Trickster Path Ability: Path Dabbling. Which ability to pick?!


Advice


So many options, I was wondering if anyone had any insight? I'm playing a finesse rogue.

The only one that stood out for me so far was

Impossible Speed (Ex)

Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.


Enduring Armor from Archmage might be useful if you have a mythically high Dex, since it gives you a permanent, scaling armor bonus with no dex cap and no armor check penalty. Armor Master from Champion does the same thing, basically - and is probably more efficient early on.

Divine Guardian from Hierophant lets you summon increasingly powerful creatures - could be useful for creating more flanking buddies early and for generally tearing everything apart later. A little expensive to use, mythic power-wise (since you'll almost always want to burn two uses each time).


I have this dilemma as well. I was considering "mythic resolve" since failing saving throws in a mythic campaign is generally very , very bad.

Impossible speed is cool, but in most cases there will be a party member who can cast haste and that should cover you for movement.

Any other thoughts?


What Tier?

I love Precision in the Champions path, Fast heal and DR stuff from Guardian. I also like Shrug it off, turn a crit to a normal hit.

The Mythic Feat Mythic Paragon is easy to miss, but offers a lot basically a +2 Tier for all Tier based powers.

Retributive Reach and additional 5ft Reach is always helpful.

Deadly Dodge and Vanishing Move from the Trickster abilities are excellent choices without using the Path Dabbling)


Take Fleet Warrior (Champion path) and full-attack every round.

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