Mythic Options and the Investigator


Advice


Pathfinder Lost Omens, Rulebook Subscriber

I'm putting together an Investigator to jump into an in-progress campaign, and I find myself not having any clue what to do with Mythic Feats and Powers. At this point, I'm leaning towards the Trickster path and just grabbing Legendary Weapon and a normal non-Mythic feat as first tier, but I fully admit that I don't know the Mythic options particularly well and am curious if there are any more synergistically interesting choices that I should be looking hard at.


Although i haven't read the invistigator fully (just skimmed), he's choked with swift actions like most classes in the ACG, correct?


Pathfinder Lost Omens, Rulebook Subscriber
leo1925 wrote:
Although i haven't read the invistigator fully (just skimmed), he's choked with swift actions like most classes in the ACG, correct?

Eh, not really. A move action (talent/feat to make it swift) every IntMod rounds (or per target, if things die faster) to keep up Studied Combat, and they can burn a Talent/Feat to Aid Another as a Move action. Other than that, all class abilities are Standard or Free.


If you take the Empiricist archetype then Display of Intelligence is probably a great choice for a path ability. The ability to add a +20 to any intelligence based roll is very useful for that archetype. As for feats I think mythic spell lore should allow you to create mythic extracts.

Liberty's Edge

Do you have Power Attack? If not, why the hell not? If so, get Mythic Power Attack.

In terms of powers, Deadly Dodge is excellent, and Display of Intelligence is out-of-combat gold if you're an Empiricist with Student of Philosophy (and why wouldn't you be?). Legendary Weapon is fairly so,lid too, though.


LessPopMoreFizz wrote:
leo1925 wrote:
Although i haven't read the invistigator fully (just skimmed), he's choked with swift actions like most classes in the ACG, correct?
Eh, not really. A move action (talent/feat to make it swift) every IntMod rounds (or per target, if things die faster) to keep up Studied Combat, and they can burn a Talent/Feat to Aid Another as a Move action. Other than that, all class abilities are Standard or Free.

You might have some issues but you aren't in a worse place than a paladin with mythic.

I would advise against the trickster, it's the weakest of the mythic paths (but a little more interesting than the champion IMO).

It's generally better to not spend mythic feats for regular feats.


leo1925 wrote:
It's generally better to not spend mythic feats for regular feats.

Can't agree with this more. You can't get mythic feats other than via advancement in tiers. What non-mythic feat could you need so badly at your level that you're willing to give up one of the limited mythic feats you can get for it?

Scarab Sages RPG Superstar 2015 Top 32, Contributor

Mythic version of arcane strike is pretty amazing.


Pathfinder Lost Omens, Rulebook Subscriber
leo1925 wrote:
LessPopMoreFizz wrote:
leo1925 wrote:
Although i haven't read the invistigator fully (just skimmed), he's choked with swift actions like most classes in the ACG, correct?
Eh, not really. A move action (talent/feat to make it swift) every IntMod rounds (or per target, if things die faster) to keep up Studied Combat, and they can burn a Talent/Feat to Aid Another as a Move action. Other than that, all class abilities are Standard or Free.

You might have some issues but you aren't in a worse place than a paladin with mythic.

I would advise against the trickster, it's the weakest of the mythic paths (but a little more interesting than the champion IMO).

It's generally better to not spend mythic feats for regular feats.

What would you advise instead of Trickster then? I get the impression that I'll have little use for Archmage or Heirophant, what with not being a proper caster... So, Warden? Guardian? If so, why?

I get that Trickster isn't particularly strong, but it seems like the only option that offers something to the class I'm playing.

Oh, and no Power Attack because low Str. :(


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While the trickster may not be as strong when it comes to combat it is very good at noncombat and odd abilities. If you are playing a low strength investigator then you are obviously not focusing on direct combat anyways. I do agree that you should not be wasting mythic feats on normal feats you will be missing out on a lot of power that way. Without knowing your build and stats giving helpful advice is harder, but below are a few ideas.

Assured Drinker: This allows you to be able to use your alchemical extracts without having to worry about attacks of opportunity. If you spend a mythic point you get to use your extract as a swift action.

Control the Mindless: Take control of constructs and undead if you make your knowledge roll (Arcane, and Religion). Having the undead horde tear apart the necromancy is pretty sweet. Since your knowledge skills will be through the roof this is a very strong ability.

Display of Intelligence: Take the Empiricist Archetype and this one is pretty much a must have. The ability to add +20 to most of your skills is incredible. Combine with Control Mindless for even greater results.

Enhance Magic: UMD is a class skill, and if you took the Empiricist Archetype it is now intelligence based. Load up on scrolls, wands and even staves and use those to attack. You may not be as effective as a full caster with his spells, but this certainly allows you to contribute to combat. This works really well with low level wands. That wand of magic missile caster level 1 becomes a lot more potent in your hands.

Mythic Weapon Finesse: Since you have a low strength I assume your dexterity is decent. This allows you to add dexterity instead of strength for damage.

Mythic Paragon allows you to be treated as if your tier was two higher for most mythic abilities. If you took Enhance Magic this gives you an extra level when using those magic items.

Mythic Spell Lore: Not sure if this one will work, but if it does it would let you create mythic extracts instead of spells.

Finally the best reason to take trickster is Path Dabbling. Being able to take a path ability for another path is a great ability.


Dual path and grab champion as well, get the ability to make iteratives the same as you main bab. Also some move and full attack options, as much as it pains me, when you go mythic rocket tag is launched, and you better be able to ride.


As an investigator he does not get his second attack until 8th level. If he follows the recommended progression then he will be about 4th tier by then. Taking dual path at first level to get an ability at 8th really does not do much for him. Also unless he is doing a decent amount of damage in combat it is not worth it.


Im not sure you can make an investigator that doesn't do a fair amount of damage. +10/10 is a pretty awesome buff even if the player doesn't pursue other damage options.


We really can't do more without a full build.

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