keerawa |
I'm about to start a home-brew game. The GM is including Mythic content, apparently from quite early in the campaign. I've been reading up on the Mythic rule-set, but I don't have the rules mastery of it that I do for the regular PF rules, so I was hoping for some advice. I've read CTP's Guide to Mythic Adventures, which was very helpful, but I'd love to hear people's suggestions.
First, a little background. My character concept is a young human who is the descendant of a great but disgraced noble house of generals. I'll be playing a dual-cursed Oracle of Time, with the curses Haunted (progressing) and Legalistic (fixed). I am the only divine caster in a group that consists of an archer ranger, scout rogue, invulnerable rager guardian, marshal bard, and a highly optimized blaster wizard.
I'd like to focus on control and buffing, with some crafting capability. I plan on taking the Hierophant path: Inspired Spell, Divine Reach, Mythic Domain, Enduring Blessing, possibly Relentless Healing, Eldritch Breach, Enhance Magic Items, or Mighty Summons.
Any suggestions are welcome!
A few specific questions:
1) Does Inspired Spell make the human favored class bonus of additional spells known useless?
2) Would Ultimate Versatility allow me to take a whole other MYSTERY for a few minutes a day, with all the revelations and mystery bonus spells that go with it?
3) Would it be worth taking Dual Path at tier 1 to mix in some Marshal abilities? Advance and some of the abilities that grant rerolls seem very powerful, but maybe less necessary when I already have Misfortune and Fortune to play with.
4) I was considering Eldritch Heritage (arcane or imperious), especially since the Mythic Eldritch Heritage is early access and more powerful than Improved EH. But I wonder if the Mythic content would over-shadow the bloodline abilities (familiar and bonuses) so they aren't terribly useful.
Thank you very much for the help.