Lichtenstein
2016-10-25, 07:13 AM
The Beguiler, the last of the 4 specialized casting classes. I know there are already some pretty darn good Beguiler conversions, but the most breathtaking one was very Pathfindery, and I wanted something that retained the 3.5 beguiler feel while still being on par with Pathfinder classes and their more vibrant ability ethos.
The other 3 specialized casting classes can be found here:
Dread Necromancer (http://www.giantitp.com/forums/showthread.php?504310)
Healer (http://www.giantitp.com/forums/showthread.php?500823)
Warmage (http://www.giantitp.com/forums/showthread.php?500888)
Together these four classes cover all 8 spell schools, except Universalist, which I may change. Between the four of them, any spell of any class of these 8 schools have the potential to be cast through Advanced Learning, though with special emphasis on the schools of Conjuration, Evocation, Illusion, and Necromancy.
The Beguiler was a great class in 3rd edition and didnt need much tweaking. The conversion follows the pathfinder rogue's modifications to the 3rd edition material, granting secondary abilities earlier and building on them at later levels.
HD: d6
BAB: Poor
Fort: Poor
Ref: Poor
Will: Good
Skills: 6+Int
Class Skills:
Acrobatics, Appraise, Bluff, Climb, Diplomacy, Disable Device, Disguise, Escape Artist, Knowledge (Any), Linguistics, Perception, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Swim
Use Magic Device
Weapon and Armor Proficiencies:
Beguilers are proficient with all simple weapons plus the hand crossbow, rapier, sap, and shortbow, as well as light armor, but not shields. Shields or medium or heavy armor cause arcane spell failure for beguiler spells. The exotic weapon from the Monk weapon group is picked at 1st level and may not be changed thereafter.
1: Advanced Learning 0, Armored Mage, Trapfinding, Cantrips
2: Cloaked Casting +1, Distracting Illusion
3: Advanced Learning 1, Armor of Illusion +1
4: Cloaked Casting +2, Strike from the Shadows
5: Advanced Learning 2, Silent Spell
6: Cloaked Casting +3
7: Advanced Learning 3, Armor of Illusion +2
8: Cloaked Casting +4
9: Advanced Learning 4
10: Cloaked Casting +5, Still Spell
11: Advanced Learning 5, Armor of Illusion +3
12: Cloaked Casting +6, Second Nature Silence
13: Advanced Learning 6, Strike from the Shadows - Greater
14: Cloaked Casting +7
15: Advanced Learning 7, Armor of Illusion +4
16: Cloaked Casting +8, Second Nature Stillness
17: Advanced Learning 8
18: Cloaked Casting +9
19: Advanced Learning 9, Armor of Illusion +5
20: Being of Shadows
Cantrips:
A beguiler can use all cantrips listed on their spell list at will, as well as the cantrip learned from Advanced Learning 0
Armored Mage:
Beguilers do not incur arcane spell failure from light armor
Trapfinding:
A beguiler adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A beguiler can use Disable Device to disarm magic traps
Advanced Learning:
At each odd level, the beguiler may learn one Illusion or Enchantment spell off of any Arcane, Divine, or Psychic spell list. Regardless of the spell list the spell came from, it is considered an Arcane Spell on the Beguiler Spell List when used by the beguiler. The maximum level of the spell that may be added to the Beguiler Spell List is listed with the ability.
At each even level, one spell learned in Advanced Learning may be changed to another spell of the level listed or lower. (For instance, if Advanced Learning 3 is used to learn a 3rd level spell, that may be swapped at 8th level for a 2nd level spell, and may be swapped at 10th level for a 3rd level spell, but not a 4th level spell).
Cloaked Casting:
At every even level, when the beguiler casts a spell against a target/targets that would be denied a Dexterity bonus to AC, the beguiler receives a cumulative +1 bonus to the save DC of their spells, as well as a cumulative +1 bonus on rolls made to overcome the spell resistance of any affected target. If only some targets would be denied a Dexterity bonus to AC, only those targets are subject to increased save DC and a bonus on overcoming spell resistance. The bonus to save DC does not stack with anything besides what normally affects save DC (i.e. caster level, spell level, and ability score bonuses)
Distracting Illusion:
At 2nd level, the Beguiler gains the ability to confuse and distract opponents with their illusions. The Beguiler may attempt to feint as a move action against an adjacent target. The target of this ability must be aware of an illusion the Beguiler has cast, and must not currently disbelieve it. Either a Stealth check or a Bluff check may be made in order to feint for this ability, and with the Improved Feint feat, the feint attempt may be used as a swift action. If the feint is successful, the target is treated as flat-footed against the beguiler until the end of the beguiler's next turn. This represents the fact that they have at least momentarily lost track of the beguiler due to being distracted or tricked by the beguiler's illusion, and the player's choice of action should represent that in some way.
At 5th level, and every 3 levels thereafter, the range of this ability increases by 5 ft.
Armor of Illusion:
Beginning at 3rd level, the Beguiler receives a +1 dodge bonus to AC and a +1 circumstance bonus to reflex saves against any creature currently under the effect of an Illusion spell cast by the Beguiler (not ANY spell, just Illusions). This bonus increases by 1 at 7th level and every 4 levels thereafter
Strike from the Shadows:
Beginning at 4rd level, any time a target is denied their Dexterity bonus against the beguiler, the beguiler may make any melee attacks against them as if beguiler levels had a 3/4 BAB progression.
Second Nature Silence:
At 12 level, Silenced Spells do not take a full round to cast. They still cost +1 spell level, but do not count as metamagic enhanced spells in any other way.
Greater Strike from the Shadows:
At 13th level, if the target currently believes one of the Beguiler's illusions while being denied their Dexterity bonus, this increases to a full progression base attack bonus.
Second Nature Stillness:
At 16th level, Stilled Spells do not take a full round to cast. They still cost +1 spell level, but do not count as metamagic enhanced spells in any other way.
Being of Shadows:
At 20th level, the Beguiler's essence becomes fully intertwined with the plane of shadow, allowing the beguiler to progress beyond the usual limits of spellcasting. The Beguiler chooses one of two abilities, which may not be changed afterwards.
Cloaked Casting X - Cloaked casting has a +10 bonus to spell save DC's, and all beguiler spells cast during Cloaked Casting ignore spell resistance entirely. The bonus to save DC stacks with everything else that applies save DC bonuses.
Shadow Emulation - At 20th level, the beguiler may spend 2 spell slots of the appropriate level to cast any illusion or enchantment spell. After using this ability, the beguiler cannot use this ability for another 1d4 days
The other 3 specialized casting classes can be found here:
Dread Necromancer (http://www.giantitp.com/forums/showthread.php?504310)
Healer (http://www.giantitp.com/forums/showthread.php?500823)
Warmage (http://www.giantitp.com/forums/showthread.php?500888)
Together these four classes cover all 8 spell schools, except Universalist, which I may change. Between the four of them, any spell of any class of these 8 schools have the potential to be cast through Advanced Learning, though with special emphasis on the schools of Conjuration, Evocation, Illusion, and Necromancy.
The Beguiler was a great class in 3rd edition and didnt need much tweaking. The conversion follows the pathfinder rogue's modifications to the 3rd edition material, granting secondary abilities earlier and building on them at later levels.
HD: d6
BAB: Poor
Fort: Poor
Ref: Poor
Will: Good
Skills: 6+Int
Class Skills:
Acrobatics, Appraise, Bluff, Climb, Diplomacy, Disable Device, Disguise, Escape Artist, Knowledge (Any), Linguistics, Perception, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Swim
Use Magic Device
Weapon and Armor Proficiencies:
Beguilers are proficient with all simple weapons plus the hand crossbow, rapier, sap, and shortbow, as well as light armor, but not shields. Shields or medium or heavy armor cause arcane spell failure for beguiler spells. The exotic weapon from the Monk weapon group is picked at 1st level and may not be changed thereafter.
1: Advanced Learning 0, Armored Mage, Trapfinding, Cantrips
2: Cloaked Casting +1, Distracting Illusion
3: Advanced Learning 1, Armor of Illusion +1
4: Cloaked Casting +2, Strike from the Shadows
5: Advanced Learning 2, Silent Spell
6: Cloaked Casting +3
7: Advanced Learning 3, Armor of Illusion +2
8: Cloaked Casting +4
9: Advanced Learning 4
10: Cloaked Casting +5, Still Spell
11: Advanced Learning 5, Armor of Illusion +3
12: Cloaked Casting +6, Second Nature Silence
13: Advanced Learning 6, Strike from the Shadows - Greater
14: Cloaked Casting +7
15: Advanced Learning 7, Armor of Illusion +4
16: Cloaked Casting +8, Second Nature Stillness
17: Advanced Learning 8
18: Cloaked Casting +9
19: Advanced Learning 9, Armor of Illusion +5
20: Being of Shadows
Cantrips:
A beguiler can use all cantrips listed on their spell list at will, as well as the cantrip learned from Advanced Learning 0
Armored Mage:
Beguilers do not incur arcane spell failure from light armor
Trapfinding:
A beguiler adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A beguiler can use Disable Device to disarm magic traps
Advanced Learning:
At each odd level, the beguiler may learn one Illusion or Enchantment spell off of any Arcane, Divine, or Psychic spell list. Regardless of the spell list the spell came from, it is considered an Arcane Spell on the Beguiler Spell List when used by the beguiler. The maximum level of the spell that may be added to the Beguiler Spell List is listed with the ability.
At each even level, one spell learned in Advanced Learning may be changed to another spell of the level listed or lower. (For instance, if Advanced Learning 3 is used to learn a 3rd level spell, that may be swapped at 8th level for a 2nd level spell, and may be swapped at 10th level for a 3rd level spell, but not a 4th level spell).
Cloaked Casting:
At every even level, when the beguiler casts a spell against a target/targets that would be denied a Dexterity bonus to AC, the beguiler receives a cumulative +1 bonus to the save DC of their spells, as well as a cumulative +1 bonus on rolls made to overcome the spell resistance of any affected target. If only some targets would be denied a Dexterity bonus to AC, only those targets are subject to increased save DC and a bonus on overcoming spell resistance. The bonus to save DC does not stack with anything besides what normally affects save DC (i.e. caster level, spell level, and ability score bonuses)
Distracting Illusion:
At 2nd level, the Beguiler gains the ability to confuse and distract opponents with their illusions. The Beguiler may attempt to feint as a move action against an adjacent target. The target of this ability must be aware of an illusion the Beguiler has cast, and must not currently disbelieve it. Either a Stealth check or a Bluff check may be made in order to feint for this ability, and with the Improved Feint feat, the feint attempt may be used as a swift action. If the feint is successful, the target is treated as flat-footed against the beguiler until the end of the beguiler's next turn. This represents the fact that they have at least momentarily lost track of the beguiler due to being distracted or tricked by the beguiler's illusion, and the player's choice of action should represent that in some way.
At 5th level, and every 3 levels thereafter, the range of this ability increases by 5 ft.
Armor of Illusion:
Beginning at 3rd level, the Beguiler receives a +1 dodge bonus to AC and a +1 circumstance bonus to reflex saves against any creature currently under the effect of an Illusion spell cast by the Beguiler (not ANY spell, just Illusions). This bonus increases by 1 at 7th level and every 4 levels thereafter
Strike from the Shadows:
Beginning at 4rd level, any time a target is denied their Dexterity bonus against the beguiler, the beguiler may make any melee attacks against them as if beguiler levels had a 3/4 BAB progression.
Second Nature Silence:
At 12 level, Silenced Spells do not take a full round to cast. They still cost +1 spell level, but do not count as metamagic enhanced spells in any other way.
Greater Strike from the Shadows:
At 13th level, if the target currently believes one of the Beguiler's illusions while being denied their Dexterity bonus, this increases to a full progression base attack bonus.
Second Nature Stillness:
At 16th level, Stilled Spells do not take a full round to cast. They still cost +1 spell level, but do not count as metamagic enhanced spells in any other way.
Being of Shadows:
At 20th level, the Beguiler's essence becomes fully intertwined with the plane of shadow, allowing the beguiler to progress beyond the usual limits of spellcasting. The Beguiler chooses one of two abilities, which may not be changed afterwards.
Cloaked Casting X - Cloaked casting has a +10 bonus to spell save DC's, and all beguiler spells cast during Cloaked Casting ignore spell resistance entirely. The bonus to save DC stacks with everything else that applies save DC bonuses.
Shadow Emulation - At 20th level, the beguiler may spend 2 spell slots of the appropriate level to cast any illusion or enchantment spell. After using this ability, the beguiler cannot use this ability for another 1d4 days