Tuesday, May 21, 2019

Campaign Design - Base Classes: Beguiler

Beguiler
(adapted from The Player's Handbook II)

Käälapsi see lying and manipulation as tools. Just as a hammer can be used to build a house or crack a skull, deceit and the ability to control others can be used for good or ill. A lie whispered in the right ear can ruin lives, but a dishonest smile and honeyed words can open doors, turn friends into foes, and even end wars. Beguilers have reputations as rakes, thieves, spies, and puppet masters, but they see themselves as diplomats, peacemakers, and even heroes.

Abilities: You need high Intelligence to get the most out of your spells and skills. A high Charisma helps you be more convincing in your deceptions, while a high Dexterity helps you with sneaky tasks you are likely to pursue. Don't neglect Constitution, although you have the same Hit Dice as a rogue, your Constitution score influences your ability to cast defensively and thus how well you can use your surprise casting class feature.

Race: Snake-Blooded (Käälapsi, Serpent Person, or Yuan-ti Blooded).
Alignment: Any.

Hit Die: d6.
Luck Die: d6.

Class Skills
  • Skill List: 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), Jump (Str), Knowledge: Arcana (Int), Knowledge: Local (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Any)(all skills taken individually) (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language, Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at 1st Level: (6 + Intelligence modifier) x4.
  • Skill Points at Each Additional Level: 6 + Intelligence modifier.
Class Features
All of the following are the class features of the beguiler:
  • Base Attack Bonus: Poor. A beguiler gains +½ base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. A beguiler gains +13 base Reflex save bonus per class level.

  • Base Reflex Save Bonus: Poor. A beguiler gains +13 base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. A beguiler gains a +2½ base Will save bonus at first level, and an additional +½ base Will save bonus per class level.

  • Weapon and Armor Proficiency: 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. When you gain access to a new level of spells, you automatically know all the spells for that level on the beguiler 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 as you increase in level.

    To cast a beguiler spell, you must have an Intelligence score of 10 + the spell's level. The Difficulty Class for a saving throw against a beguiler's spells is 10 + the spell's level + the beguiler's Intelligence modifier. Like other spellcasters, a beguiler can cast only a certain number of spells of each spell level per day. The base daily allotment is given on the table below. 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 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 so 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 generally 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 her party) 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 +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 Armor Class (whether the target actually has a Dexterity bonus or not).

    At 8th level, you gain a +2 bonus on rolls 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 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 had one) to Armor Class 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 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 an arcane spell of the enchantment or illusion school and of a level no higher than 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 spell at 7th, 11th, 15th, and 19th level.

  • 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.
Beguiler
                                            Spells per Day
Level
Special
0th1st2nd3rd4th5th6th7th8th9th
1st
Armored Mage, Trapfinding
5
3
-
-
-
-
-
-
-
-
2nd
Cloaked Casting (+1 DC), Surprise Casting
6
4
-
-
-
-
-
-
-
-
3rd
Advanced Learning
6
5
-
-
-
-
-
-
-
-
4th
-
6
6
3
-
-
-
-
-
-
-
5th
Silent Spell
6
6
4
-
-
-
-
-
-
-
6th
Surprise Casting (move action)
6
6
5
3
-
-
-
-
-
-
7th
Advanced Learning
6
6
6
4
-
-
-
-
-
-
8th
Cloaked Casting (+2 to overcome SR)
6
6
6
5
3
-
-
-
-
-
9th
-
6
6
6
6
4
-
-
-
-
-
10th
Still Spell
6
6
6
6
5
3
-
-
-
-
11th
Advanced Learning
6
6
6
6
6
4
-
-
-
-
12th
-
6
6
6
6
6
5
3
-
-
-
13th
-
6
6
6
6
6
6
4
-
-
-
14th
Cloaked Casting (+2 DC)
6
6
6
6
6
6
5
3
-
-
15th
Advanced Learning
6
6
6
6
6
6
6
4
-
-
16th
-
6
6
6
6
6
6
6
5
3
-
17th
-
6
6
6
6
6
6
6
6
4
-
18th
-
6
6
6
6
6
6
6
6
5
3
19th
Advanced Learning
6
6
6
6
6
6
6
6
6
4
20th
Cloaked Casting (overcomes SR)
6
6
6
6
6
6
6
6
6
6

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