Mesmerist - What to put where?


Advice


Hey guys,

I'm not sure entirely which spells I should be looking at in regards to the mesmerist.

I'm attempting to find the best ones to help the group, which isn't entirely possible.

I also can't find the table for bonus spells due to high charisma (charisma is 21).

Some of the examples of my spells include: Mesmerist, mental block, paranoia etc for level 1.

Agonizing Rebuke, Castigate, hold person, Mad Hallucination etc

3rd level is where it gets a little tricky.

I'm only level 7, so I can only know 2 level 3 spells but I can only cast 1 a day :(

For this, I have mesmerist, invisibility sphere (would've loved Greater invisibility but alas to cigar), Confusion and Charm Monster.

I'm not going to be about doing damage (or being melee at all). I have an AC of 14 :D

Can anybody suggest some good spells that wouldn't necessarily debuff enemies/buff team, but restrict enemies etc?

The main go to will be to use Hold person and Inflict Pain a lot I believe (while using the stare as well) so that'll be some sizeable damage and also incapacitation.

I have 5 feats (4 from leveling 1 bonus for human - Is there a better race to be for someone focusing on enchanting? A race that will provide a better bonus than just a single feat?)

Spell Focus
Toxic Spell (this is pretty cool)
Poison Master
Ligenting reflexes (thinking of dropping for BLoodmage Initiate
Great Fortitude

my fort is crap (5) reflex reasonable (7) will 14 (because I took Gift of Will as a trick, and my group mostly has terrible will)

Not sure which armor to go with, as I don't want one with a spell failure chance.

I've got a Sword Kane, just cause :D It'll never be used.

I've attributed the abilities as follows:
Str :10
Dex: 10
Con: 12
Int: 14
Wis: 14
Cha: 21 (two bonus from human, one from leveling)

Will be getting 1 +2 item (probs a ring of protection) and a +1 item (pros a headband of charisma)

Thoughts?

Grand Lodge

Your thread title made me giggle.


Where is "poison master" from? Can't seem to find it.

Nevertheless, for a mesmerist, you have no way to debuff fortitude, so I don't know how much mileage you'll get out of toxic spells.

For a +1 metamagic, trick spells seems in league with the mesmerist strengths, applying a versatile debuff on demand.

Secondly, mesmers don't have spell failure, non of the psychic classes do (although thought components are tricky for melee casters). But mesmers only have light armor proficiency, so beware of armor check penalties.

Stat wise, I would never play a character with lower than 12 con, preferably 14. And you could get a bit higher dex for initiative, ac, reflex and touch attacks. I don't see why you bother with 14int, and 12 wisdom should be enough since you also gain your cha to will.

Bonus spells are the same for all stars. So with 23 cha (after the +2 headband) you should have +2/+2/+1 (1st/2nd/3rd) spells/day

For actual spells, Mesmer is like an offensive bard. You should primary focus on control/debuff, with the occasional support. Stuff I'm fan of:*(this list may be wrong, see below)
1st
Burst of X: good for when you really need to make a skill
Charm person: always useful
Murderous command
Ill omen (only you and witch I think have access to this?)
Grease (because grease)
Hideous laughter
Mental block
Paranoia

2nd:
Glitterdust
Glitterdust
Glitterdust
Babble
Haunting mist
Ephoric cloud
Inflict pain
Blistering invective
Silence (remember you CAN cast in silence, no verbal components in your spells)
Stricken heart

3rd
Glibness
Charm monster
Confusion
Bestow curse
Loathsome veil

*I don't actually have the book with me, and pfsrd list is a mess, so spells may be wrong.


Right, so Poison Master is an in house feat, that allows me to handle poison/poisoned objects.

Point taken on ability scores. I've adjusted them accordingly.

As for the spells, thankfully, most of the ones you suggest I'd already selected as candidates.

It's just hard to choose because of the such few amount I get.

Any other input?

Cheers


Also, sorry to double post, but can't edit previous post.

I need a +1 item.

I've currently got +2 headband of Charisma.

I've got an allowance for one more.

Tossing up between Ring of protection, but I'd prefer to keep the second ring finger free for now.

So considering +1 armour or a staff maybe?

Thoughts?

Can't be overly experience or extravagant.


A +1 armor or an amulet of nat armor +1 if you want AC, a cloak of resistance +1 if you want more saves, or see if your DM will allow a quarterstaff of entwined serpents if you want offence.


Yeah, I like the idea of a cloak of resistance. My saves aren't particularly good (Fort at least).

I want to try and avoid offense based stuff. I've designed my guy to be a crowd controller. I never actually do attacks. I don't even really debuff. I've picked a lot of spells that will enchant (fear/cower type stuff). A lot of control. Babble incoherently etc.


So this guy will be getting a run tonight. Should be interesting. Wish me luck! :D

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