mesmerist in a low wealth game


Advice


how would fare a mesmerist in a 15 PB and low wealth (so no reliance on item) game? would you advise another classwith a similar focus?

Sovereign Court

The Mesmerist doesn't need that much in items. You can focus on the spells and class abilities that boost them. Magic weapons and armor not required.


it would start at lv 3, should i look for a combat strategy to integrate my spellcasting like "aid another"?


could this work?

half elf

post racial
str 7
dex 16
con 13
int 10
wis 7
car 18

feat:
lv1 weapon prof elven branched spear (half elf bonus), weapon finesse

lv3 spell focus enchantment

tricks still to be decided


Why Elven Branch Spear and not the Ecstoc? Unless you really want reach, it seems like a better weapon. Plus you can use a Buckler. Maybe it is just my love of that weapon.


Nohwear wrote:
Why Elven Branch Spear and not the Ecstoc? Unless you really want reach, it seems like a better weapon. Plus you can use a Buckler. Maybe it is just my love of that weapon.

I kind of question both. Just saying- you have to get proficiency for those. You could go with a whip for AoOs.

Or AoO, I suppose. Combat reflexes is not exactly a great deal for mesmerists (since they only need the one hit).

I have a similar problem with a high crit weapon. Mesmerists have a 1/round proc ability that doesn't multiply with crits. So estoc isn't that great either. He just lacks stats and ability to do much with it.

If this was a higher point buy, I could see myself advising a str based 2 handed path (based upon furious focus- since you can remove power attack penalties from the one attack tht matters- just make it a one big hit build with power attack adn str x1.5). Maybe a nice longspear build with that.


Get the cheap version of the hypnotist's locket.


i thinked about the whip, good utility but i need still to use talent to get it to deal real damage

Liberty's Edge

Halfling

15 point buy:
STR: 5
DEX: 18
CON: 14
INT: 8
WIS: 7
CHA: 18

Magical Knack
Reactionary Initiative
Shiftless
Skulker
Underfoot

Lvl 1: Inspired blade (Inspired Finesse and WF Rapier); Fencing Grace
Lvl 2: Unarmed Fighter (Improved Unarmed Strike, Crane Style);
Lvl 3: Vexing Daredevil; Cautious Fighter

Every level after this take Vexing Daredevil. Main skills are acrobatics and bluff.

AC at lvl 3 with no magic items at all against med+ foe is:

10 base
4 armor
1 Buckler
4 dex bonus
1 small
1 underfoot
3 fighting defensively with 3 ranks acrobatics
1 Crane Style
2 Cautious Fighter
---
27 total

Plus you have an option to use dodging panache to get 4 more for a total of 31.

Health is good.

Wis save is bad, but when you get lvl 4 vexing daredevil you can add CHA to that save.

Damage at lvl 3 is 1d4+4+1 which isn't awesome but is okay. If not attacking just declare a
total defense action on a given round, which is okay since you are not relying on combat expertise.

I am playing something similar now where I have a fighting fan for style reasons even though a rapier is pretty much in all ways better.

If you want to keep scaling up the AC: Osyluth Guile, Dodge, the other crane feats are good. To up damage, Improved Critical and stare feats. The build is okay at lvl 3 but really come online at level 5 when you can start swift-action feinting.

STR is abysmal and you might :D not be able to wear armor and fight. Maybe switch some CON over to it.


I think i will stay full mesmerist, i would like to capitalize on the caster side

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