shendelzar
2015-12-04, 02:04 PM
I am making a build for an upcoming campaign...
The vexxing daredevil mesmerist seems to be a flavorful and fun class from the descriptions.
Im going for a debuffer mainly type build. I plan on using a whip since mesmerist gets that added in their proficiency and woudl use that at its reach range to trip/disarm/debuff opponents. So this will be a heavy whip feat build with some fluff to further my debuffing abilities.
I like to plan my builds out so here is what I have so far:
halfling(fleet of foot for the 30 ft movement / jynx for added debuffing)
BOLD indicates FEAT, Italic indicates Vexxing Feint ability Regular is mesmerist trick
1st weapon finesse
2nd mesmeric mirror
3rd outmaneuver wep focus whip
4th spectral smoke
5th whip mastery
6th compel alacrity
7th sloppy defense imp whip mastery
**Now I threaten 10ft and can use my AoO to trip, disarm
8th mask msery
9th enforcer
***at this point i can stare for a -3 to saves, feint to get them flatfooted, hit someone at decent range with my whip, do a modest 1d3+3d6+4 non lethal damage and demoralize them for rounds= to the damage and if I have a cruel enchantment make them sicked as well... thats -7 on their will save so i can do whatever enchantment i want next round(or add halfling jinx for more debuffing fun)
10th false flanker
11th surprise strike intense pain
12th cursed sanction
**now when i hit i also can cast bestow curse on the target making them utterly useless the rest of the encounter(or until they become my dominated slave)
13th combat reflexes
14th free in body
15th piercing strike greater whip mastery
16th spatial switch
17th spell focus ench
18th greater mask misery
19th combat maneuvre gr spell focus ench
20th faked death
I will be maxing out Bluff, UMD, perception with other points getting divided into acrobatics, stealth, diplomacy, ride, fly, and whatever else seems to be needed.
I plan on taking a mix of spells known - some of the key ones being: blur, invisibility, obscurring mist, displacement, Dominate person, charm person, vanish, ray of enfeeblement.
Does anyone see any glaring needs or holes in the build/concept? Has anyone played a mesmerist yet and seen anything in actual play that helps?
The vexxing daredevil mesmerist seems to be a flavorful and fun class from the descriptions.
Im going for a debuffer mainly type build. I plan on using a whip since mesmerist gets that added in their proficiency and woudl use that at its reach range to trip/disarm/debuff opponents. So this will be a heavy whip feat build with some fluff to further my debuffing abilities.
I like to plan my builds out so here is what I have so far:
halfling(fleet of foot for the 30 ft movement / jynx for added debuffing)
BOLD indicates FEAT, Italic indicates Vexxing Feint ability Regular is mesmerist trick
1st weapon finesse
2nd mesmeric mirror
3rd outmaneuver wep focus whip
4th spectral smoke
5th whip mastery
6th compel alacrity
7th sloppy defense imp whip mastery
**Now I threaten 10ft and can use my AoO to trip, disarm
8th mask msery
9th enforcer
***at this point i can stare for a -3 to saves, feint to get them flatfooted, hit someone at decent range with my whip, do a modest 1d3+3d6+4 non lethal damage and demoralize them for rounds= to the damage and if I have a cruel enchantment make them sicked as well... thats -7 on their will save so i can do whatever enchantment i want next round(or add halfling jinx for more debuffing fun)
10th false flanker
11th surprise strike intense pain
12th cursed sanction
**now when i hit i also can cast bestow curse on the target making them utterly useless the rest of the encounter(or until they become my dominated slave)
13th combat reflexes
14th free in body
15th piercing strike greater whip mastery
16th spatial switch
17th spell focus ench
18th greater mask misery
19th combat maneuvre gr spell focus ench
20th faked death
I will be maxing out Bluff, UMD, perception with other points getting divided into acrobatics, stealth, diplomacy, ride, fly, and whatever else seems to be needed.
I plan on taking a mix of spells known - some of the key ones being: blur, invisibility, obscurring mist, displacement, Dominate person, charm person, vanish, ray of enfeeblement.
Does anyone see any glaring needs or holes in the build/concept? Has anyone played a mesmerist yet and seen anything in actual play that helps?