Mesmerist - Pathfinder 1e Class Conversion (2024)

Experts at charm and deceit, mesmerists compel others to heed their words and bend to their will. The very gaze of a mesmerist can hypnotize someone into following their whims. They draw their magic from the Astral Plane, and many consider their minds to be conduits to enigmatic spaces others can’t comprehend.


Check out the source material here:

Mesmerist (Archives of Nethys)

Level 20 is supported, but a level cap expansion mod is not required to play this class

Overview

For a game that heavily features mindflayers and themes of psychic power, I always felt that the player options for a psychic-based character were lacking.

Enter the Mesmerist: a class from Pathfinder that's all about psychic casting, mental control, enchantment and illusion. They're a class heavily focused on single-target debuffs, making them excellent for locking down major threats. Your choice of subclass will help you specialize in becoming an even better debuffer, buffing your allies, or giving you the skills necessary to wade into melee combat.

The Mesmerist is a charisma-based spontaneous caster, making them an excellent party face. Masters of deceit, they'll almost never get caught in a lie, and have a number of tricks up their sleeves for when combat rolls around. They excel with melee weaponry, especially with weapons that are one-handed and deal piercing damage. They have potent spells to debilitate the minds of their foes, though beware the enemies whose minds are fortified against such magics (or enemies that don't have a brain).

Class Chassis


Hit Die: d8
Armor Proficiency: Light
Weapon Proficiency: Simple Weapons, Hand Crossbows, Finesse Weapons (Rapiers, Scimitars, Shortswords)
Saving Throw Proficiency: Dexterity, Charisma
Skill Proficiency: Choose three from:Arcana, Deception, History, Intimidation, Insight, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth
Class Tags: Rogue, Wizard (will change Wizard to Bard in future update)


All Mesmerists, regardless of subclass, gain access to the following abilities:


Hypnotic Stare
Level: 1
Cost: Bonus Action
Range: 9m/30ft

Focus your stare against a target, inflicting 1 turn of Mesmeric Gaze on them for as long as the Stare persists. The stare will persist until either you or the target are dead, you switch the stare to a new target, or you simply end the stare's effects on that target (with a temporary spell added to the hotbar).

At 5th level and 11th level, the number of turns of Mesmeric Gaze inflicted increases by 1.

Mesmeric Gaze is identical toMental Fatiguefrom the base game, and does not stack with the whole 2 sources of Mental Fatigue in the game.

Notes:

Spoiler:

Show

Despite being called a Stare, this action can still function if you attempt to cast it while Blinded, though it only has a flat 25% chance of success.

While you must be within 9m/30ft for the initial casting, once a target is being Stared at, you can move beyond this range without penalty.

Some enemies will be immune to the effects of this ability! As it is an effect that relies on mental manipulation, certain targets with resistance to mental effects, or targets with animal intelligence or lacking minds altogether won't be affected by the Hypnotic Stare. At 6th level, instead of these enemies having blanket immunity, you now have a flat 50% chance (per turn) for these enemies to be affected by your Hypnotic Stare.

Enemies with mind-affecting resistance or immunity:

  • Undead with Intelligence scores <= 10
  • Mindflayers
  • Constructs (mindless)
  • Plants (mindless)
  • Oozes (mindless)
  • The Netherbrain
  • Intellect Devourers
  • Any creature with an Intelligence score <= 2

Mesmerist's Feint
Level: 1
Cost: Bonus Action
Range: Melee

Flourish your weapon against a target, potentially throwing themOff Balancewith a successful Deception check, and dealing a little bit of psychic damage.

At 6th level, in addition to being thrown Off Balance, the target also suffers a -2 to attack rolls until the beginning of your next turn.
At 10th level, in addition to the 6th level benefits, the target also suffers a stacking -1 to their AC until the end of combat (so I wouldn't recommend feinting against your party members for fun outside of combat).

Notes:

Spoiler:

Show

The DC for passing the Deception check follows a bit of a complex formula that I won't bore you with here, but check out the Articles tab if you're curious. In general, higher level enemies and enemies with better Wisdom scores will be harder to feint against, as are enemies that are resistant to mind-affecting effects (see Hypnotic Stare). Your chances of passing the DC increase if your Hypnotic Stare is on the target, and if you're using a light or finesse weapon.

The feint is restricted to melee weapons with which the base Mesmerist is proficient.

Due to the complex DC, and nearly the entirety of the Feint mechanic being handled in Script Extender, the ability will unfortunately always read a 0% chance of success, regardless of the actual success chance. Use the combat log to determine your bonuses to Deception and the DC to feint against that particular enemy.


Spellcasting
The Mesmerist receives cantrips drawn from the Bard spell list, gaining 2 at level 1, and an additional cantrip at levels 4 and 10.

The Mesmerist receives leveled spells drawn from the Bard spell list starting at 2nd level, following half-caster progression for spell slots (see Paladin or Ranger). Unlike half-casters, the Mesmerist may choose a new spell every level. Additionally, at levels where you gain a new spell level, you will gain 2 custom spells I've recreated from Pathfinder.

Check out the Articles tab for the custom spells added.

Consummate Liar
At 2nd level, the Mesmerist gains a bonus on Deception checks equal to half of their Mesmerist level.

Towering Ego
At 2nd level, the Mesmerist gains a bonus on Wisdom saving throws equal to their Charisma modifier, and a bonus on Intelligence saving throws equal to half their Charisma modifier.

At 10th level, the bonus on Intelligence saving throws becomes your full Charisma modifier, and additionally you gain advantage on Charisma saving throws.

If you are under the effects of a harmful mind-affecting effect, you lose these bonuses.

Notes:

Spoiler:

Show

A harmful mind-affecting effect is defined as any status that falls into one of the following status groups:
Charmed, Confused, Dominated, Drunk, Fleeing, Frightened, Mad, Possessed, Rage, Sleeping


Mesmerist Aspect
When you reach 3rd level, you can tap into the conduit that links your composite being to the Astral Plane, strengthening an aspect of your mesmeric talent. Select a subclass!

Ability Score Improvement
At levels 4, 8, and 12 (and 16 and 19), gain a feat.

Subclasses

Aspect of the Trickster

Mesmerist Trick
When you choose this subclass, you gain a new Action Resource - the Hypnotic Bond. You use this resource to cast a type of buff called a Mesmerist Trick. These tricks can be used to buff your allies or debuff your enemies. You can implant one of these Tricks at any time, and can trigger it as a free action when its activation condition is met.

At level 3, you may only have 1 Mesmerist Trick active at a time. As your level increases, you will be able to have more implanted at once. The number of Hypnotic Bonds you receive is equal to 3 + your Mesmerist level, and they refresh on a short rest.

At level 3, you may choose 2 Mesmerist Tricks to learn from the Tier 1 list. See the Articles tab for a breakdown of the different tricks and their tiers.

Trickster's Boon
At level 4, and again at level 8 (and level 16), you may choose 1 of 4 unique passives for the Trickster subclass, which offer benefits to you for making use of your subclass abilities. See the Articles tab for descriptions of the different Boons you may choose.Manifold Trick
At 5th level, the number of Mesmerist Tricks you may have implanted at once increases to 2. This limit increases again by 1 at 9th level (and again at 13th and 17th level).

Expansive Trick
At 6th level, you may augment your Mesmerist Tricks to target more allies at once, while still counting as only one implanted trick for the purpose of the number of tricks you may have active at once. At 6th level, you may target 2 allies with the same Trick, counting as only 1 trick implanted. This increases to 3 allies at 12th level (and 4 at 18th level). Using a Trick in this way increases its Hypnotic Bond cost by its Tier (see the Articles tab).Vexing Trick
At 7th level, you may choose 2 more Mesmerist Tricks from either the Tier 1 or 2 list.Masterful Trick
At 11th level (and again at 15th and 19th level), you may choose 1 more Mesmerist Trick from any Tier.

Aspect of the Eyebiter

Bold Stare
The Eyebiter’s hypnotic stare imposes a further effect upon its target. All of the Eyebiter’s Bold Stare improvements affect the target as long as it is affected by their Hypnotic Stare.

At level 3, you may choose one Bold Stare from the Tier 1 list. See the Articles tab for a breakdown of the different Bold Stares and their tiers.

Eyebiter's Boon
At level 4, and again at level 8 (and level 16), you may choose 1 of 4 unique passives for the Eyebiter subclass, which offer benefits to you for making use of your subclass abilities. See the Articles tab for descriptions of the different Boons you may choose.
Penetrating Stare
At 5th level, your psychic prowess transcends the barriers of language, thought, and even the veil of death. Gain permanent Speak with Animals and Detect Thoughts. Your Hypnotic Stare may be turned upon a corpse, acting as Speak with Dead.

At 9th level, you become immune to Blindness, and can see through fog clouds and magical darkness.

(At 13th level), gain permanent See Invisibility.

(At 17th level), gain True Seeing, which allows you to always pass Perception and Survival checks (you'll never miss a buried treasure again), see through magical disguises and polymorphs, and automatically save against any Illusion spell.

Painful Stare
At 6th level, once per turn when the you deal damage to the target of your Hypnotic Stare, you deal an additional 2d6 psychic damage.

At 12th level (and again at 18th level), this damage increases by 2d6.

Biting Gaze
At 7th level, you may choose 1 more Bold Stare from either the Tier 1 or 2 list.

Psychic Inception
At 7th level, your Hypnotic Stare may now affect creatures that would normally be resistant with a 100% chance of success.

Masterful Gaze
At 11th level (and again at 15th and 19th level), you may choose 1 more Bold Stare from any Tier.

Aspect of the Daredevil

Daredevil's Panache
When you choose this subclass, you gain a new Action Resource - Daredevil's Panache. As you level, you will gain passive benefits based on the amount of Panache you have available to you, or you can use it to enter a Stance for 1 round (see below) or increase the potency of your Dazzling Feints (see below).

At level 3, you start with 2 Panache, which increases by 1 at every odd Daredevil level. Panache can be restored by landing a critical hit or a kill with a one-handed piercing weapon, otherwise it will restore on a long rest.

Dazzling Feint
Each time you successfully land a Mesmerist's Feint, you may apply a Dazzling Feint to that attack, which adds an additional penalty to the enemy or a buff for yourself (or allies).

To reduce the amount of interrupt pop-up boxes, Dazzling Feints are toggleable passives. You may switch freely between any of your Dazzling Feints, but may only have 1 active at a time.

At level 3, you may choose one Dazzling Feint from the Tier 1 list. See the Articles tab for a breakdown of the different Dazzling Feints and their tiers.You may dedicate 3 or 6 Panache points to unlock the “Improved” or “Greater” variants of your Dazzling Feints for the day (effectively reducing your maximum Panache by 3 or 6, respectively).

Daredevil's Boon
At level 4, and again at level 8 (and level 16), you may choose 1 of 4 unique passives for the Daredevil subclass, which offer benefits to you for making use of your subclass abilities. See the Articles tab for descriptions of the different Boons you may choose.Daredevil's Deeds
At 5th level, while you have at least 3 Panache, you gain the Extra Attack feature.

At 9th level, while you have at least 5 Panache, you gain Evasion, Uncanny Dodge, and +1 reaction points.

(At 13th level), while you have at least 4 Panache, you gain Expertise in all Dexterity skills and advantage on Dexterity saving throws and ability checks.

(At 17th level), while you have at least 6 Panache, Mesmerist's Feint no longer costs a bonus action.

Daredevil's Parry and Riposte
At 6th level, you may spend 3 Panache to enter a Riposte stance until the beginning of your next turn. You automatically feint against any target that misses you with an attack roll, applying feint benefits as normal.

At 12th level, you may spend 3 Panache to enter a Parry stance - until the beginning of your next turn, reduce your AC by 5. All damage you take from attack rolls is reduced by 1d20 + your Dexterity modifier + Charisma modifier. If the damage is reduced to 0, you automatically riposte against the attacker, applying feint benefits as normal and dealing an extra 3d8 psychic damage.

(At 18th level), you may spend 3 Panache to adopt the Daredevil stance until the beginning of your next turn. You gain the benefits of Parry and Riposte stances, and all attack rolls against you are reduced by 1d10 + your Dexterity modifier + Charisma modifier.

Daredevil's Feint
At 7th level, you may choose 1 more Dazzling Feint from either the Tier 1 or 2 list.Masterful Feint
At 11th level (and again at 15th and 19th level), you may choose 1 more Dazzling Feint from any Tier. Tier 3 Feints are useable only once per short rest.

Future Plans

  • Balancing: I am aware that I'm no expert at balance, so pending feedback from users, I hope to balance this class to fall more in line with other modded classes, neither too overpowered that it's always chosen nor too weak that you would never choose it
  • Items:A few Mesmerist-specific items to round them out, and give new twists to existing abilities
  • New spells and psychic casting:There are some other spells I'd like to adapt from Pathfinder, as well as try to make the Mesmerist's psychic casting unique, as opposed to the standard arcane/divine casting which relies on verbal and somatic components
  • Icons:Currently, all abilities are reusing existing icons from the base game. The class currently does not have icons for the main class or subclasses, nor do the 2 new action resources. Hopefully Patch 7 makes it easier to add new icons, but eventually I'd like for all the new abilities to have their own unique icons, or at the very least use icons that are so rare in the base game you wouldn't notice they were being reused


To discuss the mod, questions, concerns, recommendations, or anything else, I'll be more likely to respond in the official Larian discord server.

Credits and Thanks
Thanks to Paizo Inc., the publishers of Pathfinder who brought us the Mesmerist class, and my inspiration for making this mod
Norbyte, for creating the Script Extender and expanding what's possible with modding
Siael, without whom this mod surely would not exist. Their help was invaluable in getting this concept off the ground, as well as helping to design several of the core class abilities
Lunisole, for beta testing, listening to me complain, and letting me use some of their code for damage tracking (and for commenting o7)
Cairnos, for beta testing and balance feedback
veenab, for ripping apart my original class design and making me rethink balancing
JuuM, Muffin, LostSoul, Focus, Lumaterian, and the many other kind and helpful souls in the Larian official discord server modding channels

Mesmerist - Pathfinder 1e Class Conversion (2024)
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