Custom Pathfinder Class: Mesmer
Mesmer
Masters
of misdirection and illusion, mesmers specialize in creating images and objects
from their own mind in order to distract their enemies. Wielding a weapon made
with their own mind, they bring quasi-real images of themselves forth to strike
as one, or shatter them to debilitate their foes.
Hit
Die: d8.
Skill
points: 4+int modifier.
Class
skills: Appraise, Bluff, Craft, Diplomacy, Disguise, Escape artist, Fly,
knowledge (arcana), knowledge (history), Knowledge (planes), Linguistics, perception,
Perform, Profession, Sense motive, Sleight of hand, Spellcraft, Use magic
device.
Armor
and weapon proficiencies: Mesmers are proficient with all simple weapons, as well as the chakram, falchion, greatsword, kukri, longsword, naginata, rapier, sai, scimitar, scythe, short bow, short sword, starknife, sword cane, wave blade, whip, as well as all performance weapons. They are not proficient with any armor
or shields.
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
1
|
2
|
3
|
4
|
5
|
6
|
1
|
0
|
0
|
0
|
2
|
Cantrips,
eschew materials, phase barrier, Phase blade, Mesmer’s images
|
1
|
-
|
-
|
-
|
-
|
-
|
2
|
1
|
0
|
0
|
3
|
Mesmer’s
mastery, shatter +1d6
|
2
|
-
|
-
|
-
|
-
|
-
|
3
|
2
|
1
|
1
|
3
|
Phase
blade +1
|
3
|
-
|
-
|
-
|
-
|
-
|
4
|
3
|
1
|
1
|
4
|
Mastery
feat, Shatter +2d6
|
3
|
1
|
-
|
-
|
-
|
-
|
5
|
3
|
1
|
1
|
4
|
Phase
blade +2, arcane pool, arcana
|
4
|
2
|
-
|
-
|
-
|
-
|
6
|
4
|
2
|
2
|
5
|
Illusion
sight
|
4
|
3
|
-
|
-
|
-
|
-
|
7
|
5
|
2
|
2
|
5
|
Phase
blade +3, arcana
|
4
|
3
|
1
|
-
|
-
|
-
|
8
|
6/1
|
2
|
2
|
6
|
Shatter
+3d6
|
4
|
4
|
2
|
-
|
-
|
-
|
9
|
6/1
|
3
|
3
|
6
|
Phase
blade +4, arcana
|
5
|
4
|
3
|
-
|
-
|
-
|
10
|
7/2
|
3
|
3
|
7
|
Phantasm,
mastery feat
|
5
|
4
|
3
|
1
|
-
|
-
|
11
|
8/3
|
3
|
3
|
7
|
Phase
blade +5, arcana
|
5
|
4
|
4
|
2
|
-
|
-
|
12
|
9/4
|
4
|
4
|
8
|
Shatter
+4d6
|
5
|
5
|
4
|
3
|
-
|
-
|
13
|
9/4
|
4
|
4
|
8
|
Phase
blade +6, arcana
|
5
|
5
|
4
|
3
|
1
|
-
|
14
|
10/5
|
4
|
4
|
9
|
Infallible
watch
|
5
|
5
|
4
|
4
|
2
|
-
|
15
|
11/6/1
|
5
|
5
|
9
|
Phase
blade +7, arcana
|
5
|
5
|
5
|
4
|
3
|
-
|
16
|
12/7/2
|
5
|
5
|
10
|
Mastery
feat, Shatter +5d6
|
5
|
5
|
5
|
4
|
3
|
1
|
17
|
12/7/2
|
5
|
5
|
10
|
Phase
blade +8, arcana
|
5
|
5
|
5
|
4
|
4
|
2
|
18
|
13/8/3
|
6
|
6
|
11
|
Illusive
control
|
5
|
5
|
5
|
5
|
4
|
3
|
19
|
14/9/4
|
6
|
6
|
11
|
Phase
blade +9, arcana
|
5
|
5
|
5
|
5
|
5
|
4
|
20
|
15/10/5
|
6
|
6
|
12
|
Master
of Illusion, Shatter +6d6
|
5
|
5
|
5
|
5
|
5
|
5
|
Spells: A mesmer casts arcane spells drawn from the mesmer spell list. A mesmer can cast any spell they know without preparing them ahead of time.
To learn or cast a spell, the mesmer must
have an Charisma score equal to at least 10 + the spell level. The Difficulty
Class for a saving throw against a mesmer's spell is 10 + the spell level + the
mesmer's charisma modifier.
A mesmer can cast only a certain number of spells of
each spell level per day. Her base daily spell allotment is given on the table
above. In addition, she receives bonus spells per day if she has a high charisma
score (see the Ability Modifiers and Bonus Spells Table).
A mesmer has a limited number of spells they
memorize, given in the table below. They can cast any spell on their list toward their uses of that spell level per day. They gain bonus spells based on their mesmer’s mastery, learned when they gain access to that level of spell.
Spells known: Mesmer
Level
|
0
|
1
|
2
|
3
|
4
|
5
|
6
|
1
|
4
|
2
|
-
|
-
|
-
|
-
|
-
|
2
|
5
|
3
|
-
|
-
|
-
|
-
|
-
|
3
|
6
|
4
|
-
|
-
|
-
|
-
|
-
|
4
|
6
|
4
|
2
|
-
|
-
|
-
|
-
|
5
|
6
|
4
|
3
|
-
|
-
|
-
|
-
|
6
|
6
|
4
|
4
|
-
|
-
|
-
|
-
|
7
|
6
|
5
|
4
|
2
|
-
|
-
|
-
|
8
|
6
|
5
|
4
|
3
|
-
|
-
|
-
|
9
|
6
|
5
|
4
|
4
|
-
|
-
|
-
|
10
|
6
|
5
|
5
|
4
|
2
|
-
|
-
|
11
|
6
|
6
|
5
|
4
|
3
|
-
|
-
|
12
|
6
|
6
|
5
|
4
|
4
|
-
|
-
|
13
|
6
|
6
|
5
|
5
|
4
|
2
|
-
|
14
|
6
|
6
|
6
|
5
|
4
|
3
|
-
|
15
|
6
|
6
|
6
|
5
|
4
|
4
|
-
|
16
|
6
|
6
|
6
|
5
|
5
|
4
|
2
|
17
|
6
|
6
|
6
|
6
|
5
|
4
|
3
|
18
|
6
|
6
|
6
|
6
|
5
|
4
|
4
|
19
|
6
|
6
|
6
|
6
|
5
|
5
|
4
|
20
|
6
|
6
|
6
|
6
|
6
|
5
|
5
|
Cantrips:
0
level spells can be used an unlimited number of times per day.
Eschew
materials: Don’t need material components.
Phase barrier (Su): A Mesmer
forms an invisible barrier to protect them, granting them a deflection bonus to
their armor class equal to their charisma modifier. At 4th level,
and every 4 levels thereafter, the AC bonus given by the barrier increases by
1. If the mesmer is stunned or unconscious, they lose this AC bonus. If the mesmer wears light, medium, or heavy armor, or carries more than a light load, they cannot concentrate on the barrier. If they have one of these present, they must use a move action every round to maintain the barrier, else it drops.
This AC bonus does not stack with others of it's kind, such as the AC bonus granted by a monk's wisdom modifier, or a demon hunter's profane AC bonus granted by their charisma modifier. If they possess more than one ability of this nature, they must choose one AC bonus to have at any one time, and may take a full-round action to change from one ability to another.
This AC bonus does not stack with others of it's kind, such as the AC bonus granted by a monk's wisdom modifier, or a demon hunter's profane AC bonus granted by their charisma modifier. If they possess more than one ability of this nature, they must choose one AC bonus to have at any one time, and may take a full-round action to change from one ability to another.
Mesmer’s images (Su): Mesmers
create quasi-real images of themselves in order to mislead and combat their
opponents. These images act, but do not deal damage. Arcanas and feats can be
taken to have them deal damage, and their damage is treated as magic. They can
emulate the appearance, sound, and even physical touch of the mesmer.
At first level, the images have a sheen to their appearance. If an enemy has an intelligence score higher than 3, then they are able to discern the real mesmer from the fakes, and thus images do not count as threatening opponents for flanking. At 3rd level, the mesmer's power grows, causing the sheen to disappear and the images seem more real, and thus enemies must interact to disbelieve, and the images now count as threatening the target.
At first level, the images have a sheen to their appearance. If an enemy has an intelligence score higher than 3, then they are able to discern the real mesmer from the fakes, and thus images do not count as threatening opponents for flanking. At 3rd level, the mesmer's power grows, causing the sheen to disappear and the images seem more real, and thus enemies must interact to disbelieve, and the images now count as threatening the target.
The mesmer can move and act with as many images as
she pleases as a single move action (they move using her statistics), however they
cannot occupy the same space as an enemy – but can occupy the same space as
each other, an ally, or the mesmer herself. When stacked, these act as in the mirror images spell. These images are not mind-affecting. They are
quasi-real, and deal damage if specific arcanas are taken, even to mindless
creatures. They can act to attack, but do no damage – when hit, enemies make a
will save to realize it is an image of the mesmer. Mindless creatures count as
automatically succeeding on these saves if they interact. Images can make one attack per round
at the mesmer’s highest base attack bonus, unless stated otherwise (such as
phantasms).
Images
remain active for a number of hours equal to the mesmer’s level, or if they
either are shattered, destroyed, or move farther than 100 ft. from the mesmer.
The mesmer can see and feel what their images see and interact with.
These
images have AC equal to the mesmer’s touch AC. They provoke attacks of
opportunity as normal, and have health equal to the mesmer’s level + her
charisma modifier.
Generating images: Every time the
mesmer casts a spell, they have a percent chance equal to 10 x the spell level
to generate an image of themselves. They can place this image in a space within
60 ft., and can have up to their charisma modifier in images active at one
time. Mesmers can, 1/2 their level + their charisma modifier times per day, generate one
image as a move action.
Phase blade (Su): As a move
action, a mesmer can form a semi-solid weapon composed of psychic energy
distilled from her own mind. The mesmer can form a phase blade for 1 minute per level plus minutes equal to their charisma modifier, spent in 1-minute increments.
A
mesmer must choose the form of her phase blade at 1st level. She can either
form it into a light weapon, a one-handed weapon, or a two-handed weapon that they are proficient with. If the mesmer’s chosen
form is a light weapon, she may choose to form two light weapons when forming
her phase blade if she so chooses, but she suffers the standard penalties for
two-weapon fighting. Once they choose the weapon's form, it cannot be changed. They can also choose ranged weapons they are proficient with, which use illusory ammunition that is always destroyed whether a hit is scored or not.
At
4th level, and every 4 levels thereafter, the mesmer can choose a
new form for the weapon to hold in addition to those known. Whenever the mesmer
summons a phase blade, they can choose any of these forms.
The
blade can be broken (it has hardness 10 and 10 hit points, affected by its
magical enhancements at 3rd level onward); however, a mesmer can
simply create another on her next move action. The moment she relinquishes her
grip on her blade, it dissipates (unless she intends to throw it; see below). A
phase blade is considered a magic, masterwork weapon for the purpose of
overcoming damage reduction.
A
mesmer can use feats such as Power Attack or Combat Expertise in conjunction
with the phase blade just as if it were a normal weapon. She can also choose
her phase blade for feats requiring a specific weapon choice, such as Weapon
Focus and Improved Critical. Powers or spells that upgrade weapons can be used
on a phase blade. The mesmer can use feats such as Weapon Finesse that work on
light weapons with her phase blade, but such feats only work on phase blades in
a light weapon form.
All
mesmers have some knowledge of how to throw their phase blades, as weapon forms taken with a range increment can be used appropriately. When thrown, the blade dissipates. When the mesmer gains access to an arcane pool, they can spent one arcane point as a free action to have the blade reform in their hand after it strikes.
The
phase blade begins as a masterwork weapon. At third level, and every two levels
thereafter, their phase blade gains a +1 enhancement bonus. At fifth level onward,
a long as the phase blade has a +1 enhancement bonus, the mesmer can grant it
special abilities such as fiery. The
weapon’s maximum enhancement bonus (+1 to +5) cannot go above +5, and can have
at most +1 per 3 levels the mesmer possesses. If the mesmer forms two light
phase blades, the enhancement bonus (if any) is reduced by 1 (minimum 0). At 3rd
level, when it gains a +1 enhancement bonus, the main hand weapon has a +1
enhancement bonus, while the off hand counts as a masterwork weapon.
The
mesmer can add the following special qualities to their weapon in addition to
those featured on the magic weapons page:
Psychokinetic (+1 bonus): Upon
command, a psychokinetic weapon glows from the inside with lethal psionic
energy. The energy does not harm the hands that hold the weapon. Such a weapon
deals an extra 1d4 points of damage on a successful hit. This extra damage is
ectoplasmic in nature and is not affected by damage reduction. Bows, crossbows,
and slings bestow this ability upon their ammunition.
Psychokinetic burst (+2 bonus): This
weapon functions as a psychokinetic weapon that also releases a blast of
destructive psionic energy upon scoring a successful critical hit. In addition
to the extra damage of the psychokinetic ability, a psychokinetic burst weapon
deals an extra 1d8 points of damage on a successful critical hit. If the
weapon’s critical multiplier is ×3, add 2d8 points of extra damage instead, and
if the multiplier is ×4, add 3d8 points of extra damage. This extra damage is
ectoplasmic in nature and is not affected by damage reduction. Bows, crossbows,
and slings bestow this ability upon their ammunition.
Soulbreaker (+3 bonus): This weapon
has a special ability that functions only upon scoring a successful critical
hit. On a successful critical hit, a soulbreaker weapon bestows one negative
level on the foe. One day after being struck, if the negative levels have not
been purged, the subject must succeed on a DC 18 Fortitude save for each
negative level or it becomes a permanent negative level.
Mesmer’s
mastery: At second level, the mesmer focuses on
one form of the mesmeric arts: chaos, domination,
dueling, illusion, or inspiration. The
mesmer adds a number of bonus spells to her spell list – these spells can be
cast as normal for spells on their list. Each spell is learned when that spell
level is learned (such as, a chaos mesmer learns chaos storm (lesser) at 4th
level, when they learn 2nd level spells). In addition, they gain a
list of mastery feats they may take at specific levels (see mastery feats, below), an additional
effect to their shatters, and a special set of arcanas they may choose from.
Shatter (Su): At second level, the mesmer can shatter their images as a standard action, dealing damage equal to 1d6 + their charisma modifier to adjacent targets per illusion, as well, the shatter effect bursts from themselves as well, as long as they shatter at least one image. A successful will save halves the damage from shatter, and negates any additional effects from shatter (such as the daze condition from shattershock).
They can shatter any image they choose, up to a number equal to half their maximum possible illusions. At fourth level, and every four levels thereafter, this damage increases by 1d6 to a maximum of +5d6 at 20th level.
Every time the damage increases, they can learn one special ability to alter the shatter. Only one of these abilities can be used during a shatter. When shattering images, if one target is affected by multiple images, they make one save, and take the damage from each source as one. If the shatter has an effect (such as confusion, or daze), the DC to resist the effect (not the damage, if it still deals damage) increases by 2 per additional illusion within range.
Distortion: When shattering images, instead of dealing damage, allies within range of the shatter are instead distorted due to space and time bending around them, granting them partial concealment for a number of rounds equal to the images shattered. At 8th level, this becomes total concealment.
Expansive shatter: The radius of shatter abilities becomes 10 ft.
Mind wrack: Shattered images deal damage one category higher.
Selective shatter: The mesmer can select a number of creatures equal to their charisma modifier to exclude from damage when in the radius of a shatter.
Shatter burst: The shatter does a bludgeoning burst, knocking all enemies that fail their save prone. This changes the save to a reflex save.
Shattershock: When shattering images, When shattering images, instead of dealing damage, creatures that fail their save are dazed for one round per image shattered in range. At 12th level, the mesmer can instead stun the targets. At 16th level, she can paralyze the targets. (will save halves duration, minimum 0) if they are immune to the effects, they are staggered.
Warp minds: When shattering images, instead of dealing damage, creatures struck are confused for two rounds per illusion in range. (will save halves duration, minimum 0)
Mastery feat: At 4th level, and every 6 levels following, the mesmer gains a mastery feat. They can choose from the selection in their mastery. (See below)
Arcane Pool: At 5th level, the mesmer gains a reservoir of mystical arcane energy that she can draw upon to fuel her powers. This arcane pool has a number of points equal to 1/2 her mesmer level (minimum 1) + her Charisma modifier. The pool refreshes once per day when the mesmer prepares her spells. Naturally, the mesmer can spend one arcane point as a swift action to create an image.
Arcane Pool: At 5th level, the mesmer gains a reservoir of mystical arcane energy that she can draw upon to fuel her powers. This arcane pool has a number of points equal to 1/2 her mesmer level (minimum 1) + her Charisma modifier. The pool refreshes once per day when the mesmer prepares her spells. Naturally, the mesmer can spend one arcane point as a swift action to create an image.
Arcane
Accuracy (Su): The mesmer can expend 1 point from her arcane pool as a swift
action to grant herself an insight bonus equal to her Charisma bonus on all
attack rolls until the end of her turn.
Attacking images (Su): As a move
action, the mesmer can command her images to move toward a target and attack
them with the weapons held by the mesmer, using her attack bonuses against the
target. Their attacks act as if the mesmer rolled minimum damage for her
attacks. They do not gain benefit from feats such as vital strike, power
attack, or charge.
Awesome Display (Su): The mesmer's phantasmagoric displays dumbfound all who behold them. Each creature affected by their illusion (pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus their charisma modifier (if positive). They also add the following spells to your list when those spell levels become available: 1st--Color spray, 2nd--Hypnotic pattern, 3rd--Rainbow pattern, 6th--Scintillating pattern.
Blink (Su): The mesmer can teleport to a space within 60 ft. as a move action by using one arcane point.
Blink (Su): The mesmer can teleport to a space within 60 ft. as a move action by using one arcane point.
Blurred frenzy (Ex): When unleashing a
full attack, the mesmer can spend one arcane point as a swift action to grant
themselves the benefit of haste and displacement for one round. The enemy is
caught flat-footed for these attacks. This arcana requires 7th
level.
Concentrate
(Ex): The mesmer can reroll any concentration check she has just made with a +4
bonus. she must use this ability after the roll is made, but before the roll's
outcome is determined. The mesmer must take the second roll, even if it is
worse. The mesmer can use this ability once per day.
Critical
Strike (Su): Whenever the mesmer scores a critical hit with a melee weapon, she
may cast a spell with a range of touch as a swift action, then make a touch attack
with that spell against the target of the critical hit as a free action. The mesmer
can use this ability once per day. The mesmer must be at least 12th level
before selecting this arcana.
Dispelling
Strike (Su): The mesmer can spend 1 or more points from her arcane pool as a
swift action to imbue her weapon with a special power. If the weapon strikes a
creature within the next minute, that creature is the subject of a targeted
dispel magic using the mesmer's level as the caster level, except that this
effect cannot dispel a spell of a level higher than the number of arcane pool
points expended to activate this ability (treat higher-level spells as if they
do not exist and apply the dispel attempt to the remaining spells with the
highest caster level). Once the strike is made, the power dissipates, even if
the dispel attempt is unsuccessful. The mesmer must be at least 9th level
before selecting this arcana.
Empowered
Magic (Su): The mesmer can cast one spell per day as if it were modified by the
Empower Spell feat. This does not increase the casting time or the level of the
spell. The mesmer must be at least 6th level before selecting this mesmer
arcana.
Ether feast
(Su): The mesmer can feed off a number of illusions as a standard action using
an arcane point, consuming them for energy, healing 1d8 hit points per illusion
+ their level.
Extended
Illusions (Su): Any illusion spell the mesmer casts with a duration of
"concentration" lasts a number of additional rounds equal to 1/2 their
mesmer level after they stop maintaining concentration (minimum +1 round). At
20th level, they can make one illusion spell with a duration of
"concentration" become permanent. They can have no more than one
illusion made permanent in this way at one time. If they designate another
illusion as permanent, the previous permanent illusion ends.
Force images (Su): The images grow
into images of pure force, dealing force damage on hit. This requires the
attacking images ability, and 12th level.
Full enhancement (Ex): The mesmer’s
phase blade takes no penalty to the enhancement bonus while dual wielding.
Mantra of
agony (Su): Using an arcane point as a full-round action, the mesmer charges
their mantra, allowing them to use this ability again as a swift action to deal
1d6 chaos damage, plus 1d6 damage per two levels following first to a target. A
successful will save halves this damage. If this ability is not used within one
minute of charging the mantra, the arcane point is wasted.
Mantra of
health (Su): Using an arcane point as a full-round action, the mesmer charges
their mantra, allowing them to use this ability again as a swift action to heal
1d6 hit points, plus 1d6 per two levels following first to a target within 30
ft. This can be used to harm undead, and a successful will save halves this
damage. If this ability is not used within one minute of charging the mantra,
the arcane point is wasted.
Maximized
Magic (Su): The mesmer can cast one spell per day as if it were modified by the
Maximize Spell feat. This does not increase the casting time or the level of
the spell. The mesmer must be at least 12th level before selecting this mesmer
arcana.
Mesmer's displacement
(Ex): At 1st level, the mesmer can, if they are attacked by a melee, ranged
attack, or spell, displace their appearance as an immediate action using one
arcane point. They gain total concealment due to the space being warped around
them for the round.
Mesmerizing
dance (Su): The mesmer, along with their images, perform a mesmerizing dance as
a full-round action that fascinates enemies. Her images can continue the dance
after, maintaining the fascinate effect. The DC is 10 + ½ the mersmer’s level +
their charisma modifier. This DC increases by 1 for every 2 images the mesmer has active.This costs a move action to maintain with concentration,
and costs one arcane point per minute the dance continues.
Mind shield
(Su): The mesmer gains a +2 bonus to their shield bonus to armor class, as long
as they have one hand free.
Mind stab
(Su): The mesmer shoves an illusory blade into the ground as a standard action,
coming up within a 10 ft.-square within 30 ft. This damages enemies within for
the mesmer’s phase blade damage + her charisma modifier, and gives those effected
a -2 penalty to will saves, and a -4 penalty to concentration checks for a
number of rounds equal to their mesmer level. A successful will save negates
the penalty, and halves the damage.
Mirror blade
(Su): The mesmer, when throwing their phase blade, can use one arcane point to
cause it to bounce a number of times equal to their charisma modifier. If it
bounces to an enemy, they take the same damage as the first, and if it hits an
ally, instead of injuring them, they gain a +2 morale bonus to their attack and
damage rolls for one round. This arcana requires 9th level.
Phase retreat (Su): The mesmer can use
an arcane point to withdraw, teleporting to a space within 30 ft. and leaving
behind an image of themselves.
Pool Strike
(Su): The mesmer can expend 1 point from her arcane pool as a standard action
to charge her free hand with energy. she can make a melee touch attack with
that hand as a free action as part of activating this ability. If the touch
attack hits, it releases the charge and deals 2d6 points of energy damage
(acid, cold, electricity, or fire, chosen when she spends the arcane pool point
to activate this ability). she can use this ability with the spellstrike class
feature. If she misses with this attack, she can hold the charge for up to 1
minute before it dissipates. At 6th level, and every three levels thereafter,
the amount of damage dealt by this attack increases by 1d6.
Reflection
(Su): The mesmer can sacrifice 1 or more points from her arcane pool as an
immediate action to reflect a spell back at its caster. This functions as spell
turning, but only if the targeted spell is of a level equal to or lower than
the number of points expended. If insufficient points are expended, they
instead grant an insight bonus on any saving throws allowed by the spell, equal
to the number of points spent. The mesmer must be at least 15th level before
selecting this mesmer arcana.
Silent Magic
(Su): The mesmer can cast one spell per day as if it were modified by the
Silent Spell feat. This does not increase the casting time or the level of the
spell.
Shatter boon (Su): For every image the
mesmer shatters, she gains a +1 sacred bonus to her AC and saving throws for 1
round, stacking up to half her charisma modifier. The duration of this ability
increases by 1 round at 8th and 16th level.
Spell
Blending (Ex): When a mesmer selects this arcana, she must select one spell
from the wizard spell list that is of a mesmer spell level she can cast. she adds
this spell to her list of mesmer spells known as a mesmer spell of its wizard
spell level. she can instead select two spells to add in this way, but both
must be at least one level lower than the highest-level mesmer spell she can
cast. A mesmer can select this mesmer arcana more than once.
Still Magic
(Su): The mesmer can cast one spell per day as if it were modified by the Still
Spell feat. This does not increase the casting time or the level of the spell.
The prestige
(Su): The mesmer vanishes (as the spell vanish) in a cloud of smoke as a
standard action using one arcane point, blinding adjacent creatures. In addition, she gains a new save
against all conditions she is suffering from. This requires 8th
level.
Transfer
spell (Su): A mesmer can spend one arcane point to have one of her images cast
the spell. This uses all her statistics. The mesmer must see the target in order
to use this effect.
Wand Mastery
(Su): Whenever The mesmer uses a wand, she calculates the DC for any spell it
contains using her Charisma modifier, instead of the minimum modifier needed to
cast a spell of that level.
Wand Wielder
(Su): The mesmer can activate a wand or staff in place of casting a spell when
using spell combat.
Illusion
sight (Ex and Sp): At 6th
level, a mesmer can use detect illusions
at will. In addition, if the mesmer is within 30 ft. of an illusion, they gain
an automatic save to disbelieve as if they had interacted with it.
Phantasm (Su): At 10th
level. the first image a mesmer creates (if they have no images at that time)
is a phantasm. These have a higher DC to discern whether it is the mesmer or
not (+2), as they are more material than the other images the mesmer creates.
Phantasms have special abilities that vary based on the mesmer’s mastery (see
mesmer masteries below for specifics). All phantasms have half the hit points
of the mesmer, as well as her AC, and deal damage equal to their weapon damage
+ the mesmer’s charisma modifier. In addition, they have a weapon enhancement
bonus equal to one quarter the mesmer’s level. When shattered, these images
deal 1d6 damage higher than the normal image.
Infallible watch (Ex): At 14th
level, the mesmer can’t be fooled by illusions. If they are within sight of an
illusion, they gain an automatic save to disbelieve as if they had interacted
with it, and gain a bonus to the save equal to their charisma modifier.
Illusive control (Su): At 18th
level, if there is an image within sight of the mesmer that she knows is an
image, she can make a caster level check against the DC of the image in order
to do a number of things. She can either choose to dispel the image, shatter it
(using her own shatter ability), or take the image under her control. If using
the image to shatter, she can only use her ability to shatter images that are
not hers up to a maximum of her normal number that she can shatter. (For
example, a mesmer with a charisma score of 18 can possess 4 images and shatter
two images at a time, and may shatter either two of her images, one of hers and
one she has come to control, or two controlled images that are not her own, but
not more than two at one time) In addition, the DC to disbelieve her images and
illusion spells increases by 1.
Master of Illusion (Ex): The Mesmer
becomes a master of illusions and enchantments, becoming immune to charm,
enchantment, and compulsion effects, as well as they see through all illusions
and gain true seeing as a constant
spell-like ability. In addition, once per day they can cast a powerful spell,
noted in their Mesmer mastery. If this spell has a DC, it is equal to 10 + ½
the mesmer’s level + their charisma modifier.
Mesmer Masteries
Chaos
Image credit: Daniel Kamarudin
Bonus spells: 1st: hypnotism; 2nd: chaos
storm (lesser); 3rd: confusion; 4th: Chaos storm; 5th:
Null field (greater); 6th: prismatic spray.
Master of illusion spell: Prismatic
sphere.
Shatter: If an
enemy is affected by the mesmer’s shatter at full effect, their mind is warped,
causing them to be confused for one round. This is a mind-affecting effect.
Phantasm: Phantasmal
warlock: the phantasm casts a ranged touch attack of 30 ft. once per round that
grants a condition (will negates) using the chaos
storm (lesser) spell. At 12th level, this uses chaos storm.
Mastery feats: Contagious
spell, improved trip, greater trip, critical focus, staggering critical,
stunning critical, tiring critical, deafening critical, exhausting critical, selective
spell, sickening critical, combat casting, spell focus (conjuration), spell
focus (enchantment), greater spell focus (conjuration), greater spell focus
(enchantment), Extra arcana, Extra arcane pool, skill focus (sense motive).
Arcanas:
Chaos armor (Su): The Mesmer can
activate a chaotic veil of energy across their skin as a standard action,
granting them a +4 bonus to their armor. When struck by a weapon attack or a
spell, the caster makes a will save. If they fail, they are subject to an
individual effect as in the spell chaos storm (lesser). At 12th
level, the effect is as chaos storm. This effect also grants an armor bonus
against incorporeal touch attacks. This costs one arcane point, and lasts one
minute per mesmer level. This requires 5th level or higher.
Chaos strike (Su): The mesmer can
activate a chaos strike using an arcane point on a successful hit with their phase
blade. This acts as if the enemy was affected by the chaos storm (lesser)
spell. The enemy gets a save to negate this effect.
Chaotic boon (Ex): When the Mesmer
afflicts someone with a condition using a spell or supernatural Mesmer ability,
the mesmer gains a +1 bonus to attack and damage rolls, and the target is
slowed, as the slow spell for one round, plus one round for every four levels
the Mesmer possesses. This arcana requires 7th level or higher.
Confounding strike (Su): when the
Mesmer strikes an enemy, she can empower the strike as a swift action using an
arcane point, confusing the enemy for 1 round (no save).
The deck of many things (Su): using
one arcane point once per day, the mesmer can conjure a deck of many things and
either draw one card for themselves, or for another, throwing it at them as a
ranged touch attack. If they hit, the target is subject to the effects of the
card. The deck vanishes after this single use. Every time the deck is conjured,
all cards are present within. Using this arcana is a standard action. This
arcana requires 15th level.
I am the storm (Sp): Once per day, the
mesmer can cast chaos storm (lesser) centred on them. They are not subject to
the effects of the storm, and the storm moves with them. At 14th
level, this becomes chaos storm. This arcana requires 7th level.
Metaphysical rejuvenation (Su): the
mesmer gains fast healing equal to the number of active Mesmer images present.
Mirror of anguish (Su): When afflicted
by a condition by another target, the mesmer can grant the same affliction to
the target, using the mesmer’s save as a will save by using an arcane point.
Prismatic blood (Su): the mesmer can
infuse themselves with prismatic energies, causing enemies that strike them
with melee attacks to be sprayed with the chaotic energies. At 4th
level, this acts as color spray. At 10th level, this acts as eyebite.
At 18th level, this acts as prismatic spray.
Selective spell (Ex): Three times per
day, the mesmer can cast a spell using the selective spell feat, without
expending a spell slot higher than its own.
Domination
Image credit: Arenanet/Guild wars 2
Bonus spells: 1st: charm person; 2nd: suggestion;
3rd: charm monster; 4th: dominate person; 5th:
suggestion (mass); 6th: power word: stun.
Master of illusion spell: Dominate
monster.
Shatter: If an
enemy is affected by the mesmer’s shatter at full effect, their mind is warped,
following a single command of the Mesmer for one round. This is a mind-affecting effect.
Phantasm: Phantasmal
berserker: the phantasm dashes through enemies in 30 ft. lines, dealing damage
using a great sword phase blade. This phantasm gains the mesmer’s charisma x1.5
to their damage roll. In addition,
enemies within 10 ft. of the berserker take a -4 penalty to concentration
checks.
Mastery feats: Disruptive,
spellbreaker, concussive spell, disrupting spell, dispelling critical, spell
focus (enchantment), spell penetration, greater spell focus (enchantment),
greater spell penetration, improved counterspell, dispel focus, step up, step
up and strike, combat casting, Extra arcana, Extra arcane pool, skill focus
(intimidate), skill focus (bluff), deceptive.
Arcanas:
Backfire (Su): Curse the target with
retributive power as a standard action, causing them to take half the damage
they deal with melee and ranged attacks for a number of rounds equal to the
mesmer’s charisma modifier. This costs one arcane point, and requires 9th
level.
Blackout (Sp): Inflict a curse upon a
target within 30 ft. as a standard action using an arcane point. This acts as
bestow curse, with a DC equal to the mesmer’s ability DC. At 14th level, this acts as major bestow curse.
Control (Su): The mesmer can control a
creature within 60 ft. using one arcane point as a full-round action, having
them act out of turn. They do as the mesmer commands for a single move or
standard action, and then return to normal. This arcana requires 11th
level. This is a mind-affecting enchantment effect.
Domination aura (Su): As a standard
action, the Mesmer can activate an aura of domination out to 10 ft. from them
using two arcane points. The Mesmer attaches a specific suggestion to the aura,
and any that enter or begin their turn in the aura are subject to the will
save. A successful save negates the suggestion for one round. The mesmer can change the suggestion as a move action on their turn. This lasts a
number of rounds equal to the mesmer’s level. This is a mind-affecting effect.
Disruptive aura (Su): As a standard
action, the Mesmer can activate an aura of confounding energies out to 10 ft.
from them using two arcane points. Arcane and divine casters within the aura take a -4 penalty to
concentration checks, and have a 50% chance of being unable to act. A
successful will save negates the chance to be inactive. This aura lasts a
number of rounds equal to the mesmer’s level. This is a mind-affecting effect.
Hex breaker (Su): When the target of a
spell, spell-like ability or supernatural ability that fails, the mesmer can
shatter the mind of the one who cast against them as an immediate action using
an arcane point, dealing damage equal to their level + their charisma modifier,
and dazing them. A fortitude negates the daze effect.
Hex eater (Su): Using one arcane point,
the mesmer can target an ally within 60 ft., and consume a condition plaguing
them from a magical source such as a spell, spell-like ability, or
supernatural ability, as a standard action. They make a caster level check with
a bonus equal to their charisma modifier against the original DC of the effect. If successful, they heal a number of
hit points equal to the original caster’s primary stat.
Mind controller (Ex): The mesmer can
dominate an additional number of people at one time equal to half her charisma
modifier. In addition, the DC of all enchantment and compulsion spells and
effects increases by 1, and the sense motive DC to tell if they are under the
effect of domination effect is equal to 10 + the mesmer’s level + her charisma
modifier. This arcana requires 13th level.
Price of pride (Su): Curse a target as
a standard action. For a number of minutes equal to the mesmer’s level, if the
target uses a spell or spell-like ability of 6th level or higher,
they have a 50% chance of the spell failing. The spell is lost due to this effect. This is a mind-affecting effect. A successful will save negates this
effect. This arcana costs one arcane point, and requires 11th level.
Power overload (Su): If the target fails a will save, their mind and body overloads with power for one round per level the mesmer possesses. They gain a
+4 bonus to strength and dexterity, and a +2 bonus to their caster level for a
number of rounds equal to the mesmer’s level. Every round, the target must make
a will save or be stunned for the round. They take damage equal to the mesmer’s
level if they fail the save. This costs one arcane point, and requires 11th level.
Spellcrash (Su): When a target casts a
spell within 30 ft. of the mesmer, they can use one point from their arcane
pool to attempt a spellcrash as an immediate action. If they roll a caster
level check higher than the opposing caster, the spell is lost.
Dueling
Image credit: Arenanet/Guild wars 2
Bonus spells: 1st: True strike; 2nd: stunning
barrier (greater); 3rd: forceful strike; 4th: stoneskin;
5th: monstrous physique IV; 6th: iron body.
Master of illusion spell: Heroic
invocation.
Shatter: If an enemy
is affected by the mesmer’s shatter at full effect, they take a -3 penalty to their AC from the mesmer’s weapon attacks for 1 round. This
damage and penalty to AC increases by 1 for every 8 levels the Mesmer
possesses after 2nd.
Phantasm: Phantasmal
swordsman: The Mesmer creates a
phantasm with a long sword phase blade, charging a chosen enemy and attacking it
until it dies or the Mesmer changes its target. The swordsman uses a long sword,
dealing additional damage equal to the mesmer’s level. In addition, the
phantasm can parry one attack per round of the mesmer’s choosing. It can also
parry an attack targeting her, if the phantasm is both adjacent to her and the one making the
attack. This acts as the parry swashbuckler ability.
Mastery feats: power
attack, combat expertise, combat reflexes, weapon focus, greater weapon focus,
weapon specialization, dodge, mobility, spring attack, combat casting, improved
counterspell, parry spell, weapon finesse, dispelling critical, critical focus,
improved critical, Extra arcana, Extra arcane pool, skill focus (acrobatics).
Arcanas:
Close Range
(Ex): The mesmer can deliver ray spells that feature a ranged touch attack as
melee touch spells. she can use a ranged touch attack spell that targets more
than one creature (such as scorching ray), but she makes only one melee touch
attack to deliver one of these ranged touch effects; additional ranged touch
attacks from that spell are wasted and have no effect.
Power wave
(Su): As a standard action using one arcane point, the mesmer can swipe her weapon across, releasing a
wave of power in a 15 ft. cone. All targets are subject to a bull rush attempt,
with the mesmer’s CMB equal to their level + their charisma modifier + their
phase blade’s enhancement bonus. This wave does not deal damage, and this does
not provoke attacks of opportunity.
Fencer’s
finesse (Ex): While one arcane point remains in the pool, the mesmer’s attack
and damage rolls with light phase blades increase by 2.
Maneuver
Mastery (Ex): The mesmer has mastered one combat maneuver. she selects one
maneuver when selecting this arcana. Whenever she is attempting the selected
maneuver, she uses her character level in place of her base attack bonus. This also affects her CMD against this maneuver. A mesmer
can select this mesmer arcana more than once. Its effects do not stack. Each
time she selects this arcana, she selects another combat maneuver.
Master
fencer (Ex): While 1 arcane point remains in the pool, the Mesmer gains a +1
bonus to attack rolls and insight AC while they and their target only threaten each other. This bonus
increases by +1 at 8th and 16th level.
Mind slash
(Su): On a successful hit, the mesmer can spend one arcane point to stagger the enemy for one round. A successful will save negates this effect. This
is a mind-affecting effect.
Mind spike
(Su): On a successful hit, the mesmer can spend two arcane points to paralyze the enemy for one round. A successful will save negates this effect. This is a mind-affecting effect, and requires 13th level.
Parry and
rispote (Ex): While one arcane point remains in the pool, the mesmer can parry
one attack per round. They roll an attack at their highest base attack bonus,
and if higher than the attacker, they deflect the attack. If they spend one
arcane point, they can riposte and roll a counter attack.
Phantasmal
discipline (Su): Phantasms summoned by the Mesmer have an expanded critical
strike range, as if they had the improved critical (phase blade) feat. This
arcana requires 8th level.
Sharp images
(Su): Images and phantasms inflict bleed on critical strikes equal to their
damage dice. This requires the attacking images arcana, and 11th level.
Spellstrike
(Ex): The mesmer can cast a spell with the range of touch as a standard action, and deliver it
though a melee attack using their phase blade as a swift action. The spell stays in the weapon until dismissed, discharged, or after 1 minute has passed. This uses one arcane point, and
requires 7th level.
Superiority
complex (Ex): Critical hits against foes with certain conditions (dazed,
stunned, paralyzed, prone, entangled, immobilized, shaken, frightened,
panicked, nauseated) have a 0.5 increase to their multiplier. This requires 13th
level.
Illusion
Image credit: Arenanet/Guild wars 2
Bonus spells: 1st: Silent image; 2nd: minor
image; 3rd: major image; 4th: persistent image; 5th:
Permanent image; 6th: project image.
Master of illusion spell: Shades.
Shatter: An image has a 10% additive chance to reform per creature struck with a full effect with its own burst.
Phantasm: Phantasmal
rogue: The phantasm moves to attack an enemy that the mesmer desires. This
image deals 1d4 damage + the mesmer’s charisma modifier, and gains sneak attack
damage equal to a rogue’s level as her mesmer level -9.
Mastery feats: Extra
arcana, Extra arcane pool, spell
focus (illusion), greater spell focus (illusion), fleeting spell, Illusion
mastery, threatening illusion, trick spell, contingent spell, skill focus
(bluff), silent spell, still spell, skill focus (stealth), deceptive.
Arcanas:
Alter appearance (Sp): The mesmer
can use alter self or disguise self as a spell-like ability to change their
appearance by using an arcane point.
Clone (Su): Once per day using
one arcane point, the mesmer can generate up to two images, up to the maximum
number she is allowed to have active at one time. At 10th, 15th, and 20th level, they can use this ability one additional time per day.
Enhanced generation (Ex): the
chance to generate an image from a spell cast by the mesmer is increased by
10%. This can be taken a second time at 10th level.
Decoy (Sp): The mesmer can, as a
standard action, create an image, in their space, and cast the vanish spell on
themselves as a spell-like ability. At 8th
level, this becomes invisibility. At 16th level, this becomes
greater invisibility.
Illusion of burdens (Su): The
target believes they are burdened, and move and act as if they are carrying a
heavy load. This causes them to lose access to all abilities requiring a
lighter load than heavy. This costs one arcane point, and lasts a number of
rounds equal to the mesmer’s level. A successful will save negates this
ability.
Illusion of haste (Su): Grant one
target the effects of the haste spell as a standard action. This lasts a number
of rounds equal to the mesmer’s level. This costs one arcane point.
Master of fragmentation (Ex): The
mesmer’s shatter skills are improved. When taken, the damage of shatters
increases by 1d6, and the DC to both halve the damage and negate the bonus
effects increases by 1. This requires 9th level.
Mirror Dodge (Su): When attacked in melee or at range, the mesmer can expend one arcane point as an immediate action
to replace themselves with an active image within 30 feet of their current position. The image takes the attack instead. Using this ability requires a line of
effect to the square that the image resides. At 15th level, the mesmer can create an image, and choose a space to teleport themselves to. This requires 9th
level.
Phantasmal haste (Su): The
mesmer’s phantasm has haste as a constant spell-like ability. This requires 15th
level.
Phantom pain (Su): Wrack an
individual with phantom pain for a number of rounds equal to the mesmer’s
level, dealing 1d8 nonlethal damage + the mesmer’s charisma modifier. This damage increases by 1d8
for every 5 levels they possess. Instead, at 11th level, this can
deal 1 constitution damage per round. This costs one arcane point. A successful
will save negates this ability.
Transposed spell (Su): Using an
arcane point from their pool, the mesmer can cast a spell, but have it seem
like it cast by one of their mesmer illusions, or one of the spells in their
bonus spell list. The mesmer and the image must both have the ability to see
and be in range of the target of the spell.
Inspiration
Image credit: Alexander Nanitchkov
Bonus spells: 1st: moment of greatness; 2nd:
heroism; 3rd: blessing of fervor; 4th: burst of glory; 5th:
heroism (greater); 6th: choose one (permanent) based on alignment:
Holy aura, shield of law, cloak of chaos, unholy aura.
Master of illusion spell: Heroic
invocation.
Shatter: If an ally
is within range of an image’s shatter, they gain a +1 morale bonus to attack
rolls, damage rolls, saving throws, and caster level checks for one round.
Phantasm: Phantasmal
cleric: The phantasmal cleric grants fast healing equal to the mesmer’s shatter
die, and the effects of the heroism spell to all allies within 10 ft. of it.
Mastery feats: Extra
arcana, Extra arcane pool, spell
focus (enchantment), greater spell focus (enchantment), spell focus
(transmutation), greater spell focus (transmutation), battle cry, merciful
spell, skill focus (diplomacy), Helpful, iron will, great fortitude, improved
iron will, improved great fortitude
Arcanas:
Aura of courage (Su): Using one arcane
point, the mesmer can activate this aura as a move action for one minute per
level they possess. It grants them immunity to fear effects, and allies within
10 ft. a +4 morale bonus to their will saves against fear. She can instead activate
this aura for a number of rounds equal to their level, granting the aura and
its radius to her and all of her images.
Aura of resolve (Su): Using one arcane
point, the mesmer can activate this aura as a move action for one minute per
level they possess. It grants them immunity to charm spells and effects, and
allies within 10 ft. a +4 morale bonus to their will saves against charm spells and
effects. She can instead activate this aura for a number of rounds equal to
their level, granting the aura and its radius to her and all of her images.
Aura of spirits (Su): Using one arcane
point, the mesmer can activate this aura as a move action for one minute per
level they possess. It grants them a +2 morale bonus to saving throws, and
allies within 10 ft. a +1 bonus to their saves. She can instead activate this
aura for a number of rounds equal to their level, granting the aura and its radius
to her and all of her summoned images.
Drain enchantments (Ex): When the
mesmer removes or dispels a beneficial effect from an enemy, the mesmer gains hit
points equal to their level, and gain a +1 morale bonus to all saving throws
for one round. This bonus increases by 1 for
every 4 levels following 7th. These bonuses do not stack. This
requires 7th level.
Energy boon (Su): Using one arcane
point as a standard action, the mesmer grants a target energy resistance 10 to
one type for 1 round per level they possess. While this is active, the target
also deals 1d6 energy damage of that type through their weapon, unarmed, and
natural attacks. At 8th level, this becomes resistance 20, and 1d6
damage + 1d10 additional damage on a critical hit. At 16th level,
the resistance increases to 30.
Energy tap (Su): As a swift action,
the mesmer can charge a spell slot using one arcane point per spell level. This
spell must be a level below the highest level they can cast. If the spell grants
a morale bonus to targets, the cost of this ability is reduced by 1 (minimum 1).
Energy drain (Su): Using one arcane
point as a standard action, the mesmer drains the energy of a target within 30
ft., giving them 1d4 negative levels (fortitude negates). For every level
dealt, the mesmer heals 5 hit points and gains +1 morale bonus to attack,
damage, and saving throw rolls for a number of rounds equal to her level. These
bonuses do not stack with themselves. This requires 13th level.
Expanded auras (Ex): Auras created by
the mesmer have their range increased by 5 ft.
Inspire competence (Ex): Letting out a
magical aura of inspiration as a standard action using one arcane point, the
mesmer grants herself and allies within 60 ft. a +1 competence bonus on attack
rolls and skill checks for a number of rounds equal to her level. This bonus
increases by 1 at 8th and 16th level.
Remove delusions (Su): Using one
arcane point as a standard action, the mesmer can target a creature currently
under the effects of a mind-affecting affect. The mesmer makes a new save for
them with a +4 bonus for each effect.
Mesmer Archetypes
Archetype: Phase gunner
Phase gun: At 1st
level, the mesmer forms their mind weapon into a firearm. When forming the
phase gun, if can take the form of one of the following firearms: blunderbuss,
musket, or pistol. The mesmer can create two pistols if they wish, but they
incur the same two-weapon fighting penalties as normal. The phase gunner is
proficient in firearms, and gains Gunsmithing as a bonus feat. If the phase
gunner misfires, the gun vanishes. The phase gunner can re-form their weapon as
a move action. The phase gunner must summon energy into the weapon in order to
fire it, taking a full-round action for a two-handed phase gun, and a standard
action for a one-handed phase gun.
At
3rd level, and every two levels thereafter, their phase gun improves
as the phase blade does of the typical mesmer. However – they must take
enhancements from the ranged weapon section only, and must take those that
pertain to firearms
This
ability replaces phase blade.
Mesmer’s mastery: The phase
gunner chooses a modified duelist
mastery.
Bonus spells: 1st: Color spray; 2nd: ricochet
shot; 3rd: named bullet; 4th: echolocation; 5th:
repulsion; 6th: walk through space.
Master of illusion spell: Etherealness.
These
modify the bonus spells of the Mesmer’s mastery.
Phantasm: Phantasmal duelist: The phantasm
summoned by the phase gunner wields two pistols. These have an attack bonus
equal to the mesmer’s level + their charisma modifier, and act as if they have
the two weapon fighting and improved two-weapon fighting feats, and
incur a -2 penalty on all attacks.
Mastery feats: Deadly
aim, precise shot, rapid shot, rapid reload, combat expertise, combat reflexes,
weapon focus, greater weapon focus, weapon specialization, dodge, mobility,
spring attack, combat casting, improved counterspell, parry spell, dispelling
critical, critical focus, improved critical, Extra phase (grit), Extra arcana, skill
focus (acrobatics).
This modifies the mesmer’s mastery
feats.
Arcana: The phase
gunner uses a special list of arcana to use their arcane points.
Duelist’s
finesse (Ex): While one arcane point remains in the pool, the mesmer’s attack
and damage rolls with their phase gun increases by 2.
Deadeye
(Ex): The mesmer can resolve an attack
against touch AC instead of normal AC when firing beyond her firearm's first
range increment. Performing this arcana costs 1 arcane point per range
increment beyond the first. The mesmer still takes the –2 penalty on attack
rolls for each range increment beyond the first when she performs this arcana.
Evasive
(Ex): When the mesmer has at least 1 arcane point, she gains the benefit of the
evasion, uncanny dodge, and improved uncanny dodge rogue class features. She
uses her mesmer level as her rogue level for improved uncanny dodge. This
arcana requires 15th level.
Expert
Loading (Ex): Whenever the mesmer rolls a misfire with a phase gun, she can
spend 1 arcane point to keep the gun from being destroyed. This arcana requires
11th level.
Lightning recharge
(Ex): As long as the mesmer has at least 1 arcane point, she can recharge a
single barrel of a one-handed or two-handed phase gun as a swift action once
per round. If she has the Rapid Reload feat, she can recharge a single barrel
of the weapon as a free action each round instead. Furthermore, using this arcana
does not provoke attacks of opportunity. This arcana requires 11th
level.
Phased
Initiative (Ex): As long as the mesmer has at least 1 arcane point, she gains
the following benefits. First, she gains a +2 bonus on initiative checks.
Furthermore, if she has the Quick Draw feat, her hands are free and
unrestrained, and the firearm is not hidden, she can draw a single firearm as
part of the initiative check.
Pistol-Whip
(Ex): The mesmer can make a surprise melee attack with the butt or handle of
her firearm as a standard action. When she does, she is considered to be
proficient with the firearm as a melee weapon and gains a bonus on the attack
and damage rolls equal to the enhancement bonus of the firearm. The damage
dealt by the pistol-whip is of the bludgeoning type, and is determined by the
size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded
by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if
wielded by Small creatures). Regardless of the mesmer's size, the critical
multiplier of this attack is 20/×2. If the attack hits, the mesmer can make a
combat maneuver check to knock the target prone as a free action. Performing
this arcana costs 1 arcane point.
Phantasmal
discipline (Su): Phantasms summoned by the Mesmer have an expanded critical
strike range, as if they had the improved critical (phase gun) feat. This
arcana requires 8th level. This does not grant the feat to the
mesmer, nor does it stack with any other critical range increasing effects.
Slinger's
Luck (Ex): The mesmer can spend arcane to reroll a saving throw or a skill
check. It costs 2 arcane points to reroll a saving throw, and 1 arcane point to
reroll a skill check. The mesmer must take the result of the second roll, even
if it is lower. The arcana's cost cannot be reduced by the true arcane class
ability, the Signature Arcana feat, or any other effect that reduces the amount
of arcane a arcana costs. This arcana requires 15th level.
Stunning
Shot (Ex): When the mesmer hits a creature, she can spend 2 arcane points to
stun the creature for 1 round. The creature must make a Fortitude saving throw (the
DC = 10 + 1/2 the mesmer's level + the mesmer's Charisma modifier). If the
creature fails, it is stunned for 1 round. Creatures that are immune to
critical hits are also immune to this effect. This arcana requires 19th
level.
Superiority
complex (Ex): Critical hits against foes with certain conditions (dazed,
stunned, paralyzed, prone, entangled, immobilized, shaken, frightened,
panicked, nauseated) have a 0.5 increase to their multipler. This arcana
requires 13th level.
Targeting
(Ex): As a full-round action, the phase gunner can make a single firearm attack
and choose part of the body to target. She gains the following effects
depending on the part of the body targeted. If a creature does not have one of
the listed body locations, that part cannot be targeted. This arcana costs 1 arcane
point to perform no matter which part of the creature she targets. Creatures
that are immune to sneak attacks are immune to these effects. This arcana
requires 7th level or higher.
Arms: On a hit, the target takes no damage from the hit but drops one
carried item of the mesmer's choice, even if the item is wielded with two
hands. Items held in a locked gauntlet are not dropped on a hit.
Head: On a hit, the target is damaged normally, and
is also confused for 1 round. This is a mind-affecting effect.
Legs: On a hit, the target is damaged normally and
knocked prone. Creatures that have four or more legs or that are immune to trip
attacks are immune to this effect.
Torso: Targeting the torso threatens a critical on a
19–20.
Wings: On a hit, the target is damaged normally, and must make a DC 20
Fly check or fall 20 ft.
These
replace the duelist mastery’s arcana.
Archetype: Chronomancer
Image credit: Arenanet/Guild wars 2
Proficiencies: The chronomancer becomes proficient with light and heavy shields.
Phase shield (Su): In addition to the Phase blade, the chronomancer can form a phase shield in their off hand. For the purpose of enhancement bonuses, the shield works the same as an off-hand light phase blade. The enhancement bonus (if any) is reduced by 1 (minimum 0). At 3rd level, when it gains a +1 enhancement bonus, the main hand weapon has a +1 enhancement bonus, while the shield counts as a masterwork heavy steel shield.
Phase shield (Su): In addition to the Phase blade, the chronomancer can form a phase shield in their off hand. For the purpose of enhancement bonuses, the shield works the same as an off-hand light phase blade. The enhancement bonus (if any) is reduced by 1 (minimum 0). At 3rd level, when it gains a +1 enhancement bonus, the main hand weapon has a +1 enhancement bonus, while the shield counts as a masterwork heavy steel shield.
The
chronomancer can add the following additional abilities to her shield:
Timesink
(+1 bonus): When afflicted by a condition, the shield removes one time duration
from the effect equal to the enhancement bonus of the phase shield. If it is one round per level, it is reduced by one round oer bonus. The
same goes for one minute for minutes per level, one hour for hour per level,
and one day for day per level.
Ticking
(+1 bonus): A phantasmal clock adorns the shield, ticking away. The user can,
as a full-round action, cause the shield to tick in a lulling manner,
fascinating all creatures within a 30 ft.-cone as long as she concentrates as a
move action. A successful will save (DC 10 + the shield’s enhancement bonus + ½
the creator’s primary stat) negates this fascinate. This save only needs to be
made once per day.
Fast-forwarding
(+2 bonus): When afflicted by a condition, the duration ticks at double the
pace. Conditions consume 2 rounds of duration per round the shield is equipped.
Rewinding
(+3 bonus): Three times per day, the shield can return the user to her state
one round prior as a swift action, with the health, resources, spells, and
other effects.
Fast-forwarding
(greater) (+4 bonus): When afflicted by a condition, the duration ticks at five
times the pace. Conditions consume 5 rounds of duration per round the shield is
equipped.
Eternity
(+5 bonus): When granted a beneficial effect, the shield alters time, causing
the effect to stay as long as the shield remains equipped. This does not work
on effects that last one round, or effects that last until discharged.
This modifies the mesmer’s phase
blade ability.
Continuum split/shift: The
Mesmer can add this ability to a shatter instead of the other shatter abilities.
When shattered, the images wind back time, giving one negative level per image
shattered (will negates each individual level) within range. This requires 12th
level or later.
Foresight (Ex): At second
level, the chronomancer always acts in the surprise round even if they fail to
make a Perception roll to notice a foe, but they are still considered
flat-footed until they act. In addition, they receive a bonus on initiative
checks equal to 1/2 their chronomancer level (minimum +1). At 20th level, anytime
they roll initiative, it is assumed the roll resulted in a natural 20.
Prescience (Su): At 6th
level, at the beginning of their turn, the chronomancer may, as a free action,
roll a single d20. At any point before their next turn, you may use the result
of this roll as the result of any d20 roll you are required to make. If you do
not use the d20 result before your next turn, it is lost. They can use this
ability a number of times per day equal to 3 + their charisma modifier.
This replaces illusion sight.
Foretell (Su): At 14th
level, the chronomancer can utter a prediction of the immediate future. While their
foretelling is in effect, they emit a 30-foot aura of fortune that aids your
allies or hinders their enemies, as chosen by them at the time of prediction.
If they choose to aid, the chronomancer and their allies gain a +2 luck bonus
on ability checks, attack rolls, caster level checks, saving throws, and skill
checks. If they choose to hinder, their enemies take a –2 penalty on those
rolls instead. The chronomancer can can use this ability for a number of rounds
per day equal to their chronomancer level. These rounds do not need to be
consecutive.
This replaces infallible watch.
Mastery: Chronology
Bonus spells: 1st: Expeditious retreat; 2nd:
Haste/slow; 3rd: calcific touch; 4th: teleport; 5th:
walk through space; 6th: Temporal stasis.
Master of illusion spell: Time stop.
Shatter: If an
enemy is affected by the mesmer’s shatter at full effect, time warps, bringing
back a condition that has worn off within the past minute for one round.
Phantasm: Phantasmal
echo: Summon a shield-wielding phantasm that grants +1 insight AC to all allies
within 10 ft., and slows enemies within the same range (will negates, once).
The AC bonus granted by this phantasm increases by +1 at 10th and 20th
level.
Mastery feats: Quicken
spell, echoing spell, lingering spell, fleet, dodge, mobility, lightning
reflexes, iron will, improved lightning reflexes, improved iron will, weapon
focus, alertness, acrobatic spellcaster, combat casting, Extra arcana, Extra
arcane pool, ambuscating spell, skill focus (perception).
Arcanas:
Echo of time (Ex): The priestess gains echoing spell as a bonus feat, except the spell slot adjustment is reduced by 1.
Fast-forward/Rewind: Choose a target within 60 ft. They are flashed back through time to their previous state. They immediately return to their hit points, conditions, buffs, and location from the previous round on their previous turn. If they are placed in an occupied space, they are shoved into an adjacent square. A will save negates this effect, if they are unwilling. Instead, this ability can also be used to target a specific magical effect or ability the target has (such as a poison, paralysis, or a magical buff such as bull’s strength). The mesmer makes a caster level check against the DC of the condition or effect. If they roll the same or higher, time is re-wound and the effect is removed.
Fast-forward/Rewind: Choose a target within 60 ft. They are flashed back through time to their previous state. They immediately return to their hit points, conditions, buffs, and location from the previous round on their previous turn. If they are placed in an occupied space, they are shoved into an adjacent square. A will save negates this effect, if they are unwilling. Instead, this ability can also be used to target a specific magical effect or ability the target has (such as a poison, paralysis, or a magical buff such as bull’s strength). The mesmer makes a caster level check against the DC of the condition or effect. If they roll the same or higher, time is re-wound and the effect is removed.
Instead, the mesmer can choose a
target and fast-forward time a number of rounds equal to their level. Any
effect on them that would end within that time frame, ends immediately. Targets
get a will save to negate this effect. This can only be used on one target once
per day, and costs one arcane point per use.
Hasted
Assault (Su): The mesmer can expend 1 point from her arcane pool as a swift
action to move more quickly. This functions as haste, but only targets the mesmer
and lasts for a number of rounds equal to the mesmer's Charisma bonus. The mesmer
must be at least 9th level before selecting this mesmer arcana.
Knowledge
of the Ages (Su): The
mesmer can search through time to recall some bit of forgotten lore or
information. They can retry any Knowledge skill check made within the
past minute, gaining an insight bonus on the check equal to their
charisma modifier. This costs one arcane point.
Quick/Stop: Using one arcane point,
you quicken or stop the enemy in its tracks. This ability requires 10th
level, and grants one of two effects. Either:
·
Quick:
Selecting one target, the mesmer invigorates them into acting immediately out
of turn. This does not affect the initiative track, nor does it change the targets
initiative – it allows them to go twice in one round.
·
Stop:
Selecting one target, the mesmer forces the target to be stopped from acting
entirely. Every round, they must make a new will save to not become helpless.
If they become helpless, they are not paralyzed, and are given a new save each
round following. A successful will save negates this stop effect.
Rewind Time (Su): Once per day as an immediate action, the mesmer can reroll any one d20 roll that they have just made before the results of the roll are revealed. They must take the result of the reroll, even if it’s worse than the original roll. At 11th level, and every four levels thereafter, they can use this ability an additional time per day. They must be at least 7th level to select this arcana.
Rewind Time (Su): Once per day as an immediate action, the mesmer can reroll any one d20 roll that they have just made before the results of the roll are revealed. They must take the result of the reroll, even if it’s worse than the original roll. At 11th level, and every four levels thereafter, they can use this ability an additional time per day. They must be at least 7th level to select this arcana.
Temporal shift (Su): If a
target has been affected by a spell or other effect that has worn off within 24
hours, the chronomancer can, as a swift action using one arcane point, to bring
back the condition of buff for 1d4 rounds. Enemies affected by a condition gain
a new save. This can only be used once per target per day, even if it fails.
The chronomancer must be aware of the condition’s previous presence to use this
ability.
Time is mine to bend (Ex): As long as the mesmer has one point in the
arcane pool, their base movement increases by 10 ft., and they gain a +1
insight bonus to their insight AC, reflex saves, initiative checks, and attack rolls.
This bonus increases by 5 ft. and +1 at 8th and 16th
level.
Quickened
Magic (Su): The mesmer can cast one spell per day as if it were modified by the
Quicken Spell feat. This does not increase the level of the spell. The mesmer
must be at least 15th level before selecting this mesmer arcana.
Tides of time (Su): Shoot out a
temporal wave from their shield in a 30 ft. cone using one arcane point. Allies
within the radius gain a +2 morale bonus to saves, attack rolls, and dodge AC
for a number of rounds equal to the mesmer’s level. Enemies hit by the wave
take the same as a penalty (will negates). This bonus and penalty increase by 1
at 8th and 16th level.
Well of eternity (Su): The mesmer
can create a well of eternity using
one arcane point, that has a 20 ft.-radius. This well maintains all magical and
supernatural effects, as well as conditions on the targets, within as long as
they remain without consuming durations. This requires 12th
level.
Well of precognition (Su): The mesmer
places a well that enhances her allies’ ability to forsee outcomes for 1d4
rounds, granting all within a +1 bonus to their insight AC, attack rolls, and
saving throws, and allows them to roll twice and take the higher result once
per round while within. This bonus increases by 1 at 8th and 16th
level.
This mastery replaces the mesmer
mastery.
Archetype: Mirage
Image credit: Alexander Nanitchkov
Mirage
cloak: At first level, the mirage can grant themselves partial
concealment for a number of minutes per day equal to her level + her charisma
modifier. At 10th level, this becomes total concealment. However,
the bonus granted by their phase barrier does not increase after first level.
This
ability modifies the mesmer’s phase barrier ability.
Ambush
(Su and Ex): At first level, the mirage can perform an ambush against enemies
that are flat-footed, flanked by her, or otherwise are denied their dexterity
bonus to armor class. She makes a single attack using her highest base attack
bonus. If it connects, each of her active images teleports to the target and
attacks from spaces the mirage decides. The mirage deals precision damage equal
to her charisma modifier, and additional damage equal to her charisma modifier
for each active illusion that strikes. The illusions are destroyed in the
process. At second level, and every four
levels following, the damage each illusion deals (not the mesmer) increases by
1d6, to a maximum of 5d6 at 18th level. If the illusions hit, the
target gains a will save to halve the damage of each individual illusion.
In addition, at each increment the
damage increases, the mirage can choose one additional quality to add to her
ambush.
Beam surge: The mesmer shoots a beam of energy
from her phase blade, as do her images. None of the attacks deal additional
ambush damage, but all are against touch AC.
Chaotic ambush: When each mirage strikes, the
target is subject to a chaos storm (lesser) effect on them that lasts a number
of rounds equal to the number of images that struck. These images deal no
damage, but the target does not get a save to the effect.
Mass mirage: For each image that attacks the
target, the mirage, along with allies within 10 ft. of the target, become
invisible for a number of rounds equal to the number of images that shattered
in the ambush.
Mirror strikes: The mesmer makes a single
attack roll. This roll is used for all images. This must be decided before the
ambush attempt is made. If the roll fails to hit, all images miss, and they are
lost.
Sand vortex: A storm of sand explodes from the
target, blinding them and all targets within 10 ft. of them if they fail a
fortitude save. Each mirage forces a new save on those in range. For each
failed save, they are blinded for one round. This does not affect the mirage,
nor does it deal damage to the ambush target.
Sands of panic: when the mirage strikes,
phantasmal sands flow out in a 15 ft. cone, causing enemies within to be shaken
for 1 round. At 8th level, it can frighten the enemy, and the
duration is increased to 2 rounds. At 16th level, they can be
panicked, and the duration is increased to 3 rounds.
This
replaces the mesmer’s shatter ability.
Blindsense
(Ex): The mesmer gains blindsense 30 ft. due to their expertise in
sandstorms and other effects.
This
replaces Illusion sight.
Blindsight
(Ex): The mirage’s senses are greatly enhanced, granting them blindsight
out to a distance of 30 ft., and blindsense 60 ft.
This
replaces infallible watch.
Mastery: Mirages
Bonus spells: 1st: blurred movement; 2nd:
invisibility; 3rd: displacement; 4th: sands of time; 5th:
invisibility (mass); 6th: Scintillating pattern.
Master of illusion spell: Shapechange.
Shatter: If an ally
is within 5 ft. of an enemy being ambushed, they are granted partial
concealment for one round. At 10th level, this becomes total
concealment.
Phantasm: Phantasmal
assassin: This phantasm attacks specified targets, using a phase blade that
deals 1d4 + the mesmer’s charisma modifier in damage, and a critical range of
15-20/x2. If it deals a critical hit, the enemy makes a fortitude save (with
the mesmer’s DC) or be stunned for one round.
Mastery feats: Extra
arcana, Extra arcane pool, spell focus (illusion), greater spell focus
(illusion), fleeting spell, wind stance, lightning stance, skill focus
(stealth), dodge, mobility, spring
attack, combat reflexes, blind-fight, improved blind-fight, stealthy, silent
spell, still spell, critical focus, improved critical, blinding critical,
staggering critical.
Arcanas:
Alter appearance (Sp): Taking
this arcana, the mirage can use disguise self at will. Using an arcane point,
they can cast alter self.
Bleeding strike (Ex): When making
an ambush dealing damage, each shattered image, along with the mesmer, causes 1
bleed per successful hit.
Elusive mind (Ex): Using one
arcane point, the mesmer can re-roll a will save that they just failed as an
immediate action.
Evasion (Ex): The mesmer gains
the evasion ability. If they successfully make a reflex save, they take no
damage if they would have taken half damage. This requires 7th
level.
False oasis (Su): the mesmer
conjures an illusory oasis within 60 ft. with a 10 ft. radius. This oasis
grants allies within fast healing equal to half the mesmer’s level for 1d4
rounds, then disappears. This can be used once per day as a standard action
using one arcane point. They can extend the duration of this ability by
spending one additional arcane point per round.
Improved evasion (Ex): The mesmer
gains the improved evasion ability. If they fail a reflex save that would have
had them take half damage (or no damage, with evasion), then they take half
damage. This requires 15th level.
Jaunt (Su): The mirage teleports
to a target within 60 ft. using one arcane point as a standard action, and a
burst of chaotic energies confuses all adjacent targets to her. A will save
negates this effect. This requires 11th level.
Mirror Dodge (Su): When hit by a
melee or ranged attack, you can expend one arcane point as an immediate action
to replace yourself with an illusory duplicate and teleport to any open square
within 30 feet of your current position. You take no damage from this attack,
which instead destroys your illusion. Using this ability requires a line of
effect to the square into which you teleport. This requires 13th
level.
Mind shards (Su): Translucent
magical crystals swirl around the mirage as a standard action, confusing any
individual within 10 ft. of them for a number of rounds equal to their level.
This costs one arcane point. This is a mind-affecting effect.
Mirage advance (Su): The mirage
teleports to a space within 30 ft. as a full-round action and makes one attack
at their highest base attack bonus. If successful, the strike explodes with
phantasmal sand, blinding all adjacent enemies for 1 round (fortitude negates).
The mirage then teleports back to their original space. This costs one arcane
point, and requires 13th level.
Renewing oasis (Ex): As long as
one arcane point remains in her pool, the mirage gains one point of fast healing
for every image currently active.
Sand shards (Su): While mirage
cloak is active, the mirage can summon sand shards to swirl around them and
inflict bleed damage equal to half her level to all adjacent creatures, and
continues until healed, and does not stack with itself. A reflex save negates
this bleed. This costs one arcane point.
Speed of sand (Ex): While mirage
cloak is activated, the mesmer can gains a 30-ft. morale bonus to their
movement speed. If they spend one arcane point, they gain +1 to attack rolls,
reflex saves, and gain one additional attack at their highest attack bonus.
This does not stack with spells like haste.
Surprise attack (Ex): When
successfully ambushed, the enemy cannot make attacks of opportunity for one
round.
This becomes the mesmer's mastery.
Mesmer feats
Aligned phase blade: Choose
one of chaotic, evil, good, or lawful. The phase blade now counts as this
alignment for the purposes of overcoming damage reduction. This feat can be
taken multiple times, choosing a new alignment to add. Requires 12th level, and the phase blade ability.
Critical shatter: On a
successful critical hit, the mesmer can shatter one image they have to add that
damage to the critical. This damage is not multiplied by the critical. Requires a base attack bonus of +10, the
mesmer’s images and shatter abilities, and the critical focus feat.
Empowered images: When
attacking, images act as if they deal the mesmer’s minimum weapon damage. If
the mesmer has the attacking images arcana,
they roll the mesmer’s damage dice, rather than taking minimum. This requires 8th level mesmer.
Empowered phantasm: The
phantasm gains the same enhancements as the mesmer’s phase blade on their
attacks. This requires the mesmer’s phantasm
ability.
Emulate master: The mesmer’s
images gain benefits from combat feats without feat requirements, such as power
attack, vital strike, and dodge. This
requires the mesmer’s images ability, and 10th level mesmer.
Extra active images: Increases
the maximum number of active images by 1. This feat can be taken multiple
times. Requires the mesmer’s images
ability.
Extra arcana: Increase the
mesmer’s arcane pool by 2. This feat can be taken multiple times. Requires the arcane pool ability.
Extra images: The mesmer can
form an additional 2 images as a move action per day. Requires the mesmer’s images ability.
Extra phase blade form: Chose
one from the list of phase blade forms and damage types. This form can be
chosen by the mesmer in addition to the others when forming their blade. This
feat can be taken multiple times, adding a new form each time. Requires the mesmer phase blade ability.
Extra shatter modification: Gain
one new quality to modify a shatter or ambush. This feat can be taken multiple
times, choosing a different modification. Requires
the mesmer shatter or ambush ability, and the mesmer’s images ability.
Greater empowered images: Images gain an enhancement bonus on their attacks equal to one quarter the mesmer’s level, and have health equal to twice the mesmer’s level + her charisma modifier. This requires 12th level mesmer, and empowered images.
Greater emulate master: The mesmer’s images gain benefits from all combat feats the mesmer possesses. This requires emulate master, and 16th level mesmer.
Phase blade quality: Choose
one of cold iron or silver. The phase blade counts as this
quality for the purposes of weight, overcoming damage reduction, and
hardness/health. At 14th level, this can be taken for adamantine. This feat can be taken
multiple times, adding a new quality. Requires
the mesmer phase blade ability, and 6th level.
Shatter channel: The mesmer
can alter their shatter into positive or negative energy, choosing to harm (undead
for positive, living for negative) or heal (undead for negative, living for positive)
targets in range. This requires channel
positive energy, and the mesmer shatter ability, and the mesmer’s images
ability.
Shatter strike: The mesmer can
channel a shatter into a single strike with their weapon using a swift action.
The images shatter, and the mesmer channels the shatter damage into a
successful hit. When shattering, they deal the damage for the image, as well as
their own shatter damage to the attack. A will save halves the shatter damage
as normal, but not the weapon damage. The mesmer can use this feat to use a
modification (such as shatter shock). The same cumulative DC for the image
applies.
Shatter cry: Whenever the
user shatters images, they let out a battle cry as they die, granting the
effects of the battle cry feat to those in range. Requires the shatter ability, the mesmer’s images ability, and the
battle cry feat.
Mesmer spell list
0th level:
Acid
splash, arcane mark, bleed, breeze, dancing lights, daze, detect magic, ghost
sound, flare, guidance, light, mage hand, mending, message, open/close,
penumbra, prestigitation, read magic, resistance, spark, stabilize, touch of
fatigue
1st level:
Adjuring
step, Air bubble, alarm. alchemical tinkering, alter winds, anticipate peril,
aphasia, auditory hallucination, beguiling gift, blade lash, blend, blurred
movement, bouncy body, break, bungle, call weapon, cause fear, celestial
healing, charm person, chill touch, clarion call, color spray, command, compel
hostility, comprehend languages, darting duplicate, dazzling blade, delusional
pride, detect charm, detect metal, detect secret doors, detect undead, discern
next of kin, disguise self, disguise weapon, ear-piercing scream, echo, endure
elements, enlarge person, erase, expeditious retreat, fabricate bullets,
fabricate disguise, feather fall, forced quiet, frostbite, fumbletongue, gentle
breeze, grasping corpse, gravity bow, grease, handy grapnel, hermean potential,
hold portal, hypnotism, identify, ill omen, illusion of calm, interrogation,
invisibility alarm, jump, jury-rig, karmic blessing, keep watch, ki arrow,
liberating command, linked legacy, lock gaze, long arm, longshot, mage armor,
magic aura, magic missile, magic weapon, marid’s mastery, mask dweomer,
memorize page, memory lapse, mirror strike, moment of greatness, mount,
nature’s paths, negative reaction, nereid’s grace, obscure poison, obscuring
mist, open and shut, peacebond, phantom blood, ray of enfeeblement, ray of
sickening, recharge innate magic, reduce person, reinforce armaments, shadow
trap, shadow weapon, silent image, shield, sleep, snowball, sow thought, stone
shield, strong wings, stunning barrier, sundering shards, swift girding, theft
ward, thunderstomp, touch of blindness, touch of gracelessness, touch of the
sea, true strike, twisted futures, unbreakable heart, unerring weapon,
unprepared combatant, unseen servant, vanish, ventriloquism, vocal alteration,
web bolt, whispering lore, windy escape, wizened appearance, youthful
appearance.
2nd level:
Aboleth’s
lung, absurdity, admonishing ray, adoration, agonizing rebuke, air step, alter
self, ancestral regression, anonymous interation, anticipate thoughts, apport
object, arcane disruption, arcane lock, aristocrat’s nightmare, augury,
aversion, babble, bear’s endurance, bestow insight, bestow weapon proficiency,
blindness/deafness, blur, blind trust, blindness/deafness, bull’s strength,
bullet shield, bullet ward, bladed dash, blind trust, burdened thoughts, calm emotions,
castigate, cat’s grace, chaos storm (lesser), compulsive liar, conditional
favor, confess, create treasure map, dark whispers, darkness darkvision, daze
monster, defensive shock, deflect blame, detect magic (greater), disguise
other, dream shield, eagle’s splendor, embrace destiny, emotive block, enshroud
thoughts, enter image, enthrall, escaping ward, false belief, false life, fog
cloud, force sword, fox’s cunning, ghostly disguise, glitterdust, haunting
mists, hidden presence, hidden knowledge, hidden speech, hideous laughter, hold
animal, hold person, honeyed tongue, hypnotic pattern, instant weapon,
investigative mind, invisibility, ironskin, knock, levitate, locate object, mad
hallucination, magic mouth, make whole, mantle of calm, mask dweomer (communal),
mindshock, minor dream, mindlocked messenger, mind over matter, minor image,
mirror image, misdirection, mount (communal), muffle sound, object reading,
obscure object, open book, perceive cues, phantasmal affliction, phantom trap,
placebo effect, protective penumbra, psychic leech, rage, recoil fire,
reloading hands, resist energy, returning weapon, rope trick, scare, sense
fear, shadow anchor, shadowmind, share memory, shatter, silence, silent table,
sonic scream, spider climb, splinter spell resistance, stabilize powder,
stricken heart, suggestion, symbol of mirroring, telekinetic assembly,
telekinetic volley, time shudder, touch of idiocy, touch of mercy, twilight
haze, umbral weapon, voluminous vocabulary, whispering wind, zone of truth.
3rd level:
Accursed
glare, adjustable disguise, air breathing, armor lock, anchored step,
appearance of life, arcane sight, arcane eye, assume appearance, blade snare,
blink, burst of speed, bestow curse, charm monster, clairaudience/clairvoyance,
cloak of winds, confusion, conjuration foil, conjure carriage, crushing
despair, darkvision (communal), daylight, daze (mass), dazzling blade (mass),
deep slumber, detect anxieties, detect desires, dimension door, dispel magic,
displacement, enchantment foil, enervation, false life (greater), fearsome
duplicate, find fault, fly, force anchor, force punch, gaseous form, gloomblind
bolts, harrowing, haste, healing thief, heart of the metal, heroism, hold
person, hollow blades, hydrophobia, illusory poison, illusory script, keen
edge, lightning bolt, locate creature, locate weakness, magic weapon (greater),
major image, monstrous physique I, nondetection, null field, pain strike,
penumbral disguise, perfect placement, phantom steed, pierce disguise,
prehensile pilfer, protection from arrows (communal), protection from energy,
psychic leech, pugwampi’s grace, rainbow pattern, ray of exhaustion, resilient
reservoir, sands of time, scales of deflection, see beyond, seek thoughts,
shadow enchantment, shadow step, simulacrum (lesser), siphon might, slow,
spellsword, spherescry, spider climb (communial), spirit bonds, spotlight,
steal size, storm step, stunning barrier (greater), thunderstomp (greater),
unliving rage, unravel destiny, urban step, vampiric touch, versatile weapon,
wall of nausea, wall of split illumination, water breathing, wind wall.
4th level:
Adjustable
polymorph, age resistance (lesser), arcana theft, assume appearance (greater),
aura of the unremarkable, break enchantment, celestial healing (greater), chaos
storm, charm person (mass), claim identity, complex hallucination, demanding
message, dominate person, dream, echolocation, enlarge person (mass), fear,
flash forward, fool’s teleport, forceful strike, forgetful slumber, geas
(lesser), glimpse of truth, hallucinatory terrain, illusion of treachery,
infernal healing (greater), instant fake, invisibility (greater), majestic
image, make whole (greater), masochistic shadow, master’s escape, minor phantom
object, monstrous physique II, mydriatic spontaneity, nightmare, nondetection
(communal), paragon surge, peacebond (greater), pellet blast, persistent image,
phantasmal asphyxiation, phantasmal killer, protection from energy (communal),
quieting weapons, reduce person (mass), river of wind, rubberskin, runic overload,
scrying, sending, shadow barbs, shadow conjuration, shadow projection,
shadowform, shield of dawn, shocking image, shout, solid fog, spell absorption,
spellcrash (lesser), spellsteal, stoneskin, symbol of slowing, tail current,
tailwind, teleport, triggered suggestion, true form, vicarious view, wall of
sound, wandering star motes, ward shield, warp metal, waves of fatigue, wreath
of blades.
5th level:
Analyze
dweomer, augmenting wall, baleful polymorph, banishing blade, bear’s endurance
(mass), bladed dash (greater), bull’s strength (mass), calm air, cat’s grace
(mass), cloudkill, conditional curse, conjure deadfall, curse (major),
darkvault, dimensional blade, dismissal, dust ward, eagle’s splendor (mass),
eyebite, false future, false vision, feeblemind, fickle winds, flash forward,
flexile curse, fortell failure, fox’s cunning (mass), geas/quest, getaway,
globe of invulnerability, hold monster, hostile juxtaposition, Impart mind,
impossible angles, interposing hand, lighten object (mass), locate gate, major
creation, major phantom object, mask from divination, mind fog, mirage arcana,
mislead, monstrous physique III, null field (greater), overland flight, owl’s
wisdom (mass), passwall, phobia, permanent image, phantasmal web, planar
binding (lesser), polymorph scripted hallucination, seeming, shadow enchantment
(greater), shadow evocation, shapechanger’s gift, sleepwalking suggestion,
soulswitch, spellcrash, stoneskin (communal), suggestion (mass), symbol of
striking, telekinesis, telepathic bond, trace teleport, true seeing, unseen
crew, wall of force, wall of stone,
6th level:
Age
resistance (greater), antimagic field, banishment, charm monster (mass), circle
of clarity, cruel jaunt, decapitate, defending sword, demand, demanding message
(mass), dimensional bounce, discern location, disintegrate, dispel magic
(greater), dust ward, ethereal jaunt, false vision (greater), flesh to stone,
fly (mass), forcecage, forceful hand, hold person (mass), hostile juxtaposition
(greater), illusion of treachery (greater), insanity, invisibility (mass),
magnetic field, moment of prescience, monstrous physique IV, mydriatic
spontaneity (mass), permanent hallucination, phantasmal revenge, plundered
power, polymorph (greater), power word blind, prismatic spray, project image,
repulsion, reverse gravity, scintillating pattern, screen, scrying (greater),
shadow conjuration (greater), simulacrum, sirocco, spellcrash (greater), spell
turning, stone to flesh, subjective reality, symbol of distraction, symbol of
hallucination, telepathy, teleport (greater), teleport object, temporal stasis,
transformation, treacherous teleport, triggered hallucination, umbral strike,
veil, walk through space, waves of ecstasy, waves of exhaustion
New mesmer spells
Chaos storm (lesser)
Mesmer 2, Sorcerer/wizard 3, Witch 3
School:
Conjuration
Range:
Medium (100 ft. + 10 ft./level)
Casting
time: 1 standard action
Duration:
1 round per level
Target:
creatures within 15 ft. radius area
Saving
throw: will negates each round, see text; Spell resistance: yes
The caster creates a purple aura in a
30 ft.-wide area filled with chaotic, unstable energies. All creatures within
are subject to random conditions each round if they fail a will save. The
condition granted is dependent on a d20 roll.
Each time a new condition is gained,
the previous one is lost. Exceptions are energy drained (these are temporary
negative levels lost after 24 hours), and prone (as they remain on the ground).
The effect of the cursed condition is
chosen when the storm is cast, and stays the same until the storm ends. This
affects everything that enters the storm; if they are immune to a condition
that is rolled, they are simply immune to the storm’s effect for that turn.
d20
|
Condition
|
1
|
Shaken
|
2
|
Sickened
|
3
|
Confused
|
4
|
Staggered
|
5
|
Dazzled
|
6
|
Fascinated
|
7
|
Deafened
|
8
|
Blinded
|
9
|
Nauseated
|
10
|
Flat-footed
|
11
|
Cowering
|
12
|
Cursed
|
13
|
Fatigued
|
14
|
Exhausted
|
15
|
Prone
|
16
|
Dazed
|
17
|
Stunned
|
18
|
Paralyzed
|
19
|
Energy drained (1 level)
|
20
|
Unconscious
|
Null field
Mesmer 3, Sorcerer/wizard 4, Witch 4
School:
Conjuration
Range:
Medium (100 ft. + 10 ft./level)
Casting
time: 1 standard action
Duration:
1 round per level
Target:
creatures within 20 ft.-square
Saving
throw: will negates each round, see text; Spell resistance: yes
The
caster creates a purple aura in a 30 ft.-wide area filled with power that
nullifies and transfers magical energies. Enemies within the field are subject
to dispel magic once per round. If a beneficial spell is dispelled, it
is randomly transferred to an ally within the field. If no ally is within the
field, the spell is simply dispelled. This dispels spells of 2nd level or lower.
Chaos storm
Mesmer 4, Sorcerer/wizard 6, Witch 6
School:
Conjuration
Range:
Medium (100 ft. + 10 ft./level)
Casting
time: 1 standard action
Duration:
1 round per level
Target:
creatures within 20 ft. radius area
Saving
throw: will negates each round, see text; Spell resistance: yes
As
chaos storm (lesser), but the storm grants two different conditions per round
(with some exceptions). The conditions granted are dependent on a d% roll made
when the spell is cast, and the condition rolled by the targets when they enter
the storm, or begin their turn in the storm.
Each time a new condition is gained, the previous one is lost. Exceptions are: energy drained (these are temporary negative levels lost after 24 hours), ability drain (which is removed by normal methods such as restoration), prone (as they remain on the ground), disabled and dying (as their hit points do not return), and dead (as they are instantly killed, and must be resurrected by spells such as raise dead or resurrection).
d%
|
Conditions
|
|
1
|
Shaken
|
Sickened
|
2
|
Shaken
|
Staggered
|
3
|
Shaken
|
Confused
|
4
|
Shaken
|
Fascinated
|
5
|
Shaken
|
Deafened
|
6
|
Shaken
|
Blinded
|
7
|
Shaken
|
Nauseated
|
8
|
Shaken
|
Flat-footed
|
9
|
Shaken
|
Cursed
|
10
|
Shaken
|
Exhausted
|
11
|
Shaken
|
Dazed
|
12
|
Shaken
|
Stunned
|
13
|
Shaken
|
Paralyzed
|
14
|
Sickened
|
Staggered
|
15
|
Sickened
|
Confused
|
16
|
Sickened
|
Fascinated
|
17
|
Sickened
|
Deafened
|
18
|
Sickened
|
Blinded
|
19
|
Sickened
|
Nauseated
|
20
|
Sickened
|
Flat-footed
|
21
|
Sickened
|
Cowering
|
22
|
Sickened
|
Cursed
|
23
|
Sickened
|
Exhausted
|
24
|
Sickened
|
Dazed
|
25
|
Sickened
|
Stunned
|
26
|
Sickened
|
Paralyzed
|
27
|
Staggered
|
Confused
|
28
|
Staggered
|
Fascinated
|
9
|
Staggered
|
Deafened
|
30
|
Staggered
|
Blinded
|
31
|
Staggered
|
Flat-footed
|
32
|
Staggered
|
Cowering
|
33
|
Staggered
|
Cursed
|
34
|
Staggered
|
Exhausted
|
35
|
Staggered
|
Dazed
|
36
|
Staggered
|
Stunned
|
37
|
Staggered
|
Paralyzed
|
38
|
Confused
|
Deafened
|
39
|
Confused
|
Blinded
|
40
|
Confused
|
Nauseated
|
41
|
Confused
|
Flat-footed
|
42
|
Confused
|
Cowering
|
43
|
Confused
|
Cursed
|
44
|
Confused
|
Exhausted
|
45
|
Fascinated
|
Deafened
|
46
|
Fascinated
|
Blinded
|
47
|
Fascinated
|
Nauseated
|
48
|
Fascinated
|
Flat-footed
|
49
|
Fascinated
|
Cowering
|
50
|
Fascinated
|
Cursed
|
51
|
Fascinated
|
Exhausted
|
52
|
Fascinated
|
Dazed
|
53
|
Fascinated
|
Stunned
|
54
|
Fascinated
|
Paralyzed
|
55
|
Deafened
|
Blinded
|
56
|
Deafened
|
Nauseated
|
57
|
Deafened
|
Flat-footed
|
58
|
Deafened
|
Cowering
|
59
|
Deafened
|
Cursed
|
60
|
Deafened
|
Exhausted
|
61
|
Deafened
|
Dazed
|
62
|
Deafened
|
Stunned
|
63
|
Deafened
|
Paralyzed
|
64
|
Blinded
|
Nauseated
|
65
|
Blinded
|
Flat-footed
|
66
|
Blinded
|
Cowering
|
67
|
Blinded
|
Cursed
|
68
|
Blinded
|
Exhausted
|
69
|
Blinded
|
Dazed
|
70
|
Blinded
|
Stunned
|
71
|
Blinded
|
Paralyzed
|
72
|
Nauseated
|
Flat-footed
|
73
|
Nauseated
|
Cowering
|
74
|
Nauseated
|
Cursed
|
75
|
Nauseated
|
Exhausted
|
76
|
Flat-footed
|
Cowering
|
77
|
Flat-footed
|
Cursed
|
78
|
Flat-footed
|
Exhausted
|
79
|
Flat-footed
|
Dazed
|
80
|
Cowering
|
Cursed
|
81
|
Cowering
|
Exhausted
|
82
|
Cursed
|
Exhausted
|
83
|
Cursed
|
Dazed
|
84
|
Cursed
|
Stunned
|
85
|
Cursed
|
Paralyzed
|
86
|
Exhausted
|
Dazed
|
87
|
Exhausted
|
Stunned
|
88
|
Exhausted
|
Paralyzed
|
89
|
Unconscious for 1d4 rounds
|
|
90
|
1d4 strength drain
|
|
91
|
1d4 dexterity drain
|
|
92
|
1d4 constitution drain
|
|
93
|
1d4 intelligence drain
|
|
94
|
1d4 wisdom drain
|
|
95
|
1d4 charisma drain
|
|
96
|
Energy drained (1d4 levels)
|
|
97
|
Disabled (0 hit points)
|
|
98
|
Dying (-1 hit points)
|
|
99
|
Petrified
|
|
100
|
Dead
|
Null field (Greater)
Mesmer 5, Sorcerer/wizard 7, Witch 7
School:
Conjuration
Range:
Medium (100 ft. + 10 ft./level)
Casting
time: 1 standard action
Duration:
1 round per level
Target:
creatures within 20 ft.-square
Saving
throw: will negates each round, see text; Spell resistance: yes
As
null field, but it dispels spells of
4th level or lower.
I noticed that the Extra Arcana feat instead of giving access to an extra mesmer arcana seems to be like the extra arcane pool feat. Just thought it might be a typo sort of situation.
ReplyDeleteWhen do you get the arcane pool abilities?
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