Optimized Mythic Characters


Advice

Liberty's Edge

I'm just wondering if anyone has gotten into the system to build mythic big bads and done anything particularly interesting... I've started working on a few characters that were begging for mythic treatment... the sort that really shouldn't die without a huge effort by the PCs.

As examples, I've got an almost unstoppable barbarian with 740 hp, DR 20, and insane attacks... and I'm working on an archmage that has very few limits. I'm hoping they're powerful enough to be the world shakers they're supposed to be.

What has anybody else come up with?


EldonG wrote:

I'm just wondering if anyone has gotten into the system to build mythic big bads and done anything particularly interesting... I've started working on a few characters that were begging for mythic treatment... the sort that really shouldn't die without a huge effort by the PCs.

As examples, I've got an almost unstoppable barbarian with 740 hp, DR 20, and insane attacks... and I'm working on an archmage that has very few limits. I'm hoping they're powerful enough to be the world shakers they're supposed to be.

What has anybody else come up with?

I am interested in the details! Can you post more information on how you built that Barbarian? I had a mythic barbarian concept, but only finished building levels 1-20.

Planned Progression: Barbarian (Invulnerable Rager)
1 – Fast Movement, Rage, Feat: Power Attack
2 – Invulnerability, Rage Power: Superstition
3 – Extreme Endurance, Feat: Furious Focus
4 – Rage Power: Reckless Abandon
5 – Feat: Raging Vitality
6 – Rage Power: Lesser Beast Totem
7 – Feat: Extra Rage Power, Rage Power: Beast Totem
8 – Rage Power: Unexpected Strike
9 – Feat: Toughness
10 – Greater Rage, Rage Power: Greater Beast Totem
11 – Feat: Combat Reflexes
12 – Rage Power: Come and Get Me
13 – Feat: Raging Brutality
14 – Indomitable Will, Rage Power: Eater of Magic
15 – Feat: Extra Rage Power, Rage Power: Strength Surge
16 – Rage Power: Knockdown
17 – Tireless Rage, Feat: Weapon Focus
18 – Rage Power: Witch Hunter
19 – Feat: Greater Weapon Focus
20 – Mighty Rage, Rage Power: Spell Sunder

Liberty's Edge

He uses Raging Brutality and stacks Con, basically. I don't have him in an easily postable format, but that's using Eldrich Heritage: Orc and Mythic Eldrich Heritage, and counting items. His maxed Con hits like 50, raging and grown.


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Just recently built a Human barbarian 11/Champion 5 that can deal (Via mythic Power Attack, Mythic Vital Strike, and Improved Vital Strike) either 9d6+87+1d6 or 15d6+205+1d6+2d10 on a critical hit. Either way he tickles even the hardiest fighter, and that's without the Maximized Critical path ability.
Side note, icy burst for those random d6 and d10, with him being Large sized with a greataxe.


Augmented Maximised Mythic Meteor Swarm with Channel Power.

Should do (haven't checked to be sure, but it seems about right) 80 bludgeoning damage and 800 fire damage if all four meteors hit. All the fire damage is non-resistable and immunity won't work against it, and hitting Channel Power forces that up even higher by adding another 40 bludgeoning and 400 fire damage for a total of 1320 damage (where 1200 of it can't be resisted).

You could strap on Empower Spell from a Metamagic Rod if you felt the need to ensure that even if the target makes their save for half they'll almost certainly die anyway. And if you're a Draconic bloodline sorcerer, you can get an extra +100 damage. Cthulhu has 774 HP, so even if he makes his save he should still take somewhere in the region of 710 damage, nearly enough to OHKO him.

It costs you about 3-4 MP for each use and a total investment of five mythic path abilities (three on Arcane Metamastery, one on Channel Power and one on Mythic Spellcasting). Players will need to be very careful about engaging. Or very durable.


Blasting is exceedingly well supported in mythic pathfinder. Fireball (the mythic one) can go entirely through fire resistance with augments, which is quite powerful. My friend had one that was consistently doing 400 damage per fireball at level 12 MR 6.


It seems to me that the key to the archmage is getting arcane metamastery x4, allowing you to use Quicken Spell on your highest-level abilities. And since mythic spellcasting is all you do, getting mythic spellpower is also a good idea.
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Venerable human arcane sorcerer 20/archmage 10
N Medium humanoid (human, mythic)
Init +46, amazing initiative; Senses robe of eyes; Perception +12
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Defense
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AC 36, touch 23, flat-footed 31 (+8 armor, +5 Dex, +5 natural, +5 deflection, +1 insight, +2 luck); robe of eyes
hp 223 (20 HD; 20d6+150); ring of regeneration
Fort +21, Ref +21, Will +23
Defensive Abilities hard to kill, immortal, mythic saving throws, true archmage, unstoppable; SR 36 vs. arcane; Immune bleed; Weaknesses robe of eyes
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Offense
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Speed 40 ft., fly 60 ft. (good)
Melee staff of power +14/+9 (1d6+4)
Space 5 ft.; Reach 5 ft.
Special Attacks abundant casting, arcane apotheosis, arcane metamastery (x4), bloodline arcana, bonded item, channel power, eldritch breach, force of will, mythic spellpower 6/day, mythic power (23/day, surge +1d12), school focus (conjuration), wild arcana
Spells (CL 21st, concentration +44, +48 defensive casting)
9th (9)—energy drain, prismatic sphere*, time stop*, wish*
8th (9)—giant form II, horrid wilting, maze*, moment of prescience, prediction of failure, polymorph any object, power word stun*, orb of the void*
7th (10)—grasping hand, greater hostile juxtaposition, greater teleport, limited wish*, reverse gravity*, waves of exhaustion
6th (10)—chain lightning*, circle of death*, disintegrate*, flesh to stone*, true seeing, unwilling shield
5th (10)—cloudkill*, cone of cold*, overland flight, persistent image, polymorph, telekinesis*, wall of force*
4th (10)—black tentacles*, charm monster, confusion*, crushing despair, deathless*, dimension door, fire shield, shout
3rd (11)—dispel magic*, fireball*, haste*, heroism*, suggestion*, vampiric touch, wind wall
2nd (11)—alter self, flaming sphere, glitterdust, invisibility*, mirror image, pyrotechnics, resist energy, web
1st (11)—enlarge person*, grease*, identify, magic missile*, protection from evil, ray of enfeeblement*, shield, silent image*
Cantrips—acid orb, arcane mark, dancing lights, detect magic, ghost sound, light, mage hand, mending, message, prestidigitation, read magic, spark
*mythic
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Statistics
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Str 13, Dex 20, Con 20, Int 15, Wis 13, Cha 49
Base Atk +10; CMB +12; CMD 45
Feats Combat Casting, Dazing Spell, Defensive Combat Training, Extend Spell, Extra Path Ability (component freedom)*, Heighten Spell, Improved Initiative*, Intensify Spell, Iron Will, Mythic Spell Lore (3)*, Noble Scion (war), Persistent Spell, Quicken Spell, Selective Spell, Toughness, Uncanny Concentration
*mythic
Skills Knowledge (arcana) +26, Linguistics +8 (identify forgeries only; spectacles of understanding), Perception +12, Spellcraft +26, Use Magic Device +43
Traits Focused Mind, Reactionary
Path Abilities abundant casting, arcane metamastery (4), channel power, component freedom, eldritch breach, mythic spellpower (3), wild arcana
Languages Common, Draconic; spectacles of understanding
SQ bloodline (arcane), legendary hero, recuperation
Combat Gear glove of storing, staff of power (bonded item, 10 charges)
Items amulet of natural armor +5, belt of physical perfection +6, boots of striding and springing, bracers of armor +8, cloak of resistance +5, handy haversack, headband of aerial agility +6 (Charisma), mantle of immortality, ring of protection +5, ring of regeneration, robe of eyes, spectacles of understanding
Ioun Stones clear spindle, dusty rose prism, iridescent spindle, orange prism, pale green prism

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Typical action for the first round is to cast mythic time stop and activate arcane metamastery (Quicken Spell).

On the second round, they cast mythic haste and augmented mythic deathless.

On the next round of time stop, they maneuver over the most powerful nonflying foe and cast reverse gravity and prismatic sphere so that the foe falls through both the top and bottom of the sphere when normal time resumes. If necessary, on the following round the caster will use disintegrate, telekinesis, or polymorph any object to remove potential handholds and deny a save.

If there are flying creatures present, the archmage casts augmented mythic orb of the void twice. Using the additional move action from mythic haste, they can control both orbs at once. Once time resumes, the archmage casts two energy drain spells and moves both orbs through as many creatures as possible. On the following round they make another sweep with both orbs, cast energy drain at the most powerful remaining foe, then cast mythic circle of death, horrid wilting, or mythic chain lightning.

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