Help my Kitsune Mesmerist not suck


Advice

The Exchange

So I've got a great concept for a character that I really want to stick with, but I'm concerned about how effective I'll be in combat. The concept is a Kitsune Mesmerist (in case you couldn't tell from the subject line). His first level feat will be the Kitsune racial feat Realistic Likeness which allows him to shapechange into any individual he has encountered (essentially a +10 on disguise checks). Combined with his high charisma as well as his racial and class bonuses on bluff checks, he will be a very strong roleplay character to have some fun with.

Here's my concern. Mechanically and from his backstory, he has some focus in illusion magic (as well as enchantment cuz duh...mesmerist), but other than messing with the heads of the enemies, I'm worried about how he will be in terms of contributing to combat. I'm completely fine with a support role (witch is my favorite class). Is a mesmerist that is investing in RP-based feats asking to suck in combat? Can I sustain my group contribution through spell-casting as a 6th level caster?

Side note, this is a character for a campaign that hasn't even started yet, so I don't even know what the party makeup will be like. It will be for Hell's Rebels for those who have played that one. I also like the idea of the fox shape feat for sneaky related things as necessary. I'm not asking you to min/max my character. I just don't want him to be pointless in combat. Thanks in advance for the feedback.


You have powerful debuff spells and your gaze can also do some good debuffing.

1:Intimidating Glance - intimidate as swift if you're staring them.
3:Manifold stare - trigger painful stare again
5:maybe spell focus
7:fatiguing stare
9:Manifold stare

I'm planning on going with disorienting stare at lv3.

This lets me stare them reducing their attack and will save.
Next round I can swift demoralize them reducing their attack and saves, and then cast a spell that round too that has a high chance of working putting on more debuffs.


Interesting!
I couldn't find the Intimidating Glance feat/ability. Linky?

But onto your question, your Stare ability to reduce will saves and your Mesmrist Trick can go a long way to grant debuffs/utility for your allies, especially if you end up getting a SoS Wizard for a buddy >:)

Beyond that, the Mesmerist can get some decent spells, just recently I cast a Murderous Command on one mook in a surprise round combined with a bluff check for good effect. Almost, almost got a ready made traitor XD
The thing is that the Mesmerist gets so few spells per day that unless you only combat for ~3-4 rounds per day, you will have to rely on something else.
That said, Hypnotic Stare/Daze is a pretty good use of your actions, once per enemy.


get blinding stare at level 7 and you'll be good.

Because of how the damage of painful stare works it's always better to attack your target if you have nothing else to do, but it's fine to trigger on allies attacks.

levels 1 and 2 you'll be using daze a lot.
levels 3, 4, 5 and 6 attack with a cross bow or cast some spells. These aren't very good levels for a mesmerist.
levels 7+ you have more spells and your stare debuff is very good, you'll be very effective after this point.

feats
1 realistic likeness
3 whatever you want
5 whatever you want
7 blinding stare or confusing stare

For bold stares I like timidity at 3, it doesn't scale will but it's good at reducing enemy damage.

Grand Lodge

Consider two archetypes-

Umbral Summoner has the ability to summmon shadow monsters, that last minutes per lvl.
Many people would argue that since the Summoned monsters have the 'shadow' template they are mechanically weaker- they are shadow conjurations. Because of that, people look down on this "summon" ability as many other classes are "better" at summoning.
Best case- you have monsters at your disposal that scale with your level.
Worst case- they're distractions. Expendable distractions.

At 5th, you become Invisible to the target of your stare, until you or your summons make hostile action towards them. Get one foe to completely ignore you while you focus on other enemies.

Enigma get the ability to become invisible to the target of their stare, and get sneak attack. The stare isn't as strong.

Still, something to consider.

Sovereign Court

Your concept and race support heavy investment in Charisma. Consider picking up at least one non-mind-affecting debuff spell every level, just to make sure you have other tricks up your sleeve. I'm talking spells like Grease, Glitterdust and Major Image.


intimidating glance


Kitsune Mesmerist, eh?

Let's see what makes a character "not suck":

1)Have meaningful actions ["Power"]

2)Use your actions ["Action Economy/Finesse"]

3)Survive long enough to act ["Defenses"]

Thankfully, you have selected a class that naturally uses the swift/immediate action via the Hypnotic Stare; therefore, we only need to gain useful options for the move action and standard action you get each turn.

Move action options:
1) Move, Retrieve Item, etc... [Standard]
2) Combat Advice -> +2 competence to hit for an ally within 30'; skip this if you have a bard in the party.

Standard action options:
Spells; weapon attacks, total defense, Skill: Intimidate, Skill: Bluff(Create a Diversion to Hide, Feint...)

Finally, the kitsune race lends itself to enchantment spells(+1 DC) and your hypnotic stare nerfs will saves by -2(-3 later) as swift action; therefore you can use enchantment magic at +3 effective DC.

--------------------------------------------------
Example Build stub:

Kitsune Mesmerist(Vexing Trickster)

Stats(15-pointbuy)
08 STR (0 pts, -2 racial)
16 DEX (5 pts, +2 racial)
14 CON (5 pts)
10 INT (0 pts)
10 WIS (0 pts)
16 CHA (5 pts, +2 racial)

Traits: Resilient(Combat, +1 Fort), Focused(magic, +2 concentration)
FCB: +1/6 of the "Magical Tail" feat

01: Consummate Trickster +1, Hypnotic Stare(-2), knacks, Mesmerist Trick(??), painful stare; Realistic Likeness
02: Mesmerist Trick(??); [Combat Expertise]
03: Bold Stare(??); [Bouncing Trick], Weapon Finesse
04: Consummate Trickster +2, Mesmerist Trick(??), +1 CHA
05: Manifold Tricks(2), Mental Potency +1; Persistent Spell
06: Manifold Hijinks(2), Mesmerist Trick(??); [Magical Tail]


Vexing Trickster already legal in PFS?


PhD. Okkam wrote:
Vexing Trickster already legal in PFS?

yes

Grand Lodge

I have found the limiting factor for the mesmerist is the number of spells. Everything else is awesome. The strength of the class is what you can do with free or only swift actions. Even before spells with Stare, Intimidation, painful stare + mainfold stare, and tricks you are debuffing, doing damage and buffing without any standard actions.

I like the eyebiter archtype because it has extra offensive options which save spells. They can also be used through a conductive weapon. Personally I like a Heavy Wrist Launcher but mostly for style a crossbow/hand crossbow or whip are better.

The Exchange

Thanks for all the feedback! I particularly like intimidating glance and the archetypes from additional material outside of the original occult adventures book. I still have a while before we play this one, but I like to think through my characters well in advance. We'll see how he develops.

Grand Lodge

I was worried about not having enough swift actions for Intimidating Glance. Since you need to Stare first, you can't use it until the second round (unless you managed to Stare out of combat, which is definitely possible.)

Grand Lodge

The swift action economy gets tight. Sickening Blistering Invective is a good first round for a mesmerists that saves you the swift action and stacks debuffs. The other 2 things that compete are Bouncing Trick and Reflexive Trick immediate actions.

My mesmerist tends to hit with the big spell round 2 setting it up in round 1 and intimidating in round two before the spell.

Retraining out of Intimidating Glance when you get more rider effects on painful stare is a reasonable plan of action.


Stare round 1 and cast daze or use a wand or aid another.
round 2 intimidate and use your big debuff spell.


Markov Spiked Chain wrote:
I was worried about not having enough swift actions for Intimidating Glance. Since you need to Stare first, you can't use it until the second round (unless you managed to Stare out of combat, which is definitely possible.)

It's a great 2nd round followup though. You're now looking at effectively a +5 bonus to enchantment spell you hit your target with one the second round. That is disgusting.

*EDIT*

Also, another great option for Mesmerist is the trait Two-World Magic to pick up Acid Splash. This gives you a very effective and unlimited way of activating your Painful Stare for yourself.

Grand Lodge

A Sorcerer dip (Cross-blooded Fey/Serpentine is good) is also worth considering, and gets you Acid Splash for free.

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