The Mesmer

The Mesmer                                              
Mesmers are magical duelists who wield deception as a weapon. Using powerful illusions, clones, and phantasmal magic to confuse and distract their foes, mesmers make sure every fight is balanced in their favor and their opponents can’t believe their eyes.


Base Hit Points: 15 ( 5 + Con each lvl)
Armor: Light Armor
Weapons: Magic Weapons, Medium Weapons
Resource: 4 (+int each level)
Save Bonus: +2 Reflexes


1
Ether Clone
2
Magic Talent
3
Spell Ready
4
Magic Talent
5
Ether Clone II , Ether Explosion
6
Magic Talent
7
Magic Talent
8
Ether Clone III
9
Magic Talent
10
Ether Blast

Ether Clone: You create a clone of yourself.

  • Creating a clone takes an attack phase.
  • The clone will always attack the same target as you at the same moment you do, dealing the same amount of damage.
  • The clone wont use magic spells when you do, however it will assist you by giving +2 in the attack bonus if is a non-aggressive spell and + 3 bonus damage if its a aggressive spell. This effects stack for each clone alive.
  • Your defense bonus is increased by +2 for each clone you have alive. However if an attack misses you, it will destroy a clone
  • You cant make clones outside of battle.
Spell Ready: On lvl 3 you create a clone automatically upon entering in combat.

Ether Clone II: On lvl 5 you can have 2 clones alive.

Ether Explosion: When a clone dies, it explodes dealing 1d10 damage to the attacker.

Ether Clone III: On lvl 8 you can have 3 clones alive.

Ether Blast: Once a day, all you clones can sacrifice themselves on a attack at an enemy dealing 1d10 + 1 for each clone alive.