| Lisynth |
I'm playing an angel blood Aasimar paladin of Iomedae in the Wrath of the Righteous adventure path. I'm currently wielding Radiance and have a shield in my off hand. My ultimate goal is to become kind of a divine intervention, hard hitting, angel among men.
My group has finally hit the point where we are starting to gain our mythic tiers. We have a champion invulnerable-rager barbarian, a trickster (probably) ranger, an archmage wizard, and me. I've done some reading on the mythic paths and am unsure which mythic path is best for the character I have in mind while still synergizing well with the group I've got.
Thanks for your advice!
| CommandoDude |
| AmyGames |
the guide is great
i used it for my cavalier
its well made and easy to follow
vital strike chain will let you be charging and one hitting whatever you want if you manage to make your weapon do more than one die of damage
i don't really know the adventure path but i agree guardian is a gimp
i'm also confused why champion gets more bonus HP than guardian
just seems a bit...ehhhh...
Fruian Thistlefoot
|
Stat boosts I feel are a strong option. Not top picks but if your at a point where nothing is standing out they are easy picks to get instant yield.
Add it with the wish money you will save up using legendary item + radiance. Your looking at a really beefy stat. Our fighter had a 45 strength and could wrestle a Dragon and win if he wanted too. But he loved using his scythe.
| AmyGames |
yeah ALL of my stat increases are going to str
i think you were one of the people i talked to about my cavalier that could single-handedly turn Cthulu (CR 30 in the bestiary) into a fine red mist with one attack?
since hes going to be immune to fear and being staggered he doesn't have to worry about that silly aura either way, and using ride by, Cthulu doesn't even get an attack of opportunity. i just wait 2d6 rounds and send the big squishy bastard back to ryleh in a teacup
but IF you have NOTHING else that stands out to you then yes, a stat increase is never bad
personally id take immunity over it, like unchanging, but that's just me
legendary item is an AWESOME choice for...well... anyone
Fruian Thistlefoot
|
Actually Legendary Item is one of the BEST path abilities. Like I said I recommend making into armor. Your already getting a free weapon that upgrades and is bond-able...you will spend 0 on a weapon. Might as well get 1/2 off your armor as well. Make some +5 monstrosity with tons of special abilities and a small spell list of buffs.
But hands down your first path ability should be Mythic Smite. Everything will be smite-able and you will not run out of them either. Go smite happy.
Also between an insane CHA + Bestow Grace + Natural saves of your class + your class immunities...I hardly see you failing many saves other then the reflex...and even then it is typically HP damage that a LoH swift action can shake off.
What level are you currently and whats your WoTR character looking like?
| Aratrok |
I haven't gotten to play her yet, but my paladin plans on going Champion and dual-pathing into Archmage.
Champion provides an amazing platform for dramatically boosting your damage potential, and has a lot of nice offensive tricks (like Fleet Warrior). I won't go too much into it, since there's a guide posted up above, but you should absolutely consider a Legendary Item. They're amazing.
Dual-pathing into Archmage isn't fantastic, as the archmage arcana is pretty much wasted on you, but it opens up some really nice options like:
Crafting Master - Every crafting feat! Amazingly useful for any caster.
Enduring Armor - Go nude and still have solid AC. Combines really well with Mythic Paragon to out-shine the effectiveness of +5 mithral celestial plate.
Eldritch Reciprocation - Used carefully, this can let you go literally forever when combined with Recuperation (which lets you expend mythic power and rest an hour to get half your HP and all your class features).
Mirror Dodge - Avoid attacks that carry rider effects (like dazing assaults), negate melee full attacks, and avoid attacks meant to interrupt your buffing.
Eldritch Flight - Most effective at 6th tier. Nabs you a (Su) fly speed which can't get shut down by pesky dispels.