Infiltration mesmer


Advice


Hello. I am currently theory crafting a mesmerist for social primary games. It is a fantastic frame, but lacks a few small features. Thus I am thinking of multi classing it.

The idea would be a character that talks/enchants their way into places, then has painful stare+blowgun to get out in a pinch. Vishkanya sleep poison is a nice bonus here.

The trouble is what to multiclass with, and how far. Assuming random roll d6's for stats, at level 5 or 7 start.

My thoughts are Unchained rogue: 2 levels for rogue trick Underhanded trick. This grants sneak attack, dirty trick to help the party damage dealers, weapon finesse, and evasion on a squishy class.

Or Lotus Geisha: Go pure enchanter. Double spontaneous spells at cost of spell levels. Free spell focus enchantment, which mesmerist would want anyways, plus performance which can focus for added bonus, and the option of arcane strike for the lolz (and to better hide weapons that aren't magic until required).

the final idea was unchained monk, with catch off guard as the bonus feat, idea being to flurry 2 poisoned shuriken or double unarmed plus stare in an emergency. Bonus fort and stunning fist are nice to get away and let others do the killing.

Thoughts? Advice on the build?


Catch off guard + 'sneak attack dirty trick' is a nice combo. I've got something with bounty hunter 2 far strike monk 1 that throws dirty tricks. Or hits them in melee with them as well due to flat foot catch off guard.

but that will kill your casting of course. Eye does help though.

I think one big thing is you have to decide if multiclassing for those is worth it vs your lost in caster.

sidenote dirty metamagic letsy ou drity trick on enchantments of certain types

Grand Lodge

You will lose a ton of your already limited spell casting ability if you multi-class out of Mesmerist.

At most I would suggest maybe a small dip into something to grab a specific front loaded ability.

1 in Sorcerer (Fey Bloodline) could add some nice bonuses to your charms and enchantments (+2 on compulsion DCs)

1-3 in Unchained Rogue could net you free finesse, rogue talents, and maybe dex to damage if you go 3 deep

1-2 in Brawler could get you martial flexibility and a flurry

1-2 in Slayer could give you some more weapon proficiencies, slayer talents, etc

Maybe a prestige class like Veiled Illusionist or Arcane Trickster?


Zwordsman wrote:

Catch off guard + 'sneak attack dirty trick' is a nice combo. I've got something with bounty hunter 2 far strike monk 1 that throws dirty tricks. Or hits them in melee with them as well due to flat foot catch off guard.

but that will kill your casting of course. Eye does help though.

I think one big thing is you have to decide if multiclassing for those is worth it vs your lost in caster.

sidenote dirty metamagic letsy ou drity trick on enchantments of certain types

Magic trick spell looks interesting, but doesn't seem to have much utility on the few spells that it qualifies on, would be awesome if it was a rider on a failed save or something.

The feat Magic trick: mage hand is pretty cool. Funny enough, looks like I can threaten with melee 1d3 attack at 25ft+5ft/2levels. Nice synergy with solo rogues in the party, but mostly just funny.

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