Conniving Bastard (Mesmerist Archetype)
Archetypes_of_Power.jpg
Archetypes of Power
$4.99

His mind is his first weapon. He looks deeply into others, tricking them, influencing them, and outright controlling them. Then the knives come out.

Casting: The conniving bastard may combine spheres and talents to create magical effects. The conniving bastard is considered a Mid-Caster and uses Charisma as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

This replaces the spells class feature.

Spell Pool: The conniving bastard gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his Charisma modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents: A conniving bastard gains 1 magic talent every time he gains a caster level.

Painful Strike: If a conniving bastard can catch an opponent when he is unable to defend himself effectively, he can use his mental abilities to enhance his combat abilities. Whenever the conniving bastard hits an enemy within 30 ft. with a weapon attack against a creature that is denied their Dexterity bonus, he may apply the effects of his painful stare to the attack. The target does not need to be under the effect of the conniving bastard’s hypnotic stare, and this does not count against the usage limit of the conniving bastard’s painful stare. The attack can not trigger a second application of the painful stare ability.

This replaces touch treatment and modifies painful stare.

Mental Advantage: At 5th level, whenever an enemy fails a Will save versus one of your sphere abilities, they become unable to perceive you effectively for a short time. They may still attack, but are unable to defend themselves effectively. Until the end of your next turn, that enemy is denied their Dexterity bonus against your attacks.

This replaces mental potency.


Spheres of Power by Drop Dead Studios
Using Spheres of Power
Classes
Armorist Elementalist Eliciter Fey Adept
Hedgewitch Incanter Mageknight Shifter
Soul Weaver Symbiat Thaumaturge Wraith
Prestige Classes
Bokor Forest Lord Tempestarii Waking Sleeper
Spheres
Alteration Conjuration Creation Dark
Death Destruction Divination Enhancement
Fate Illusion Life Light
Mind Nature Protection Telekinesis
Time War Warp Weather
Other Spheres
Bear Blood Fallen Fey Technomancy
Rules
About Advanced Magic Advanced Talents Alternate Racial Traits Casting Traditions
Incantations Magical Items Rituals Spellcrafting
Traits Wild Magic Sphere Bestiary Sphere Templates
Equipment
Weapons Armor Equipment Special Materials
Alchemical Items Apparatuses Charms Compounds
Implements Marvelous Items Scrolls Spell Engines
Feats
Admixture Anathema Chance Combat
Companion Counterspell Drawback Dual Sphere
Extra General Item Creation Metamagic
Necrosis Protokinesis Proxy Racial
Ritual Sphere-Focused Squadron Surreal
Teamwork Wild Magic
Get the Core Rulebook
Get the Expanded Options Get the Wild Magic
Alteration Handbook Conjuration Handbook Creation Handbook Dark Handbook
Death Handbook Destruction Handbook Divination Handbook Enhancement Handbook
Fate Handbook Illusion Handbook Life Handbook Light Handbook
Mind Handbook Nature Handbook Protection Handbook Telekinesis Handbook
Time Handbook War Handbook Warp Handbook Weather Handbook
Spheres Apocrypha
Dark Apocrypha Destruction Apocrypha Light Apocrypha Nature (Air) Package
Nature (Earth) Apocrypha Nature (Fire) Apocrypha Nature (M/P/W) Apocrypha Nature (Spirit) Apocrypha
Other Spheres Products
Archetypes of Power The Bear Sphere The Blood Sphere The Fallen Fey Sphere
Items of Power The Technomancy Sphere The Wraith Class Woodfaring Adventures
Worlds of Power
This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.