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Barstro
2016-05-02, 03:01 PM
I apologize for what is most likely a rambling stream of consciousness. I've researched things off an on, and some of my questions can probably be answered with a bit more research on my part. But, I think it would save me a lot of time to poll the knowledge pool that is GitP.

I am starting a campaign that will go from 1-20 and utilize Mythic rules. Party consists of four players. Right now, the best I can say is that we have two melee fighters, but even that is fluid.

My character idea is straight Sorcerer with the intention of using only buffs, debuffs, and battlefield control. I'd like to do absolutely no damage to anyone. However, I also hope to keep an ace up my sleeve just in case the team gets close to a TPK.

Luckily, we will be playing with Mythic rules, so that shouldn't be a problem.

I'm not entirely certain how Mythic progression works, so I will present that separately.

Sorcerer

Human
Arcane Bloodline, Wildblooded: Sage.
Bloodline Arcana - Everything runs off INT instead of CHA.
Lose Familiar

Bloodline Familiar
Get that familiar back (Valet Archetype) (hard to not go scorpion)
Lose Bloodline Power (who cares?)
Obtain Bloodline spells one level later (ouch?)

Spells

Most of this list came before I realized we were playing Mythic. Since Summoning adds more utility and the long casting time prevents some Mythic shenanigans, I will probably add Summon__ to each level for spells known. Said creatures will be used out of combat or for flanking buddies. I still hope to not be a direct cause of physical damage.

0
Detect Magic
Prestidigitation
Light
Ghost Sound
Daze?
Mending?


1
Mount
color Spray
Silent Image
Vanish?
Grease
Hydraulic

2
Glitter
Invisibility
Mirror Image
Levitate?
Pit
Mount
Stone Call
Minor Image

3
Phantom Steed
S. Cloud
Haste!
Dispel
Aqueous
Ray Exhaustion

4
Confusion
B. Tent.
Wall Ice
T. charge?
Enervation

5
Wall Stone
M. Jar
Overland Flight


Progression
Ability Bonus always goes to INT
Feats
1) Improved Initiative
H)
3) Craft Wondrous Item
5)
6) Spell Focus?
7) Improved Familiar (not Faerie Dragon)
9)
11)
13)
13) Combat Casting?
15)
17)
19)

Feat options…
Improved Counterspell
Metamagics
Skill Focus: Spellcraft
Toughness



Mythic; Archmage Path
1) Feat (Mythic Craft Wondrous), Hard to kill, Mythic Power, Surge +1d6: Wild Arcana (cast any damn spell), Crafting Mastery
2) Ability Score - INT, Amazing Initiative, Coupled Arcana
3) Feat (Mythic Improved Initiative), Recuperation, : Throw Spell, otherwise Enhance Magic Items?
4) AS - INT, Surve +1d8 : Mirror Dodge
5) Feat (Extra Path Ability?), Mythic Saves : Tangible Illusion
6) AS - INT, Force of Will : Channel Power
7) MF, Surge +1d10 : Sanctum?
8) AS - INT, Unstoppable
9)

I would like the main use of my character to be crafting things for my party. Mythic rules and abilities seem to really help with that. As such, I chose feats based on crafting.

Crafting Time Calculation;
Standard: 1,000 / eight hours
Sped up: 1,000 / four hours (x2) (2,000 / day)
Cooperative: 2,000 / four hours (4,000 / day)
Crafting Mastery – Not a Feat (Valet Familiar doesn't get to double this too) - Double PC's work
1,000 per four hours, doubled to 4,000 per day, PLUS Cooperative for 6,000 per day.
Mythic Craft Wondrous
Add eight hours (2 x four) 2,000 / day – Total of 8,000 / day.

Any glaring problems or thoughts?

Thanks