Mythic feats vs. Path abilities


Advice


Reading through mythic adventures I see so much awesome! Path abilities are great and mythic feats are amazing. I alternately find myself formulating plans to swap path abilities for feats and vice versa. Looking for others feedback on how to handle so much potential. Yes, I realize there are still "Trap" options in mythic but even those are usually cool in some way. Also, path abilities can't be retrained as far as I know but a mythic feat tied to a mundane feat might be indirectly retrainable. I at least could see it making sense. Thoughts?


Bump. I'd be really interested to hear if anyone has had trouble making this decision? Or do many players take the default 5 mythic feats 10 mythic path abilities? Is mythic rules use still so rare that no one has yet felt torn between the two features?


I will chose slghtly more feats than abilities for my arcane duelist in WotR (if I live that long). At first tier I plan for Power Attack (Mythic) and Arcane Strike (Mythic). From then on, I take abilities and feats by default.

Abilities maybe stronger but often take away your swift action. So I especially look for things that only use free actions or no actions at all.

Will start with the marshal path and later add trickster.


I've looked over a lot of the Mythic abilities and feats... I've yet had the chance to get any characters into mythic play yet (currently have a dawnflower dervish bard in Book 1 of WotR), but I find it's best to pick the abilities you think fit the character or would be fun. There is a lot of options, and most of them are pretty awesome.

For instance... I love the idea of the Aerial Assault ability from the Champion path, I think it's a really cool concept. It's situational and perhaps not the most "optimized", but I think it's awesomesauce.

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