Ellrin
2017-06-02, 02:32 AM
I saw the mesmerist class when reintroducing myself to Pathfinder a few months ago in preparation for a new game, and being a big fan of the the beguiler fluff from 3.5, was intrigued by the similar thematic focus. While I went a different direction with the character I ultimately created for the campaign I'm in, I'm in the process of starting to come up with a backup, and turned back to the mesmerist.
I'm a little nervous about how psychic magic compares to arcane and divine, though.
You essentially get a free eschew materials, and thought and emotion components seem like a nice advantage over somatic and verbal components at first—no need to worry about free hands or getting grappled, deafened, or silenced. But the +10 to concentration checks that thought components impose—unless you waste the rest of your turn—, and how easy it is to shut down spells with emotion components... I dunno. Maybe it's just how much more experience I have thinking about ways to avoid things that shut down arcane/divine magic, but it seems like the things that adversely affect psychic magic would be harder to avoid than the traditional caster pitfalls. Considering how close a mesmerist has to be to an enemy to actually use many of its class features—you're basically chained within intimidation range—, these dangers seem even more threatening.
What's people's experience with these limitations and how they affect trying to play an occult caster? Obviously there will be differences between campaigns and DMs, but in general did it feel more or less restrictive than arcane/divine casting? Am I blowing things way out of proportion?
I'm a little nervous about how psychic magic compares to arcane and divine, though.
You essentially get a free eschew materials, and thought and emotion components seem like a nice advantage over somatic and verbal components at first—no need to worry about free hands or getting grappled, deafened, or silenced. But the +10 to concentration checks that thought components impose—unless you waste the rest of your turn—, and how easy it is to shut down spells with emotion components... I dunno. Maybe it's just how much more experience I have thinking about ways to avoid things that shut down arcane/divine magic, but it seems like the things that adversely affect psychic magic would be harder to avoid than the traditional caster pitfalls. Considering how close a mesmerist has to be to an enemy to actually use many of its class features—you're basically chained within intimidation range—, these dangers seem even more threatening.
What's people's experience with these limitations and how they affect trying to play an occult caster? Obviously there will be differences between campaigns and DMs, but in general did it feel more or less restrictive than arcane/divine casting? Am I blowing things way out of proportion?