Any Research on Mythic Builds, Yet?


Advice


So I'm playing a Bard in WotR, and I wonder if there are any "Mythic Build Guides," yet.

In case there are not, and somebody wants to help me out, I'm playing a Pitborn Tiefling Bard (no archetype) with 16 STR and an 18 CHA (all other stats with +1 or +2) and am focused on making my six-person-total party as awesome as possible. I'm the only arcane caster in the party and have the Trait that makes the Marshal path especially favorable.

Thanks.


There is one post here in the Paizo forums. Let me see if I can find it...

Read Krul's thread here: the stuff


Thanks, Wycen. It is better than I feared; there are a couple of guides out, already, I guess I was hoping for a lot more than would actually be reasonable this early on.

When the Marshal (for Bards!) guide finally gets written and shared, please post it here! Sadly, I have just enough time to read 'em; not nearly enough to write 'em.


I don't profess to be a master at this sort of thing, but I looked over the Marshal in response to seeing this thread, and these are my initial findings.

Advance seems to me to be the best Marshal's Order of the three, though you would not be wasting Path abilities on Additional Order for the other two I don't believe. The ability to get extra actions is just killer, no matter what, and the versatility of move actions could make this amazing in the right party.

Beyond that, a lot of it really depends on the makeup of the rest of your party. If they're into high crit range weapons, and if you are too, then Directed Assault is for you.

Deadly Guidance plus Distracting Assailant is pretty brutal, especially if you've already got someone with a source of sneak attack to add on top of it.

Inspire Minions would be amazing if you or someone happened to take Leadership, but really kind of useless otherwise.

Lightning Performance is a must, and Inspired Defense helps to shore up any bad saves your party might have.

Remember what I said about Leadership? Loyalty gives it to you. if you go down that path, definitely take this, even if you already are taking Leadership with a feat for the added benefit.

Potent Message has some wonderful roleplay potential, depending on how WotR plays out.

Resurging Words works great right before a final push or last stand.

All of that is just the 1st tier abilities, and just from a single pass through it.


Thank you, Daelen.

I already have Advance circled as my Marshal Order, as it is the best way to let the rest of the party "cheat," which is, essentially, what I understand "Mythic" to be.

Loyalty and the +Leadership stuff seems like a no-brainer, but I'm not sure how much the minions will play into the AP as a whole.

That said...Lightning Performance almost feels like a waste, since Bardic Performance gets quicker over time, any way, but Inspired Defense is a good booster for the party.

Deadly Guidance, with a couple of Path "slots," and a six-person party, and in addition to the eventual discordant voice feat, that could mean some pretty sick additional damage for my front-liners.

Commanding Presence seems like a must-have for a controller-type Bard, since it allows me to use Language-Dependent spells on creatures that wouldn't, otherwise, understand me.

Greater Surge+ Surge of Inspiration (@Tier 6 or after) seems pretty awesome, too, but it makes Lend Power useless. I may just take them later.

I'm toying with Heroic Block/Perfect Aid, but since I'm not a high-DEX halfling, I think I may be barking up the wrong tree.

Anyway, thank you for your help; more input is certainly welcome!


I'm also considering the Dual Path feat to take Archmage

Archmage Arcana:
Wild Arcana (Su): As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

and
Spoiler:
Eldritch Breach (Su) (Mythic Adventures pg. 15): You are adept at breaching magical defenses and overcoming resistance to your magic. When attempting a caster level check to dispel an effect, overcome spell resistance, or otherwise determine whether your magic affects a target (such as with knock or neutralize poison), roll twice and take the higher result.


Dual Path is particularly useful if you gain your mythic tier after you've been playing for some time snd don't have a prereq feat for any of the other mythic feats, like my summoner.

And in fact that was the exact path and ability I chose Abyssian.

Our cleric also chose Dual Path.


I think it would be hard to build a character (well, the way I typically build characters) who could not benefit from Dual Path.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Any Research on Mythic Builds, Yet? All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice