and burn....

Other great things I have seen...thought about,

Energy conversion is a must have, 1mp energy descriptor changes too you opponents vulnerability... immune too fire but not acid/ or cold well your mythic fireball just became a mythic iceball, or Acidicball,

This is a work in progress so bear with me.

Grand Lodge

This is slightly related, but I feel like Archmage and Hierophant got a lot of cooler stuff compared to the marshal archetypes.


they did give casters a lot of love...but look at some of the feats they can gain;however, if you ever see a mythic gunslinger in action after you cast a abundant ammo on them...especially if you take mythic magic weapon greater....

The gunslinger in my group can turn a move action into a full round of attacks...combined with mythic haste...and well that's 2 full attacks a turn...


I will be working on a guide similar too trentmonks guide...I am still working out the theory and rules...and shenanigans I can come up with...

Mythic contingency Is the biggest game breaking thing I have discovered...

Of course only If you have a "free day" you could prebuff like no other ...using a activation word(s)

The party I am involved with consists of a

Gunslinger (musketeer) contingency abundant ammo
Inquistor (dhamphair...wrestler) *
Fighter (cad...that loves too inflict blindness, etx) has a spell storing blade...intensified maximized shocking grasp, and contingency the same on him...so he can restore his blade...
cavalier 9/oracle 1 beast....
and of course me 13 level wizard..tier 3 archmage..

Mythic haste is the #1 thing this sucker is huge...buffs the entire party...+1ac +1 hit and 2 move actions a turn....

Stoneskin communal, via a bloodmagic....works wonders.

mitigating just 10 points of damage isn't huge but when your negating minor hits entirely or reducing damage inflicted...we don't have a dedicated healer, but infernal healing works wonders...


Hi, I would like to be able to read your posts but for some reason there are a lot of ... in them, making them unreadable.

Quote:
This is slightly related, but I feel like Archmage and Hierophant got a lot of cooler stuff compared to the marshal archetypes.

Uh, is this a surprise to you? Just look at caster only feats vs martial feats.

Casters get cool feats which allow them to do different things, like wizards get prepared spontaneity, and other things.

Martials get feats to swing a sword in a certain way :(


Don't be too hard on the marshal, the essence of their abilities is to make the rest of the party work better, they are a teamwork character, and they have some decent abilities.. although, you could take the Dual Path mythic feat to mix Marshal and Hierophant abilities.


Madclaw wrote:
This is slightly related, but I feel like Archmage and Hierophant got a lot of cooler stuff compared to the marshal archetypes.

Not really.

Champion and Guardian path are really nice.

Mythic Weapon Finesse, Mythic Vital Strike, Move and Full-Attack (X times per day at tier 1, unlimited times per day at tier 3)

Plus marshals gain access to things they never had before like longevity and domain spells.


Others marked for consideration/abuse are:

Flash of Omniscience for more role play/world crushing uses such as having a 70%+ chance to innately understand nanotechnology if you encounter it etc.

Harmonious Mage to make spellslingers more viable I guess.

Speedy Summons to make summoning fast, or spend a surge and it's swift letting you cast another spell after.

Madclaw wrote:
This is slightly related, but I feel like Archmage and Hierophant got a lot of cooler stuff compared to the marshal archetypes.

You do know what game this is right?


It's funny, because I keep hearing that either the caster paths suck and the martial paths are broken, or the complete opposite. Also, it's Martials. Unless you are talking about the Marshal path.

Playing in a Monday campaign as a Fighter 9/Champion 4 and it's been enjoyable. Haven't felt useless in the slightest, and I've gotten some great mileage with the abilities.


Odraude wrote:

It's funny, because I keep hearing that either the caster paths suck and the martial paths are broken, or the complete opposite. Also, it's Martials. Unless you are talking about the Marshal path.

Playing in a Monday campaign as a Fighter 9/Champion 4 and it's been enjoyable. Haven't felt useless in the slightest, and I've gotten some great mileage with the abilities.

IF YOU DON'T HAVE SPELL YOU ARE NOT ALLOWED TO HAVE FUN!

BUFF ROGUE, MONK, AND FIGHTER!

Scarab Sages

Madclaw wrote:
This is slightly related, but I feel like Archmage and Hierophant got a lot of cooler stuff compared to the marshal archetypes.

Ummm.....

Melee got the ability to cast spells, all the way up to 9th level.

And you can perfectly well take archmage on a melee focused character.


absolutely artanthos...a magus or spellslinger is a perfect fit with the archmag.I am working on the wizard version and what really works well.


CWheezy wrote:

Hi, I would like to be able to read your posts but for some reason there are a lot of ... in them, making them unreadable.

Quote:
This is slightly related, but I feel like Archmage and Hierophant got a lot of cooler stuff compared to the marshal archetypes.

Uh, is this a surprise to you? Just look at caster only feats vs martial feats.

Casters get cool feats which allow them to do different things, like wizards get prepared spontaneity, and other things.

Martials get feats to swing a sword in a certain way :(

sorry about the ... I tend too post while enjoying a few cold ones.


With some proper punctuation and organization, you're advice will be easier to take advantage of. If you aren't familiar with the red/green/etc color coding system from other guides I might suggest taking a look at them.

But having said that, happy to see people trying to help us get the most out of the new mythic rules. I've been considering posting my own ideas based just on my character. I made some hard choices, but they were based on the character built before mythic came out.

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