Beguiler

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Beguilers are a weird rogue wizard gish, in case arcane trickster was not something you happened to be interested in. They have plentiful buff spells and having opponents flat-footed and unawares, pair them with a rogue or ninja and you have a real nasty combo.

Role: Spell Support

Characteristics: Arcane casters that baffle foes with illusions and catch them flat-footed

Source: Player's Handbook II

Game Rule Information

The Beguiler has the following game statistics.

Abilities: Intelligence for casting and skills, Charisma for cabilities and class skills, Dexterity for survivability

Alignment: Any

Hit Die: d6

Starting Gold: 6d4 x 10

Class Skills

The Beguiler's class skills are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge(arcana) (Int), Knowledge(local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Pickpocket (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skill Points at 1st Level: (6 + Int modifier) × 4

Skill Points at Each Additional Level: 6 + Int modifier

Class Features

All of the following are class features of the Beguiler.

Weapon and Armor Proficiency: A Beguiler is proficient with all simple weapons plus the hand crossbow, rapier, shortbow, and short sword. Beguilers are proficient with light armor, but not with shields.

Spells: A beguiler casts arcane spells, which are drawn from the beguiler spell list. When you gain access to a new level of spells, you automatically know all the spells for that level on the beguiler's spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list. You also have the option of adding to your existing spell list through your advanced learning class feature (see below) as you increase in level.

To cast a beguiler spell, you must have an Intelligence score of 10 + the spell's level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a beguiler's spell is 10 + Caster Level. Like other spellcasters, a beguiler can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given on Table 1—1. In addition, you receive bonus spells for a high Intelligence score.

A beguiler need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.

Armored MageEx: Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause your spells to fail if those spells have a somatic component. A beguiler's limited focus and specialized training, however, allow you to avoid any chance of arcane spell failure as long as you restrict yourself to light armor. This training does not extend to any other form of armor, nor does this ability apply to spells gained from other spellcasting classes.

TrapfindingEx: Beguilers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Beguilers can use the Disable Device skill to disarm magic traps. A magic trap typically has a DC of 25 + the level of the spell used to create it.

A beguiler who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his allies) without disarming it.

Cloaked CastingEx: Starting at 2nd level, a beguiler's spells become more effective when cast against an unwary foe. You gain a +1 bonus to the spell's save DC when you cast a spell that targets any foe who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not).

At 8th level, you gain a +2 bonus on rolls made to overcome the spell resistance of any affected target.

At 14th level, the bonus to your spell's save DC increases to +2.

At 20th level, you become able to automatically overcome the spell resistance of any affected target.

Surprise CastingEx: Starting at 2nd level, when you successfully use the Bluff skill to feint in combat, your target is denied its Dexterity bonus (if it has one) to AC for the next melee attack you make against it or the next spell you cast. You must remain in melee with the target, and the attack must be made or the spell cast on or before your next turn. The target is not considered flat-footed and therefore can make attacks of opportunity against you if you do not cast defensively.

At 6th level, you gain the ability to feint in combat as a move action instead of a standard action. If you have the Improved Feint feat, you can now feint in combat as a swift action.

Advanced LearningEx: Starting at 2nd level, when you successfully use the Bluff skill to feint in combat, your target is denied its Dexterity bonus (if it has one) to AC for the next melee attack you make against it or the next spell you cast. You must remain in melee with the target, and the attack must be made or the spell cast on or before your next turn. The target is not considered flat-footed and therefore can make attacks of opportunity against you if you do not cast defensively.

At 6th level, you gain the ability to feint in combat as a move action instead of a standard action. If you have the Improved Feint feat, you can now feint in combat as a swift action.

Silent Spell: At 5th level, you gain Silent Spell as a bonus feat.

Still Spell: At 10th level, you gain Still Spell as a bonus feat.

Table 1-1: Beguiler Progression
Spells per Day
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Armored mage, trapfinding 5 3
2nd +1 +0 +0 +3 Cloaked casting (+1 DC), surprise casting 6 4
3rd +1 +1 +1 +3 Advanced learning 6 5
4th +2 +1 +1 +4 7 6 3
5th +2 +1 +1 +4 Silent Spell 7 6 4
6th +3 +2 +2 +5 Surprise casting (move action) 8 7 5 3
7th +3 +2 +2 +5 Advanced learning 8 7 6 4
8th +4 +2 +2 +6 Cloaked casting (+2 to overcome SR) 9 8 7 5 3
9th +4 +3 +3 +6 9 8 7 6 4
10th +5 +3 +3 +7 Still Spell 10 9 8 7 5 3
11th +5 +3 +3 +7 Advanced learning 10 9 8 7 6 4
12th +6/+1 +4 +4 +8 11 10 9 8 7 5 3
13th +6/+1 +4 +4 +8 11 10 9 8 7 6 4
14th +7/+2 +4 +4 +9 Cloaked casting (+2 DC) 12 11 10 9 8 7 5 3
15th +7/+2 +5 +5 +9 Advanced learning 12 11 10 9 8 7 6 4
16th +8/+3 +5 +5 +10 13 12 11 10 9 8 7 5 3
17th +8/+3 +5 +5 +10 13 12 11 10 9 8 7 6 4
18th +9/+4 +6 +6 +11 14 13 12 11 10 9 8 7 5 3
19th +9/+4 +6 +6 +11 Advanced learning 14 13 12 11 10 9 8 7 6 4
20th +10/+5 +6 +6 +12 Cloaked casting (overcomes SR) 14 13 12 11 10 9 8 7 6 5

Bonus Spells

In 3.6e, spellcasters who have a limited number of spells per day are granted additional spell slots based on their casting stat modifier according to the table below. In order to receive the bonus spell slots, they must already be able to cast spells of that level.

Table 1-2: Bonus Spells
Skill Bonus Level 0 Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9
1 1 1 1 0 0 0 0 0 0 0
2 2 2 1 1 1 1 0 0 0 0
3 3 3 2 2 1 1 1 0 0 0
4 4 4 2 2 1 1 1 1 1 0
5 5 5 3 2 1 1 1 1 1 1
6 6 6 3 2 2 1 1 1 1 1
7 7 7 4 2 2 1 1 1 1 1
8 8 8 4 3 2 2 1 1 1 1
9 9 9 5 3 2 2 2 1 1 1
10 10 10 5 3 3 2 2 1 1 1
11 11 11 6 4 3 2 2 1 1 1