Mesmer (Unchained Rogue Archetype)
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Archetypes of Power 2
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Class Skills

The mesmer loses Escape Artist and Intimidate as class skills and gains Knowledge (arcana) and Spellcraft as class skills.

Casting

The mesmer may combine spheres and talents to create magical effects. The mesmer is considered a Mid-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)

Spell Pool

The mesmer gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents

The mesmer gain a magic talent at 2nd level and every 2 levels thereafter.

This replaces the rogue talents gained at 2nd, 6th, 10th, 14th, and 18th level.

Delayed Sneak Attack

The mesmer’s sneak attack die improves at a slower rate than most rogues, adding an additional 1d6 precision damage every 3 levels beyond 1st, to a maximum of 7d6 at 19th level.

This alters sneak attack.

Obscured Blades

At 1st level, the mesmer gains her choice of the Dark, Illusion, or Mind spheres as a bonus sphere at 1st level and every 4 levels thereafter.

This replaces trapfinding.

Manipulator

At 1st level, the mesmer treats her class level as her caster level when determining the spell save DC for the Dark, Illusion, and Mind spheres.

This replaces danger sense.

Spellbinding Injury (Ex)

At 4th level, the mesmer’s attacks are infused with burdening magics, granting her different options to add to her sneak attack. The mesmer loses the normal debilitating injury options in exchange for the following:

  • Drained: The target takes a -1 penalty to their Spell Save DC, and an additional -1 penalty to their spell save DC against the mesmer. At 10th and 16th level, the penalty to their spell save DC against the mesmer increases by -1.
  • Ensorcelled: The target takes a -1 penalty on Will saving throws. In addition, the target takes an additional -1 penalty to Will saves made against spells and spell-like abilities originating from the mesmer. At 10th level and 16th level, the penalty to Will saves against spells and spell-like abilities originating from the mesmer increases by 1.
  • Perplexed: The target takes a -2 penalty on Perception and Sense Motive checks. The target takes an additional -2 penalty on these checks when made against the mesmer (such as a feint or stealth attempt). At 10th and 16th level, the penalty to these checks when made against the mesmer increases by -2.

This alters debilitating injury.

Stealth Casting (Su)

At 5th level, the mesmer’s spells become especially hard to resist as long as she remains hidden. Whenever the mesmer would use a spell or sphere effect against a creature that would be unaware of the mesmer, the creature suffers a -1 penalty to any saving throws made as part of the spell cast. This penalty increases by 1 at 10th, 15th and 20th level.

This replaces rogue’s edge.

Greater Training

The mesmer may choose to lose spellbinding injury and stealth casting to gain 3/4ths of a combat or magic talent per level with their magic talents (instead of 1 magic talent every 2 levels). She may not take this option if possessing an archetype that would alter or replace debilitating injury or rogue’s edge.

This (optionally) replaces debilitating injury and rogue’s edge.


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