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Mesmer

[advent class]


Rules governing Advent Classes

Mesmers are a unique class of ki users in that they weave performance into their fighting style. Whether it be dance, oration, song, or even a musical performance, mesmers tap into the ki resonance that can be acheived through their performance to enhance their abilities. Through their artistic expression, mesmers are able to regulate their ki flow in the same way that other classes use body movements. Mesmers are masters of illusion and hold a strange and curious power over their audiences. Mesmers can also chain their abilities to create arching performances that build a momentum for them and their allies


Mesmer Advent Class Level Table

Level Talent PointsLevel Bonuses
1 10 Talent Points1 Talent
2 10 Talent Points1 Talent
3 10 Talent Points5 Bonus Talent Points
4 10 Talent Points1 Talent
5 15 Talent Points1 Feat
6 15 Talent Points1 Talent
7 15 Talent Points5 Bonus Talent Points
8 15 Talent Points1 Talent
9 20 Talent Points1 Feat
10 20 Talent Points10 Bonus Talent Points


Talent tree

Performance

At level 4, mesmers gain two abilities

  • In combat, a mesmer can take a free action once per round to make a performance check (Moderate difficulty). This represents a peformance that is taking place throughout the round simultaneously with other actions taken. If they succeed on this check, they gain a 1d6 bonus which they grant to allies to use on their next action (applies to any talent formula). Each consecutive round in which they make a successful check, their bonus increases by 1d6. If the mesmer rolls 4 or higher on the performance check, the bonus increase for that round is 2d6. This bonus can be distributed among allies, up to 3d6 to any single ally
  • Outside of combat, a mesmer can make a performance check and grant a bonus on a skill check to a single ally equal to the result of their performance check. This may be done three times per day, and requires at least twelve seconds of performance to take effect


Talent details

Astral projection

Action: Standard
Requires: Radiant Performance, Mesmer Level 6
Description: You create an ethereal projection of yourself at a location within the range
Range: 30 feet
Speed: Instant
Effect: Projection at target location, for up to 6 seconds
Cooldown: Once per day
Special: The projection is translucent and does not appear to be real, though the representation is accurate. The projection appears as you currently do, including clothing and items worn. Your projection has no substance and object will pass through it without resistance. While projecting, your senses shift as if you were actually at the target location
Talent Improvement Points:
□ Reduce the required action by one level. Minimum action is Swift
□ Increase the range by 10 feet
□ Extend the duration by one round


Captivate

Action: Standard
Requires: Mimesis
Description: Your peformance hits a crescendo, momentarily enthralling your target and rendering them unable to act
Range: 30 feet
Speed: Instant
Effect: Affected creature cannot take actions
Cooldown: 12 rounds
Special: Requires that target be able to see or hear your performance, whichever is more relevant. The target creature must make a Intelligence vs Resolve Ability Check. If the target creature fails the check, the creature is unable to take actions for one round
Talent Improvement Points:
□ Extend the range by 10 feet
□□□ Increase the duration to 4 segements
□□ Increase the dice rolled on your Ability Check by 1d6. Maximum increase is 2d6
□ Reduce the cooldown by 1 round. Minium cooldown is 6 rounds


Exquisite performance

Action: Passive, Free
Requires: One rank in the Perform skill
Description: Your training in ki harmonics lends your performances a natural grace
Effect: You gain a passive 1d6 bonus to Perform
Cooldown: Once per day
Special: Once per day, you may roll a Perform check at advantage
Talent Improvement Points:
□□ Increase the passive bonus by 1d6. Maximum skill bonus is 3d6
□□ Increase the number of uses per day by one. Maximum uses per day is three


Fascimile

Action: Free
Requires: Sensuous
Description: Your illusions become uncannily real
Effect: Your Illusions become solid to the touch, which increases the difficulty of Perception checks made involving your illusions by 1
Special: Your illusions do not disperse when touched. Your illusions are not corporeal, they only seem that way to those under the effects of Illusion. If the illusion undergoes any force significant enough to deal damage to it, the illusion is broken for anyone who witnesses it
Talent Improvement Points:
□□ Your uses per day of Illusion increases by 1. Maximum increase is 1


Grace note

Action: Move
Requires: None
Description: You add a dramatic flourish to enhance another action
Effect: You gain a 1d6 bonus to an Offensive or Defensive formula
Cooldown: 12 rounds
Special: You spend the action in the same segment as the action you wish to improve
Talent Improvement Points:
□ Reduce the required action to Swift
□□ Increase the bonus by 1d6. Maximum bonus is 4d6
□ Reduce the cooldown by 1 round. Minimum cooldown is 3 rounds


Grand rest

Action: Full
Requires: Resonant, Memser level 4
Description: Your performance is punctuated by a powerfully dramatic rest or shift that captivates all creatures nearby
Range: 20 feet
Speed: Instant
Effect: Creatures within range take no actions for 1 segment
Cooldown: 12 rounds
Special: Requires that creatures be able to see or hear your performance, whichever is more relevant. All creatures within the range (even allies) must make a Resolve vs Resolve Ability Check. Creatures that fail this check are unable to take actions for one round
Talent Improvement Points:
□ Increase the range by 5 feet
□□□ Extend the duration by 1 segment. Maximum duration is 4 segments
□□ Increase the dice rolled on your Ability Check by 1d6. Maximum increase is 2d6
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Illusion

Action: Full
Requires: None
Description: Your performance creates an illusion that lasts well after your performance is complete
Range: 30 feet
Speed: Instant
Effect: An illusion not larger than one hex is created and lasts for 20 minutes
Cooldown: Once per day
Special: The illusion is visual only and can only give off a very minor amount of light. It is immediately dispersed if anyone touches it. As a Swift action, you may manipulate the illusion to change it's appearance or location. Creatures that wish to break the illusion must make a Intelligence vs Intelligence Ability Check Creatures that succeed on this check see the illusion for what it is, causing the illusion to become transparent but not dispersed. Creatures do not automatically make this check but can be given a Perception check with a difficulty of 2 to notice that there is something odd about an illusory object. This does not automatically break the illusion
Talent Improvement Points:
□ Reduce the required action by one level. Minimum action is Swift
□ Extend the range by 5 feet
□ Increase the size of the illusion by 1 hex
□□ Increase the dice rolled on your Ability Check by 1d6. Maximum increase is 2d6
□ Extend the duration the illusion lasts by 20 minutes
□□ Increase the uses per day by 1. Maximum uses per day is 3


Jete de chat

Action: Swift
Requires: No Requirements
Description: You leap through the air with a flourish, your grace on the battlefield unparalelled
Speed: Your Dash speed
Cooldown: 12 rounds
Special: You may add an Athletics check to determine the height of your leap
Talent Improvement Points:
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Mimesis

Action: Standard
Requires: Exquisite performance
Description: Your vocal studies give you sensitivity to fluctuations in others voices which helps you ferret out deception and allows you to imitate other's voices
Cooldown: 12 rounds
Special: Used as a standard action this gives you a 3d6 bonus to a Sense Motive check. Additionally, you gain a permanent 1d6 bonus to Bluff checks when impersonating someone elses voice
Talent Improvement Points:
□ Reduce the required action by one level
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds
□ Increase the bonus for imitating a voice by 1d6. Maximum bonus is 6d6


Radiant performance

Action: Standard
Requires: None
Description: Your Performance is so emotionally moving, that your enemies momentarily feel such a strong connection to you that they are unable to attack you
Range: 20 feet
Speed: Instant
Effect: Creatures within the range that wish to attack you must make a Resolve vs Resolve Ability Check
Cooldown: 12 rounds
Special: For one round, creatures within the range must succeed against the Ability Check in order to attack you. If a creature fails this check, they cannot attack you for one round
Talent Improvement Points:
□ Reduce the required action by one level. Minimum required action is Swift
□ Increase the range by 10 feet. Maximum range is 120 feet
□□ Increase the dice rolled on your Ability Check by 1d6. Maximum increase is 2d6
□□ Extend the duration by 1 segment. Maximum duration is five segments
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Resonant

Action: Swift
Requires: None
Description: Your actions are bolstered by your resonant ki
Effect: Grant Advantage to another action used in this segment
Cooldown: 12 rounds and once per day
Special: You may spend this Swift action in addition to initiating another action in the same segment. The augmented action must be eligible to receive advantage
Talent Improvement Points:
□□□ Increase the uses per day by 1. Maximum uses per day is 3
□ Decrease the cooldown by 1 round. Minimum cooldown is 6 rounds


Sensuous

Action: Free
Requires: Illusion
Description: Your illusions become more complex able to affect more of your target's mind
Effect: Illusions can also emit light, sounds and smells
Special: The visual, auditory and olfactory sensations cannot be intensified enough to blind, deafen or nauseate creatures, regardless of their individual species' tolerances
Talent Improvement Points:
□□ Your uses per day of Illusion increases by 1. Maximum increase is 1


Somatic echo

Action: Move
Requires: None
Description: You step into a rhythm, your movements carefully calibrated to cause nearby creatures to see echos of your movements, making it difficult to pinpoint your exact location
Range: 30 feet
Speed: Instant
Effect: Affected creatures take a offensive penalty for two segments
Cooldown: 12 rounds
Special: Creatures within the range must make a Dexterity vs Intelligence Ability Check. Creatures that fail this save take a 3d6 penalty on all attacks made against you
Talent Improvement Points:
□ Increase the range by 5 feet
□ Increase the duration of the penalty by one segment. Maximum duration is 2 rounds
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Structured mind

Requires: Mesmer Level 4
Description: Your study of music and movement have developed your mental skill
Effect: You gain a permanent +1 bonus to Intelligence
Special: Additionally, you gain a 1d6 bonus on all Intelligence Checks
Talent Improvement Points:
□□□ □□□ Increase the Intelligence bonus to +2
□□□ Increase the Intelligence Check bonus to 2d6

wiki/mesmer.txt · Last modified: 2019/02/25 17:56 by caleymccready