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View Full Version : [3.5 Base Class] The Mesmer [PEACH!]



Jarian
2011-02-23, 08:54 PM
Mesmer

http://img545.imageshack.us/img545/4554/mesmer.jpg
"Oooh, what a delightfully innocent mind you have! But everyone has nightmares somewhere, my dear; let's see what yours are."
- Anya Silvertongue, Human Mesmer

Class Skills
The Mesmer's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (local) (Int), Listen (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha)
Skills Points at Each Level: 6 + int

Alignment: Any.

Hit Dice: d6

{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Primary Path Rank | Secondary Paths Rank

1st| +0 | +0 | +0 | +2 |Path of the Mesmer| 2 | 1

2nd| +1 | +0 | +0 | +3 |Elite Skill |3 |1

3rd| +1 | +1 | +1 | +3 | |3 |2

4th| +2 | +1 | +1 | +4 | |4 |2

5th| +2 | +1 | +1 | +4 |Fast Casting 1 | 4|2

6th| +3 | +2 | +2 | +5 | |5 |3

7th| +3 | +2 | +2 | +5 | |5 |3

8th| +4 | +2 | +2 | +6 |Elite Skill |6 |3

9th| +4 | +3 | +3 | +6 | |6 |4

10th| +5 | +3 | +3 | +7 |Fast Casting 2 | 7|4

11th| +5 | +3 | +3 | +7 | |7 |4

12th| +6/+1 | +4 | +4 | +8 | |8 |5

13th| +6/+1 | +4 | +4 | +8 | |8 |5

14th| +7/+2| +4 | +4 | +9 |Elite Skill |9 |5

15th| +7/+2 | +5 | +5 | +9 |Fast Casting 3 |9 |6

16th| +8/+3 | +5 | +5 | +10 | |10 |6

17th| +8/+3 | +5 | +5 | +10 | |10 |6

18th| +9/+4 | +6 | +6 | +11 | |11 |7

19th| +9/+4 | +6 | +6 | +11 | |11 |7

20th| +10/+5 | +6 | +6 | +12 |Elite Skill, Fast Casting 4 | 12|7[/table]

Weapon and Armor Proficiency: Mesmers are proficient with all simple weapons. Mesmers are not proficient with any type of armor or shield. Despite the fact that her abilities are not truly spells, a Mesmer suffers the full effects of Arcane Spell Failure when using any of her abilities.

Energy: A Mesmer has a small pool of constantly-refilling arcane power, known simply as Energy. This pool consists of 40 points, which are depleted as the Mesmer uses her skills. At the start of each of her turns, the Mesmer gains 4 Energy. If the Mesmer wears armor, she gains less energy according to the category of armor worn: Light armor reduces Energy regained by 1, Medium by 2, and Heavy or Exotic by 3.

Mesmer Skills: A Mesmer uses a set of Skills - abilities unique to the Mesmer class. Mesmer Skills are always spell-like abilties with an arcane spell level equal to 1 (this effective spell level increases by 1 at 3rd level and every 2 levels thereafter, to a maximum of 9th at 17th level), and a caster level equal to the Mesmer's class level, unless otherwise noted in their description. At the start of each day, a Mesmer chooses a set of eight different abilities, and may use any of them that are currently available by paying the appropriate Energy cost. A Mesmer may change which eight Skills are available to her by meditating for five minutes.

A Mesmer begins play with eight Skills of her choice, and learns a new skill at each level thereafter. Certain Mesmer Skills have prerequisites that must be met before selecting them, such as access to a certain Skill or a certain Rank in her primary path.

Unless otherwise noted, a Mesmer Skill allows for spell resistance, and has a saving throw of 10+1/2 Mesmer level+Charisma modifier.

A Mesmer may use Skills with an activation time of a swift or immediate action while activating Skills that have a 1 round or longer activation time without disrupting her casting.

Elite Skills: At second level, and again every six levels thereafter, the Mesmer chooses a single Elite Skill to be added to her repertoire. Elite Skills are powerful abilities that may not be selected as ordinary Skills, and generally provide a stronger effect than a normal Skill. Even if a Mesmer knows more than one Elite Skill, she may only prepare a single Elite Skill as one of the eight available to her at a given time.

Elite Skills known are in addition to other Skills known.

Path of the Mesmer: While all Mesmers have the potential to access any Mesmer skill, what truly defines an individual is their choice of path. At first level, a Mesmer chooses one of the three paths available to her: Domination, Illusion, or Inspiration. Skills from this path progress their ranks along the primary path, as indicated on the table above. Skills from the other two paths progress their ranks along the secondary path.

Fast Casting: To a Mesmer, the restrictions placed upon others are her playthings. At 5th level, and again at every five levels thereafter, a Mesmer decreases the activation time of all of her Skills by one step, to a minimum of an immediate action. A skill that may be used as a free action is unaffected by this ability. A Mesmer may always choose to activate an ability at its original activation time or any other time between the normal and the minimum casting times.



Multiclass Mesmers: The Mesmer adds one half her level in other classes to her effective Mesmer level for determining Path progression, but no other benefit of a Mesmer level, such as increased caster or effective caster level. If the Mesmer multiclasses into another class that uses an Energy system and a Skill system similar to her own, the restrictions of both apply, and she may still only have a total of eight Skills readied, regardless of the class they come from.

Jarian
2011-02-23, 08:57 PM
Mesmer Skills

Path of Domination
Aneurysm [Mind-affecting]
Activation Time: 1 standard action
Cost: 5 Energy
Recharge Time: One round.
Range: Close (25 ft. +5 ft/2 levels)
Target: One creature within range capable of casting spells or manifesting psionics
Saving Throw: Will Negates

Aneurysm instantly floods the target's mind with previously expended power, restoring up to a number of spell levels equal to the Mesmer's rank in the Path of Domination. which are refilled from the lowest level spells available (a 0th level spell counts as 1/2 spell level for this purpose). If the target of Aneurysm is instead a manifester, Anuerysm restores power points equal to twice the Mesmer's rank in the Path of Domination. For each spell level refilled, or for every two power points restored, the target takes 3 arcane damage.

No creature may be the target of Aneurysm more than once in a 24 hour period.

Arcane Thievery
Activation Time: 1 standard action
Cost: 10 Energy
Recharge Time: Once per encounter.
Range: Close (25 ft. +5 ft/2 levels)
Target: One creature within range capable of casting spells or manifesting psionics
Saving Throw: Will Negates

Arcane Thievery rips the knowledge of a single spell or power from the mind of a creature, then allows the Mesmer to use that same spell at no cost to her.

If the target of this Skill fails its saving throw, the Mesmer removes all knowledge of a single, randomly determined spell or power of a level no higher than 1/2 her rank in the Path of Domination (the Mesmer chooses amongst available spell levels) for up to five rounds. If the target is a prepared caster with multiple copies of that spell prepared, it loses access to that single copy only. If the target is a spontaneous caster, it loses access to that spell and a spell slot of the appropriate level.

While the spell belongs to the Mesmer, she may activate its effects with her rank in the Path of Domination in place of the normal caster or manifester level, ignoring any required foci or material components worth less than 100gp. If the spell has a required foci or material component worth 100gp or more, the Mesmer must lose experience equal to 1/5th the gp cost of the required foci and materials to cast the spell.

Upon casting the spell, or after five rounds have elapsed, the knowledge of the spell returns to the mind its source. If the Mesmer cast the spell while it was stolen, the spell is returned in its expended state.

Backfire
Activation Time: 1 round
Cost: 15 Energy
Duration: 3 rounds
Recharge Time: Four rounds
Range: Close (25 ft. +5 ft/2 levels)
Target: One creature within range capable of casting spells or manifesting psionics
Saving Throw: None and Will half (See text)

The Mesmer places a hex on her target, which triggers whenever the target casts a spell or manifests a power. Whenever this happens, the target takes 1d6 arcane damage per rank in the Path of Domination, after the spell is completed. A successful Will save halves this damage.

Blackout [Mind-affecting]
Activation Time: 1 standard action
Cost: 10 Energy
Duration: 1 round/2 ranks
Recharge Time: Two rounds
Range: Touch.
Target: Creature touched.
Saving Throw: None

Blackout fills the target's mind with a crushing sense of emptiness, washing away the knowledge of unique abilities or talents. For the duration of this effect, the target cannot cast spells, activate spell-like abilities, or take any special actions, such as a Paladin's Smite Evil attack or an Initiator initiating a maneuver. The Mesmer is subject to these same restrictions while this effect is in place.

The Mesmer may choose to end this effect prematurely as a free action at the start of the affected creature's turn.

The recharge time of this Skill begins after the effect ends.

Chaos Storm
Activation Time: 1 round
Cost: 5 Energy
Duration: 3 rounds
Recharge Time: Five rounds
Range: Close (25 ft. +5 ft/2 levels)
Saving Throw: None

The Mesmer creates a 10-foot radius whirling storm of chaotic arcane energy, which deals arcane damage equal to the Mesmer's rank in the Path of Domination plus her charisma modifier to any creature entering the area or ending its turn inside the area. Creating the storm atop a creature has no effect unless it ends its turn in the area.

A creature that takes damage from this effect loses spells or spell slots whose level at least equal the Mesmer's rank in the Path of Domination, or power points equal to double this amount. A creature that loses spells from this effect chooses which spells to lose, but must lose at least the required level of spells unless it runs out of available spells.

Complicate
Activation Time: 1 immediate action
Cost: 10 Energy
Recharge Time: Four rounds
Range: Medium (100 ft. +10 ft/level)
Saving Throw: None

If the Mesmer identifies a spell being cast, she may use this Skill to prevent the casting of said spell. To use this Skill, the Mesmer makes a dispel check, as if using greater dispel magic, with her Mesmer level in place of her caster level. If the check suceeds, the spell fails to activate and the action is wasted, but the spell is not lost. However, it cannot be used for a number of rounds equal to half the Mesmer's ranks in the Path of Domination. In addition, all creatures within 20 feet of the interrupted caster must succeed on a Will save or be unable to cast the same spell for the duration of this effect.

Cry of Frustration
Activation Time: 1 immediate action
Cost: 10 Energy
Recharge Time: Three rounds
Range: Medium (100 ft. +10 ft/level)
Saving Throw: None

If the Mesmer identifies a spell being cast, she may use this Skill to prevent the casting of said spell. To use this Skill, the Mesmer makes a dispel check, as if using greater dispel magic, with her Mesmer level in place of her caster level. If the check suceeds, the spell fails to activate and the action is wasted, but the spell is not lost. In addition, the interrupted target and all foes within 20 feet of it take 1d4 arcane damage for each rank in the Path of Domination.

Diversion
Activation Time: 1 round
Cost: 10 Energy
Duration: 1 round and 1 round/2 ranks (see text)
Recharge Time: Two rounds
Range: Close (25 ft. +5 ft/2 levels)
Target: One creature within range.
Saving Throw: None and Will Negates (see text)

The Mesmer places a hex on her foe, which triggers when the target next casts a spell. When triggered, Diversion dazes the target for one round per two ranks in the Path of Domination, ignoring any normal immunity to dazing. A successful Will save negates this dazing. Whenever the target takes damage, the number of rounds it is dazed for is reduced by 1.

Empathy
Activation Time: 1 round
Cost: 10 Energy
Duration: 1 round/rank
Recharge Time: Three rounds
Range: Close (25 ft. +5 ft/2 levels)
Target: One creature within range.
Saving Throw: Will Negates (initial application only)

The Mesmer places a hex on her foe, which triggers whenever the target strikes with a physical attack. Whenever the hex triggers, it deals 1d3 arcane damage per rank in the Path of Domination and reduces the damage of the attack by an amount equal to the Mesmer's rank in the Path of Domination.

Enchanter's Conundrum (Elite)
Activation Time: 1 round
Cost: 10 Energy
Duration: 2 rounds
Recharge Time: Two rounds.
Range: Close (25 ft. +5 ft/2 levels)
Target: One creature within range.
Saving Throw: Will Negates and none (see text)

The Mesmer places a hex on her foe, which increases the casting time of beneficial spells by two steps for the duration of the hex. When the hex ends, the target and all foes within 30 feet take 1d6 arcane damage per rank in the Path of Domination if the target is not under the effects of a beneficial spell.

Energy Burn
Activation Time: 1 round
Cost: 10 Energy
Recharge Time: Four rounds.
Range: Close (25 ft. +5 ft/2 levels)
Target: One creature within range.
Saving Throw: Will Negates

The Mesmer rips away the target's reserves of power, crackles of arcane energy racing along its body as she does so.

The target loses spells whose level equal or exceed the Mesmer's rank in the Path of Domination. For each level lost, the target takes 1d6 arcane damage.

Energy Surge (Elite)
Activation Time: 1 round
Cost: 5 Energy
Recharge Time: Three rounds.
Range: Close (25 ft. +5 ft/2 levels)
Target: One creature within range.
Saving Throw: Will Negates

Power explodes from the Mesmer's target, taking the form of quasi-real bolts of pure arcana.

The target loses spells whose level equal or exceed the Mesmer's rank in the Path of Domination. For each level lost, the target and all foes within 20 feet take 1d6 arcane damage.

Guilt
Activation Time: 1 round
Cost: 5 Energy
Duration: 1 round
Recharge Time: Five rounds.
Range: Close (25 ft. +5 ft/2 levels)
Target: One creature within range.
Saving Throw: None and Will Negates (see text)

The Mesmer places a hex on her target, which triggers when the foe next casts a spell that would have a harmful effect on the Mesmer or one of her allies. When the hex triggers, the spell that triggered it fails, and the target loses spells whose level equal or exceed the Mesmer's rank in the Path of Domination plus her Charisma modifier if it fails a Will save. The action used to cast the spell is not lost, and the target may freely cast again, or take an entirely different action.

Hex Breaker
Activation Time: Free action
Cost: 5 Energy
Duration: 1 round/level
Recharge Time: Three rounds
Range: Personal
Saving Throw: Will Negates (see text)

While Hex Breaker is active, the next harmful spell with a duration longer than instantaneous cast on the Mesmer fails and the caster takes 1d4 arcane damage per rank in the Path of Domination, unless the caster succeeds on a Will save. Hex Breaker ends regardless of whether it negates a spell or not.

Hex Eater Vortex (Elite)
Activation Time: 1 standard action
Cost: 10 Energy
Recharge Time: Three rounds
Range: Close (25 ft. +5 ft/2 levels)
Target: One ally within range
Saving Throw: Will Negates (harmless)

The Mesmer tears away the lingering effects of a harmful spell, and a vortex of arcana briefly swirls around the ally, damaging nearby foes.

The Mesmer removes one harmful spell with a duration longer than instantaneous from an ally. This Skill functions as greater dispel magic or remove curse, as appropriate. If a harmful effect was removed, all enemies within 20 feet of the ally take 1d4 arcane damage per rank in the Path of Domination.

Mind Wrack
Activation Time: 1 standard action
Cost: 5 Energy
Duration: 1 round/rank
Recharge Time: Two rounds.
Range: Close (25 ft. +5 ft/2 levels)
Target: One creature within range.
Saving Throw: None and Will Negates (see text)

The Mesmer places a hex on her foe, which triggers each time she uses another Skill that is not a hex on that foe. Whenever Mind Wrack triggers, the foe loses 1/2 spell level or 1 power point. A successful Will save negates this loss. If the target runs out of spells or power points while Mind Wrack is active, the hex's magic flares in a sudden burst, dealing 1d6 arcane damage per rank in the Path of Domination.

Mirror of Disenchantment
Activation Time: 1 standard action
Cost: 10 Energy
Recharge Time: Three rounds
Range: Close (25 ft. +5 ft/2 levels)
Target: One creature within range.
Saving Throw:Will Negates (primary target only)

The Mesmer unweaves the lingering effects of latent magic on her target. As the power leaves her foe's body, it attracts similar magic from nearby foes as well, until all in the area are stripped of the effect.

The Mesmer makes a dispel check, as if casting greater dispel magic on her target. However, this Skill may only remove beneficial effects, and only one such effect per use. If the target fails a Will save to resist this effect, all of its allies within 60 feet automatically have any copies of the same magical effect dispelled from them.

Mistrust
Activation Time: 1 round
Cost: 10 Energy
Duration: 1 round
Recharge Time: Four rounds.
Range: Close (25 ft. +5 ft/2 levels)
Target: One creature within range.
Saving Throw: None and Will Negates (see text)

The Mesmer places a hex on her target, which triggers when the foe next casts a spell. When the hex triggers, the spell that triggered it fails, and the target and all of its allies within 30 feet take 1d6 arcane damage per rank in the Path of Domination, unless the target succeeds on a Will save. The action used to cast the spell is not lost, and the target may freely cast again, or take an entirely different action.

Overload
Activation Time: 1 immediate action
Cost: 5 Energy
Duration: Instantaneous
Recharge Time: Two rounds.
Range: Close (25 ft. +5 ft/2 levels)
Target: One creature within range.
Saving Throw: None

The Mesmer floods the body of her target with a rush of arcane power. If the target is not casting a spell, it takes 1 arcane damage per rank in the Path of Domination. If it is casting a spell, it instead takes 1d6 arcane damage per rank in the Path of Domination.

Panic (Elite)
Activation Time: 1 standard action
Cost: 10 Energy
Duration: 1 round/4 Ranks (minimum 1 round)
Recharge Time: Four rounds.
Range: Close (25 ft. +5 ft/2 levels)
Targets: All enemies within 10 ft. radius of target area
Saving Throw: Will Negates (initial application only)

The Mesmer places a hex on all foes within the affected area. Whenever an affected foe attacks or activates a magical ability (including Supernatural, Spell-like, spells, and blade magic whether extraordinary or supernatural) all of the foe's allies within 20 feet take 1d6 arcane damage per rank in the Path of Domination and the hex ends for that foe. The foe that triggers the hex is not damaged by his own triggering.

Power Block (Elite)
Activation Time: 1 immediate action
Cost: 15 Energy
Duration: 1 round/2 ranks (minimum 1 round)
Recharge Time: Four rounds.
Range: Medium (100 ft. +10 ft/ level)
Target: One creature within range.
Saving Throw: None

If the Mesmer identifies a spell being cast, she may use this Skill to prevent the casting of said spell. To use this Skill, the Mesmer makes a dispel check, as if using greater dispel magic, with her Mesmer level in place of her caster level. If the check suceeds, the spell fails to activate and the action is wasted, but the spell is not lost. However, the target may not cast spells of the same school of magic as the interrupted spell for the duration of this Skill.

Power Flux (Elite)
Activation Time: 1 immediate action
Cost: 10 Energy
Duration: 1 round/2 ranks (minimum 1 round)
Recharge Time: Three rounds
Range: Medium (100 ft. +10 ft/ level)
Target: One creature within range.
Saving Throw: None

If the Mesmer identifies a spell being cast, she may use this Skill to prevent the casting of said spell. To use this Skill, the Mesmer makes a dispel check, as if using greater dispel magic, with her Mesmer level in place of her caster level. If the check suceeds, the spell fails to activate and the action is wasted, but the spell is not lost. However, the target instantly loses 1 spell level of spells, and loses another spell level at the start of each of its turns for the duration of the effect.

Power Leak
Activation Time: 1 immediate action
Cost: 10 Energy
Duration: Instantaneous
Recharge Time: Encounter
Range: Medium (100 ft. +10 ft/ level)
Target: One creature within range.
Saving Throw: None

If the Mesmer identifies a spell being cast, she may use this Skill to prevent the casting of said spell. To use this Skill, the Mesmer makes a dispel check, as if using greater dispel magic, with her Mesmer level in place of her caster level. If the check suceeds, the spell fails to activate and the action is wasted, but the spell is not lost. However, the target instantly loses 1 spell level of spells per rank in the Path of Domination.

Power Lock
Activation Time: 1 immediate action
Cost: 5 Energy
Duration: 1 round/rank
Recharge Time: Three rounds.
Range: Medium (100 ft. +10 ft/ level)
Target: One creature within range.
Saving Throw: None

If the Mesmer identifies a spell being cast, she may use this Skill to prevent the casting of said spell. To use this Skill, the Mesmer makes a dispel check, as if using greater dispel magic, with her Mesmer level in place of her caster level. If the check suceeds, the spell fails to activate and the action is wasted, but the spell is not lost. However, it cannot be used for a number of rounds equal to the Mesmer's ranks in the Path of Domination.

Power Spike
Activation Time: 1 immediate action
Cost: 5 Energy
Duration: Instantaneous
Recharge Time: Three rounds.
Range: Medium (100 ft. +10 ft/ level)
Target: One creature within range.
Saving Throw: None

If the Mesmer identifies a spell being cast, she may use this Skill to prevent the casting of said spell. To use this Skill, the Mesmer makes a dispel check, as if using greater dispel magic, with her Mesmer level in place of her caster level. If the check suceeds, the spell fails to activate and the action is wasted, but the spell is not lost. If the Mesmer successfully interrupts a spell, the target takes 1d6 arcane damage per rank in the Path of Domination.

Psychic Distraction (Elite)
Activation Time: 1 immediate action or 1 readied action
Cost: 10 Energy
Duration: 1 round/2 ranks
Recharge Time: None
Range: Medium (100 ft. +10 ft/ level)
Target: One creature within range.
Saving Throw: None

If the Mesmer identifies a spell being cast, she may use this Skill to prevent the casting of said spell. To use this Skill, the Mesmer makes a dispel check, as if using greater dispel magic, with her Mesmer level in place of her caster level. If the check suceeds, the spell fails to activate and the action is wasted, but the spell is not lost. However, it cannot be used for a number of rounds equal to half the Mesmer's ranks in the Path of Domination.

Using Psychic Distraction disables all other Mesmer skills until the end of the Mesmer's next turn.

Shame
Activation Time: 1 round
Cost: 10 Energy
Duration: 1 round
Recharge Time: Encounter
Range: Close (25 ft. +5 ft/2 levels)
Target: One creature within range.
Saving Throw: None and Will Negates (see text)

The Mesmer places a hex on her target, which triggers when the foe next casts a spell that would have a beneficial effect to the foe or one of its allies. When the hex triggers, the spell that triggered it fails, and the target loses spells whose level equal or exceed the Mesmer's rank in the Path of Domination plus her Charisma modifier if it fails a Will save. The action used to cast the spell is not lost, and the target may freely cast again, or take an entirely different action.

Shatter Delusions
Activation Time: 1 immediate action
Cost: 5 Energy
Duration: Instantaneous
Recharge Time: Two rounds
Range: Close (25 ft. +5 ft/2 levels)
Target: One creature within range.
Saving Throw: Will Negates

The Mesmer shatters one of her lingering hexes, releasing a torrent of arcane energy through her foe's body.

If the target fails a Will save, it loses one lingering Mesmer hex of the Mesmer's choice, and takes 1d6 arcane damage per rank in the Path of Domination.

Shatter Enchantment
Activation Time: 1 standard action
Cost: 15 Energy
Duration: Instantaneous
Recharge Time: Five rounds
Range: Close (25 ft. +5 ft/2 levels)
Target: One creature within range.
Saving Throw: Will Negates

The Mesmer shatters the lingering magic of a protective spell, and a hundred jolts of arcane energy strike her foe.

If the target fails a Will save, it loses one randomly determined beneficial spell affecting it, and takes 1d6 arcane damage per rank in the Path of Domination.

Signet of Disruption
Activation Time: 1 immediate action
Cost: None
Duration: Instantaneous
Recharge Time: Four rounds
Range: Close (25 ft. +5 ft/2 levels)
Target: One creature within range.
Saving Throw: None

If the Mesmer identifies a spell being cast, she may use this Skill to prevent the casting of said spell. To use this Skill, the Mesmer makes a dispel check, as if using greater dispel magic, with her Mesmer level in place of her caster level. If the check suceeds, the spell fails to activate and the action is wasted, but the spell is not lost. If the Mesmer successfully interrupts a spell, the target takes arcane damage equal to her rank in the Path of Domination.

Signet of Distraction
Activation Time: 1 immediate action
Cost: None
Duration: 1 round/signet
Recharge Time: Four rounds
Range: Close (25 ft. +5 ft/2 levels)
Target: One creature within range.
Saving Throw: None

If the Mesmer identifies a spell being cast, she may use this Skill to prevent the casting of said spell. To use this Skill, the Mesmer makes a dispel check, as if using greater dispel magic, with her Mesmer level in place of her caster level. If the check suceeds, the spell fails to activate and the action is wasted, but the spell is not lost. However, the interrupted spell cannot be used for a number of rounds equal to the number of Signet skills the Mesmer currently has readied.

Signet of Weariness
Activation Time: 1 round
Cost: None
Duration: 1 round/2 ranks
Recharge Time: Encounter
Range: Close (25 ft. +5 ft/2 levels)
Targets: All creatures within 10 ft. radius of target area
Saving Throw: Fortitude Negates

The Mesmer draws upon the power of the Signet of Weariness, cause a pall to fall over the affected area. Any affected creature that fails its save against this Skill deals half damage with physical attacks for the duration of the effect.

Simple Thievery (Elite)
Activation Time: 1 immediate action
Cost: 10 Energy
Duration: Instantaneous
Recharge Time: Three rounds
Range: Medium (100 ft. +10 ft/ level)
Target: One creature within range.
Saving Throw: None

Simple Thievery may interrupt any action with an activation time of an immediate action or longer. Movement, attacks, and spells are all capable of being interrupted, as are supernatural and extraordinary abilities. Whenever the Mesmer sucessfully interrupts an action, she may immediately perform an exact copy of that action as a free action, as if she were the original creature, if the action has an activation time of a standard action or less. If not, the Mesmer may use the ability on her next turn at its normal activation time. If the action requires a feature that the Mesmer does not possess (such as a tail for a dragon's Tail Sweep), a phantom copy of that feature springs into being around her for the duration of the action.

Steal Attack: If the Mesmer attempts to interrupt an attack, she makes a dispel check, as if casting greater dispel magic, and treats the caster level of the attack as the creature's BAB. If she succeeds, she may unleash a phantom copy of the same attack with the exact features as the interrupted creature, including reach and size modifiers to damage, using the attack bonus of the original attack.

Steal Movement: If the Mesmer attempts to interrupt movement, she makes a dispel check, as if casting greater dispel magic, and treats the caster level of the action as the interrupted creature's BAB. If she succeeds, the creature instantly stops moving, as if all of its movement for that move action had been consumed (though it may take additional move actions in the round if it would be able to do so normally), and the Mesmer may immediately move up to her speed.

Steal Spell: If the Mesmer attempts to interrupt a spell, she makes a dispel check, as if casting greater dispel magic. If successful, she may immediately cast the same spell as if she were the original caster, including any modifiers to caster level the original caster may have had for that spell from equipment, feats, or otherwise.

Steal Supernatural or Extraordinary Ability: If the Mesmer attempts to steal a Supernatural or Extraordinary ability, she makes a dispel check, as if casting greater dispel magic, and treats the caster level of the action as the creature's HD.

Spiritual Pain
Activation Time: 1 standard action
Cost: 5 Energy
Duration: Instantaneous
Recharge Time: Two rounds
Range: Medium (100 ft. +10 ft/ level)
Target: One creature within range.
Saving Throw: Will Half

The Mesmer inflicts 1d4 arcane damage per rank in the Path of Domination to her target. In addition, all undead or outsiders within 20 feet of the target take 1d6 arcane damage per rank in the Path of Domination. A successful Will save halves the damage dealt.

Unnatural Signet
Activation Time: 1 standard action
Cost: None
Duration: 1 round/2 ranks
Recharge Time: Four rounds
Range: Close (25 ft. +5 ft/2 levels)
Targets: One creature within range.
Saving Throw: Will Half

The Mesmer inflicts 1d4 arcane damage per rank in the Path of Domination to her target. If the target is under the effect of a Mesmer hex, all other foes within 20 feet of the Mesmer's target also take this damage.

Visions of Regret (Elite)
Activation Time: 1 round
Cost: 10 Energy
Duration: Two rounds
Recharge Time: Five rounds
Range: Close (25 ft. +5 ft/2 levels)
Targets: All enemies within 20 ft radius of target area
Saving Throw: Will Negates (initial application only)

The Mesmer places a hex on all affected foes, which triggers whenever a target strikes with a physical attack or uses a spell or supernatural ability. Whenever the hex triggers, it deals 1d3 arcane damage per rank in the Path of Domination. This damage dealt is doubled if triggering foe is not under the effect of another Mesmer hex.

Wastrel's Demise
Activation Time: Standard or swift action
Cost: 5 Energy
Duration: Two rounds
Recharge Time: One round
Range: Close (25 ft. +5 ft/2 levels)
Targets: One creature within range
Saving Throw: None

The Mesmer places a hex on her foe, which deals 1d3 arcane damage per rank in the Path of Domination to the target and all foes within 20 feet at the end of the creature's next two turns. This hex expires prematurely if the target successfully casts a spell or strikes with an attack.

Wastrel's Worry
Activation Time: Standard or swift action
Cost: 5 Energy
Duration: One round
Recharge Time: One round
Range: Close (25 ft. +5 ft/2 levels)
Targets: One creature within range
Saving Throw: Will Negates

The Mesmer places a hex on her foe, which deals 1d6 arcane damage per rank in the Path of Domination to the target and all foes within 20 feet at the end of the creature's turn. This hex expires prematurely if the target successfully casts a spell or strikes with an attack.

Jarian
2011-02-23, 08:58 PM
Path of Illusion
Accumulated Pain
Activation Time: 1 round
Cost: 5 Energy
Duration: Instantaneous
Recharge Time: Three rounds
Range: Close (25 ft. +5 ft/2 levels)
Targets: One creature within range
Saving Throw: None

The Mesmer blasts her foe with a stream of arcane energy, dealing more damage if more of her magic already affects the enemy.

If the Mesmer succeeds on a ranged touch attack, her target takes 1d4 arcane damage per rank in the Path of Illusion. If the target currently suffers from two or more of the Mesmer's hexes, it takes additional arcane damage equal to 20% of the creature's full normal hitpoints.

Air of Disenchantment (Elite)
Activation Time: 1 standard action
Cost: 10 Energy
Duration: 1 round/2 ranks, minimum 1
Recharge Time: Three rounds
Range: Close (25 ft. +5 ft/2 levels)
Targets: All enemies within 20 feet of target area
Saving Throw: Will Negates (initial application only)

The Mesmer places a hex on all enemies within the area of effect, which causes all beneficial spells with a duration to expire at triple the normal rate. Effectively, each round elapsed counts for three rounds of the spell's duration. Additionally, all affected creatures lose one randomly determined beneficial spell currently affecting them when hexed with this Skill.

Arcane Conundrum
Activation Time: 1 round
Cost: 10 Energy
Duration: 1 round/3 ranks, minimum 1
Recharge Time: Five rounds
Range: Close (25 ft. +5 ft/2 levels)
Targets: Target creature and all enemies within 10 feet
Saving Throw: Will Negates

The Mesmer places a hex on her target and all enemies within 10 feet of that target. While hexed, the casting time of all spells is increased by one step.

When Arcane Conundrum ends on the primary target, the Mesmer regains Energy equal to her Charisma modifier, to a maximum of her rank in the Path of Illusion.

Calculated Risk
Activation Time: 1 standard action
Cost: 5 Energy
Duration: 1 round/2 ranks
Recharge Time: Three rounds
Range: Close (25 ft. +5 ft/2 levels)
Targets: Target creature
Saving Throw: Will Negates (initial application only)

The Mesmer places a hex on her foe, which increases damage dealt with physical attacks by an amount equal to the Mesmer's rank in the Path of Illusion, but causes the target to have a chance equal to 5% x rank in the Path of Illusion to deal damage dealt with physical attacks to itself instead.

Clumsiness
Activation Time: 1 round
Cost: 10 Energy
Duration: 1 round
Recharge Time: Three rounds
Range: Close (25 ft. +5 ft/2 levels)
Targets: Target creature and all enemies within 10 feet
Saving Throw: Will Negates (initial application only)

The Mesmer places a hex on her target and all enemies within 10 feet of that target until the end of their next turn. While hexed, the next time a creature performs a physical attack, it takes 1d6 arcane damage per rank in the Path of Illusion.

Confusing Images
Activation Time: 1 round
Cost: 10 Energy
Duration: 1 round/3 ranks
Recharge Time: Five rounds
Range: Close (25 ft. +5 ft/2 levels)
Targets: Target creature and all enemies within 10 feet
Saving Throw: Will Negates (initial application only)

The Mesmer places a hex on her target and all enemies within 10 feet of that target. While hexed, the activation time of all abilities that are not physical attacks are increased by one step. This restriction includes, but is not limited to, spells, spell-like abilities, and extraordinary and supernatural abilities that do not result in a physical attack.

Conjure Nightmare [Mind-affecting]
Prerequisite: Conjure Phantasm, Mesmer level 3rd
Activation Time: 1 standard action
Cost: 15 Energy
Duration: 1 round per rank
Recharge Time: Two rounds
Range: Close (25 ft. +5 ft/2 levels)
Targets: Target creature
Saving Throw: Will Negates (initial application only)

The Mesmer places a hex on her target, which causes it to experience increasingly real visions of its deepest nightmares. At the end of each of the creature's turns, it takes arcane damage equal to the Mesmer's rank in the Path of Illusion.

For the purpose of this ability, the Mesmer's rank in the Path of Illusion is increased by her Charisma modifier, to a maximum of her HD+1. The duration of this Skill is not increased in this fashion.

Conjure Phantasm [Mind-affecting]
Activation Time: 1 standard action
Cost: 10 Energy
Duration: 1 round per rank
Recharge Time: Two rounds
Range: Close (25 ft. +5 ft/2 levels)
Targets: Target creature
Saving Throw: Will Negates (initial application only)

The Mesmer places a hex on her target, which causes it to experience increasingly real visions of its deepest nightmares. At the end of each of the creature's turns, it takes arcane damage equal to the Mesmer's rank in the Path of Illusion.

Crippling Anguish [Mind-affecting] (Elite)
Prerequisite: Conjure Phantasm
Activation Time: 1 standard action
Cost: 15 Energy
Duration: 1 round per rank
Recharge Time: Three rounds
Range: Close (25 ft. +5 ft/2 levels)
Targets: Target creature
Saving Throw: Will Negates (initial application only)

The Mesmer places a hex on her target, which causes it to experience crushing sadness, rapidly sapping its will to live. At the end of each of the creature's turns, it takes arcane damage equal to the Mesmer's rank in the Path of Illusion. In addition, any movement the creature makes takes twice the normal amount of movement speed, and all attacks made by the creature take a penalty to the attack roll equal to the Mesmer's Charisma modifier.

Distortion
Activation Time: Free action
Cost: 5 Energy
Duration: 1 round/4 ranks, minimum 1
Recharge Time: Three rounds
Range: Personal

Confusing images of alternate possibilities spring up around the Mesmer, half-real shadows splitting off from her form slightly before snapping back. While Distortion is active, any physical attack directed at the Mesmer has a 75% miss chance. Any attack that misses in this way causes the Mesmer to lose 5 Energy. At rank 4 and every 4 ranks in the Path of Illusion thereafter, the amount of energy lost per attack is reduced by 1. If the Mesmer runs out of Energy, Distortion ends.

Ethereal Burden
Activation Time: 1 standard action
Cost: 15 Energy
Duration: 2 rounds
Recharge Time: Encounter
Range: Close (25 ft. +5 ft/2 levels)
Targets: Target creature
Saving Throw: Will Negates

The Mesmer places a hex on her target, which halves its movement speed. When Ethereal Burden ends, the Mesmer regains Energy equal to her rank in the Path of Illusion plus her Charisma modifier.

Fevered Dreams (Elite)
Activation Time: 1 round
Cost: 15 Energy
Duration: 1 round per rank
Recharge Time: Three rounds
Range: Close (25 ft. +5 ft/2 levels)
Targets: Target creature and all enemies within 30 feet
Saving Throw: Will Negates (initial application) and Fortitude Negates (transfered conditions)

The Mesmer places a hex on her target and all foes within 30 feet, which creates a link between minds and bodies. Whenever the target creature suffers from a new condition, all of the secondary targets also suffer from the same condition for the same duration if the primary target fails a Fortitude save. In addition, if the primary target is suffering from two or more conditions at the time it is hexed, it is dazed for one round.

The only conditions that can be transfered in this fashion are: blind, burning, confused, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, immobilized, nauseated, paralyzed, shaken, sickened, and stunned.

Fragility
Activation Time: 1 standard action
Cost: 5 energy
Duration: 1 round per rank
Recharge Time: Two rounds
Range: Close (25 ft. +5 ft/2 levels)
Targets: Target creature and all enemies within 20 feet
Saving Throw: Fortitude halves

The Mesmer places a hex on her target and all foes within 20 feet. Whenever a hexed creature suffers or recovers from a condition, it takes 1d3 arcane damage per rank in the Path of Illusion. A successful Fortitude save halves this damage.

The only conditions that can deal damage in this fashion are: blind, burning, confused, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, immobilized, nauseated, paralyzed, shaken, sickened, and stunned.

Frustration
Activation Time: 1 standard action
Cost: 10 energy
Duration: 1 round per rank
Recharge Time: Two rounds
Range: Close (25 ft. +5 ft/2 levels)
Targets: Target creature
Saving Throw: Will Negates (initial application only)

The Mesmer places a hex on her foe, which increases the casting time of all spells by one step. In addition, whenever the target fails to successfully cast a spell, it takes 1d4 arcane damage per rank in the Path of Illusion.

Illusion of Haste
Activation Time: 1 standard action
Cost: 10 energy
Duration: 1 round/2 ranks, minimum 1 round
Recharge Time: Two rounds
Range: Close (25 ft. +5 ft/2 levels)
Targets: Target creature
Saving Throw: Will Negates (initial application only)

The Mesmer gains a +10 enhancement bonus to her base landspeed, and may ignore any movement impairing effects for the duration of this Skill. When Illusion of Haste ends, the Mesmer's movement speed is halved for the duration of the encounter.

If recast, Illusion of Haste allows the Mesmer to ignore its own movement restriction for the duration.

Illusion of Pain [Mind-affecting]
Prerequisite: Conjure Nightmare, Mesmer level 5th
Activation Time: 1 round
Cost: 10 Energy
Duration: 3 rounds
Recharge Time: Two rounds
Range: Close (25 ft. +5 ft/2 levels)
Targets: Target creature
Saving Throw: Will Negates (initial application only)

The Mesmer places a hex on her target, which causes it to experience excruciating - but ultimately false - pain. At the end of each of the creature's turns, it takes arcane damage equal to double the Mesmer's rank in the Path of Illusion plus her Charisma modifier. If the hexed creature is still alive when Illusion of Pain ends, it is healed for 75% of the total damage dealt.

Illusion of Weakness
Activation Time: 1 round
Cost: 10 Energy
Duration: Permanent until expended
Recharge Time: Five rounds
Range: Personal

The Mesmer loses hitpoints equal to twice her rank in the Path of Illusion plus her Charisma modifier, to a minimum of 1 hitpoint remaining. This loss of hitpoints may be healed normally. When the Mesmer takes damage that would drop her below 1/4 of her normal maximum hitpoints, Illusion of Weakness activates, healing her for the initial amount of health lost after the damage occurs, even if the damage would drop the Mesmer to -10 hitpoints or further. Provided the healing is sufficient to bring the Mesmer above -10 hitpoints, she does not die due to hitpoint loss from the event (though she may still die due to massive damage or other effects of the blow). Disintegrate and similar effects do not completely destroy the Mesmer even on a failed save if the healing from Illusion of Weakness would bring her above 0 hitpoints.

Illusion of Weakness does not begin to recharge until its effects are expended or dispelled.

Illusionary Weaponry (Elite)
Activation Time: 1 standard action
Cost: 5 Energy
Duration: Five rounds
Recharge Time: Five rounds
Range: Personal

The Mesmer conjures a weapon of pure arcana, which takes the form of any melee weapon appropriate to her size. The weapon floats next to the Mesmer, but does not require her to hold it to attack with it.

In the place of normal melee attacks, the Mesmer may swing with the weapon of arcana instead. Attacks made in this fashion do not require attack rolls, dealing automatic arcane damage equal to twice the Mesmer's rank in the Path of Illusion. Illusionary Weaponry does not apply any effects of the Mesmer's real weapon, such as damaging enchantments or poison. The Mesmer must be able to target her foe to swing accurately, and as such suffers the normal miss chance of concealment or effects such as mirror image and displacement.

Only attacks derived from the Mesmer's base attack bonus may be made with Illusionary Weaponry. Bonus attacks, such as from the haste spell or the Two-Weapon Fighting line of feats cannot be used to attack with Illusionary Weaponry.

While Illusionary Weaponry is active, the Mesmer gains a deflection bonus to AC equal to her number of readied skills from the Path of Illusion.

Images of Remorse
Activation Time: 1 round
Cost: 5 Energy
Duration: Instantaneous
Recharge Time: Two rounds
Range: Close (25 ft. +5 ft/2 levels)
Targets: Target creature
Saving Throw: None

The Mesmer deals damage equal to her rank in the Path of Illusion to her target. This damage is tripled if the target struck with a physical attack during its last turn.

Imagined Burden [Mind-affecting]
Activation Time: 1 standard action
Cost: 15 Energy
Duration: 2 rounds
Recharge Time: Encounter
Range: Close (25 ft. +5 ft/2 levels)
Targets: Target creature
Saving Throw: Will Negates

The Mesmer places a hex on her target, reducing its movement speed by half for the duration of the hex.

Ineptitude (Elite)
Activation Time: 1 standard action
Cost: 10 Energy
Duration: 1 round
Recharge Time: Three rounds
Range: Close (25 ft. +5 ft/2 levels)
Targets: All enemies within 20 feet of target area
Saving Throw: Will Negates (initial application only)

The Mesmer places on hex on all enemies within the affected area until the end of their next turn. While hexed, the next time a creature performs a physical attack, it takes 1d6 arcane damage per rank in the Path of Illusion and is blinded for two rounds. This damage and blindness is applied prior to determining whether the attack hits or misses, and as such the miss chance from being blinded is also calculated before determining the success of the attack.

Migraine [Mind-affecting] (Elite)
Activation Time: 1 round
Cost: 10 Energy
Duration: 1 round/2 ranks, minimum 1 round
Recharge Time: Three rounds
Range: Close (25 ft. +5 ft/2 levels)
Targets: One target within range
Saving Throw: Will Negates (initial application only)

The Mesmer places a hex on her enemy, causing it to experience excruciating mental pain and making it impossible to concentrate. For the duration of the hex, the target cannot use the concentration skill (any effect that requires concentration fails outright) and the activation time of any form of magic, including spells, spell-like abilities, supernatural abilities, and blade magic (both supernatural and extraordinary in nature) is increased by one step. In addition, at the end of each of its turns, the creature takes arcane damage equal to the Mesmer's rank in the Path of Illusion.

Recurring Insecurity (Elite)
Prerequisite: Conjure Phantasm
Activation Time: 1 standard action
Cost: 10 Energy
Duration: 2 rounds
Recharge Time: Three rounds
Range: Close (25 ft. +5 ft/2 levels)
Targets: One target within range
Saving Throw: Will Negates (initial application only)

The Mesmer places a hex on a foe within range, which inflicts phantasmal wounds that become more and more real as the hex continues to afflict the creature. At the end of each of the creature's turns, it takes arcane damage equal to the Mesmer's rank in the Path of Illusion. If the creature suffers from another Mesmer hex when Recurring Insecurity would expire, its duration is refreshed to two rounds. If the creature dies while affected by Recurring Insecurity, the hex jumps to a random foe within range, as if cast by the Mesmer from the creature's space.

Shared Burden (Elite)
Prerequisite: Imagined Burden or Ethereal Burden or Sum of All Fears
Activation Time: 1 round
Cost: 10 Energy
Duration: 1 round/3 ranks (minimum 1 round)
Recharge Time: Four rounds
Range: Close (25 ft. +5 ft/2 levels)
Targets: All foes within 20 feet of target area
Saving Throw: Will Negates

The Mesmer places a hex on all targets within the affected area, which halves the base movement speed, increases the casting time of all spells by one step, and inflicts a penalty to all attack rolls equal to the Mesmer's Charisma modifier for the duration of the effect.

Shrinking Armor
Activation Time: 1 standard action
Cost: 10 Energy
Duration: 1 round per rank
Recharge Time: Three rounds
Range: Close (25 ft. +5 ft/2 levels)
Targets: One creature within range
Saving Throw: Will Negates

The Mesmer places a hex on her foe, which causes its armor to slowly become more of a burden and less of a boon. At the beginning of each of the creature's turns, its armor or natural armor bonus to AC (chosen by the Mesmer at the time of casting) is reduced by 1 for the duration of the hex. This effect stacks with itself, to a minimum of armor or natural armor bonus of +0.

Signet of Clumsiness
Activation Time: 1 immediate action
Cost: None
Duration: Instantaneous
Recharge Time: Three rounds
Range: Close (25 ft. +5 ft/2 levels)
Target: One attacking creature within range
Saving Throw: None and Reflex Negates (see text)

As an immediate action, the Mesmer may attempt to disrupt a physical attack. The Mesmer makes a dispel check, as if casting greater dispel magic, with her class level in place of her caster level, and the attacking creature's BAB in place of the effect's caster level. If successful, the attack fails to no effect, and the action is wasted (only the individual attack is wasted, not an entire series of attacks, as from a full attack action). In addition, if the Mesmer disrupts an attack in this way, the attacker must succeed on a Reflex save or fall prone.

Signet of Illusions (Elite)
Activation Time: 1 round
Cost: None
Duration: See text
Recharge Time: Two rounds
Range: Personal

The Mesmer channels her powers through the Signet of Illusions, causing her next 1 Skill/4 ranks in the Path of Illusion to be cast using the Mesmer's rank in the Path of Illusion in place of their normal Path. Signets Skills and Skills with an activation time of a free action are not affected by Signet of Illusions.

Signet of Illusions begins to recharge when the full number of Skills have been channeled through it.

Sum of All Fears
Activation Time: 1 standard action
Cost: 10 Energy
Duration: 1 round/2 ranks, minimum of 1 round
Recharge Time: Three rounds
Range: Close (25 ft. +5 ft/2 levels)
Targets: One creature within range
Saving Throw: Will Negates

The Mesmer places a hex on her foe, which increases the casting time of all spells by one step and inflicts a penalty to all attack rolls equal to the Mesmer's Charisma modifier for the duration of the effect.

Wandering Eye
Activation Time: 1 round
Cost: 5 Energy
Duration: 1 round
Recharge Time: Three rounds
Range: Close (25 ft. +5 ft/2 levels)
Targets: One creature within range
Saving Throw: Will Negates (initial application only)

The Mesmer places a hex on her target until the end of their next turn. While hexed, the next time the creature performs a physical attack, the attack fails and the action is wasted (only the individual attack is a wasted, not an entire series of attacks, as from a full attack action) and all allies of the creature within its reach take 1d6 arcane damage per rank in the Path of Illusion. For the purpose of the effect, the hexed creature is not considered an ally of itself.

Jarian
2011-02-23, 08:59 PM
Path of Inspiration
Arcane Languor (Elite)
Activation Time: 1 round
Cost: 10 Energy
Duration: 1 round
Recharge Time: Three rounds
Range: Close (25 ft. +5 ft/2 levels)
Target: One creature within range.
Saving Throw: Will Negates (initial application only)

The Mesmer places a hex on her target, which triggers if the hexed target casts a spell before the end of its next turn. When the hex triggers, the target is nauseated for a number of rounds equal to half the Mesmer's Charisma modifier.

Auspicious Incantation
Activation Time: 1 standard action
Cost: 5 Energy
Duration: 5 rounds
Recharge Time: Five rounds
Range: Personal

The Mesmer changes the nature of her next Skill used, subtly tweaking the gestures, the intonations, so that they grant her more of her resources than they consume.

The Mesmer's next Skill that has an Energy cost to use refunds its full Energy cost, plus an additional 10% of the normal cost for every rank beyond 2nd in the Path of Inspiration. However, it takes an additional four rounds to recharge. This additional recharge is reduced by 1 round for every 4 ranks in the Path of Inspiration.

Channeling
Activation Time: 1 standard action
Cost: 5 Energy
Duration: 1 round per rank
Recharge Time: Four rounds
Range: Personal

The Mesmer enters a state of deep meditation, allowing her to feel the echo of her abilities on nearby creatures and draw some of that residual magic back into herself. Whenever the Mesmer uses a Skill with an Energy cost, she gains 1 Energy for each foe within 20 feet.

Discharge Enchantment
Activation Time: 1 standard action
Cost: 10 Energy
Duration: Instantaneous
Recharge Time: Four rounds
Range: Close (25 ft. +5 ft/2 levels)
Target: One creature within range.
Saving Throw: None

The Mesmer dismisses the lingering magic of a protective spell, and the rush of power floods back into her, readying her to dismiss another.

The Mesmer makes a dispel check, as if casting a targeted greater dispel magic, with her Mesmer level in place of her caster level. However, Discharge Enchantment may only remove a single beneficial effect on the target, stopping after the first effect is removed. If the target is under the effect of a Mesmer hex, Discharge Enchantment's recharge is reduced by 1 round for every 3 ranks in the Path of Inspiration.

Drain Delusions
Activation Time: 1 immediate action
Cost: 5 Energy
Duration: Instantaneous
Recharge Time: Three rounds
Range: Close (25 ft. +5 ft/2 levels)
Target: One creature within range
Saving Throw: Will Negates

The Mesmer dismisses one of her lingering hexes, and as the arcane energy seeps out of her foe's body, it carries away some of the foe's magic.

If the target fails a Will save, it loses one lingering Mesmer hex of the Mesmer's choice, and loses spells whose level equal or exceed 1 per two ranks in the Path of Inspiration. For every spell level lost, the Mesmer gains 4 Energy.

Drain Enchantment
Activation Time: 1 standard action
Cost: 5 Energy
Duration: Instantaneous
Recharge Time: Five rounds
Range: Close (25 ft. +5 ft/2 levels)
Target: One creature within range.
Saving Throw: Will Negates

The Mesmer drains away the lingering magic of a protective spell, and the resulting rush of power mends her wounds and restores her resources.

If the target fails a Will save, it loses one randomly determined beneficial spell affecting it, and the Mesmer is healed for 1d4 damage and gains 1 energy per rank in the Path of Inspiration.

Energy Drain (Elite)
Activation Time: 1 standard action
Cost: 5 Energy
Duration: Instantaneous
Recharge Time: Encounter
Range: Close (25 ft. +5 ft/2 levels)
Target: One creature within range.
Saving Throw: Will Negates

The Mesmer rips her way through the target's magical reserves, tearing them free and using their energy to restore her own reserves.

The target loses spells whose level equal or exceed the Mesmer's rank in the Path of Inspiration. For each spell level lost, the Mesmer gains 3 energy.

Energy Tap
Activation Time: 1 round
Cost: 5 Energy
Duration: Instantaneous
Recharge Time: Encounter
Range: Close (25 ft. +5 ft/2 levels)
Target: One creature within range.
Saving Throw: Will Negates

The Mesmer drains away her target's magical reserves, using their energy to restore her own reserves.

The target loses spells whose level equal or exceed half the Mesmer's rank in the Path of Inspiration. For each spell level lost, the Mesmer gains 2 energy.

Ether Lord
Activation Time: 1 round
Cost: 5 Energy + any surplus Energy
Duration: 1 round/3 ranks, minimum 1 round
Recharge Time: Five rounds
Range: Close (25 ft. +5 ft/2 levels)
Target: One creature within range.
Saving Throw: Will Negates

The Mesmer places a hex on her target, which causes it to lose spells whose level equal or exceed 1/3 her ranks in the Path of Inspiration (minimum of 1) at the end of each of its turns. The Mesmer gains 3 Energy for each spell level lost.

Ether Phantom
Activation Time: 1 standard action
Cost: 5 Energy
Duration: 2 rounds
Recharge Time: Three rounds
Range: Close (25 ft. +5 ft/2 levels)
Target: One creature within range.
Saving Throw: Will Negates

The Mesmer places a hex on her target, which causes it to spells whose level equals or exceeds 1/2 spell level at the end of each of it's next two turns. If Ether Phantom is removed prematurely, the target loses spells whose level equals or exceeds half the Mesmer's ranks in the Path of Inspiration.

Ether Signet
Activation Time: 1 standard action
Cost: None
Duration: Instantaneous
Recharge Time: Encounter
Range: Personal

The Mesmer draws upon the power of the Ether Signet, instantly restoring Energy equal to twice her ranks in the Path of Inspiration. Ether Signet has no effect unless the Mesmer's Energy is below an amount equal to her ranks in the Path of Inspiration plus her Charisma modifier.

Extend Conditions (Elite)
Activation Time: 1 immediate action
Cost: 5 Energy
Duration: Instantaneous
Recharge Time: One round
Range: Close (25 ft. +5 ft/2 levels)
Target: One creature within range
Saving Throw: Fortitude Negates

The Mesmer spreads existing conditions from her target to all foes within 30 feet. If the primary target fails a Fortitude save, all secondary foes in the area of effect instantly suffer from the same conditions, and the duration of those conditions is extended by 10% per rank in the Path of Inspiration.

The only conditions that can be transfered in this fashion are: blind, burning, confused, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, immobilized, nauseated, paralyzed, shaken, sickened, and stunned.

Feedback
Activation Time: 1 round
Cost: 10 Energy
Duration: Instantaneous
Recharge Time: Encounter
Range: Close (25 ft. +5 ft/2 levels)
Target: One creature within range.
Saving Throw: None and Will Negates (see text)

The Mesmer dismisses the lingering magic of a protective spell, and the surge of power rushes through the target's mind, wiping away some of its magic.

The Mesmer makes a dispel check, as if casting a targeted greater dispel magic, with her Mesmer level in place of her caster level. However, Feedback may only remove a single beneficial effect on the target, stopping after the first effect is removed. If a beneficial effect is removed in this way, the target must succed on a Will save or lose spells whose level equal or exceed the Mesmer's rank in the Path of Inspiration.

Hex Eater Signet
Activation Time: 1 standard action
Cost: None
Duration: Instantaneous
Recharge Time: Encounter
Range: Touch

The Mesmer removes a single harmful effect on herself and the touched ally, as if casting remove curse, though only a single effect may be purged by this Skill, rather than all. For each negative effect removed, the Mesmer gains Energy equal to her rank in the Path of Inspiration.

Inspired Enchantment
Activation Time: 1 standard action
Cost: 10 Energy
Duration: Instantaneous and 5 rounds
Recharge Time: 1 round
Range: Close (25 ft. +5 ft/2 levels)
Target: One creature within range
Saving Throw: Will Negates

If the target of this Skill fails its saving throw, the Mesmer removes one random beneficial spell with a duration longer than instantaneous and shorter than permanent currently affecting it, and the Mesmer may cast a copy of that spell once during the duration of this Skill.

While the spell belongs to the Mesmer, she may activate its effects with her rank in the Path of Inspiration in place of the normal caster level, ignoring any required foci or material components worth less than 100gp. If the spell has a required foci or material component worth 100gp or more, the Mesmer must lose experience equal to 1/5th the gp cost of the required foci and materials to cast the spell.

The recharge of this Skill does not begin until its effect ends.

Inspired Hex
Activation Time: 1 standard action
Cost: 5 Energy
Duration: Instantaneous and 5 rounds
Recharge Time: 1 round
Range: Close (25 ft. +5 ft/2 levels)
Target: One ally within range
Saving Throw: Will Negates (harmless)

The Mesmer removes one random negative spell with a duration longer than instantaneous and shorter than permanent currently affecting an ally, and the Mesmer may cast a copy of that spell once during the duration of this Skill.

While the spell belongs to the Mesmer, she may activate its effects with her rank in the Path of Inspiration in place of the normal caster level, ignoring any required foci or material components worth less than 100gp. If the spell has a required foci or material component worth 100gp or more, the Mesmer must lose experience equal to 1/5th the gp cost of the required foci and materials to cast the spell.

The recharge of this Skill does not begin until its effect ends.

Leech Signet
Activation Time: 1 immediate action
Cost: None
Duration: Instantaneous
Recharge Time: Five rounds
Range: Medium (100 ft. +10 ft/level)
Target: One creature within range
Saving Throw: None

If the Mesmer identifies a spell being cast, she may use this Skill to prevent the casting of said spell. To use this Skill, the Mesmer makes a dispel check, as if using greater dispel magic, with her Mesmer level in place of her caster level. If the check suceeds, the spell fails to activate and the action is wasted, but the spell is not lost. In addition, if she succeeds in interrupting a spell, the Mesmer gains energy equal to her rank in the Path of Inspiration.

Mystra's Aura (Elite)
Activation Time: 1 standard action
Cost: 5 Energy
Duration: 2 rounds
Recharge Time: Encounter
Range: Personal

While Mystra's Aura is active, the Mesmer gains additional Energy at the start of each of her turns equal to half her ranks in the Path of Inspiration, minimum of 1. The duration of Mystra's Aura is refreshed whenever the Mesmer successfully affects a foe with a Skill (that is, whenever a Skill's effects are not completely negated by spell resistance, a successful saving throw, or failure to succeed on a dispel check).

Mantra of Concentration
Activation Time: Free action
Cost: 5 Energy
Duration: 1 round/rank
Recharge Time: Five rounds
Range: Personal

The Mesmer takes up the Mantra of Concentration, allowing her to instantly succeed where others might fail.

The next time the Mesmer would be disrupted (such as being forced to make a concentration check by damage or violent motion, or being interrupted by another Mesmer) she is not disrupted and Mantra of Concentration ends.

Mantra of Concentration's recharge begins when its effect ends.

Mantra of Earth
Activation Time: Free action
Cost: 10 Energy
Duration: 2 rounds per rank
Recharge Time: Five rounds
Range: Personal

The Mesmer takes up the Mantra of Earth, increasing her resistance to acidic attacks.

The Mesmer takes 5% less damage from any source of acid damage per rank in the Path of Inspiration. Whenever she takes acid damage, the Mesmer gains 2 energy.

Mantra of Elemental Resistance
Activation Time: Free action
Cost: 10 Energy
Duration: 2 rounds per rank
Recharge Time: Five rounds
Range: Personal

The Mesmer takes up the Mantra of Elemental Resistance, increasing her protection against elemental damage but reducing her protection against physical attacks.

The Mesmer gains resistance 2 to all energy types per rank in the Path of Inspiration, but takes 60% additional damage from physical sources. This additional physical damage is reduced by 5% per rank in the Path of Inspiration.

Mantra of Flame
Activation Time: Free action
Cost: 10 Energy
Duration: 2 rounds per rank
Recharge Time: Five rounds
Range: Personal

The Mesmer takes up the Mantra of Flame, increasing her resistance to fiery attacks.

The Mesmer takes 5% less damage from any source of fire damage per rank in the Path of Inspiration. Whenever she takes fire damage, the Mesmer gains 2 energy.

Mantra of Frost
Activation Time: Free action
Cost: 10 Energy
Duration: 2 rounds per rank
Recharge Time: Five rounds
Range: Personal

The Mesmer takes up the Mantra of Frost, increasing her resistance to cold attacks.

The Mesmer takes 5% less damage from any source of cold damage per rank in the Path of Inspiration. Whenever she takes cold damage, the Mesmer gains 2 energy.

Mantra of Lightning
Activation Time: Free action
Cost: 10 Energy
Duration: 2 rounds per rank
Recharge Time: Five rounds
Range: Personal

The Mesmer takes up the Mantra of Lightning, increasing her resistance to electric attacks.

The Mesmer takes 5% less damage from any source of electric damage per rank in the Path of Inspiration. Whenever she takes electric damage, the Mesmer gains 2 energy.

Mantra of Physical Resistance
Activation Time: Free action
Cost: 10 Energy
Duration: 2 rounds per rank
Recharge Time: Five rounds
Range: Personal

The Mesmer takes up the Mantra of Physical Resistance, increasing her protection against physical damage but reducing her protection against elemental attacks.

The Mesmer gains DR 1/- per rank in the Path of Inspiration, but takes 60% additional damage from elemental sources. This additional elemental damage is reduced by 5% per rank in the Path of Inspiration.

Mantra of Recall (Elite)
Activation Time: Free action
Cost: 10 Energy
Duration: 4 rounds
Recharge Time: Encounter
Range: Personal

The Mesmer takes up the Mantra of Recall, which floods the Mesmer's body with power at its culmination.

When the Mantra of Recall ends, the Mesmer gains 3 Energy per rank in the Path of Inspiration.

Mantra of Recovery (Elite)
Activation Time: Free action
Cost: 5 Energy
Duration: 1 round/3 ranks
Recharge Time: 3 rounds
Range: Personal

The Mesmer takes up the Mantra of Recovery, which hastens the recovery of her abilities.

While the Mantra of Recovery is active, the recharge time of all Skills used by the Mesmer is reduced by 1 round.

Mantra of Signets
Activation Time: Free action
Cost: 5 Energy
Duration: 1 round per rank
Recharge Time: Five rounds
Range: Personal

The Mesmer takes up the Mantra of Signets, allowing her to draw additional power from each of the mystical seals.

The Mesmer gains an armor bonus to AC equal to the number of Signet Skills she has readied. In addition, whenever the Mesmer activates a Signet skill, she is healed for 1d3 damage per rank in the Path of Inspiration.

Power Return
Activation Time: 1 immediate action or 1 readied action
Cost: 5 Energy
Duration: Instantaneous
Recharge Time: None
Range: Medium (100 ft. +10 ft/ level)
Target: One creature within range
Saving Throw: None

If the Mesmer identifies a spell being cast, she may use this Skill to prevent the casting of said spell. To use this Skill, the Mesmer makes a dispel check, as if using greater dispel magic, with her Mesmer level in place of her caster level. If the check suceeds, the spell fails to activate and the action is wasted, but the spell is not lost. If the Mesmer successfully interrupts a spell, the interrupted foe regains expended spells whose total level equal the level of the interrupted spell. The regained spell levels are reduced by 1 for every 2 ranks in the Path of Inspiration.

Power Drain
Activation Time: 1 immediate action
Cost: 5 Energy
Duration: Instantaneous
Recharge Time: Five rounds
Range: Medium (100 ft. +10 ft/ level)
Target: One creature within range
Saving Throw: None

If the Mesmer identifies a spell being cast, she may use this Skill to prevent the casting of said spell. To use this Skill, the Mesmer makes a dispel check, as if using greater dispel magic, with her Mesmer level in place of her caster level. If the check suceeds, the spell fails to activate and the action is wasted, but the spell is not lost. If the Mesmer successfully interrupts a spell, she gains Energy equal to twice her rank in the Path of Inspiration.

Power Leech (Elite)
Activation Time: 1 immediate action
Cost: 5 Energy
Duration: 2 rounds
Recharge Time: Encounter
Range: Medium (100 ft. +10 ft/ level)
Target: One creature within range
Saving Throw: None

If the Mesmer identifies a spell being cast, she may use this Skill to prevent the casting of said spell. To use this Skill, the Mesmer makes a dispel check, as if using greater dispel magic, with her Mesmer level in place of her caster level. If the check suceeds, the spell fails to activate and the action is wasted, but the spell is not lost. If the Mesmer successfully interrupts a spell, whenever the target casts a spell during the next two rounds, it loses spells whose level equal or exceed the level of the cast spell (maximum of the Mesmer's rank in the Path of Inspiration) and the Mesmer regains an equal amount of Energy.

Psychic Instability (Elite)
Activation Time: 1 immediate action
Cost: 5 Energy
Duration: Instantaneous
Recharge Time: Three rounds
Range: Medium (100 ft. +10 ft/ level)
Target: One creature within range
Saving Throw: None and Reflex Negates

If the Mesmer identifies a spell being cast, she may use this Skill to prevent the casting of said spell. She may also use this ability to interrupt a Supernatural ability or any form of blade magic with an activation time of 1 standard action or longer. If the Mesmer attempts to interrupt a Supernatural ability or blade magic, she uses the creature's BAB in place of the opposing caster level.

To use this Skill, the Mesmer makes a dispel check, as if using greater dispel magic, with her Mesmer level in place of her caster level. If the check suceeds, the spell or effect fails to activate and the action is wasted, but the spell is not lost. If the Mesmer successfully interrupts a spell or effect, the target and all foes within 10 feet of the target must suceed on a Reflex save or be knocked prone.

Signet of Recall
Activation Time: 1 standard action
Cost: None
Duration: 2 rounds
Recharge Time: Encounter
Range: Personal

The Mesmer draws upon the power of the Signet of Recall, which draws power from her natural resources, then restores a flood of the same power with increased force.

While the Signet of Recall is active, the Mesmer does not regain her normal amount of Energy per round. When the Signet of Recall fades, the Mesmer gains 4+Charisma modifier energy for each round the Signet was active.

Spirit Shackles
Activation Time: 1 round + 1 standard action
Cost: 10 energy
Duration: 1 round/2 ranks
Recharge Time: Three rounds
Range: Close (25 ft. +5 ft/2 levels)
Target: One creature within range
Saving Throw: Will Negates (initial application only)

The Mesmer places a hex on her foe, which drains a bit of its vitality whenever it attacks. Whenever the the hexed foe attacks, regardless of whether it hits or misses, it loses hitpoints equal to half its HD, to a maximum of the Mesmer's rank in the Path of Inspiration.

Spirit of Failure
Activation Time: 1 round + 1 standard action
Cost: 15 energy
Duration: 1 round/rank
Recharge Time: Five rounds
Range: Close (25 ft. +5 ft/2 levels)
Target: One creature within range
Saving Throw: Will Negates (initial application only)

The Mesmer places a hex on her foe, which causes it to occasionally swing wildly with an attack, striking in completely the wrong direction. While hexed with this ability, the target has a 25% chance to miss with physical attacks. Whenever the foe fails to hit with an attack, the Mesmer gains 1 energy for every 4 ranks in the Path of Inspiration.

Stolen Speed (Elite)
Activation Time: 1 standard action
Cost: 5 Energy
Duration: 1 round/3 ranks, minimum of 1 round
Recharge Time: Three rounds
Range: Close (25 ft. +5 ft/2 levels)
Target: All enemies within 20 feet of target area
Saving Throw: None and Reflex Negates

The Mesmer places a hex on all foes in the affected area. While hexed, the casting time of all spells used by the creatures is increased by one step. While at least one foe is hexed with Stolen Speed, the activation time of all Mesmer skills with an Energy cost is reduced by one step.

Symbolic Celerity
Activation Time: 1 standard action
Cost: 15 Energy
Duration: 1 round/rank
Recharge Time: Encounter
Range: Personal

While Symbolic Celerity is active, all Signet Skills use the Mesmer's rank in the Path of Inspiration in place of other Paths.

Symbolic Posture
Activation Time: 1 swift action
Cost: 10 Energy
Duration: 1 round/rank
Recharge Time: Five rounds
Range: Personal

If the Mesmer uses a Signet Skill while under the effect of Symbolic Posture, the recharge of the Signet is reduced by 1 round for every 3 ranks in the Path of Inspiration, and Symbolic Posture ends.

Tease (Elite)
Activation Time: 1 immediate action
Cost: 5 Energy
Duration: Instantaneous
Recharge Time: Three rounds
Range: Medium (100 ft. +10 ft/ level)
Target: One creature within range
Saving Throw: None and Will Negates

If the Mesmer identifies a spell being cast, she may use this Skill to prevent the casting of said spell. To use this Skill, the Mesmer makes a dispel check, as if using greater dispel magic, with her Mesmer level in place of her caster level. If the check suceeds, the spell fails to activate and the action is wasted, but the spell is not lost. If the Mesmer successfully interrupts a spell, all foes within 20 feet of the interrupted target must succeed on a Will save or lose any readied action.

Waste Not, Want Not
Activation Time: 1 immediate action
Cost: 5 Energy
Duration: Instantaneous
Recharge Time: Three rounds
Range: Medium (100 ft. +10 ft/ level)
Target: One creature within range
Saving Throw: None

If the Mesmer's target did not successfully cast a spell or hit with an attack during its last turn, the Mesmer gains Energy equal to 5 + her rank in the Path of Inspiration.

Jarian
2011-02-23, 09:01 PM
A note on arcane damage:Arcane damage is considered acid, cold, electric, and fire damage at the same time. It is checked against the lowest resistance of the four types, ignoring immunities and weaknesses unless the creature has only immunities and weaknesses, in which case it is checked against a weakness.

A note on lost spell levels:Many of the Mesmer's skills cause a creature to lose or gain spells that equal a certain number of spell levels. Unless otherwise noted, a target regaining spell levels can choose expended spells or spell slots whose total level do not exceed the indicated number. A target losing spell levels must choose spells whose total level equal or exceed the indicated number, unless it would run out of spells to lose first.

If your campaign features psionics, a spell level is equal to 2 power points, and a 1/2 spell level is equal to 1 power point.

Signets and Mantras:Unlike most Mesmer Skills, Signets are Extraordinary abilities, though the Mesmer must have access to Supernatural abilities to use them (that is, she cannot be in an Antimagic Field or similar). To use a Signet Skill, the Mesmer sketches a rune of light in the air nearby. If the Signet Skill has a duration, the rune floats next to the Mesmer for its duration. A Signet can be identified with a Spellcraft check, DC 15+1/2 Mesmer level.

Unlike most Mesmer Skills, Mantras are Supernatural abilities. To use a Mantra, the Mesmer must maintain a constant stream of murmured words, which prevents her from casting spells with verbal components, though it does not require any action to maintain the Mantra. Only one Mantra may be active at a time; activating a new Mantra replaces the old one, instantly dismissing its effects.

What the Mesmer is intended to be:The Mesmer is a master of action denial and punishing recklessness. While especially potent against spellcasters, a Mesmer should not be useless against physical casters, and has a variety of potent abilities that trigger on physical attacks.

What the Mesmer is not:Despite having many abilities that toe the border of being spells, the Mesmer is not meant to be a primary caster. Its damaging abilities scale slowly, and its incapacitating effects affect relatively small areas for short durations. While the Mesmer is expected to have a relatively high Use Magic Device modifier due to her abilities keying off of Charisma, the skill is expected to shore up weak points in her arsenal, rather than turning her into a caster in her own right, as it often does with Artificers.

---

Finally done. :smalleek:

Here it is, the first in a series of Guild Wars inspired base classes. The Mesmer punishes mistakes more than any existing class, exploiting weaknesses and forcing difficult decisions. While not a true spellcaster in the normal sense, the Mesmer bears many similarities to existing arcane spellcasters.

Critiques and comments please.

Qwertystop
2011-02-23, 09:48 PM
The Domination path doesn't seem to fit what I think it sounds like, which is controlling the opponent. It's mostly various different ways to do damage. Actually, the class as a whole sounds like mind control, or at least mind-messing-with, but none of the paths seem to fit that.
Domination is mostly direct damage.
Inspiration is mostly debuffs (not really fitting the name Inspiration) and energy-recovering.
Illusion is also mostly debuffs, and many which are called "Illusion of ___" are not very illusionary. For example, Illusion of Weakness just lowers your health, but gives it back automatically if it ever gets low enough to matter, and Illusion of Haste just moves some of your next round's speed to this round - not an illusion, just sprinting, then getting tired.
Also, several different paths have what are just variations on Dispel Magic.
Finally, Conjure Phantasm and Conjure Nightmare are very similar, and I do not believe the bonus of 1 damage per point of Charisma bonus is enough to justify spending a skill on, especially since, even by level 20, you'll only have 27 known total.

Sorry if I seemed overly critical.

Jarian
2011-02-23, 09:55 PM
The Domination path doesn't seem to fit what I think it sounds like, which is controlling the opponent. It's mostly various different ways to do damage. Actually, the class as a whole sounds like mind control, or at least mind-messing-with, but none of the paths seem to fit that.
Domination is mostly direct damage.
Inspiration is mostly debuffs (not really fitting the name Inspiration) and energy-recovering.
Illusion is also mostly debuffs, and many which are called "Illusion of ___" are not very illusionary. For example, Illusion of Weakness just lowers your health, but gives it back automatically if it ever gets low enough to matter, and Illusion of Haste just moves some of your next round's speed to this round - not an illusion, just sprinting, then getting tired.

I can't help what the game designers decided to name their different schools of magic. I'm just translating them. While I agree with you, I'm also trying to preserve as much of the original flavor as possible.

Though I do disagree with Domination not controlling the opponent. Forcing it to restrict its actions or take damage, stealing its actions from it, and interrupting many of its actions is pretty much the definition of control.


Also, several different paths have what are just variations on Dispel Magic.

I don't know about you, but I would call using a dispel check to remove an effect and deal damage, a dispel check to remove an effect and heal yourself, a dispel check to remove an effect and allow you to cast that spell yourself, and a dispel check to steal an attack to be very different. Opinions may vary.


Finally, Conjure Phantasm and Conjure Nightmare are very similar, and I do not believe the bonus of 1 damage per point of Charisma bonus is enough to justify spending a skill on, especially since, even by level 20, you'll only have 27 known total.

Conjure Phantasm was mistakenly listed with a cost of 15 energy, rather than 10.

Also, consider that the two skills would stack with each other for damage.

Qwertystop
2011-02-23, 10:03 PM
I can't help what the game designers decided to name their different schools of magic. I'm just translating them. While I agree with you, I'm also trying to preserve as much of the original flavor as possible.



I don't know about you, but I would call using a dispel check to remove an effect and deal damage, a dispel check to remove an effect and heal yourself, a dispel check to remove an effect and allow you to cast that spell yourself, and a dispel check to steal an attack to be very different. Opinions may vary.

1) Sorry, I didn't realize that you were making this based off of something else.
2) It was the first three that I was objecting to. The attack-stealing is great, the other 3 are just different add-ons (Would use a more polite phrase, but I can't thing of one) to a Dispel Magic.

Since it's made based on something else, and I've never heard of the something else in question, I'll just lurk here from now on, since I don't really know what is really changeable and what isn't.

One last thing, though: The way so many damage amounts are based on rank in the relevant path essentially makes secondary path skills do damage by 1 die/3 caster levels, and Primarys by 1 die/2 caster levels. It seems, in other words, to scale very slowly.

Jarian
2011-02-23, 10:07 PM
One last thing, though: The way so many damage amounts are based on rank in the relevant path essentially makes secondary path skills do damage by 1 die/3 caster levels, and Primarys by 1 die/2 caster levels. It seems, in other words, to scale very slowly.

The slow damage is intentional. The Mesmer can essentially use her Skills all day, and those skills are primarily intended to limit actions, not blast. She is expected to use Use Magic Device to replicate more powerful effects when she needs to lower the boomstick, as it were.

Diovid
2011-02-24, 08:57 AM
I think you're trying way too hard to stay close to the game mechanics. Why not make it a normal caster which focuses on Enchantment and Illusion spells?

DaTedinator
2011-02-24, 12:19 PM
I like it, but I think it could be organized a bit better. Which is to say, I like spell blurbs. Example:

---

Path of Domination

Mesmer Skill Name: Energy Cost - Description

Aneurysum: 5 - Recharge an ally's spellcasting.
Arcane Thievery: 10 - Steal a spell from an opponent's mind, use it yourself.
Backfire: 15 - Target takes damage whenever they cast a spell.
Blackout: 10 - Prevent target from casting spells or using special attacks.
Chaos Storm: 5 - Create a small storm that deals damage and drains spells.
Complicate: 10 - Counterspell, prevent same spell from being cast subseuqently.

Aneurysm [Mind-affecting]
Activation Time: 1 standard action
Cost: 5 Energy
Recharge Time: One round.
Range: Close (25 ft. +5 ft/2 levels)
Target: One creature within range capable of casting spells or manifesting psionics
Saving Throw: Will Negates

Aneurysm instantly floods the target's mind with previously expended power, restoring up to a number of spell levels equal to the Mesmer's rank in the Path of Domination. which are refilled from the lowest level spells available (a 0th level spell counts as 1/2 spell level for this purpose). If the target of Aneurysm is instead a manifester, Anuerysm restores power points equal to twice the Mesmer's rank in the Path of Domination. For each spell level refilled, or for every two power points restored, the target takes 3 arcane damage.

No creature may be the target of Aneurysm more than once in a 24 hour period.

Arcane Thievery
Activation Time: 1 standard action
Cost: 10 Energy
Recharge Time: Once per encounter.
Range: Close (25 ft. +5 ft/2 levels)
Target: One creature within range capable of casting spells or manifesting psionics
Saving Throw: Will Negates

Arcane Thievery rips the knowledge of a single spell or power from the mind of a creature, then allows the Mesmer to use that same spell at no cost to her.

If the target of this Skill fails its saving throw, the Mesmer removes all knowledge of a single, randomly determined spell or power of a level no higher than 1/2 her rank in the Path of Domination (the Mesmer chooses amongst available spell levels) for up to five rounds. If the target is a prepared caster with multiple copies of that spell prepared, it loses access to that single copy only. If the target is a spontaneous caster, it loses access to that spell and a spell slot of the appropriate level.

While the spell belongs to the Mesmer, she may activate its effects with her rank in the Path of Domination in place of the normal caster or manifester level, ignoring any required foci or material components worth less than 100gp. If the spell has a required foci or material component worth 100gp or more, the Mesmer must lose experience equal to 1/5th the gp cost of the required foci and materials to cast the spell.

Upon casting the spell, or after five rounds have elapsed, the knowledge of the spell returns to the mind its source. If the Mesmer cast the spell while it was stolen, the spell is returned in its expended state.

Backfire
Activation Time: 1 round
Cost: 15 Energy
Duration: 3 rounds
Recharge Time: Four rounds
Range: Close (25 ft. +5 ft/2 levels)
Target: One creature within range capable of casting spells or manifesting psionics
Saving Throw: None and Will half (See text)

The Mesmer places a hex on her target, which triggers whenever the target casts a spell or manifests a power. Whenever this happens, the target takes 1d6 arcane damage per rank in the Path of Domination, after the spell is completed. A successful Will save halves this damage.

Blackout [Mind-affecting]
Activation Time: 1 standard action
Cost: 10 Energy
Duration: 1 round/2 ranks
Recharge Time: Two rounds
Range: Touch.
Target: Creature touched.
Saving Throw: None

Blackout fills the target's mind with a crushing sense of emptiness, washing away the knowledge of unique abilities or talents. For the duration of this effect, the target cannot cast spells, activate spell-like abilities, or take any special actions, such as a Paladin's Smite Evil attack or an Initiator initiating a maneuver. The Mesmer is subject to these same restrictions while this effect is in place.

The Mesmer may choose to end this effect prematurely as a free action at the start of the affected creature's turn.

The recharge time of this Skill begins after the effect ends.

Chaos Storm
Activation Time: 1 round
Cost: 5 Energy
Duration: 3 rounds
Recharge Time: Five rounds
Range: Close (25 ft. +5 ft/2 levels)
Saving Throw: None

The Mesmer creates a 10-foot radius whirling storm of chaotic arcane energy, which deals arcane damage equal to the Mesmer's rank in the Path of Domination plus her charisma modifier to any creature entering the area or ending its turn inside the area. Creating the storm atop a creature has no effect unless it ends its turn in the area.

A creature that takes damage from this effect loses spells or spell slots whose level at least equal the Mesmer's rank in the Path of Domination, or power points equal to double this amount. A creature that loses spells from this effect chooses which spells to lose, but must lose at least the required level of spells unless it runs out of available spells.

Complicate
Activation Time: 1 immediate action
Cost: 10 Energy
Recharge Time: Four rounds
Range: Medium (100 ft. +10 ft/level)
Saving Throw: None

If the Mesmer identifies a spell being cast, she may use this Skill to prevent the casting of said spell. To use this Skill, the Mesmer makes a dispel check, as if using greater dispel magic, with her Mesmer level in place of her caster level. If the check suceeds, the spell fails to activate and the action is wasted, but the spell is not lost. However, it cannot be used for a number of rounds equal to half the Mesmer's ranks in the Path of Domination. In addition, all creatures within 20 feet of the interrupted caster must succeed on a Will save or be unable to cast the same spell for the duration of this effect.
---

Another thing that really needs to be done is for the elite skills to be separated from the non-elite skills. They're a completely different list from the non-elite, enough that you get them from a different class feature. At the very least, you should probably note that they're elite in spell blurbs, but I'd suggest actual separation.

As for the actual mechanics of the class, I really like it. It's very unique, right down to filling a unique role. It sort of does what the monk is supposed to be able to do, and does it well.

That said, some of the Mesmer Skills probably need work. I haven't read them all (yet?), but Backfire, at least, is vicious. While it gets a lot more reasonable the higher you get, at the early levels? One failed save can take down a caster at full health. Two passed saves.

Finally, while I'm pretty certain it's not at all what you're going for, and I don't think you *need* to, I'm also going to encourage you to take more liberties with it, even "taking liberties" just entails renaming some of the abilities so they make more sense in a D&D context.

Jarian
2011-02-24, 07:21 PM
I think you're trying way too hard to stay close to the game mechanics. Why not make it a normal caster which focuses on Enchantment and Illusion spells?

Because that's called the Beguiler, and not even vaguely what I was going for. At all.

On the other side of the world from the intended target, in fact.


I like it, but I think it could be organized a bit better. Which is to say, I like spell blurbs. Example:

Probably a good idea. I'll get around to it soonish.


Another thing that really needs to be done is for the elite skills to be separated from the non-elite skills. They're a completely different list from the non-elite, enough that you get them from a different class feature. At the very least, you should probably note that they're elite in spell blurbs, but I'd suggest actual separation.

Couldn't hurt. Will get around to it.


As for the actual mechanics of the class, I really like it. It's very unique, right down to filling a unique role. It sort of does what the monk is supposed to be able to do, and does it well.

Thanks. :smallsmile:


That said, some of the Mesmer Skills probably need work. I haven't read them all (yet?), but Backfire, at least, is vicious. While it gets a lot more reasonable the higher you get, at the early levels? One failed save can take down a caster at full health. Two passed saves.

That's intentional. At low levels, the Mesmer has to spend 1 round (not a full-round, 1 round, like Summon Monster), targeting a caster within 30 feet of him, who has to stay there. If he gets that off, the caster is still in no way prevented from casting, but it has to take a risk. Cast, and potentially drop, or do nothing? That's the essence of how Backfire is supposed to work. And consider, 2d6 damage is the same as a greatsword with no strength bonus, which can be swung, no save, with a simple attack roll.


Finally, while I'm pretty certain it's not at all what you're going for, and I don't think you *need* to, I'm also going to encourage you to take more liberties with it, even "taking liberties" just entails renaming some of the abilities so they make more sense in a D&D context.

Eh.

TechnOkami
2011-02-24, 07:29 PM
...any intent to make a dervish? :smallwink:

Jarian
2011-02-24, 07:33 PM
...any intent to make a dervish? :smallwink:

Right after I finish the Ranger, yep.

DaTedinator
2011-02-24, 10:05 PM
That's intentional. At low levels, the Mesmer has to spend 1 round (not a full-round, 1 round, like Summon Monster), targeting a caster within 30 feet of him, who has to stay there. If he gets that off, the caster is still in no way prevented from casting, but it has to take a risk. Cast, and potentially drop, or do nothing? That's the essence of how Backfire is supposed to work. And consider, 2d6 damage is the same as a greatsword with no strength bonus, which can be swung, no save, with a simple attack roll.

Yeah, I hadn't noticed the casting time. Entirely my bad. It's reasonable.