Mythic campaign, Magus or Skald?


Advice


So a while back my GM said he was going to run rise of the ruin lords, so a I made a skald for it and was really looking forward to playing it. Now he had decided to run Wrath of the Righteous instead. He has run this before and last time, I played a Magus which ended up being a ton of fun. We never finished Wrath of the rightous last time so i kind of want play the magus again and hopefully finish this time, but I also kind of want to play the skald i made. Looking through mythic abilities though it just seems like a mythic magus is more fun than a mythic skald? Does any one have any Ideas for a myhtic skald?


A Mythic Skald could be great. The Archmage path could make you a very flexible caster either way. If you want to focus on melee consider Mythic Power Attack and Mythic Vital Strike (which is really great with Amazing Initiative)


I don't recommend Mythic Vital Strike unless you use the fixed version of it. There are also Mythic Magus class features that could be a fun twist on what you did before (take 'em in place of path abilities), just so you don't get bored of having done the same thing too often.

...

With your GM's permission, of course. XD

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Skald is heavily dependent on what your teammates are playing, so check with them first. Usually, you'd want a number of strength-based melee characters in your party before skald becomes worthwhile.


Pathfinder Adventure Path Subscriber
Kurald Galain wrote:
Skald is heavily dependent on what your teammates are playing, so check with them first. Usually, you'd want a number of strength-based melee characters in your party before skald becomes worthwhile.

It's not entirely bad, but unless you have at least one dedicated fighter - or a bunch of fighty followers - in the party then a Skald is a Bard who's traded out most of his Performances and other abilities for the ability to Rage much less well than the Barbarian. I suspect it could still be fun to play...but not optimal.


Strength magus and go archmage with shapeshifting mastery to get caster level as BAB for natural attacks while polymorphed. Start with alter self (lizardfolk).


Pathfinder Rulebook Subscriber
GM Rednal wrote:
I don't recommend Mythic Vital Strike unless you use the fixed version of it.

I've never run across that particular interpretation before, but I can see how the text allows for some ambiguity... Which any sane GM would shut down immediately because duh. Even so, this version is still ridiculous specifically because of Amazing Initiative, which is the source of pretty much every one of my issues with Mythic.

As for which class, I'd say Magus is going to have better support from the system but seeing as you've played it before Skald could be fun. Being able to poach other spell lists could be cool in combination with Mythic spells.


The same page addresses Amazing Initiative. XD In fact, it's the very first problem rule, and has three alternate rules based on the way the GM plans to run the game.


I don't see the problem with amazing initiative, I thought the prevailing school of thought was martials being able to do a lot of damage wasn't nearly as disruptive as what high level casters can do and you can't cast with amazing initiative.

It does allow a witch to go quickened ill omen, evil eye, slumber all in one turn but I mean ... it's mythic xD


Combined with the drastic increase in damage mythic characters can do, it tends to mean that even boss characters can get flattened before they have the chance to act. XD; It... uh... gets a bit boring if the foes can never present a credible threat, you know?


My group will probably never play another mythic campaign. My character needed to reign in himself or he could have ended most encounters with dazing fireballs.

My GM ended up increasing boss mob HP by x10, so blasting was less effective than dazing or casting haste.


I never really considered the idea that somebody in an actual game (rather than just goofing around on the message boards) might try to insist that a falchion or other 2d4 weapon would do quadruple Str damage with Mythic Vital Strike since it does “4 dice” of damage. I think Amazing Initiative is a big part of the fun which makes Mythic adventures different that regular adventures.

MVS is obviously very strong combined with Amazing Intiative, but that was the intent of my advice. If the concern is that Skald might not be effective enough then something which makes Skald more effective seems good to me. The feat cost is extremely high for non-Fighters, but being able to cast a buff and still attack for credible damage could be really nice (help the party and still get to kill stuff)

@nicholas storm - If you have high DCs Dazing Spell can be pretty disruptive even without Mythic rules. My personal house rule for it would be to allow a new saving throw each round to end the dazed effect.

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