A Monster for Every Season: Summer 2
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    Firbolg in the Playground
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    Apr 2012
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    Default Zman's E10 Beguiler(3.5)

    This is part of my E10 project aimed at creating a richer and more balanced DnD experience. The classes are meant to be balanced between between Tiers 2-4. A 20th level character ends up as a 10//10 Gestalt.

    Here is another fix for my classes rebalance aimed at bringing the classes into Tiers 1.5-4. See my homebrew signature for details. There is also a Minor Magic Fix and other related fixes will follow.

    Beguiler

    {table=head]Level|BAB|Fort|Ref|Will|Special|0lvl|1st|2nd|3rd|4th

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Armored Mage, Trapfinding, Sudden Strike +1d6|5|3

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Cloaked Casting, Surprise Casting|5|4

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Advanced Learning|5|5|3

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Sudden Strike +2d6|5|5|4

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Advanced Learning, Silent Spell, |5|5|5|3

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Surprise Casting(Move Action)|5|5|5|4

    7th|
    +5/+1
    |
    +2
    |
    +2
    |
    +5
    |Advanced Learning|5|5|5|5

    8th|
    +6/+2
    |
    +2
    |
    +2
    |
    +6
    |Cloaked Casting, Sudden Strike +3d6|5|5|5|5|3

    9th|
    +6/+2
    |
    +3
    |
    +3
    |
    +6
    |Advanced Learning|5|5|5|5|4

    10th|
    +7/+3
    |
    +3
    |
    +3
    |
    +7
    |Cloaked Casting, Still Spell|5|5|5|5|5

    [/table]

    Alignment: Any
    Hit Die: 1d6

    Class Skills: Appraise(Int), Balance(Dex), Bluff(Cha), Climb(Str), Concentration(Con), Decipher Script(Int), Diplomacy(Cha), Disable Device(Dex), Disguise(Cha), Escape Artist(Dex), Forgery(Int), Gather Information(Wis), 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(Int), Spellcraft(Int), Spot(Wis), Swim(Str), Tumble(Dex), Use Magic Device(Cha)
    Skill Points at 1st Level: (6+Int Modifier) x 4.
    Skill Points at Each Additional Level: 6 + INT.


    Proficiencies: Beguilers are proficient with all simple weapons plus the hand crossbow, rapier, shortbow, and shortsword. 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 beguilerís 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 spellís 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 beguilerís spell is 10 + the spellís level + the beguilerís 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 Table 1Ė1. In addition, you receive bonus spells for a high Charisma 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 spellcasterís gestures, which can cause his spells to fail (if those spells have somatic components). A Beguiler's limited focus and specialized training, however, allows him to avoid arcane spell failure as long as he sticks to light armor. This training does not extend to heavier armors, nor to shields. Nor does this ability apply to spells gained from a different spellcasting class.

    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 to beats a traps'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.

    Sudden Strike (Ex): If a Beguiler can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Whenever a Beguiler's target is denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), the Beguiler deals an extra 1d6 points of damage with her attack. This extra damage increases by 1d6 points at 4th level and every four Beguiler levels thereafter. A Beguiler canít use sudden strike when flanking an opponent unless that opponent is denied its Dexterity bonus to AC. Sudden Strike only applies to he first attack that hits of the round.

    This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. A Beguiler canít make a sudden strike while striking the limbs of a creature whose vitals are out of reach.

    A Beguiler canít use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage donít deal extra damage when used as part of a sudden strike.

    The extra damage from the sudden strike ability stacks with the extra damage from sneak attack whenever both would apply to the same target.


    Cloaked Casting(Ex): 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 10th level, the bonus to your spell's save DC increased to +2.

    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 flatfooted 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 Iproved Feint feat, you can now feint in combat s a swift action.

    Advanced Learning: At 3rd and every two levels thereafter(5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level), a Beguiler can add a new spell to his list, representing the result of personal study and experimentation. The spell must be a wizard spell of the enchantment or illusion school, and of a level no higher than that of the highest-level spell the Beguiler already knows. Once a new spell is selected, it is forever added to that Beguiler's spell list and can be cast just like any other spell on the Beguiler's list.

    Alternatively, the Beguiler can select a spell of any school available to a Wizard with a few restrictions. For the purposes of selecting this spell the Beguiler counts as a Wizard of 1/2 his level for determining what level of spell the Beguiler can choose. For instance, an 11th level Beguiler counts as a 5th level Wizard and can choose a 3rd level spell from any school to learn as part of his Advanced Learning.


    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.

    ACF's
    Last edited by Zman; 2014-01-06 at 12:12 PM.

  2. - Top - End - #2
    Firbolg in the Playground
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    Default Re: Zman's E10 Beguiler(3.5)

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  3. - Top - End - #3
    Titan in the Playground
     
    Grod_The_Giant's Avatar

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    Default Re: Zman's E10 Beguiler(3.5)

    I don't like the new rogue-gish option. Not only did the beguiler not really need the help (he was already on the very upper end of T3), it creates too much overlap with the non-magical rogue, methinks. And it doesn't do that much to patch up his (few) weaknesses-- things that are immune to mind-affecting spells tend to be immune to sneak attacks as well.

    Charisma-based casting is appropriate, though.
    Last edited by Grod_The_Giant; 2014-01-02 at 03:56 PM.
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