Canny Mesmerist (Apath)

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Unofficial rules compendium

The canny mesmerist uses tricks and whiles to defend himself effectively. This is a martial arts style of the way of the mind.

Class Information

This is a martial arts archetype, a fencing mesmerist.

Class: Mesmerist.

Starting Wealth: 1d6 x 10 gp (average 35 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Hit Die: d8.

Class Features

The canny mesmerist has all the standard mesmerist’s class features, except as noted below.

Weapon and Armor Proficiency

Canny vigilantes are proficient with all simple weapons, plus the hand crossbow, sap, sword cane, and whip. They are not proficient with any armor or shields.

Canny Defense (Ex)

When wearing no armor and not using a shield, a canny mesmerist adds his Intelligence bonus as a dodge bonus to CMD and Armor Class while wielding a melee weapon. If a canny mesmerist is caught unarmed or is flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus. A canny mesmerist with the Improved Unarmed Combat feat is never considered unarmed. This replaces the mesmerist trick from level 1.

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Armor Proficiency
  • Mesmerist Trick (level 1)
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