Azgara |
Half-elf Mesmerist
20-Point Buy
STR 10
DEX 16
CON 10
INT 10
WIS 10
CHA 18
Trait: Reactionary, Magical Lineage (Dominate Person)
1 - Mesmerist trick (Meek Façade), Feat: Weapon Finesse
2 - Mesmerist trick (Mesmeric Mirror)
3 - Feat: Arcane Strike
4 - Mesmerist trick (Compel Alacrity), Bold stare (Disorientation)
5 - Feat: Spell Focus (Enchantment)
6 - Mesmerist trick (Levitation Buffer)
7 - Bold stare (Psychic Inception), Feat: Quicken Spell
8 - Mesmerist trick (Fearsome Guise)
9 - Feat: Heighten Spell
10 - Mesmerist trick (Psychosomatic Surge)
11 - Bold stare (Sapped Magic), Feat: Persistent Spell
12 - Mesmerist trick (Faked Death)
13 - Feat: Spell Focus (Illusion)
14 - Mesmerist trick (Cursed Sanction)
15 - Bold stare (Sluggishness), Feat: Spell Perfection (Dominate Person)
16 - Mesmerist trick (Avian Escape)
17 - Feat: Weapon Focus (Whip)
18 - Mesmerist trick (Mental Fallback)
19 - Bold stare (Timidity), Feat: Noble Scion
20 - Mesmerist trick (Vision of Blood)
0-lvl - detect psychic significance, detect magic, detect poison, light
1-lvl - Color Spray, Charm Person, Silent Image, Vanish, Ill Omen
2-lvl - Babble, Oneiric Horror, Aversion, hold person, haunting mists
3-lvl - Synaptic Pulse, Synesthesia, Synaptic Scramble, Greater Oneiric Horror, Displacement
4-lvl - Dominate Person, Mindwipe, Synapse Overload, Dimension Door, Create Mindscape
5-lvl - Mass Synesthesia, Primal Regression, Cloak of Dreams, Waves of Fatigue, Mass Suggestion
6-lvl - Dream Travel, Greater Create Mindscape, Programmed Image, Waves of Exhaustion
The Idea is to give myself and my party members good tricks, and control enemys using Illuisons and Enchantment Spells
Betwixt |
I'm not sure if you actually qualify for the feat Arcane Strike, since you can't cast arcane spells. Plus I feel like mesmerists already have their swift actions moderately spoken for by shifting their stare around anyway.
The feat Ready for Battle, which gives allies a +2 moral bonus to initiative seems fairly powerful in my opinion, depending on how liberal you are in activating your tricks.
Imbicatus |
Arcane Strike doesn't work. You are not an arcane caster. Your swift action is taken your stare anyway.
One thing I really like for Mesmerists is to take the Two-World Magic trait to add Acid Splash, Ray of Frost, or Telekinetic Projectile to your list. Combined with painful stare, it gives you a nice scaling, always available blast.
Imbicatus |
I wasnt sure of Arcane Stike, the feat does say can cast arcane spells, and some of the spells you get are arcane.
Your class sets whether spells are arcane, divine, or psychic, not the spells themselves. A cleric with the Fire domain can cast Fireball, but that is a divine spell when cast by the cleric, and follows all rules for divine casting.
RainyDayNinja RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 |
cavernshark |
The Idea is to give myself and my party members good tricks, and control enemys using Illuisons and Enchantment Spells
Personally, I'd take Psychic Inception before any other bold stare upgrades, especially if you're going from 1 all the way up. There's nothing more frustrating than not being able to affect creatures with your mind-affecting spells, especially as a class who specializes in them (I play an Enchanter in PFS). That power is the equivalent of 2-3 metamagic rods for all your spells against a single creature, even if they work at a diminished effectiveness.
Zwordsman |
Since your focusing on being a caster mostly...with a whip I think?
I would like to mention a possible alternative. Though it does put you in danager.
Deliquisent gloves and Rod of Ice.
both of these give you a touch attack (much easier for you to hit) and you get pretty decent bonus damage from your stare's damage modifiers.
Nothing amazing and not really iterative able..
but having a touch attack of an element is nice little trick in the back pocket so to speak.
Basically if you ever have to hit them.. You have a much better chance of hitting them. The gloves also benefit your whip too adding corrosive. So its not a useless item either.
I really enjoyed my rod of ice and glove using mesmerist in the playtest. He wasn't singing out damage.. but I gave him that spring attack, (with dodge and the +4ac vs aoo feat) and lightning steps. So when he wasn't casting enchantment or illusion he'd dart in tag them and escape. With the tricks (mirror for the win) he really didn't get hit that much. He wasn't super damagy but he contributed during the times when using a spell wasn't worth it. or they were immune, or when I messed someone up but no one else was free to hit the guy and I had to try and take him out before he got back up.
Granted I was building a combaty caster and your not really doing the same.
But still I think the gloves or the rod would be a handy investment in case.