New Mythic Character - Need clarification...


Rules Questions


Hi all! We are currently playing Wraith of the Righteous and are starting mythic rules. I am a 12th-level cleric and selected recalled blessing and eldrich breach - being an elf with spell penetration I thougth it was going to be ultimate way to bypass demons' high SR's. Unsurprisingly I've found now nearly no SR is a match for me, but I've discovered recalled blessing to be in my opinion highly overpowered against non-mythic characters, and I want to know it I am using it correctly.

For example,last session I used it to cast Banishment against a group of 4 lesser demons (Brimoracs IIRC). I was able to banish 3 of them in a single take and not only I didn't lose the spell or spell slot, demons had to select worst d20 roll for their saving throws. And all that for a merely 1 mythic point.

Did I use it right? Is it recalled blessing so powerful? My Dm is starting to have second thoughts about mythic powers. In the same session I used Harm to deliver 120 hp damage to another demon that also had to select worst d20 roll. I suppose the answer is "your dm should use mythic monsters" but I just want to check that I am using it the way is intended.


It looks like you are using the rules correctly.

The mythic rules raise a characters power level to extremely high levels. Against non-mythic foes a mythic character is going to be very powerful. Even vs mythic foes the game tends to be like playing rocket tag. From what I have read the Wraith of the Righteous is actually pretty easy. I have never played, or even read the adventure path, but it sounds as if it was not well designed. Considering the mythic rules were new at the time I don’t think Paizo really understood how powerful the characters get.

I am currently running a homebrewed mythic campaign and have found to challenge the party I have to throw out the default assumptions of the game. It has actually been a pretty fun game because I can throw out tougher encounters than any other game I have run, or played in. Using insane numbers of medium strength creatures has been fairly successful. I am also much better at optimizing characters than any of my players. The mythic rules have allowed me to use NPC’s that I could never use in any other campaign.

One thing that your GM should be doing is throwing out more encounters with greater numbers. This forces the players to really think before spending their mythic points. If the characters never run out of mythic points the game is too easy.


I will point out.

If you are 12th level, you'll soon move to where Banishiment/Dismissal are spells the party is targeted with but cannot use themselves.


Volkard I am afraid I don't understand you...please can you elaborate?


If you're in the Abyss, demons can't be banished (because it's their home plane) but you can (because it's not yours)


Ahh I see! Well we started the module recently, not being 1st level characters, but 11-th, so I don't think we are going to Abyss right now (still dealing with the taking of the sword of valor). All this said, it's fair to point out that our DM has made a good job adapting monsters to match our level but it's when we use our mythic powers when the things start to be out of balance. To be honest, it is me who I think (hyerophant) am overpowered because the other two players (guardians) don't make much more damage using their mythic abilities. But this recalled blessing thing is just too much for non-mythics xD


Honestly Inspired spell is probably better than recalled blessing. The ability to cast any spell from your spell list even if it is not memorized, or on you spell list is a lot more useful. This is particularly true for spontaneous casters. Divine casters have a lot of situational spells, and being able to cast them as needed is a lot more useful than casting a memorized spell a second time.

Guardian’s focus is not on dealing damage, but rather on defensive abilities. Sudden block allows you to add your tier to your AC (or an adjacent ally) and make them roll twice, and gives you (or your ally) and extra melee attack that bypasses all damage reduction. Being able to possibly nullify a critical hit is incredibly useful.

The Champions path is what you use to increase damage for a non-spellcaster. Being able to make a full move and get an attack at full BAB as a swift action, and still getting your full attack is going to increase your damage like you would not believe.

Like I said mythic rules are overpowered compared to normal characters.


Mysterious Stranger wrote:
Honestly Inspired spell is probably better than recalled blessing. The ability to cast any spell from your spell list even if it is not memorized, or on you spell list is a lot more useful. This is particularly true for spontaneous casters. Divine casters have a lot of situational spells, and being able to cast them as needed is a lot more useful than casting a memorized spell a second time.

I am currently playing an oracle that is about to become mythic. However, my GM has waited to make us mythic until we were already level 18, and my character has the miracle spell.

Which Divine Surge ability should I pick?

For my oracle, Beast's Fury would be worthless.

Inspired Spell would add the ability to cast all 9th level spells, but not much more (since miracle already does this vor spells of 8th level or lower). The only advantage of Inspired Spell would be to be able to apply metamagic (but not for 9th level spells, since metamagic would make the resulting spell level too high).

Recalled Blessing would seem the obvious one, since it would at least make creatures roll their saving throw twice, something that would be very hard to achieve in any other way...

As an additional question: if I use Recalled Blessing to cast miracle to emulate a 6th level spell, what would the DC for a saving throw be?

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