Mesmerist ideas


Advice


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A)Combat specced

Vexing daredevil7/fighter2 (vmc rogue)
Human
18str/12dex/14con/8int/10wis/14chr
Traits: blade of mercy
1f)enforcer, power attack, hurtful, prof: falchion
1f/1m)-
1f/2m)trapfinder, imp feint
1f/3m)outmaneuver
1f/4m)(retrained @7),
1f/5m)-
1f/6m)sneak+1d6, feat:sneak +1d6, greater feint
1f/7m)surprise strike
2f/7m)extra sneak, extra sneak

The basic thing this build does is:
Against a glared target:
Move for greater feint
Attack (2d4+19+4d6)
Free action intimidate
Free action painful (2d6+3)
Free action attack (2d4+19+4d6+6)
Swift action attack (2d4+19+4d6+6)

Attack bonus should be around:
+7bab, +2 weapon, -2pa, +7str

So +14/+14/+9 vs flat footed ac (you can use the self flank trick if you need a short boost to accuracy, you can use outmaneuver to position yourself for flank without wasting a full attack, etc)

Later on (or if you can't pick the extra sneak feats) you can always go for vital strikes, for intense pain, for cleave, sicken+double stare, etc

I went with falchion because crits=frighten with enforcer,but you can also get great sword for a bit of extra damage. Full plate+shaken+sicken on your target, as well as fcb hit points and 14con should keep you reliably safe.

B)caster
that one is easier:

Half orc:
str 7, dex 14, con 12, int 10, wis 10, chr 20
human: if you go human, you have to wait a bit for your +luck to saves (lucky horseshoe is amazing for it's price), you lose the intimidate bonuses, you lose darkvision, you lose the halforc fcb which is great for support (since you wont be attacking, at least add a bit more damage), but you can take both ready for battle+intimidating stare (for an extra debuff from round2+).
Up to you.

1)weapon finesse
3)ready for battle/intimidating stare
5)spell focus (ench)
7)intense pain/fatigue stare
9)gr spell focus (ench)
11)excoriating stare
13)double stare
(spell penetration, spell focus illusion, etc)

get yourself a +1 conductive whip, and now you can easily apply your tricks and your touch treatment to allies, from 15ft away, making them a bit more safe to use

tricks (in no particular order): Compel Alacrity, Reflection of Weakness, shadow splinter, Meek Facade, Mask Misery, False Flanker

gr tricks(in no particular order): Faked Death, Free in Body, Greater Mask Misery, Vision of Blood

bold stare:
3: inception
7: disorientation
11: sapped magic
15: allure/suceptibility (for OOC use, since the targets can't tell that you acctually debuff them, so easier to lie, stealth, etc)

alternative: you can vmc wizard, or pick the eldritch feats for a valet familiar to deliver your offensive touch spells (yo have quite a bit)+all extra goodies that come from a wizard school, but you have to sacrifice something


Hi I'm glad you decided to share your mesmerist ideas. Your vexing daredevil build is quite interesting.

I would like to ask you something,

What if you use the Disengaging Shot feat line, Surprise strike and Enforcer and Hurful feats? Wouldn't that give you 4 attacks after the first round?

For example
Move action - feint (Via improved feint and setting up one instance of Surprise strike)

Standard action - Disenaging feint (setting up second instance of Surprise strike and triggering Disengaging shot and ability to move later)

Free action - Attack (Disengaging shot, trigger both instance of Surprise strike, trigger free intimiate via Enforcer, trigger swift action attack via Hurtful ) and finally move away after everything?

What do you think?


I can't really understand how disengaging "works".

Is the move action to retreat a separate one? Is it with the same standard? I would prefer it to be written a bit clearer.

Even assuming that you can stack the 2 " feints", I don't think that allows you to get 2 free attacks.

The language says that if you feint, and your next attack hits, you get an extra attack.

It doesn't really matter if you feint one or 10 times, you get "a free attack".

In order to get 2 attacks, it would require language like " for each successfully..." Which it clearly lacks.

Lastly, even if somehow all that still worked (doubtful) it is +3 feats to get the shot, which is the one you need. 3 feats is 3d6 sneak. 9d6 (31.5) damage over your 3 attacks. Which your 1 extra attack won't reach easily (3d6+19/ attack (29.5) if you take shot)


Hmm...

Dazzling feint wrote:

At 3rd level, each time a vexing daredevil successfully feints against a creature under the effect of her hypnotic stare, she also chooses one of her dazzling feint benefits to activate.

I think this allows me to set up surprise strike twice. But true its a bit iffy.

Assuming my idea works, my total damage is weaker but i gain an extra move from disengaging, I also use a total of 4 feats for the chain while your's uses 7 total. Now the question is, is 31.5 damage worth 3 feats? I don't believe it does.


You need dodge, disengaging, disengaging shot, enforcer, power attack, hurtful (6)

The original build, with the same 6 feats gets power attack, enforcer, hurtful, 3x accomplished sneak.

So in effect, you get 1 attack and a move. And I get +3d6 sneak on each attack.

So you do:
(2d6+19+1d6)*4+2d6+3 (128)
And I do
(2d6+19+4d6)*3+2d6+3 (130)

With the same feats, about same damage (actually, less attacks would fare better vs DR, and your extra attack is at -5, lowering your actual dpr further). IF disengaging stacks the extra attacks, which is VERY dubious.

Scarab Sages

I would certainly expect to see table variation with GMs exercising their right to limit the number of free actions in a round.


shroudb wrote:

You need dodge, disengaging, disengaging shot, enforcer, power attack, hurtful (6)

The original build, with the same 6 feats gets power attack, enforcer, hurtful, 3x accomplished sneak.

So in effect, you get 1 attack and a move. And I get +3d6 sneak on each attack.

So you do:
(2d6+19+1d6)*4+2d6+3 (128)
And I do
(2d6+19+4d6)*3+2d6+3 (130)

With the same feats, about same damage (actually, less attacks would fare better vs DR, and your extra attack is at -5, lowering your actual dpr further). IF disengaging stacks the extra attacks, which is VERY dubious.

Think you miscalculated my damage. It should be lower than that and the extra attack is dubious but should be legal by raw if I'm reading it right but meh. Just throwing out the idea to see what everyone else thinks.

Also VMC is 5 feats total + 2 extra sneak feats + enforcer, power attack and hurtful which is a total of 10.

Anyway an even more dubious question, do you think vital strike works with surprise strike's extra attack?


In the feats I listed I didn't even take into account vmc'ed lost feats.

I thought your build WAS with vmc rogue. If it isn't, then (by lvl9) you have +2 feats, and -4d6 damage. So -28 damage on your attacks but 2 feats to spare.

Vital won't work on any of the extra attacks since none of them are "standard action attack" and that's the only thing that works with vital.

On a normal build, it would work with your first attack if you used your standard action for it.

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