Biscuit
2022-12-14, 10:10 AM
D&D 3.5 - The Beguiler
(Player's Handbook II, p. 6)
If you delight in manipulating others, either to their disadvantage or for their own good, then the beguiler is the class for you.
Hit Dice: d6
Alignment: Any
Starting Gold: 5d4x10
Skill Points: 6 + Int
Class Skills: 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), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha)
LvlBABFortRefWillClass Features0th1st2nd3rd4th5th6th7th8th9th[/tr]
1+0+0+0+2Armored Mage, Trapfinding53--------
2+1+0+0+3Cloaked Casting (+2 DC), surprise casting64--------
3+1+1+1+3Advanced Learning65--------
4+2+1+1+4Skill Focus (Bluff)663-------
5+2+1+1+4Silent Spell664-------
6+3+2+2+5Surprise Casting (Move action)6653------
7+3+2+2+5Advanced Learning6664------
8+4+2+2+6Cloaked Casting (+2 to overcome SR)66653-----
9+4+3+3+6Improved Feint66664-----
10+5+3+3+7Still Spell666653----
11+5+3+3+7Advanced Learning666664----
12+6/+1+4+4+8Cloaked Casting (+4 to overcome SR)6666653---
13+6/+1+4+4+8--6666664---
14+7/+2+4+4+9Cloaked Casting (+3 DC)66666653--
15+7/+2+5+5+9Advanced Learning, Coercive Spell66666664--
16+8/+3+5+5+10Cloaked Casting (+6 to overcome SR)666666653-[/
17+8/+3+5+5+10--666666664-
18+9/+4+6+6+11Cloaked Casting (+4 DC)6666666653
19+9/+4+6+6+11Advanced Learning6666666664
20+10/+5+6+6+12Cloaked Casting (Overcomes SR), Deceptive Spell6666666665
Note: Only the newly added spells for this Class Fix have either Links or cited sources so as to easily differentiate and locate them.
Dancing Lights
Daze
Detect Magic
Ghost Sound
Mage Hand (https://www.d20srd.org/srd/spells/mageHand.htm) (SRD)
Message
Open/Close
Prestidigitation (https://www.d20srd.org/srd/spells/prestidigitation.htm) (SRD)
Read Magic
Servant's Guise (https://web.archive.org/web/20161101074807/http://archive.wizards.com/default.asp?x=dnd/re/20021007a) (WotC, Web)
Silent Portal (Spell Compendium, p. 190)
Alibi (Exemplars of Evil, p. 27),
Charm Person
Color Spray
Comprehend Languages
Dead End (Spell Compendium, p. 59)
Detect Secret Doors
Disguise Self
Expeditious Retreat
Hypnotism
Mage Armor
Obscuring Mist
Rouse
Silent Image
Sleep
Undetectable Alignment
Whelm
Blinding Color Surge
Blur
Daze Monster
Detect Thoughts
Fog Cloud
Glitterdust
Hypnotic Pattern
Invisibility
Knock
Minor Image
Misdirection
Phantom Trap (https://www.d20srd.org/srd/spells/phantomTrap.htm) (SRD - also known as 'Leomand's Trap in the PHB)
See Invisibility
Silence
Spider Climb
Stay The Hand
Touch of Idiocy
Vertigo
Wall of Gloom (Spell Compendium, p. 233)
Whelming Blast
Arcane Sight
Clairaudience/Clairvoyance
Crown of Veils
Deep Slumber
Dispel Magic
Displacement
Glibness
Halt
Haste
Hesitate
Hold Person
Illusory Script (https://www.d20srd.org/srd/spells/illusoryScript.htm) (SRD)
Inevitable Defeat
Invisibility Sphere
Legion of Sentinels
Major Image
Nondetection
Phantom Steed (https://www.d20srd.org/srd/spells/phantomSteed.htm) (SRD)
Slow
Suggestion
Vertigo Field
Zone of Silence
Charm Monster
Confusion
Crushing Dispair
Freedom of Movement
Greater Invisibility
Greater Mirror Image
Hallucinatory Terrain (https://www.d20srd.org/srd/spells/hallucinatoryTerrain.htm) (SRD)
Locate Creature
Mass Whelm
Phantom Battle
Rainbow Pattern
Shadow Conjuration (https://www.d20srd.org/srd/spells/shadowConjuration.htm) (SRD)
Solid Fog
Break Enchantment
Dominate Person
Feeblemind
Friend to Foe
Hold Monster
Incite Riot
Mind Fog
Rary's Telepathic Bond
Seeming
Sending
Shadow Evocation (https://www.d20srd.org/srd/spells/shadowEvocation.htm) (SRD)
Swift Etherealness
Greater Dispell Magic
Illusory Pit (Complete Arcane, p. 112)
Mass Suggestion
Mislead
Overwhelm
Programmed Image (https://www.d20srd.org/srd/spells/programmedImage.htm) (SRD)
Shadow Walk
True Seeing
Veil
Ethereal Jaunt
Greater Arcane Sight
Greater Shadow Conjuration (https://www.d20srd.org/srd/spells/shadowConjurationGreater.htm) (SRD)
Mass Hold Person
Mass Invisibility
Phase Doors
Power Word Blind
Project Image
Spell Turning
Demand
Discern Location
Greater Shadow Evocation (https://www.d20srd.org/srd/spells/shadowEvocationGreater.htm) (SRD)
Maddening Whispers (Spell Compendium, p. 135)
Mind Blank
Moment of Prescience
Power Word Stun
Scintillating Pattern
Screen
Dominate Monster
Etherealness
Foresight
Mass Hold Monster
Power Word kill
Shades (https://www.d20srd.org/srd/spells/shades.htm) (SRD)
Time Stop
Class Features
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 on page 11. 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 + the spell's level + the beguiler's Int 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 Table 1—1. In addition, you receive bonus spells for a high Intelligence score (PH 8).
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 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 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.
Trapfinding: 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 Casting (Ex): Starting at 2nd level, a beguiler's spells become more effective when cast against an unwary foe. You gain a +2 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. (This effect stacks with Spell Penetration and Greater Spell Penetration)
- At 12th level, you gain another +2 bonus on rolls made to overcome the spell resistance of any affected target for a total of +4. (This effect still stacks with Spell Penetration and Greater Spell Penetration)
- At 14th level, the bonus to your spell's save DC increases to +3.
- At 16th level, you gain another +2 bonus on rolls made to overcome the spell resistance of any affected target for a total of +6. (This effect still stacks with Spell Penetration and Greater Spell Penetration)
- At 18th level, the bonus to your spell's save DC increases to +4.
- At 20th level, you become able to automatically overcome the spell resistance of any affected target. If you have the feats Spell Penetration or Greater Spell Penetration, you lose those feats and instead gain a bonus feat (or bonus feats, in the case that you have both) in their place. The feat gained must have been something you would have qualified for at the time you took the feat being replaced.
Surprise Casting (Ex): 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 (gained at level 9), you can now feint in combat as a swift action.
Advanced Learning (Ex): At 3rd level, you can add a new spell to your list, representing the result of personal study and experimentation. The spell must be a sorcerer/wizard spell of the Universal, Enchantment, or Illusion school or that has the Mind-Effecting spell descriptor and of a level no higher than that of the highest-level spell you already know. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list.
You gain another new Advanced Learning spell at 7th, 11th, 15th, and 19th level.
Skill Focus (Bluff): At 4th level, you gain the feat Skill Focus (Player's Handbook v.3.5, p. 100) as a bonus feat.
Silent Spell: At 5th level, you gain Silent Spell (Player's Handbook v.3.5, p. 100) as a bonus feat, and can add it to your spells automatically without having to raise the level of the spell you are altering, and without increasing the casting time as would normally be the case when adding metamagic.
Improved Feint: At 9th level, you gain the feat Improved Feint (Player's Handbook v.3.5, p. 95) as a bonus feat, even if you would not otherwise qualify for it.
Still Spell: At 10th level, you gain Still Spell (Player's Handbook v.3.5, p. 101) as a bonus feat, and can add it to your spells automatically without having to raise the level of the spell you are altering, and without increasing the casting time as would normally be the case when adding metamagic.
Coercive Spell: At 15th level, you gain Coercive Spell (Drow of the Underdark, p. 47) as a bonus feat, and can add it to your spells automatically without having to raise the level of the spell you are altering, and without increasing the casting time as would normally be the case when adding metamagic.
Deceptive Spell: At 20th level, you gain Deceptive Spell (CityScape, p. 60) as a bonus feat, and can add it to your spells automatically without having to raise the level of the spell you are altering, and without increasing the casting time as would normally be the case when adding metamagic.
I only altered 5 minor things about this class to improve its performance and get rid of several dead levels. A full breakdown of the 5 changes are in the post below to avoid cluttering this post.
[B]~ Biscuit
(Player's Handbook II, p. 6)
If you delight in manipulating others, either to their disadvantage or for their own good, then the beguiler is the class for you.
Hit Dice: d6
Alignment: Any
Starting Gold: 5d4x10
Skill Points: 6 + Int
Class Skills: 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), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha)
LvlBABFortRefWillClass Features0th1st2nd3rd4th5th6th7th8th9th[/tr]
1+0+0+0+2Armored Mage, Trapfinding53--------
2+1+0+0+3Cloaked Casting (+2 DC), surprise casting64--------
3+1+1+1+3Advanced Learning65--------
4+2+1+1+4Skill Focus (Bluff)663-------
5+2+1+1+4Silent Spell664-------
6+3+2+2+5Surprise Casting (Move action)6653------
7+3+2+2+5Advanced Learning6664------
8+4+2+2+6Cloaked Casting (+2 to overcome SR)66653-----
9+4+3+3+6Improved Feint66664-----
10+5+3+3+7Still Spell666653----
11+5+3+3+7Advanced Learning666664----
12+6/+1+4+4+8Cloaked Casting (+4 to overcome SR)6666653---
13+6/+1+4+4+8--6666664---
14+7/+2+4+4+9Cloaked Casting (+3 DC)66666653--
15+7/+2+5+5+9Advanced Learning, Coercive Spell66666664--
16+8/+3+5+5+10Cloaked Casting (+6 to overcome SR)666666653-[/
17+8/+3+5+5+10--666666664-
18+9/+4+6+6+11Cloaked Casting (+4 DC)6666666653
19+9/+4+6+6+11Advanced Learning6666666664
20+10/+5+6+6+12Cloaked Casting (Overcomes SR), Deceptive Spell6666666665
Note: Only the newly added spells for this Class Fix have either Links or cited sources so as to easily differentiate and locate them.
Dancing Lights
Daze
Detect Magic
Ghost Sound
Mage Hand (https://www.d20srd.org/srd/spells/mageHand.htm) (SRD)
Message
Open/Close
Prestidigitation (https://www.d20srd.org/srd/spells/prestidigitation.htm) (SRD)
Read Magic
Servant's Guise (https://web.archive.org/web/20161101074807/http://archive.wizards.com/default.asp?x=dnd/re/20021007a) (WotC, Web)
Silent Portal (Spell Compendium, p. 190)
Alibi (Exemplars of Evil, p. 27),
Charm Person
Color Spray
Comprehend Languages
Dead End (Spell Compendium, p. 59)
Detect Secret Doors
Disguise Self
Expeditious Retreat
Hypnotism
Mage Armor
Obscuring Mist
Rouse
Silent Image
Sleep
Undetectable Alignment
Whelm
Blinding Color Surge
Blur
Daze Monster
Detect Thoughts
Fog Cloud
Glitterdust
Hypnotic Pattern
Invisibility
Knock
Minor Image
Misdirection
Phantom Trap (https://www.d20srd.org/srd/spells/phantomTrap.htm) (SRD - also known as 'Leomand's Trap in the PHB)
See Invisibility
Silence
Spider Climb
Stay The Hand
Touch of Idiocy
Vertigo
Wall of Gloom (Spell Compendium, p. 233)
Whelming Blast
Arcane Sight
Clairaudience/Clairvoyance
Crown of Veils
Deep Slumber
Dispel Magic
Displacement
Glibness
Halt
Haste
Hesitate
Hold Person
Illusory Script (https://www.d20srd.org/srd/spells/illusoryScript.htm) (SRD)
Inevitable Defeat
Invisibility Sphere
Legion of Sentinels
Major Image
Nondetection
Phantom Steed (https://www.d20srd.org/srd/spells/phantomSteed.htm) (SRD)
Slow
Suggestion
Vertigo Field
Zone of Silence
Charm Monster
Confusion
Crushing Dispair
Freedom of Movement
Greater Invisibility
Greater Mirror Image
Hallucinatory Terrain (https://www.d20srd.org/srd/spells/hallucinatoryTerrain.htm) (SRD)
Locate Creature
Mass Whelm
Phantom Battle
Rainbow Pattern
Shadow Conjuration (https://www.d20srd.org/srd/spells/shadowConjuration.htm) (SRD)
Solid Fog
Break Enchantment
Dominate Person
Feeblemind
Friend to Foe
Hold Monster
Incite Riot
Mind Fog
Rary's Telepathic Bond
Seeming
Sending
Shadow Evocation (https://www.d20srd.org/srd/spells/shadowEvocation.htm) (SRD)
Swift Etherealness
Greater Dispell Magic
Illusory Pit (Complete Arcane, p. 112)
Mass Suggestion
Mislead
Overwhelm
Programmed Image (https://www.d20srd.org/srd/spells/programmedImage.htm) (SRD)
Shadow Walk
True Seeing
Veil
Ethereal Jaunt
Greater Arcane Sight
Greater Shadow Conjuration (https://www.d20srd.org/srd/spells/shadowConjurationGreater.htm) (SRD)
Mass Hold Person
Mass Invisibility
Phase Doors
Power Word Blind
Project Image
Spell Turning
Demand
Discern Location
Greater Shadow Evocation (https://www.d20srd.org/srd/spells/shadowEvocationGreater.htm) (SRD)
Maddening Whispers (Spell Compendium, p. 135)
Mind Blank
Moment of Prescience
Power Word Stun
Scintillating Pattern
Screen
Dominate Monster
Etherealness
Foresight
Mass Hold Monster
Power Word kill
Shades (https://www.d20srd.org/srd/spells/shades.htm) (SRD)
Time Stop
Class Features
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 on page 11. 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 + the spell's level + the beguiler's Int 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 Table 1—1. In addition, you receive bonus spells for a high Intelligence score (PH 8).
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 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 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.
Trapfinding: 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 Casting (Ex): Starting at 2nd level, a beguiler's spells become more effective when cast against an unwary foe. You gain a +2 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. (This effect stacks with Spell Penetration and Greater Spell Penetration)
- At 12th level, you gain another +2 bonus on rolls made to overcome the spell resistance of any affected target for a total of +4. (This effect still stacks with Spell Penetration and Greater Spell Penetration)
- At 14th level, the bonus to your spell's save DC increases to +3.
- At 16th level, you gain another +2 bonus on rolls made to overcome the spell resistance of any affected target for a total of +6. (This effect still stacks with Spell Penetration and Greater Spell Penetration)
- At 18th level, the bonus to your spell's save DC increases to +4.
- At 20th level, you become able to automatically overcome the spell resistance of any affected target. If you have the feats Spell Penetration or Greater Spell Penetration, you lose those feats and instead gain a bonus feat (or bonus feats, in the case that you have both) in their place. The feat gained must have been something you would have qualified for at the time you took the feat being replaced.
Surprise Casting (Ex): 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 (gained at level 9), you can now feint in combat as a swift action.
Advanced Learning (Ex): At 3rd level, you can add a new spell to your list, representing the result of personal study and experimentation. The spell must be a sorcerer/wizard spell of the Universal, Enchantment, or Illusion school or that has the Mind-Effecting spell descriptor and of a level no higher than that of the highest-level spell you already know. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list.
You gain another new Advanced Learning spell at 7th, 11th, 15th, and 19th level.
Skill Focus (Bluff): At 4th level, you gain the feat Skill Focus (Player's Handbook v.3.5, p. 100) as a bonus feat.
Silent Spell: At 5th level, you gain Silent Spell (Player's Handbook v.3.5, p. 100) as a bonus feat, and can add it to your spells automatically without having to raise the level of the spell you are altering, and without increasing the casting time as would normally be the case when adding metamagic.
Improved Feint: At 9th level, you gain the feat Improved Feint (Player's Handbook v.3.5, p. 95) as a bonus feat, even if you would not otherwise qualify for it.
Still Spell: At 10th level, you gain Still Spell (Player's Handbook v.3.5, p. 101) as a bonus feat, and can add it to your spells automatically without having to raise the level of the spell you are altering, and without increasing the casting time as would normally be the case when adding metamagic.
Coercive Spell: At 15th level, you gain Coercive Spell (Drow of the Underdark, p. 47) as a bonus feat, and can add it to your spells automatically without having to raise the level of the spell you are altering, and without increasing the casting time as would normally be the case when adding metamagic.
Deceptive Spell: At 20th level, you gain Deceptive Spell (CityScape, p. 60) as a bonus feat, and can add it to your spells automatically without having to raise the level of the spell you are altering, and without increasing the casting time as would normally be the case when adding metamagic.
I only altered 5 minor things about this class to improve its performance and get rid of several dead levels. A full breakdown of the 5 changes are in the post below to avoid cluttering this post.
[B]~ Biscuit