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My advice is to, first, decide on a mythic path, since they impact your build very much. I won`t spoil much, but those paths are tied to your preferred aligment - so, lawfull good and evil neutral are the best casters, chaotic neutral have tons of extra crit talents, so very good for melee, lawfull neutral have extra synergy with inquisitors, and so on. Next, decide on fighting style - if you want a hybrid, then yeah, you won`t find better than saint or vivisectionist or shaman, not without heavy multiclassing. Keep it single calss for the first time. And finaly, go with whatever you like.
Just keep in mind it`s a difficult game either way.
Without a further spoiler, there are situation where even a magus AoE spells are very useful. You might have 1 or two prepared, just in case.
I would advise for a more intuitive approach. Yes, you might cast a look at the alignment positioning of the various paths. But I would not go further than that. Unless I am wrong, none of the your favoured classes requires a certain alignment. That means you can actually decide ingame, on the spot what you want to become. The first choice for these mythics that matters happens at the third mythic level. The mythic powers above level 2 add to your power but they are not vital in any way. And if (or your character) you are not happy with your choice, your character can always leap for the Legend for the last 1/4th of the game , which a powerhouse of its own.
I also want to say that should you go Chaotic Evil/ Chaotic Neutral / Neutral you can get quite strong as both a caster or a melee fighter , or both as the Demon mythic path. From all the early paths, I like this one the most (I am halfway through this run). But that is me. That being said, I still need to decide whether I go full evil/demon or go Legend for a path of redemption. Because this is an option too, narrativewise.
A nice summary of alignments of the various paths (a table without spoilers)
https://pathfinderwrathoftherighteous.wiki.fextralife.com/file/Pathfinder-Wrath-of-the-Righteous/mythicpathalignments.png
The brackets mean the core alignment. Devil, Swarm, Legend and Gold Dragon are late game mythic paths. They are not available until you reach late game.
Know This Touch is extremely strong in WOTR and making Dispel work as well the rest depends on your mythic path
Doing a little bit of research I now realize how important my mythic path choice matters. For a first playthrough I think I want to play as Angel which changes things a lot for me. I may decide to actually play as a more caster so I can better utilize the Angel and just get my martial fix using companions.
I found a couple really good builds from cRPG bro I might use to start. He has a good Crusader build as well as a melee Oracle build.
First, the spellbook merging will boost your caster level, allowing you to have access to spells which are 1 to 2 levels above what you normally should have at your current level, and you will get that pretty soon, at the end of Act 2. This includes some excellent buffs from the Angel spell list, with things like immunity to some of the nastiest effects like stats damage and drain, negative levels and such, but also some very good offensive buffs like Sun marked which will make all your martial characters much stronger. And later on, you will even be able to reach a CL of 25, which will allow you to cast spells lasting 1 round/CL for 24h too.
From there, it's perfectly possible to have a very potent hybrid character, able to be both a very good melee combattant with all the powerful buffs like Eaglesong that you can only cast on yourself, and a good caster with some pretty good offensive spells. It's nowhere near the one-shot anything potential of some full caster builds, but remains more than enough on your difficulty level.
A pretty simple character build for an Angel playthrough is Oracle19/Monk (scaled fist) 1. The main idea is to stack as much Charisma as possible and benefit from it:
-Charisma is your Oracle spellcasting ability.
-The Scaled fist dip allows you to add you Charisma modifier to your AC.
-With the Nature Oracle mystery, you can use your Charisma modifier instead of your Dexterity modifier for your AC.
=>A half-elf can start with a racial modifier of +4. Aasimar is also a solid choice, but the access to wings is a bit wasted since you end up getting those as an Angel anyway.
=>You only need Str and Cha, and some Con. You can dump Dex, Int and Wis entirely, which should allow you to put 18/17 in Str/Cha during character creation.
I like to use a staff because it's both a monk weapon and a two-handed weapon, thus giving you one extra attack with flurry of blows and allowing you to use x1.5 your Str modifier for damage. It's not as powerful as some 18-20 critical threat weapons like the falchion, but peaks strong quite early and stays relevant through the whole game.
Despite not being the best at anything, this builds still excels at tanking, melee fighting and spellcasting, both offensively and defensively. And you get to have an animal companion too, because why not?