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View Full Version : D&D 3.x Class Beguiler, Revised (Fixed-list Caster Project) 3.5, PEACH



Grod_The_Giant
2014-07-09, 08:42 PM
What's wrong with the Beguiler as written? Nothing, really, although Surprise Casting kills people. Still, the class does look a little bare next to my other Fixed-List Casters (http://www.giantitp.com/forums/showthread.php?p=16545265#post16545265), and I was a bit sad about that. Then it occurred to me that I had a trickster-caster class (http://www.giantitp.com/forums/showthread.php?290138-The-Trickcaster-%283-5-PEACH%29&p=15550058#post15550058) from not that long ago. Easy enough to adopt that into a new Beguiler, I should think. I also changed the spell list-- both to bring it in line with the "core+SpC" lists the other casters have used, and with the hopes of giving him a bit more to do when faced with mindless, mental-immune, and/or true seeing enemies.

The Beguiler

Hit Die: d6
Class Skills: The Beguiler's class skills (and the key ability for each skill) 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), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language, Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha).
Skill Points at First Level: (6+Int Mod) x4
Skill Points at each additional level: 6+Int Mod



Level
BAB
Fort
Ref
Will
Special
0 lv
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
+0
+0
+2
+2
Cloaked Casting (+1 DC), Armored Mage, Trapfinding
5
3










2nd
+1
+0
+3
+3
Invisible Spell
6
4










3rd
+1
+1
+3
+3
Cloaked Casting (+2 vs SR)
6
5
3









4th
+2
+1
+4
+4
Eclectic Learning
6
6
4









5th
+2
+1
+4
+4
Bluffed Casting
6
6
5
3








6th
+3
+2
+5
+5
Silent Spell, Eclectic Learning
6
6
6
4








7th
+3
+2
+5
+5
Ranged Legerdemain, Cloaked Casting (+2 DC)
6
6
6
5
3







8th
+4
+2
+6
+6
Eclectic Learning
6
6
6
6
4







9th
+4
+3
+6
+6
A Thousand Faces
6
6
6
6
5
3






10th
+5
+3
+7
+7
Still Spell, Eclectic Learning
6
6
6
6
6
4






11th
+5
+3
+7
+7
Cloaked Casting (+Cha vs SR)
6
6
6
6
6
5
3





12th
+6/+1
+4
+8
+8
Eclectic Learning
6
6
6
6
6
6
4





13th
+6/+1
+4
+8
+8
Madcap Mind, Cloaked Casting (+3 DC)
6
6
6
6
6
6
5
3




14th
+7/+2
+4
+9
+9
Simple Silence, Eclectic Learning
6
6
6
6
6
6
6
4




15th
+7/+2
+5
+9
+9
A Thousand Bodies
6
6
6
6
6
6
6
5
3



16th
+8/+3
+5
+10
+10
Eclectic Learning
6
6
6
6
6
6
6
6
4



17th
+8/+3
+5
+10
+10
Trick the Fates
6
6
6
6
6
6
6
6
5
3


18th
+9/+4
+6
+11
+11
Simple Stillness, Eclectic Learning
6
6
6
6
6
6
6
6
6
4


19th
+9/+4
+6
+11
+11
Cloaked Casting (+4 DC, ignore SR)
6
6
6
6
6
6
6
6
6
5


20th
+10/+5
+6
+12
+12
Bluff Death, Eclectic Learning
6
6
6
6
6
6
6
6
6
6


Weapon and Armor Proficiency: Beguilers are 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 below. 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 Charisma score of 10 + the spell's level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a beguiler's spell is 10 + the spell's level + the beguiler's Cha modifier. 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 the table above. In addition, you receive bonus spells for a high Charisma 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.

Cloaked Casting (Ex): 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). This bonus increases by 1 at 7th level, and every subsequent 6th level (13th and 19th).

In addition, starting at 3rd level, you gain a +2 bonus on rolls made to overcome the spell resistance of any affected target. This bonus improves to be equal to your Charisma modifier at 11th level. At 20th level, you become able to automatically overcome the spell resistance of any affected target.

Armored Mage (Ex): 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 him to avoid any chance of arcane spell failure as long as he restricts himself 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.

Trapfinding: As the Rogue class feature

Invisible Spell: At 2nd level, you gain Invisible Spell (Cityscape) as a bonus feat. You may apply it to your spells without increasing their casting time.

Eclectic Learning— At 4th level, and every subsequent even-numbered level, a Beguiler learns one spell from the Sorcerer/Wizard list. If the spell is from the enchantment or illusion schools, he learns it at its normal level. If it is not, he learns it one level higher than normal. He must be able to cast the spell at its adjusted level in order to learn it.

Bluffed Casting (Ex): Starting at 5th level, you have learned how to make your spells appear to be different. Whenever an opponent makes a Spellcraft check to identify a spell you are casting, you may make an opposed Bluff check. If your result is higher, you may dictate what spell your opponent believes you are casting, as shown on the table below:



Margin of success
Result


1-4
Another Beguiler spell of the same spell level


5-9
Another Beguiler spell of any spell level, or any spell of the same spell level.


10+
Any spell.



Silent Spell: At 6th level, you gain Silent Spell as a bonus feat. You may apply it to your spells without increasing their casting time.

Ranged Legerdemain (Sp): Starting at 7th level, you may use Disable Device, Open Lock, and Sleight of Hand at a range of 30 feet. Doing so increases the DC of the skill check by 5, and you cannot take 10 on this check.

A Thousand Faces (Su): At 9th level, you gain the ability to change your appearance at will, as if using the disguise self spell. This affects your body but not your possessions. It is not an illusory effect, but a minor physical alteration of the your appearance, within the limits described for the spell.

Still Spell: At 10th level, you gain Still Spell as a bonus feat. You may apply it to your spells without increasing their casting time.

Madcap Mind (Ex): At 13th level, a Beguilers’s mind is a slippery, twisty thing. A number of times per day equal to your Charisma modifier, you may use a Bluff check in place of a Will save.

Simple Silence (Ex): At 14th level, a number of times per day equal to your Intelligence modifier, you may apply Silent Spell to a spontaneously cast spell without using a higher level spell slot than normal.

A Thousand Bodies (Su): Starting at 15th level, you may alter your form at will, as if using the alter self spell. This is a free action, and the change lasts as long as you are conscious.

Trick the Fates (Ex): At 17th level, you cannot be detected by any divination spell or spell-like ability. Scrying cannot see you; Augury cannot predict your actions, Detect Evil does not say “yes” or “no,” and you are totally invisible when seen through the lens of True Seeing. Effects you produce, such as ongoing spells, are detectable, however— an arcane sight spell, for example, can detect your invisibility spell, if not you. Only a deity can pierce this ability.

Simple Stillness (Ex): At 18th level, a number of times per day equal to your Intelligence modifier, you may apply Still Spell to a spontaneously cast spell without using a higher level spell slot than normal.

Bluff Death (Ex): At 20th level, a Beguiler's powers of deception are enough to fool the reaper. When you would be reduced to -10 or fewer hit points, you may make a Bluff check, with a DC equal to the damage you just took. If you succeed, you are instead reduced to -1 hit points and stabilized, and you cannot use this ability again for one hour.


Beguiler Spell List

Level 0 Beguiler Spells (Cantrips)

Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Daze: Humanoid creature of 4 HD or less loses next action.
Dancing Lights: Creates torches or other lights.
Light: Object shines like a torch.
Ghost Sound: Figment sounds.
Mage Hand: 5-pound telekinesis.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.
Silent Portal (SpC): Negates sound from door or window.


Level 1 Beguiler Spells

Charm Person: Makes one person your friend.
Hypnotism: Fascinates 2d4 HD of creatures.
Sleep: Puts 4 HD of creatures into magical slumber.
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Disguise Self: Changes your appearance.
Ventriloquism: Throws voice for 1 min./level.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Silent Image: Creates minor illusion of your design.
Cheat (SpC): Caster rerolls when determining the success of a game of chance.
Distract Assailant (SpC): One creature is flat-footed for 1 round.
Instant Locksmith (SpC): Make Disable Device or Open Lock check at +2 as free action.
Spontaneous Search (SpC): Instantly Search area as if having taken 10.
Obscuring Mist: Fog surrounds you.
Magic Aura: Alters object’s magic aura.
Dead End: Removes spoor of one creature/level.


Level 2 Beguiler Spells

Obscure Object: Masks object against scrying.
Hideous Laughter: Subject loses actions for 1 round/level.
Blur: Attacks miss subject 20% of the time.
Misdirection: Misleads divinations for one creature or object.
Invisibility: Subject is invisible for 1 min./level or until it attacks
Minor Image: As silent image, plus some sound.
Delusions of Grandeur (SpC): Subject thinks it is better than it is.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Fog Cloud: Fog obscures vision.
Silence: Negates sound in 20-ft. radius.
Sting Ray (SpC): Subject of ray can take only standard or move action, has –2 AC, and must make Concentration checks to cast spells.
Rebuke (SpC): Subject is dazed 1 round, then shaken.
Undetectable Alignment: Conceals alignment for 24 hours.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Heroics (SpC): Fighter gains one fighter bonus feat.


Level 3 Beguiler Spells

Dispel Magic: Cancels magical spells and effects.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Nondetection M: Hides subject from divination, scrying.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Major Image: As silent image, plus sound, smell and thermal effects.
Suspended Silence (M) (SpC): Object becomes programmed to create an area of silence at your command.
False Gravity (SpC): Travel on a solid surface as if that surface had its own gravity.
Suggestion: Compels subject to follow stated course of action.
Displacement: Attacks miss subject 50%.
Miser’s Envy (SpC): Subject jealously covets nearby object.
Mesmerizing Glare (SpC): Your gaze fascinates creatures.
Rage: Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC.
Tongues: Speak any language.
Ray of Dizziness (SpC): Subject can take only move or standard actions.


Level 4 Beguiler Spells

Charm Monster: Makes monster believe it is your ally.
Translocation Trick (SpC): You and subject switch places and appear as each other.
Sensory Deprivation (SpC): All of subject’s senses are blocked.
Voice of the Dragon (SpC): +10 on Bluff, Diplomacy, and Intimidate checks; can use one suggestion.
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Fear: Subjects within cone flee for 1 round/level.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Battle Hymn (SpC): Allies can reroll one Will save/round.
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Rebuke, Greater (SpC): Subject cowers for 1d4 rounds.


Level 5 Beguiler Spells

Dominate Person: Controls humanoid telepathically.
Feeblemind: Subject’s Int and Cha drop to 1.
Hold Monster: As hold person, but any creature.
Mind Fog: Subjects in fog get -10 to Wis and Will checks.
False Vision (M): Fools scrying with an illusion.
Persistent Image: As major image, but no concentration required.
Illusory Feast (SpC): Subjects become dazed by illusory food.
Shadow Form (SpC): Gain +4 on Hide, Move Silently, and Escape Artist checks, and concealment; you can move through obstacles if you have ranks in Escape Artist.
Dream: Sends message to anyone sleeping.
Mirage Arcana: As hallucinatory terrain, plus structures.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Seeming: Changes appearance of one person per two levels.


Level 6 Beguiler Spells

Geas/Quest: As lesser geas, plus it affects any creature.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Suggestion, Mass: As suggestion, plus one subject/level.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Mislead: Turns you invisible and creates illusory double.
Permanent Image: Includes sight, sound, and smell.
Programmed Image (M): As major image, plus triggered by event.
Veil: Changes appearance of group of creatures.
Aura of Terror (SpC): You gain an aura of fear, or your frightful presence becomes more effective.
Imperious Glare (SpC): You cause subjects to cower in fear. Dream Casting (SpC): Alter subject’s dreams to produce desired effect.
Illusory Pit (SpC): Creatures in area are knocked prone while believing they’re falling.



Level 7 Beguiler Spells

Hold Person, Mass: As hold person, but all within 30 ft.
Insanity: Subject suffers continuous confusion.
Invisibility, Mass: As invisibility, but affects all in range.
Project Image: Illusory double can talk and cast spells.
Rebuke, Final (SpC): As rebuke, except the subject must save or die.
Stun Ray (SpC): Subject stunned 1d4+1 rounds.
Hiss of Sleep (SpC): You induce comatose slumber in subjects.
Symphonic Nightmare (M) (SpC): Discordant noise haunts subject’s sleep.
Transfix (SpC): Humanoids freeze in place until condition you specify is met.
Solipsism (SpC): Subject believes it alone exists.


Level 8 Beguiler Spells

Mind Blank: Subject is immune to mental/emotional magic and scrying.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Irresistible Dance: Forces subject to dance.
Wrathful Castigation (SpC): Subject dies or is dazed and –4 on saves for 1 round/level.
Screen: Illusion hides area from vision, scrying.
Invisibility, Superior (SpC): Subject is invisible to sight, hearing, and scent for 1 minute/level, and can attack.
Maddening Whispers (SpC): You induce confusion and madness in subjects.
Antipathy: Object or location affected by spell repels certain creatures.
Sympathy (F): Object or location attracts certain creatures.
Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.


Level 9 Beguiler Spells

Dominate Monster: As dominate person, but any creature.
Hold Monster, Mass: As hold monster, but all within 30 ft.
Programmed Amnesia (M) (SpC): Destroy, alter, or replace memories in subject creature.
Weird: As phantasmal killer, but affects all within 30 ft.
Time Stop: You act freely for 1d4+1 rounds.

Grod_The_Giant
2014-07-11, 12:33 PM
Now including a revised spell list.

TheTeaMustFlow
2014-07-15, 04:41 PM
I like. Bluff death in particular is quite amusing (I have the image of the Beguiler arguing with the Diskworld Death), though I might suggest placing some limit on it - that it can only be used x times a day, can only be used a combat, gets harder each successive time you use it in a day, can't be used if you had -1 or less hit points, or something(s) along those lines), as otherwise it means that a) the Beguiler becomes functionally immune to hit point damage below a certain (pretty high, given what their bluff bonus will look like at level 20) threshold, and b) that the grim reaper is the most gullible moron in existence (`It's only a graze!` `YOU JUST TOOK A CANNONBALL TO THE FACE` `No I didn't!` `...OK THEN, IF YOU'RE SURE ABOUT IT...`

Grod_The_Giant
2014-07-15, 04:55 PM
I like. Bluff death in particular is quite amusing (I have the image of the Beguiler arguing with the Diskworld Death), though I might suggest placing some limit on it - that it can only be used x times a day, can only be used a combat, gets harder each successive time you use it in a day, can't be used if you had -1 or less hit points, or something(s) along those lines), as otherwise it means that a) the Beguiler becomes functionally immune to hit point damage below a certain (pretty high, given what their bluff bonus will look like at level 20) threshold, and b) that the grim reaper is the most gullible moron in existence (`It's only a graze!` `YOU JUST TOOK A CANNONBALL TO THE FACE` `No I didn't!` `...OK THEN, IF YOU'RE SURE ABOUT IT...`
Good catch, thank you. I swear it was supposed to have a limit...