
Rumil93 |
Hello dear paizo community,
i am searching for some advice for me and my Charakter.
To the char:
25 point buy
Str 7, dex 18, con 13, int 23, wis 11, cha 7
Level 6 wizard with 1 Tier mythic hero (Archmage)
School divination, foresight
Opposite Scholl necro, evo
Race elf.
Traits:
1) eyes and ears oft the City (+1 per and class skill)
2) spark of creation (+1 craft and 5%discount on magic craft)
Feats:
Lvl 1) improved Initiative
Lvl 3) craft wond. Items
Lvl 5) craft magic A&A
Lvl 5) discovery: craft construct
Mythic hero (archmage):
Wild arcana
Path ability: abundant casting
Spell lore: mythic haste
Basic hero abilitys.
EQ.
Headband of intellect +2
Ring oft protection +1
Lesser rod oft silenc. (Meta magic)
Crossbow, light
How i do want to play my char.:
Helping other teammates, crafting and knowledge beast (currently 11 on all knowledge skills)
In fight i do want to support my teammates, hell them on DMG outputs and giving Thema buffa/debuff enemys.
Problem i do have:
My group is heavrly magical. We do not habe anyone wanting to fight in the frontline. We have a rouge, wich is avoiding fights the best he can (Bluff on +16) and bis fighting abilitys are heavely limited, low AC. Acualy no combat feats.
We have a shaman, wich can heal us, but low AC and not so high HP, staying backline and is healing/wielding an axe, wich she is missing a loot with (is a sorc. Not a fighter)
A Kineticist wich is dealing, range damage with bleeding and his stuff (our DMG dealer)
A New sorc. In our group idk what his role will be.
And me, i want to support and help others, wich is prity impossible for me, vor Vetter said, IFK what to do. I compleatly hate save or die, but i can see myself using fireballs, but i can acualy goinh with a Ninja, fighter and be that DMG dealer, but i would like to stay AS a mage.
So my question is, what can i do? I feel super useless in fights because i can:t deal damage (Banned evo and necro) and my buffs are kinda useless for our Team and debuffs like sleep, color spray, create Pit. They seem to be prity useless the was i want to use it.
Thanks for any advices
Rumil

Moonclanger |
And since you're playing mythic there's an Archmage path ability that works with Summon Monster:
Speedy Summons (Su): When you cast a summon monster spell, the casting time is 1 standard action instead of 1 round. If you expend one use of mythic power, the casting time becomes 1 swift action. If you're a summoner, as a full-round action you can expend one use of mythic power to summon your eidolon. You must be at least 3rd tier to select this ability.

Cosmic Dream Lord |

I also recommend the Summon Monster spells. Summoned creatures make for an excellent addition to melee; the best ones for each level are generally quite durable and physically powerful. In a sense, they're a casters' best source of damage because they typically get several hefty attacks over many rounds.

Saldiven |
Also, if you don't wanna go with summoning, there are good battlefield control spells out there, too.
Stone Call (2nd lvl) does 2d6 damage with no save over a huge area, and also creates a huge area of difficult terrain, making it more difficult for enemies to close with all of your party's casters. (Diff Terrain makes each square count as two for movement, prevents charges, and also prevents five foot steps. This can significantly hamper enemy maneuvers.)
Stinking Cloud blocks a large area of vision, and a failed save is really debilitating to the enemy.

Darksol the Painbringer |

Your feats need some work. Craft Wondrous Item and Improved Initiative are nice, but Create Construct is extremely pricey with little gain, and Craft Arms and Armor will not be very helpful with so many classes having little use of either to warrant spending a feat on it. I'd suggest different feats besides those two.
Keep in mind that throwing out battlefield control spells, Save or Suck spells, and even summons are great ways to buff your party members. Being a Wizard, you have access to the best summoning list in the game. Your rogue would appreciate a flank buddy. Your fellow squishes would appreciate a meat shield blocking enemies from getting to you. And you still fulfill the main role you wanted to fulfill.

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If you can, swap out those feats Darksol criticised (I agree with him) for conjuration focus (a pre-requisite) and augment summons (+2 str and con).
Standard action (with that archmage ability) can drop an augmented, celestial leopard on the table (charging for five attacks: one of +8/1d6+5 plus grab; four of +8/1d3+5).
Against an evil foe that becomes charging for five attacks: one of +8/1d6+8 plus grab; four of +8/1d3+8
And summoning only gets really good when you hit the summon monster 4 table.

Moonclanger |
Your feats need some work. Craft Wondrous Item and Improved Initiative are nice, but Create Construct is extremely pricey with little gain, and Craft Arms and Armor will not be very helpful with so many classes having little use of either to warrant spending a feat on it. I'd suggest different feats besides those two.
And remember you're playing mythic. You don't need crafting feats if you take the Crafting Mastery Archmage path ability:
Crafting Mastery (Ex): You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you're crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item's cost or any other requirements.