Horrifically Overpowered Class Features for Pathfinder 1e Base Classes - The Mesmerist (Paid Patreon Exclusive) (Patreon)
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Here's this week's paying-member-exclusive Thursday post of Horrifically Overpowered Class Features for the Hybrid and Occult character classes of Pathfinder 1st edition. This goes along with the paying-member-exclusive Index of Horrifically Overpowered Content, which I will update every time a new Horrifically Overpowered product or article goes up. The index also has the Horrifically Overpowered Feat I suggest using to allow characters to access these HO class features.
Today we do the H.O Mesmerist. The Mesmerist is a fascinating example of class design, as it is an occult spellcasting support class using brand-new mechanics (notably the hypnotic and painful stare, and Mesmerist tricks) to boost allies and debuff foes, while also getting a fair range of spells and offensive capabilities. However unlike the Kineticist, the Mesmerist's new abilities are tied closely enough to existing abilities that Mesmerist characters normally don't have trouble augmenting themselves with the common range of magic items and feats other characters use.
Horrifically Overpowered Mesmerist Class Features
You access these class features with the Horrifically Overpowered Class Feature feat (see the Fighter article, or Index).
(The eyes... THE EYES! Art by warmtail)
Horrifically Overpowered Mesmerist Skills (Horrifically Overpowered): You gain one bonus rank of Bluff for each Mesmerist level you have (this still cannot exceed the maximum ranks in a skill equal to your class level). When you have have a trick implanted in an ally, you can select two of that ally's skills. You gain bonus ranks in the selected skills equal to your level, or the number of ranks the ally has, whichever is lower. You still cannot exceed a number of ranks in a skill equal to your class level. These bonus ranks last as long as the trick is implanted, and for one hour thereafter.
Additionally when you have a hypnotic stare focused on an enemy, you gain a +4 bonus to all opposed skill checks with that foe, in addition to all other effects of the stare.
Horrifically Overpowered Mesmerist Weapon and Armor Proficiencies (Horrifically Overpowered): When you have have a trick implanted in an ally, you can select weapons, armors, or shields the ally is proficient with and gain proficiency in the selected items. You can select a total of 3 proficiencies in this manner. Alternatively if the ally has the Catch-Off Guard, Dodge, Improved Unarmed Strike, or Throw Anything feat, you may select each in place of one proficiency. These bonus feats and/or proficiencies last as long as the trick is implanted, and for one hour thereafter.
Additionally when you have a hypnotic stare focused on an enemy, you gain a +2 bonus to all attack rolls against that foe and a +2 bonus to your AC from attacks by that foe, in addition to all other effects of the stare.
Horrifically Overpowered Consummate Liar (Horrifically Overpowered): At each Mesmerist level you gain one feat that is Improved Feint or Greater Feint, or requires Improved Feint or Greater Feint as prerequisites, or gives a bonus to or additional use with the Bluff skill. You must meet prerequisites for such feats normally, aside from exceptions provided by the consummate liar ability. When you attack a foe you have successfully feinted, you gain a bonus to the attack and damage rolls equal to 1/4 your Mesmerist level (minimum +1) and you gain Sneak Attack dice equal to 1/4 your Mesmerist level (minimum +1d6).
Horrifically Overpowered Hypnotic Stare (Horrifically Overpowered): You can affect one additional creature with your hypnotic stare, and maintain one more hypnotic stare than normal. Your hypnotic stare can be activated or changed as a move action. You can affect two creatures with one action, or select and change each target with a separate action. Any abilities attached to your hypnotic stare affect all creatures you are affecting.
You do not need to make a concentration check to affect a creature with hypnotic stare while blinded.
Horrifically Overpowered Mesmerist Tricks (Horrifically Overpowered): When you implant a mesmerist trick, it can be triggered twice before it stops being implanted. each time you implant a mesmerist trick in an ally, you can also implant one in yourself without it counting against your maximum number of implanted tricks or your use of tricks per day. You can trigger a trick at up to long range (400 feet +40 ft./level). You learn an additional trick at 3rd level, and every off level through 19th level, to a total of 9 bonus tricks.
Horrifically Overpowered Painful Stare (Horrifically Overpowered): Rather than only being able to activate painful stare once per round, you can activate one per round per creature attacking a target of your hypnotic stare. If some effect other than damage is added to your painful stare, that affect can only be triggered once per round per target of your hypnotic stare.
Horrifically Overpowered Towering Ego (Horrifically Overpowered): You add your Charisma bonus as a bonus to all your own saving throws (no reason for paladins to get all the fun), and to the Wisdom saves of any ally you have a trick implanted in.
Horrifically Overpowered Bold Stare (Horrifically Overpowered): You gain an additional bold stare at 5th level and every 4 levels thereafter to a total of 4 bonus bold stares at 17th level. You can apply two bold stares at the same time.
Horrifically Overpowered Touch Treatment (Horrifically Overpowered): You can use this an additional number of times per day equal to half your Mesmerist level. You can target any ally you have a trick implanted in, regardless of range. Using this ability ti a swift action if used on other creatures, or a free action you can only take once per round if used on yourself. When you use touch treatment on a creature, the creature gains a number of temporary hit points equal to your Mesmerist level plus your Charisma bonus. These last until expended or 8 hours, whichever occurs first. These temporary HP do not stack with themselves, but you can use this ability on a creature that already has temporary HP to renew the number of HP granted and duration.
Horrifically Overpowered Manifest Tricks (Horrifically Overpowered): You can implant one more tricks than normal into the same creature. This increases by one additional implanted trick into the same creature at 8th level, and yet one more at 16th level.
Horrifically Overpowered Mental Potency (Horrifically Overpowered): Increase the HD limit and the total number of HD affected with each enchantment or illusion spell you cast by half your Mesmerist class level.
Horrifically Overpowered Glib Lie (Horrifically Overpowered): You automatically know when you are targeted by or in the area of any divination spell or effect (though not the caster or source of the spell), and you can choose to force that spell or effect to succeed at the caster level check as described in glib lie (or a Hit die check for effects with no caster level). If the check fails, the divination returns no information about you, as if you did not exist. If the check fails by 5 or more, you are aware of what information the divination would normally reveal, and may choose what information it returns about you instead of having it return no information.
Horrifically Overpowered Masterful Tricks (Horrifically Overpowered): Your masterful tricks do not take two uses of your Mesmerist trick ability. For all calculations within the trick based on your class level (such as save DC, or range), treat your Mesmerist level as being 8 higher.
Horrifically Overpowered Rule Minds (Horrifically Overpowered): You can have a total number of permanently dominated creatures equal to your Charisma bonus.