
DM Sothal |

In case it was missed what does the blood bender archetype do?
Blood Kineticist you mean?
Wrack : half normal blast to target.
Bleeding Infusion : 1 bleed per blast damage die.
Blood Tell : much like blood biography (APG).
Blood Blast : a composite blast instead of cold or ice.
Blood Throw : foe throw infusion.
Gut-Wrenching Infusion : Sickening the target.
Vampiric Infusion : Heal a bit when hitting the target.
Blood Mastery : Blood Kineticist doesn't age anymore, gains some immunities.

Milo v3 |

Milo v3 wrote:DM Sothal wrote:That has the risk of being very unbalanced. I assume it goes off a list of abilities that can be consumed?
** spoiler omitted **Talking Flesheater?
It's complicated to explain without giving the full text that sums it up really nice. Yeah, it's more or less a list.
It being complicated is probably for the best. If it was amazingly simplistic it'd likely either be near useless or open to horrendous abuse.

DM Sothal |

It's not complicated in and on itself. It's just hard to describe without quoting it word for word. Maybe it's my second language english prohibiting me from finding the right words.
Anyone look at the Mutation Mind yet? What's it like/how is it different from the base Psychic?
Bodily Mutations : sticky skin or bite attack or darkvision or claws or... any time instead of a phrenic amplification.
Phrenic Empowerment : gain additional STR bonus. might lose control.
Improved Bodily Mutation: swim speed, or enlarge person, or wings, or...

Mar Nakrum |

Axial wrote:What does the flesheater actually do and what makes it occult? If I recall, there was a "cannibal" barbarian archetype in Champions of Corruption.** spoiler omitted **
That's like the FFIX Blue Mage! And a bit like iZombie, now that I'm thinking about it, if there were magical creatures in iZombie.

Brandon Hodge Contributor |
1 person marked this as a favorite. |

What do the different Archmage spirits do? What sort of Trickster options are there? Just some stand-out cool stuff- I'm very curious.
The archmage spirit provides an expanded arcane spell list and casting ability to the medium, and a boon to increase damage of offensive spells. You become more frail, but can trade points of influence to cast spells without expending slots as you grow in power.
The trickster provides delicious bonuses to Dex-based abilities and skills, even while you become something of a loner that is harder to target with spells as an ally. You gain the ability to deal precision damage, and as you gain in power you can steal spells affecting other creatures, modify d20 rolls, and even change form to mimic someone else!

David knott 242 |

In case it was missed what does the blood bender archetype do?
There is no Blood Bender archetype -- in fact, a search for the word "bender" in the PDF came up blank.
I did give some info about the Blood Kineticist several posts back.

David knott 242 |

When a medium calls up a heirophant spirit, they can gain the ability to channel energy. I'm not seeing any details there, like their effective cleric level. Any help?
In the absence of any other information, wouldn't using medium level as effective cleric level make the most sense?

![]() |

Shisumo wrote:When a medium calls up a heirophant spirit, they can gain the ability to channel energy. I'm not seeing any details there, like their effective cleric level. Any help?In the absence of any other information, wouldn't using medium level as effective cleric level make the most sense?
It would, and is my plan for houserule should it be necessary - but, for example, PFS might see it differently.

Azouth |

Azouth wrote:In case it was missed what does the blood bender archetype do?There is no Blood Bender archetype -- in fact, a search for the word "bender" in the PDF came up blank.
I did give some info about the Blood Kineticist several posts back.
That must be it. Someone called it that did not know it was not its name.

Sajuuk, Turtle of Creation |
1 person marked this as a favorite. |

Gisher wrote:It's one reason I watch these threads like a hawk. I don't want, for instance, fellow soulbound puppet lovers to be sitting around for several weeks, possibly with a noticeably upset mood over the thought that something bad happened (I know it's just a game, but I've been there as a fan and seen many other fans, and I know it's possibly to have an awesome or non-awesome thing in a Paizo product affect your mood for the day), only to get the book and be like "Wait, this wasn't bad at all. Why did I have to be upset about this again?"Mark Seifter wrote:Well, that doesn't sound bad at all.Gisher wrote:I wrote the original version of soulbound puppet and Jason wrote the new version, and honestly, I disagree with our turtle friend; Jason's changes are cool, and the new version seems more powerful to me (in that it is now a focus power that gives full abilities for 1 point, and while it doesn't last indefinitely, it has a long duration, and if it dies, you can just spend another point and make a new one [the implement does not become the familiar any more], so it's much more expendable than before and far less risky).Sajuuk, Turtle of Creation wrote:Finalized version of Occultist looks nice, but I'm sad to see the Implement resonant powers get simplified down (especially since the one that gave you a familiar got nerfed hard).Oh, no! What did they do to Soulbound Puppet? That was one of my favorite Occultist powers.
I think my biggest issue with the finalized occultist is that in the playtest, you could grab the necromancy school without being...you know, an undead-animating necromancer, since soulbound puppet was a resonant power instead of a focus power. In the print version of occultist, your resonant power revolves around controlling undead.
Is soulbound puppet being a limited-duration focus power more useful? From a crunch perspective, definitely. You can have multiple puppets, and yeah they do eat up your mental focus each time you use it. But from the perspective of someone who wanted their talking skull companion without having to deal with the "gah, you're a necromancer! burn him at the stake!" baggage...yeah, its a bit annoying.
Still, the final version of Occultist IS GOOD. Its certainly a whole lot easier to use than the playtest version, even if some of the simplification of resonant powers made no sense at all (harrow deck giving me darkvision, for example).

Mark Seifter Designer |
2 people marked this as a favorite. |

Mark Seifter wrote:Gisher wrote:It's one reason I watch these threads like a hawk. I don't want, for instance, fellow soulbound puppet lovers to be sitting around for several weeks, possibly with a noticeably upset mood over the thought that something bad happened (I know it's just a game, but I've been there as a fan and seen many other fans, and I know it's possibly to have an awesome or non-awesome thing in a Paizo product affect your mood for the day), only to get the book and be like "Wait, this wasn't bad at all. Why did I have to be upset about this again?"Mark Seifter wrote:Well, that doesn't sound bad at all.Gisher wrote:I wrote the original version of soulbound puppet and Jason wrote the new version, and honestly, I disagree with our turtle friend; Jason's changes are cool, and the new version seems more powerful to me (in that it is now a focus power that gives full abilities for 1 point, and while it doesn't last indefinitely, it has a long duration, and if it dies, you can just spend another point and make a new one [the implement does not become the familiar any more], so it's much more expendable than before and far less risky).Sajuuk, Turtle of Creation wrote:Finalized version of Occultist looks nice, but I'm sad to see the Implement resonant powers get simplified down (especially since the one that gave you a familiar got nerfed hard).Oh, no! What did they do to Soulbound Puppet? That was one of my favorite Occultist powers.I think my biggest issue with the finalized occultist is that in the playtest, you could grab the necromancy school without being...you know, an undead-animating necromancer, since soulbound puppet was a resonant power instead of a focus power. In the print version of occultist, your resonant power revolves around controlling undead.
Is soulbound puppet being a limited-duration focus power more useful? From a crunch perspective, definitely. You can have multiple puppets, and...
Oh gotcha. It's sort of the "gives me more, but some of it I don't want" thing. Honestly I do understand that. I've had that affect me myself, even when I was self-aware of it, for instance feeling disinclined to buy game products that had material for a variety of RPG systems, some of which I didn't play, even though the price was a fair one, even a cheap one, when looking just at the pagecount of the Pathfinder material.
This is something that Mavaro runs into also. Being raised a Pharasmin, of course he doesn't want to raise undead, but on the other hand, Mother Wren's skull. In the end (and I mean literally in the end, since it's the last line of the resonant power), the necromantic focus does also help you destroy the undead, and that's what Mavaro wants to do with it.

Axial |

It's not complicated in and on itself. It's just hard to describe without quoting it word for word. Maybe it's my second language english prohibiting me from finding the right words.
Brew Bird wrote:Anyone look at the Mutation Mind yet? What's it like/how is it different from the base Psychic?** spoiler omitted **
What use is a strength enhancement to a d6 psychic?

Xelaaredn |
David knott 242 wrote:That must be it. Someone called it that did not know it was not its name.Azouth wrote:In case it was missed what does the blood bender archetype do?There is no Blood Bender archetype -- in fact, a search for the word "bender" in the PDF came up blank.
I did give some info about the Blood Kineticist several posts back.
That would be my fault, I was on my phone and at work, this being a bit lazy and hastily typing. I do apologize for that.

Alric Rahl |
DM Sothal wrote:What use is a strength enhancement to a d6 psychic?It's not complicated in and on itself. It's just hard to describe without quoting it word for word. Maybe it's my second language english prohibiting me from finding the right words.
Brew Bird wrote:Anyone look at the Mutation Mind yet? What's it like/how is it different from the base Psychic?** spoiler omitted **
The same use as a Transmutation Specialist Wizard that wants to get up close in melee?

Gisher |
1 person marked this as a favorite. |

the xiao wrote:Sha'ir?!?!? NERDGAAAAASM!I wrote that one because we wound up having extra space in that section (there were some tweaked wordings that made the other archetypes clearer while simultaneously saving lots of words). I hope you guys like it! It basically has little mini-genies help it with spells and other things instead of having implements.

Luthorne |
1 person marked this as a favorite. |
Mark Seifter wrote:Jinions?the xiao wrote:Sha'ir?!?!? NERDGAAAAASM!I wrote that one because we wound up having extra space in that section (there were some tweaked wordings that made the other archetypes clearer while simultaneously saving lots of words). I hope you guys like it! It basically has little mini-genies help it with spells and other things instead of having implements.
Sounds like the Zhyen from Qadira, Gateway to the East.

![]() |

I dont think much could be said about it yet but does anyone have any opinions yet on the Mindblade Magus? The Soulknife has a special place in my heart and i'd love a Paizo equivalent that can pull its own weight...
Psionic magic + spell combat seems like a bad idea from my perspective. I don't want to waste the move action to avoid the +10 concentration check DC penalty, but without it I'm basically guaranteed to lose the spell or provoke an AoO when I'm trying to cast in somebody's face.

![]() |

So are the Aeons getting a retcon? Lords of Karma sounds like a cool direction, and also sounds like maybe less thematic overlap with inevitables.
I would not say that aeons get a retcon. More of a focus, with a little bit more about the Logos spirit that they claim to communicate with, which plays pretty heavily into the Positive Energy Plane.

Sajuuk, Turtle of Creation |

Oh gotcha. It's sort of the "gives me more, but some of it I don't want" thing. Honestly I do understand that. I've had that affect me myself, even when I was self-aware of it, for instance feeling disinclined to buy game products that had material for a variety of RPG systems, some of which I didn't play, even though the price was a fair one, even a cheap one, when looking just at the pagecount of the Pathfinder material.
This is something that Mavaro runs into also. Being raised a Pharasmin, of course he doesn't want to raise undead, but on the other hand, Mother Wren's skull. In the end (and I mean literally in the end, since it's the last line of the resonant power), the necromantic focus does also help you destroy the undead, and that's what Mavaro wants to do with it.
I'll probably still end up getting the Necromantic Focus (probably at level 6), I just couldn't justify it from a pure crunch perspective at level 4 with the change in Soulbound Puppet to limited duration, since Necromancy was competing with Divination (which was a large part of the character fluff I had going), Conjuration (which gives me something to do in combat), and Transmutation (which makes me useful to the rest of the party). The big thing I had been going for with Soulbound Puppet in the playtest version was actually using the Sage familiar archetype with Soulbound Puppet to have an all-knowing skull.
I'm still considering swapping Conjuration for Necromancy, since Soulbound Puppet seems like it could be more useful for summoning minions than Conjuration's Servitor power.
Then again, this raises the question: visually, what happens when you use Soulbound Puppet on a human skull? Does it grow the flesh puppet around the skull? Does the skull just animate?

Torbyne |
2 people marked this as a favorite. |
Torbyne wrote:I dont think much could be said about it yet but does anyone have any opinions yet on the Mindblade Magus? The Soulknife has a special place in my heart and i'd love a Paizo equivalent that can pull its own weight...Psionic magic + spell combat seems like a bad idea from my perspective. I don't want to waste the move action to avoid the +10 concentration check DC penalty, but without it I'm basically guaranteed to lose the spell or provoke an AoO when I'm trying to cast in somebody's face.
:( I am sure you are a nice enough person but hearing that the Archetype may not be that useful makes me want to -1 your post.

![]() |

Shisumo wrote::( I am sure you are a nice enough person but hearing that the Archetype may not be that useful makes me want to -1 your post.Torbyne wrote:I dont think much could be said about it yet but does anyone have any opinions yet on the Mindblade Magus? The Soulknife has a special place in my heart and i'd love a Paizo equivalent that can pull its own weight...Psionic magic + spell combat seems like a bad idea from my perspective. I don't want to waste the move action to avoid the +10 concentration check DC penalty, but without it I'm basically guaranteed to lose the spell or provoke an AoO when I'm trying to cast in somebody's face.
No offense taken. ;)
It may be better than I'm giving it credit for, but I am absolutely certain that I can't play it the same way I usually play magi.

![]() |

Are there any new Investigator talents without having to go Psychic detective?
Also what are the feats like anything interesting for the non occult classes to pick up?
No new investigator talents.
The Occult skill unlocks are all unlocked with a single feat that any one can take to gain very minor psychic talent. There are a lot of feats that can build off this psychic talent even if you don't have levels in a psychic class.
Anyone can alter the shape of their skull with Elongated Cranum and don't need to be psychic to be able to do so (though gain additional benefits if they use Psychic magic) (Speaking of Elongated Skull, can someone find good pictures of the three types of modifications so I can better understand what they are supposed to look like).
If you intend on specializing in Possession spells (a new series of spells replacing Magic Jar), there are feats that can make you better at Possession such as bypassing defenses and reading the mind of the host.
Speaking of Possession, Monks can become more resistant to Possession effects with the Spiritual Balance feat
You can learn take the Lucid Dreamer which allows better interaction with Dream and the new Dream spells.
Finally, there is a feat that can make it so you can communicate with creatures you don't share a language with.
Also all of the Metamagic feats are available to everyone (save for the ones, I suppose, that take away the Thought and the Emotion component to spells). Of the Metamagic feats, the one that will be of most interest to people (I think anyway) is the one that lets people cast spells while in a rage.
That's about it. I left some of the list so you'll have to check them out when the book is released.

Jack of Dust |
1 person marked this as a favorite. |

Lanowar wrote:Are there any new Investigator talents without having to go Psychic detective?
Also what are the feats like anything interesting for the non occult classes to pick up?
No new investigator talents.
The Occult skill unlocks are all unlocked with a single feat that any one can take to gain very minor psychic talent. There are a lot of feats that can build off this psychic talent even if you don't have levels in a psychic class.
Anyone can alter the shape of their skull with Elongated Cranum and don't need to be psychic to be able to do so (though gain additional benefits if they use Psychic magic) (Speaking of Elongated Skull, can someone find good pictures of the three types of modifications so I can better understand what they are supposed to look like).
If you intend on specializing in Possession spells (a new series of spells replacing Magic Jar), there are feats that can make you better at Possession such as bypassing defenses and reading the mind of the host.
Speaking of Possession, Monks can become more resistant to Possession effects with the Spiritual Balance feat
You can learn take the Lucid Dreamer which allows better interaction with Dream and the new Dream spells.
Finally, there is a feat that can make it so you can communicate with creatures you don't share a language with.
Also all of the Metamagic feats are available to everyone (save for the ones, I suppose, that take away the Thought and the Emotion component to spells). Of the Metamagic feats, the one that will be of most interest to people (I think anyway) is the one that lets people cast spells while in a rage.
That's about it. I left some of the list so you'll have to check them out when the book is released.
Wow these sound cool! Is there a list of feats/spells I can take to speed up time and make my copy ship faster?

Alric Rahl |
Alric Rahl wrote:Can we please have the Mesmerist Class Preview now. Im dying over here waiting for it.I hear ya. The wait, combined with no Mesmerist questions being answered here (besides the archetypes,) is frustrating for us Mesmer fans.
Yes it is, Ive asked a couple times already for the tricks names and how they work now compared to the playtest. But so far no info.

Joe Hex |

Joe Hex wrote:Yes it is, Ive asked a couple times already for the tricks names and how they work now compared to the playtest. But so far no info.Alric Rahl wrote:Can we please have the Mesmerist Class Preview now. Im dying over here waiting for it.I hear ya. The wait, combined with no Mesmerist questions being answered here (besides the archetypes,) is frustrating for us Mesmer fans.
I'm 0 out of 3, as far as any questions answered. I understand no one is obligated to answer, but I was starting to wonder if some glitch was making my posts not show up to other posters. :)

Mark Seifter Designer |
2 people marked this as a favorite. |

Alric Rahl wrote:I'm 0 out of 3, as far as any questions answered. I understand no one is obligated to answer, but I was starting to wonder if some glitch was making my posts not show up.Joe Hex wrote:Yes it is, Ive asked a couple times already for the tricks names and how they work now compared to the playtest. But so far no info.Alric Rahl wrote:Can we please have the Mesmerist Class Preview now. Im dying over here waiting for it.I hear ya. The wait, combined with no Mesmerist questions being answered here (besides the archetypes,) is frustrating for us Mesmer fans.
Mel has been using his stare to make people forget about questioning his mighty powers. After all, knowledge is power, and keeping you in the dark about exactly what he can do increases his power over you.

David knott 242 |

David knott 242 wrote:It would, and is my plan for houserule should it be necessary - but, for example, PFS might see it differently.Shisumo wrote:When a medium calls up a heirophant spirit, they can gain the ability to channel energy. I'm not seeing any details there, like their effective cleric level. Any help?In the absence of any other information, wouldn't using medium level as effective cleric level make the most sense?
What other level would you use? The only alternative by RAW would be to say that the ability does not work at all. So PFS would have to either go with effective cleric level equals medium level or ban the Hierophant spirit entirely -- anything else would require unwarranted creativity.

Alric Rahl |
Joe Hex wrote:Mel has been using his stare to make people forget about questioning his mighty powers. After all, knowledge is power, and keeping you in the dark about exactly what he can do increases his power over you.Alric Rahl wrote:I'm 0 out of 3, as far as any questions answered. I understand no one is obligated to answer, but I was starting to wonder if some glitch was making my posts not show up.Joe Hex wrote:Yes it is, Ive asked a couple times already for the tricks names and how they work now compared to the playtest. But so far no info.Alric Rahl wrote:Can we please have the Mesmerist Class Preview now. Im dying over here waiting for it.I hear ya. The wait, combined with no Mesmerist questions being answered here (besides the archetypes,) is frustrating for us Mesmer fans.
Hmm that makes a lot of sen.....
*feels someone staring at him*
Wait what were we talking about again....

Joe Hex |
1 person marked this as a favorite. |

Mark Seifter wrote:Joe Hex wrote:Mel has been using his stare to make people forget about questioning his mighty powers. After all, knowledge is power, and keeping you in the dark about exactly what he can do increases his power over you.Alric Rahl wrote:I'm 0 out of 3, as far as any questions answered. I understand no one is obligated to answer, but I was starting to wonder if some glitch was making my posts not show up.Joe Hex wrote:Yes it is, Ive asked a couple times already for the tricks names and how they work now compared to the playtest. But so far no info.Alric Rahl wrote:Can we please have the Mesmerist Class Preview now. Im dying over here waiting for it.I hear ya. The wait, combined with no Mesmerist questions being answered here (besides the archetypes,) is frustrating for us Mesmer fans.Hmm that makes a lot of sen.....
*feels someone staring at him*
Wait what were we talking about again....
I don't know, but I suddenly feel the strangest compulsion to eat my own feet.

![]() |
2 people marked this as a favorite. |

Alric Rahl wrote:I'm 0 out of 3, as far as any questions answered. I understand no one is obligated to answer, but I was starting to wonder if some glitch was making my posts not show up to other posters. :)Joe Hex wrote:Yes it is, Ive asked a couple times already for the tricks names and how they work now compared to the playtest. But so far no info.Alric Rahl wrote:Can we please have the Mesmerist Class Preview now. Im dying over here waiting for it.I hear ya. The wait, combined with no Mesmerist questions being answered here (besides the archetypes,) is frustrating for us Mesmer fans.
If you liked the Mesmerist in the playtest, especially after the updates given to it in the playtest thread for the class (I certainly did), then you'll find the class more or less how you remembered it. While there might be a few new Tricks (I haven't compared the old mesmerist versus the new mesmerist), the main gifts to the Mesmerist comes in the form of feats and spells.
Feats. The Mesmerist has necessitated a whole NEW category of feats. The Stare feats. These feats augment the painful stare ability, allowing you to trigger additional status effects or more damage when you trigger Painful Stare. Normally you can only use one Stare feat at a time but there is a feat that will allow you to use two Stare feats when triggering Painful Stare. (Sadly that means the Cult Leader archetype can't use these feats as it trades out Painful Stare).
In addition there are a couple of feats that augments people who have tricks waiting on them. One of these gives a boost to initiative while they have a trick waiting on them. So your tricks can give an additional boost while waiting to be triggered.
Spells. The Mesmerist has a very potent spell list. They get a lot of the mind based spells you know and love. They are the second best Possessors next to the Psychic class and they are Second best to the Psychic class in Dream magics. Don't let second best trick you though, they are very, very good in those particular branches of magic. They share alot of the same spells that make a Psychic feel truly psychic, like Psychic surgery (which can undo almost all mental effects such as ability damage and EVEN memory lost from instantaneous effects), mind reading/altering spells, Mindscape spells which make them fairly potent psychic duelists, and other awesome goodies.

Joe Hex |

Joe Hex wrote:Alric Rahl wrote:I'm 0 out of 3, as far as any questions answered. I understand no one is obligated to answer, but I was starting to wonder if some glitch was making my posts not show up to other posters. :)Joe Hex wrote:Yes it is, Ive asked a couple times already for the tricks names and how they work now compared to the playtest. But so far no info.Alric Rahl wrote:Can we please have the Mesmerist Class Preview now. Im dying over here waiting for it.I hear ya. The wait, combined with no Mesmerist questions being answered here (besides the archetypes,) is frustrating for us Mesmer fans.If you liked the Mesmerist in the playtest, especially after the updates given to it in the playtest thread for the class (I certainly did), then you'll find the class more or less how you remembered it. While there might be a few new Tricks (I haven't compared the old mesmerist versus the new mesmerist), the main gifts to the Mesmerist comes in the form of feats and spells.
Feats. The Mesmerist has necessitated a whole NEW category of feats. The Stare feats. These feats augment the painful stare ability, allowing you to trigger additional status effects or more damage when you trigger Painful Stare. Normally you can only use one Stare feat at a time but there is a feat that will allow you to use two Stare feats when triggering Painful Stare. (Sadly that means the Cult Leader archetype can't use these feats as it trades out Painful Stare).
In addition there are a couple of feats that augments people who have tricks waiting on them. One of these gives a boost to initiative while they have a trick waiting on them. So your tricks can give an additional boost while waiting to be triggered.
Spells. The Mesmerist has a very potent spell list. They get a lot of the mind based spells you know and love. They are the second best Possessors next to the Psychic class and they are Second best to the Psychic class in Dream magics. Don't let second...
Thanks! Sounds like the class turned out pretty good. :)

Alric Rahl |
Joe Hex wrote:Alric Rahl wrote:I'm 0 out of 3, as far as any questions answered. I understand no one is obligated to answer, but I was starting to wonder if some glitch was making my posts not show up to other posters. :)Joe Hex wrote:Yes it is, Ive asked a couple times already for the tricks names and how they work now compared to the playtest. But so far no info.Alric Rahl wrote:Can we please have the Mesmerist Class Preview now. Im dying over here waiting for it.I hear ya. The wait, combined with no Mesmerist questions being answered here (besides the archetypes,) is frustrating for us Mesmer fans.If you liked the Mesmerist in the playtest, especially after the updates given to it in the playtest thread for the class (I certainly did), then you'll find the class more or less how you remembered it. While there might be a few new Tricks (I haven't compared the old mesmerist versus the new mesmerist), the main gifts to the Mesmerist comes in the form of feats and spells.
Feats. The Mesmerist has necessitated a whole NEW category of feats. The Stare feats. These feats augment the painful stare ability, allowing you to trigger additional status effects or more damage when you trigger Painful Stare. Normally you can only use one Stare feat at a time but there is a feat that will allow you to use two Stare feats when triggering Painful Stare. (Sadly that means the Cult Leader archetype can't use these feats as it trades out Painful Stare).
In addition there are a couple of feats that augments people who have tricks waiting on them. One of these gives a boost to initiative while they have a trick waiting on them. So your tricks can give an additional boost while waiting to be triggered.
Spells. The Mesmerist has a very potent spell list. They get a lot of the mind based spells you know and love. They are the second best Possessors next to the Psychic class and they are Second best to the Psychic class in Dream magics. Don't let second...
Thank you so much for this info, this make me really really excited for this class now. is the Painful stare the one that adds the damage or 1d6 if you hit them yourself. if so the ability to add even more status effect is amazing, albeit with a feat but I found at and after certain levels I have dump feats so this is just great.
I have to say that mesmerists are one of the best classes for action economy currently.
Swift for the Stare, Standard to cast Spells, and move for whatever. Then of course free actions for activating tricks not on your turn is just gravy.

Mark Seifter Designer |

Thank you so much for this info, this make me really really excited for this class now. is the Painful stare the one that adds the damage or 1d6 if you hit them yourself. if so the ability to add even more status effect is amazing, albeit with a feat but I found at and after certain levels I have dump feats so this is just great.
I have to say that mesmerists are one of the best classes for action economy currently.
Swift for the Stare, Standard to cast Spells, and move for whatever. Then of course free actions for activating tricks not on your turn is just gravy.
In the playtest I saw at higher levels, Linda's mesmerist found that the move to Improved Feint (with Greater Feint to make it apply to every attack for 1 round) was super useful.