Mesmerist or Psychic


Advice


Has anyone had any experience playing these classes?
I like the rebirth discipline but is it as functional as a sorceror?
For the mesmerist, it seems they are poor in melee combat. Are they just casters with a smaller amount of spells?


I think the Mesmerist is more interesting, since it's not obvious how to make the class work. I think ideally you want to debuff, stare at people, and throw darts?

The Psychic is a stronger class, since it's a 9 level caster, and it more or less functions like any other spontaneous 9 level caster except that you've got a serious problem with emotion effects and you can just wear full plate without the proficiency without affecting your casting in any way.

Grand Lodge

I will vote for mesmerist. They play differently than any other class. You are a potent debuffer but you are also a support/battle field controller with tricks. You can defend people, move them around, guard their minds all with no actions.

The other thing that is cool is you provide support to both melee builds, with tricks, bold stares, and painful stare for damage, and casters with hypnotic stare, intimidate often adding sicken later for -8 to will saves.

Many builds end up applying -8 to attacks and will saves and -4 or more to most other rolls. This is done pretty passively (without a standard action) through intimidate and stare feats. If you add the spells like a casting of bestow curse you can really start crushing opponents.


You can build mesmerists for melee combat but it takes attention to detail. Making them useful casters is easy on the other hand.

The psychic is functional enough; not all their spells are mind-affecting, and they have a few spells without emotion components in the event you get shaken. Rebirth is a solid choice with the floating spell known, but note that it doesn't have a way of regaining phrenic points during the day, and the pool being based of charisma is the worse of the two possibilities IMO.


Mesmerists can be very competent melee combatants, though you might want to look at an archetype like the Vexing Daredevil. The feat "Manifold Stare" also gives you a pretty huge damage boost.

Mesmerists also make very solid save-or-suck casters, and some of their tricks grant some potent defensive buffs. They even have ways to get around immunity to mind-affecting effects. Really it comes down to what kind of character you want to play, but the Mesmerist works well in either a combat or a caster role.

As for the Psychic, they're definitely different than a sorcerer. Their spell list lacks the sheer scope of the sorcerer/wizard, but they do get plenty of good spells, like haste, telekinesis, and black tentacles. The rebirth discipline is a solid choice if you need additional versatility. Like the Mesmerist, the Psychic's ability to boost spell DCs makes them really solid save-or-suck casters, probably better than a sorcerer. The Phrenic Pool ability also lets you use your spells in clever ways that sorcerer wouldn't be able to.


Yeah manifold stare on a vexing daredevil with a one level dip in inspired blade smash and mes can do decent melee and still cast reasonably well too. Mesmerist are fun.
Psychics are fine fairly simple class in my opinion.

Dark Archive

Honestly I think it would be fun to be a 2 Paladin (Divine Hunter) / Mesmerist build and stay at range to shoot arrows or spell cast as desired (See below).

Race: Ifrit

Racial Traits:
- Magical Knack (pump CL back up for mesmerist levels)
- Deadeye bowman (weaker form of improved precise shot, must worship Erastil, which is okay for a paladin)

Stats Level 1:

STR: 14
DEX: 16 (14+2 from race) Get a +4 Belt eventually
CON: 12
INT: 12
WIS: 5 (7-5 from race)
CHA: 18 (16 +2 from race) Get a +4 Headband

- Eventually put 2 points from levelling into CHA or DEX if you want to be a better spell caster/face/better saves or archer.

Racial Traits:

- Take the +4 initiative,
- Take +1 DC to spells that cause fascinate
- Take 1/day Enlarge/Reduce Person

Feats:

1 Class: Precise Shot
1 Level: Point Blank
3 Level: Rapid Shot
5 Level: Deadly Aim
7 Level: Spell Focus (Enchantment) - Retrain to Many Shot at Level 8
9 Level: Painful Stare
11 Level: Cluster Shot or Spell Focus (Enchantment)or Demoralizing Stare (with Cruel modifier on the bow)

Skills:

- You'll have enough skill points to pump Bluff, Diplomacy, Intimidate, and UMD every level (1 to 2 to spare for picking up other skills).

Paladin Dip:

- Light/Medium armour proficiency
- Simple/Martial weapon proficiency
- +CHA to all saves (at level 2) which is important as mesmerist has bad saves. Dex will be high for reflex and wis is dumped so they'll all scale together fairly evenly and above the normal curve (save money on upgrading your cloak of resistance)
- 1/day smite (save for the boss, go through DR and cause extra damage)
- Lay on Hands (heal yourself as a swift action or others)
- Detect Evil (useful as always)

Mesmerist:

- Decent DCs on enchantment due to charisma and stare debuff (better for singular targets)
- Take Psychic inception to allow your stare and painful stare to work on undead/mindless.
- Take intense pain stare feat to add 1D6 precision damage.
- Bow feats will be very competitive for DPR as all archery builds are. Adding a ranged way to deal scaling precision damage really helps.
- Ranged keeps you at distance from baddies so you can drop your con, and focus on improving DEX/CHA only.
- You won't be the best spell caster compared to someone picking up Spell focus/greater spell focus, but you'll be able to shoot things with your weapon and still get off painful stares where others are stuck with a 50% chance of their spells hitting mindless/undead foes.
- Your STR is high enough to be a switch hitter as required.
- Pick up tricks to give to your allies and act as a "combat buffer" since you'll be in the back.
- Touch treatment to remove any issues with emotion/fear on yourself (and separate from your lay on hands so you can have both, but not on the same turn).
- High Dex/Ifrit racial trait will give you a pretty high initiative.
- Archers generally easily bypass DRs by selecting Adamantine/Cold Iron/Mithral durable arrows. But if you can't make the knowledge check, then your precision damage will help you overcome it on any single arrow that hits in a round.

Grand Lodge

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I have a full mesmerist I use acid splash (two world magic), later Quarterstaff of Entwined Serpents, then later Ring of Forcefang to do damage. It has worked well for conserving spells dealing a bit of damage. Later I'm mostly casting. So it is just a back up end of battle clean up strategy.

Grand Lodge

I've had a lot of fun with a casting focused Mesmerist. Bold Stare, Towering Ego, and a vicious spell list all work great. But they've also got a bunch of other abilities that are harder to pigeon hole.

Like Grandlounge, I've been pleasantly surprised with my Mesmerist's damage out put when needed. Painful Stare is quite an effective buff, and makes even Acid Splash fairly effective in a pinch.

Vexing Daredevil looks un-usable, since they're completely shut down by immune to mind affecting. But I'd really like to see a Vexing Trickster built around Reflexive Trick. Having the option of Mesmeric Mirror, Shadow Splinter, Astounding Avoidance, Compel Alacrity, etc, etc on demand plus free Combat Expertise to pick up Improved Manuevers looks like it could make an excellent melee damage build with a ton of flexibility and survivability in combat. Piling Opportune Parry/Riposte on top of that sounds fun.


High level Mesmerist can do some pretty kewl damage with shadow evocation battering blasts to deal manifold intense pains painful stare damage

Grand Lodge

I like bouncing trick for most mesmerists, though it might me too many immediate actions with Reflexive Trick.

Reflexive Trick can work offensively with Misdirection, but it's also a weak option as it's once per turn and will burn through tricks quickly.

If you are considering 2 level dips and you want to feint the vigilante has a good talent for that. But it's not a good use of resources.

I have not found a way around the low attack for the mesmerist yet. The system wants me to use feint but the action economy is bad and effect can but minor.

In writing this I figured out what is need a bold stare that applies the penality to AC.

  • Perturbing Stare
  • Blinding Stare
  • Penetrating Stare

Are the feats meant to bolster melee mesmerists.

Finally, it is worth noting that many stare feats are combat feats and eliable for barroom brawler and martial flexibility.


Rebirth discipline is amazing. It really smooths out a lot of wrinkles as a spontaneous caster as you get going. Psychic is a better Sorcerer, what with the Int base and actually getting good class skills (all the social skills and knowledges, with perception thrown on as an extra).

Mesmerist is lots of fun, and benefits considerably from the Reflexive Trick feat. Instead of planning for what you expect to face, you can access any of your defenses as an immediate action. Reflect Fear to buy some casting time and Mesmeric Mirror to avoid attacks are my favorites. Lots of fun archtypes, too. I'm fond of Vizier for flavor.

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