[PFS]The Illusionist Mesmerist


Advice

Grand Lodge

Is it possible, to build an Illusion focused Mesmerist, and remain viable, at least, until 12th level?

I figured going Gnome would be a superior option, but I am will to hear other suggestions.

Any thoughts on such a build?

Grand Lodge

Not a popular subject?

I haven't seen a more caster focus Mesmerist build, so maybe it's not really something anyone has tried?

Grand Lodge

Okay. I am going to put together a build, as I hope to play this on Monday.

Hopefully, someone will have some good advice for me by then.

Expect a soon posted rough build!

Grand Lodge

So, here it is:

The Rough Build:
Angel Havanar
Male gnome mesmerist 1 (Pathfinder RPG Occult Adventures 38)
N Small humanoid (gnome)
Init +2; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)
hp 10 (1d8+2)
Fort +1, Ref +4, Will +2; +2 vs. illusions
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Offense
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Speed 20 ft.
Melee silver brass knuckles +0 (1d2-1)
Ranged sling +3 (1d3-1)
Special Attacks hypnotic stare (-2), mesmerist tricks 5/day (mask misery), painful stare (+1)
Spell-Like Abilities (CL 1st; concentration +5)
. . 1/day—dancing lights, ghost sound (DC 16), prestidigitation, speak with animals
Mesmerist Spells Known (CL 1st; concentration +5)
. . 1st (2/day)—color spray (DC 17), silent image (DC 17)
. . 0 (at will)—detect magic, ghost sound (DC 16), message, read magic
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Statistics
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Str 8, Dex 15, Con 12, Int 10, Wis 10, Cha 19
Base Atk +0; CMB -2; CMD 10
Feats Spell Focus (illusion)
Traits propitation, trickster
Skills Acrobatics +2 (-2 to jump), Bluff +14, Diplomacy +5, Knowledge (arcana) +6, Linguistics +4, Perception +4, Perform (sing) +8, Spellcraft +4
Languages Common, Gnome, Osiriani, Osiriani, Ancient, Sylvan
SQ automatic writing (linguistics), consummate liar +1, gnome magic, phrenology (knowledge [arcana]), read aura (perception)
Other Gear lamellar cuirass[UC], silver brass knuckles[APG], sling with 10 sling bullets, gnome trail rations[UE], masterwork backpack[APG], masterwork tool, 11 gp, 9 sp
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Special Abilities
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Automatic Writing (Linguistics, 1/week) You can produce mysterious writing that pertains to the immediate future.
Consummate Liar +1 Counts as Combat Expertise for some feats.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Hypnotic Stare (-2, 30 feet) (Su) As swift action, target creature takes penalty on Will saves.
Mesmerist Tricks (110 feet, 5/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes.
Painful Stare (+1) (Su) 1/round, target of hyp. stare takes extra damage from attack.
Phrenology (Knowledge [Arcana], 1/day) Examine a creature's skull to learn it's psychological attributes.
Propitation (Bluff) Your knowledge of the dwarven pantheon tells you precisely which gods have jurisdiction over which aspects of your life, and you can call upon the appropriate deity for help even if that deity is not your patron. At the start of each day, pick one of
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Trickster +1 trait bon to CL for duration, range, and area of illusion spells.

Silver Crusade

Sorry for the thread necro, but just curious how this worked out for you.

I've been looking at what to do for my next level 1 in PFS, and taking a look at some of the newer classes for variety. I have too many front liners already at low levels, so I definitely want to do a non-front line PC.

Does a casting focused mesmerist have enough spells per day to be useful in combat at low levels? I supposed just using intimidate to demoralize enemies, or picking up a wand of Ill Omen could be useful ways to debuff every round without blowing all your spell slots.

But what would a non-weapon focused mesmerist do in combat against mindless foes? This is starting to sound similar to the questions I had in making sure my prankster bard would always be useful, but without the wand of Cure Light Wounds and Inspire Courage to fall back on.

Silver Crusade

Fromper wrote:


But what would a non-weapon focused mesmerist do in combat against mindless foes?...

Since a mesmerist is a 3/4 BAB, stick a crossbow in their hand.

BTW: Some illusions work against mindless foes, I believe they are figments and glamers. Later on Shadow magic is available too.

Silver Crusade

Without Precise Shot or much dex, they're not going to hit very often.

Since posting that, I noticed Psychic Inception, which mesmerists can take as their first Bold Stare at level 3:

Quote:
Psychic Inception: The hypnotic stare and its penalty can affect creatures that are mindless or immune to mind-affecting effects (such as an undead or vermin). The mesmerist can also partially affect such a creature with his mind-affecting spells and abilities if it's under the effect of his hypnotic stare; it gains a +2 bonus on its saving throw (if any), and if affected, it still has a 50% chance each round of ignoring the effect. Ignoring the effect doesn't end the effect, but does allow the creature to act normally for that round.

So Color Spray the mindless undead, and it'll pretty much alternate rounds between being unconscious or not. :)

And there's always the tricks as a way to buff your allies in combat, which gives you something else to do while preserving spells.

It does seem that the mesmerist class probably works best as a front line/caster hybrid, but I'm starting to see how you could do it as a pure buff/debuff build without front lining.

Grand Lodge

I'd definitely like to hear some more Mesmerist discussions!

I've got a PFS Gnome caster Mesmerist, but I'm going Enchantment instead of Illusion. I also took a 1 level dip into Sorcerer (Crossblooded- Fey/Serpent) for the sweet bloodline Arcana. And Eyebiter archetype, because having an eyeball scout is awesome. Build-wise, I took Fey Magic for Cure Light Wounds in Urban environments (which includes buildings, so this is pretty useful.) I also took Magic Linguist instead of Gnome Magic for a DC buff on language dependent stuff instead of a DC buff on Illusions.)

It's been fairly functional, but only two scenarios (one module, one refular) so far. Daze does a pretty good job the first few levels, I haven't felt too constrained by Spells per Day.

I took Shadow Splinter as my trick, but it hasn't triggered as much as I'd like. I had one nice moment where an archer shot his buddy, but it's been a little rough getting the right person attacked *and* having another enemy in range. I may grab the Mirror Image one to consistently protect folks.

Sovereign Court

mcbraggart wrote:
BTW: Some illusions work against mindless foes, I believe they are figments and glamers. Later on Shadow magic is available too.

Silent Image pretty much stops hordes of zombies in their tracks with ease. They have horrible will saves, and there is no way that they can figure out that the X isn't real just because they don't react perfectly to stimulus. (Though as always when using Image spells - still probably expect table variation. Some GMs seem to hate illusion magic being effective.)

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