Mesmerist Build Advice & Ideas


Advice


So the mesmerist class looks pretty simple, in terms of how it works and what optimal ways to build it are. It works EXTREMELY well with rogue, since you can pick up Improve Feint without needing Combat Expertise, so I'm sure there will be plenty of multi-classing there.

For pure mesmerists though, it looks like you'll have many of the same builds as a bard. Prioritizing Charisma, Con, and Dex are always going to be good for you, so its just a matter of deciding how much melee/ranged combat you'll be doing. Doesn't look like the class gives you many ranged options, but an elf or half-elf could start out with a longbow from level 1.

I dunno, I'm just spit-balling as I fall asleep. What do you think? I kinda want to make a NG mesmerist who works with the mentally insane to help understand and heal their fractured minds.


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Pathfinder Rulebook Subscriber

I'm a bit surprised at the lack of mesmerist discussion on the boards, so here's a couple ideas.

First off, note just how powerful Hypnotic Stare is - it's a swift action, so it doesn't interfere with spellcasting or attacking. The enemy takes a -2 to Will saves, no save allowed. You don't even technically have to be looking at them, you just have to make a concenctration check if you aren't. If you focus on spells and maximize your CHA, this is work a +4. Start off with an 18 (something I personally don't do often) and you're better off than many full-casters at making your spells stick. Add in your ability to increase the HD affected by spells you cast and you're a very effective caster.

If you're looking for something to do with those tricks, Levitation Buffer is very strong for any caster PC - Bull Rush as a free action really helps keep those monsters away from your squishy body. Don't forget that you have medium armor proficiency, either - that's going to be very helpful in avoiding hits. That 3/4 BAB isn't just for show, either - with a couple feats you could conceivably wade into melee without any problems. You can bluff or intimidate as a free action with certain tricks, remove harmful conditions, and even buff yourself with a number of your spells (Burst of Adrenaline is promising, even if it's only for 1d20 roll).

Personally, I really like the Vexing Daredevil archetype - you give up the Bold Stare improvements and condition removal for a bunch of free feats and Dazzling Feints, which range from blinding foes to straight-up reducing their AC. If you want to get into melee, I strongly suggest this archetype.


Pathfinder Rulebook Subscriber
Quote:
Don't forget that you have medium armor proficiency, either - that's going to be very helpful in avoiding hits.

Sorry but you are only proficient in light armor. That being said I agree with what you have said. I am interested in building a spirit walker archtype. Mostly for flavor of the game I will be in. I've thought about maybe taking the spell focus enchantment tree. What do people think? Are there better feats for this class?

Maybe just go for the extra tricks instead? Thinking of ability Focus later on the Continued Animation. What else or instead? Anyone have suggestions?

I rolled Iron-man Style for my current game i.e. my first roll was str, then dex, etc. So I am locked in with my stats which are.
Str 11
Dex 13
Con 14
Int 10
Wis 12
Cha 17
I'm human currently with the +2 in cha (cha started at 15).

So as you can see don't really have the str or dex for direct attacks...but I'm open to suggestion! Guessing I am going to be debuff/save or suck stuff.


Pathfinder Rulebook Subscriber
Sunrunnerii wrote:
Quote:
Don't forget that you have medium armor proficiency, either - that's going to be very helpful in avoiding hits.

Sorry but you are only proficient in light armor. That being said I agree with what you have said. I am interested in building a spirit walker archtype. Mostly for flavor of the game I will be in. I've thought about maybe taking the spell focus enchantment tree. What do people think? Are there better feats for this class?

Maybe just go for the extra tricks instead? Thinking of ability Focus later on the Continued Animation. What else or instead? Anyone have suggestions?

I rolled Iron-man Style for my current game i.e. my first roll was str, then dex, etc. So I am locked in with my stats which are.
Str 11
Dex 13
Con 14
Int 10
Wis 12
Cha 17
I'm human currently with the +2 in cha (cha started at 15).

So as you can see don't really have the str or dex for direct attacks...but I'm open to suggestion! Guessing I am going to be debuff/save or suck stuff.

Oh, I must've been looking at the Vexing Daredevil. Such a good archetype.


Sunrunnerii wrote:
Quote:
Don't forget that you have medium armor proficiency, either - that's going to be very helpful in avoiding hits.

Sorry but you are only proficient in light armor. That being said I agree with what you have said. I am interested in building a spirit walker archtype. Mostly for flavor of the game I will be in. I've thought about maybe taking the spell focus enchantment tree. What do people think? Are there better feats for this class?

Maybe just go for the extra tricks instead? Thinking of ability Focus later on the Continued Animation. What else or instead? Anyone have suggestions?

I rolled Iron-man Style for my current game i.e. my first roll was str, then dex, etc. So I am locked in with my stats which are.
Str 11
Dex 13
Con 14
Int 10
Wis 12
Cha 17
I'm human currently with the +2 in cha (cha started at 15).

So as you can see don't really have the str or dex for direct attacks...but I'm open to suggestion! Guessing I am going to be debuff/save or suck stuff.

I think you'll definitely want to pick up Psychic Inception as early as possible if you plan to use your spells and abilities offensively as a caster. I play an enchantment specialized wizard in PFS and there's nothing more frustrating than running into mind-effecting immune targets. The fact that the Vexing Daredevil loses Bold Stare is the one thing that makes me shy of the archetype. That power is the equivalent of at least 2 metamagic rods and it lets you apply your other debuffs. That's huge.


There is also a really nice spell list. Going with vexing daredevil or melee builds surge of adrenaline is really nice. A first level spell that can be cast as an immediate action, and gives a free plus four bonus. Helps with those dodges, jumps, and strikes. Easily worth being fatigued for a round. Definitely a must have.

Shadow Lodge

Adventure Path Charter Subscriber; Pathfinder PF Special Edition Subscriber

There's also the hypnotic tattoo now, from blood of shadows, which appears to improve the hypnotic gaze by a further -1.


Cat-thulhu wrote:
There's also the hypnotic tattoo now, from blood of shadows, which appears to improve the hypnotic gaze by a further -1.

Mesmerizing Tattoo. Easy to mix up, but Hypnotic Tattoo is a much cheaper minor boost to some bardic performance stuff.

Thanks for mentioning it, though! I didn't know about either before I went to look it up.


What do you think about the vox archetype?

Shadow Lodge

Adventure Path Charter Subscriber; Pathfinder PF Special Edition Subscriber

Oops sorry yea indeed I meant the Mesmerizing tattoo. Cheap way to take the gaze from -2 to -3 really. Can't see why you wouldn't want one.


I'm currently playing a Vox Mesmerist in HV that I am actually enjoying immensely. I have taken fluff elements of 3.5 "Dark Speech", Dune's "weirding way" and Tolkien's "dark speech of Mordor".....as inspiration....and having a blast with her.

Historically I have shied away from enchantment based character concepts, as it was my experience it was to hard to land effects. But by going Changeling (Hag magic/Object of desire) I have landed every effect I have tried so far (2nd level).

Scarab Sages

Vexing Daredevil is really a trap option. All the combat buffs are nice, but trading the bold stare enhancements means you will never be able to feint/stare creatures immune to mind effecting, and all your nifty feints are worthless against them. Losing touch treatment as well means that if you are hit with a fear effect you'll be unable to cast. I'd rather be the base mesmerist and take the improved feint line with feats.

Shadow Lodge

Adventure Path Charter Subscriber; Pathfinder PF Special Edition Subscriber

That's been my experience watching one in play.


Imbicatus wrote:
Vexing Daredevil is really a trap option. All the combat buffs are nice, but trading the bold stare enhancements means you will never be able to feint/stare creatures immune to mind effecting, and all your nifty feints are worthless against them. Losing touch treatment as well means that if you are hit with a fear effect you'll be unable to cast. I'd rather be the base mesmerist and take the improved feint line with feats.

Mesmerist has some good V only components that he can cast fine when shaken. If you aren't prepared that's on you.


Is taking 3-4 levels of URogue an ok idea for a mesmerist if you want to be melee focused?

Grand Lodge

Cat-thulhu wrote:
Oops sorry yea indeed I meant the Mesmerizing tattoo. Cheap way to take the gaze from -2 to -3 really. Can't see why you wouldn't want one.

10k is cheap? O_o

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