Jump to: navigation , search The Beguiler is a character class for 3. Basic Features[ edit ] On the first look, Beguilers kind of suck. Terrible BAB yet despite this proficient in hand crossbow, rapier, shortbow, and short sword for some reason , only a single good save Will , and pretty weak hit points. They get spellcasting about on par with a sorcerer, but rather than getting to choose spells, they get access to a set list of each spell level.
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Jump to: navigation , search The Beguiler is a character class for 3. Basic Features[ edit ] On the first look, Beguilers kind of suck. Terrible BAB yet despite this proficient in hand crossbow, rapier, shortbow, and short sword for some reason , only a single good save Will , and pretty weak hit points.
They get spellcasting about on par with a sorcerer, but rather than getting to choose spells, they get access to a set list of each spell level. So why in the world would you want one of these guys? Well, hold up there, chief. Secondly, beguiler spellcasting is actually pretty fucking good.
You even get some good situational spells: mage armor and mirror image for defense, and the whelm variants which do nonlethal damage and are one of the few "offensive" spells to target Will instead of Fort or Ref. And before you think that beguilers are just so much meatbread for a dedicated God-wizard, not so: they do in fact get access to greater dispel magic and time stop, which is nothing any archmage can handwave at the best of times.
Just ready an action for the greater dispel each round and pray to the gods you win your caster level checks. Lastly, beguilers get a smattering of secondary abilities that kind of make it worth sticking with them a bit. Armored mage means they can wear light armor, and if you drop a feat for Battle Caster, and find some way to pick up medium armor proficiency, you can take advantage of mithril full plate just like other gishes do.
Trapfinding needs no explanation: if the rogue truly wants to sell it off for an ACF, a beguiler has no trouble stepping up to the plate and taking over that role.
Advanced learning is the clutch ability here: you can slide any enchantment or illusion spell into your list, which automatically means you go right for shadow conjuration and shadow evocation spells at every opportunity, which basically doubles or more your available spells. You even get Still Spell and Silent Spell a bit later, because why the fuck not be more stealthy when casting spells? The real question in picking between the bard and the beguiler is if you need more party-wide support or more situational support.
Beguiler, by comparison, does very little for the party in terms of buffs or heals, but they can perform a huge variety of situational needs. The flip side to that is, beguilers have UMD, which allows them to use any items they want if they are good enough on the skill check.
There is a weakness to beguilers, though: mindless foes like constructs and undead. These guys are immune to your best mind-affecting stuff. Against melee-oriented stuff, just use items with UMD to zap them, and against casters help with shutting down their spellcasting. So, you can stick with beguiler 20 and get some mileage out of them. But what if we want to branch out and prestige? By and far, one of the best options for a beguiler is go with an Unseen Seer build courtesy of Complete Mage.
You should dip rogue 1 to pick up sneak attack that will improve in Unseen Seer, but you can dump trapfinding for a more useful ACF. Shit, if your DM lets you play a changeling in other settings, go for it there, too; this one ACF is amazeballs. Anyway, after that one level of rogue gets you some sneak attack, go full Unseen Seer. Anything else is pretty much icing on the cake; find divination spells from ranger or assassin lists that help you do more damage, or bypass various kinds of defenses especially on constructs or undead.
Oh, as a side note, when you get to arcane caster level 5th, dip Mindbender. This is especially true if you take the Mindsight Lords of Madness feat, which makes that telepathy into blind sense. Finishing out an unseen seer build is a tricky debate. Abjurant Champion is great for the combat-oriented stuff you can do with it, including dispelling enemy spellcasters, buffing your own combat abilities by dumping spell slots, and it even gets semi-decent skills.
For feats, you have a few choices available. Versatile Spellcaster is a great idea, since you can throw more high-level spells with it, vital in fights against enemy spellcasters. For items, the same flexibility you saw in prestige classes and feats applies here. It is tempting to make a beeline straight for traditional rogue stuff like rapiers, daggers, etc. Fuck that. Instead, you need items that let you pretend to be fifty different things. Use eternal wands or the regular ones to cover spells you could really use at odd moments or just a few times a day, like prestidigitation, endure elements, unseen servant, etc.
The rod of shadowblending from Complete Mage is a godsend: you can convert minor image to shadow conjuration, and major image to shadow evocation. It only works 3 times a day, but it lets you get access to those spells a full level lower than normal. Ring of telekinesis is always good for a variety of purposes. If your DM actually lets you buy a psychoactive skin of Proteus as soon as you can afford it, then get it, because on-demand metamorphosis for 7 minutes at a time is insane.
If Dragon Compendium is allowed, you qualify for bloodline feats. These give you access to an extra spell of each level at the cost of losing access to certain categories of spell. While a turn off for the Sorcerer they were intended for, your spell list is narrow enough you have few if any of the prohibited spells anyways.
The bottom line, no matter what prestige class, feat, or item you take, the beguiler works best by being able to change things up as the situation develops. Brute force is not always the solution to a situation, and changing the scenario on the DM with various tricks can be more useful than simply annihilating everything with raw power.
Index of Spells by Class - Beguiler
Message : Whispered conversation at distance. Conj Obscuring Mist : Fog surrounds you. Div Detect Secret Doors : Reveals hidden doors within 60 ft. Ench Charm Person : Makes one person your friend. Hypnotism : Fascinates 2d4 HD of creatures.
BEGUILER SPELL LIST PDF
It also allows several targets, which is not true of all of your spells at this level. The biggest draw is that you can cast it on your entire party, assuming everyone is close enough together. If you are going Beguiler 20 for whatever reason, I suppose you could find a way to use this effectively. Makes monster believe it is your ally. Subject creature must succeed on a DC 10 Balance check to move each round. Sending — If you get separated from part of your party somehow, this gives you a way to get back together.
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 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. Like other spellcasters, a beguiler can cast only a certain number of spells of each spell level per day.