(adapted from The Player's Handbook II)
Alignment: Any.
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.
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 +1⁄3 base Reflex save bonus per class level.
- Base Reflex Save Bonus: Poor. A beguiler gains +1⁄3 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.
- 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.
- 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).
- 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.
- 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.
Spells per Day
Level |
Special
| 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|
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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