Mesersist Build


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Theribault Haberdasher

So, one of my GMs decided to split his game time slot with another GM, giving me two games on Saturday. Yeah, for some reason most of the GMs I have been playing with all decided about the same time to do a new game, but for this new game, I decided to go down the lines of a new class, The Mesmerist.

I'm quite in love with this class already, as its allowing me to rather easily revive an old character I played in Call of Chuthulu who was one of the most powerful combatants I've played in CoC, without ever having a weapon. As it turned out, in CoC hypnotism was very effective for dealing with zombies or crazy people.

And now I get to play him here again! Much joy I feel!

But lets get down to brass tacks and pocket watches. What to really do with the character? We're starting at level 1, and after debate between human and unicorn, I have human winning out. Particularly because of Ready for Battle and a few of the stare feats.

The first trick I'm planning on is Shadow Splitter due to the trick's ability to make it so we don't die, as I do put a favor on not dieing.

At third level, I'm taking Disorientation for my Bold stare, as this one here also helps in us not dieing. At 7th level, Psychic Inception as then I should be running into more things immune to mental effects.

Beyond that, I'm not entirely sure where to go with it. I'm working to be a mitigation type supporter, who helps the entire party not die, and do want to take somethings to help heal after, as we currently don't have a more healy healer. (Treat Deadly Wounds and UMD are on my list of things to help with this. )


So looking into treating deadly wounds, I'm trying to figure it out.

There is a trait callled devoted healer that would allow one to heal an additional 1d4 potions of damage, but only if you take a 20 on a heal check. Which means that this would take 20 hours to perform. Seems to me, if you've got 20 hours, you might as well go and give bed reset and care.

Then there is Psychic healing, which would allow me to cure one person a day of damage without a heal kit and give a few temp hp for an hour. But in all honesty, Is that really worth a feat?

under bluff, There is a trait called Unabashed Gall, allowing me to get us all a surprise round if I could bluff a big one. This strikes me as useful, but its it truely useful?

Dark Archive

So if you want to hypnotize zombies take the undead alt-class. The cure statuses should be "someone else's job" anyway, and it is a much more effective psychic inception for undead (who are one of the most difficult classes to deal with).

As far as tricks, I've found thusfar that the will save trick is by far my first one after 3rd level; shadow splinter was only good for a while, since its damage does not scale with level and it requires a legal new target for the attack. With the "Cha to will saves", you end up with great will saves to hand out to your otherwise-vulnerable tank-types.


I think curing mental status is pretty important. Cause a lot of those conditions prevent you from being able to do your job. Like Shaken and Frighten. Both of which could be applied to you by the means of Intimation or A Dirty trick.

Also you're still going to want to get Psychic inception, in order to get all the other things that are immune to your spell list. Like Oozes, plants, constructs, elementals, people with mindblank up, etc.

And yeah, the willsave one looks like it could be a good one. That might be my forth. My second is the evasion,

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