“I think I’ll pretend to be a sorcerer today. Maybe tomorrow I’ll be a rogue.”
Playing a Beguiler: Beguilers have quick wits, fast hands, and compelling personalities. You need a high Intelligence to get the most from your spells and skills. A high Charisma helps you be more convincing in your deceptions while a high Dexterity helps you with the sneaky tasks you are likely to pursue. Beguilers are all about sneaking around, casting illusions and action denial spells out of nowhere and generally being a better bard than a bard. Your spell list is limited, but it’s really only limited to many of the best spells so don’t sweat it. Like Rogues you can probably make extensive use of Use Magic Device to fill out your spell selection with a wide array of scrolls, wands, and runestaffs.
Starting Age: As Rogue
Starting Equipment: 6d6x10
Hit Die: d8
Skill Points: 6+Int
Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Decipher Script, Diplomacy, Disable Device, Escape Artist, Forgery, Gather Information, Hide, Jump, Knowledge (all), Listen, Move Silently, Profession, Search, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot, Swim, Tumble, Use Magic Device
Weapon and Armor Proficiency: Proficient with all simple weapons as well as the hand crossbow, rapier, short bow, and short sword. Beguilers are proficient with light armor but not with shields of any kind.
|1st||+0||+0||+2||+2||Spellcasting, Armored Mage, Trapfinding||4||2||-||-||-||-||-||-||-||-|
|2nd||+1||+0||+3||+3||Cloaked Casting +1, Surprise Casting||5||3||-||-||-||-||-||-||-||-|
|6th||+4||+2||+5||+5||Surprise Casting (Move Action)||6||6||5||3||-||-||-||-||-||-|
|8th||+6/+1||+2||+6||+6||Bonus Feat, Cloaked Casting (+2 SR)||6||6||6||5||3||-||-||-||-||-|
|14th||+10/+5||+4||+9||+9||Cloaked Casting +2||6||6||6||6||6||6||5||3||-||-|
|20th||+15/+10/+10||+6||+12||+12||Bonus Feat, Cloaked Casting (Beats SR)||6||6||6||6||6||6||6||6||6||5|
Spellcasting: The Beguiler is an Arcane Spellcaster with spell progression given on the table above. A Beguiler casts spells from the Beguiler Spell List (below). A Beguiler automatically knows every spell on their spell list. They can cast any spell they know without preparing them ahead of time, provided that spell slots of an appropriate level are still available. To cast a Beguiler spell, they must have an Intelligence at least equal to 10 + the Spell Level. The DC of the Beguiler’s spells is 10 + ½ HD + Intelligence modifier.
Armored Mage (Ex): A Beguiler can cast spells in light armor with no chance of suffering arcane spell failure.
Trapfinding: At level 1, 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. Automatons 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 their party) without disarming it.
Cloaked Casting (Ex): At level 2 a Beguiler’s spells become more effective when cast on an unwary opponent. You gain a +1 bonus to the Save DC of any spells you cast when you cast a spell that targets a foe that would be denied their Dexterity bonus to AC.
At level 8 this also grants a +2 bonus to overcome any spell resistance of the target.
At level 14 this improves to +2 to the Save DC.
At level 20 you automatically overcome any spell resistance that the target has.
Surprise Casting (Ex): At level 2 when you successfully use the Bluff skill to feint in combat, your target is denied their Dexterity bonus (if they have one) to AC for the next melee attack you make against it or the next spell you cast. This lasts until the end of your next turn. The target is not considered flat-footed.
At level 6 you gain the ability to feint in combat as a move action. If you can already feint as a move action you can instead feint as a swift action.
Advanced Learning (Ex): At level 3, 7, 11, 15, and 19 a Beguiler can add a new spell to their spell list. This spell must be a sorcerer/wizard spell of the enchantment or illusion schools and of a level no higher than that of the highest level spell you can cast. Once a spell is selected it is forever added to your spell list and can be cast just any other spell you can cast.
Bonus Feat: At levels 4, 8, 12, 16, and 20 a Beguiler can choose any feat that she meets all the prerequisites for.
Subtle Spell: At level 5 a Beguiler gains the Subtle Spell [Metamagic] feat. If she already possesses this feat she gains another [Metamagic] feat that she meets the prerequisites for.
Cantrips: Dancing Lights, Daze, Detect Magic, Ghost Sound, Light, Open/Close, Read Magic
Level 1: Charm Person, Color Spray. Comprehend Languages, Detect Secret Doors, Disguise Self, Expeditious Retreat, Hypnotism, Mage Armor, Obscuring Mist, Rouse, Silent Image, Sleep, Undetectable Alignment, Whelm
Level 2: Blinding Color Surge*, Blur, Daze Monster, Detect Thoughts, Fog Cloud, Glitterdust, Hypnotic Pattern, Invisibility, Knock, Minor Image, Mirror Image, Misdirection, See Invisibility, Silence, Spider Climb, Stay the Hand*, Touch of Idiocy, Vertigo*, Whelming Burst*
Level 3: Arcane Sight, Clairaudience/Clairvoyance, Crown of Veils*, Deep Slumber, Dispel Magic, Displacement, Glibness, Halt*, Haste, Hesitate*, Hold Person, Inevitable Defeat*, Invisibility Sphere, Legion of Sentinels*, Major Image, Nondetection, Slow, Suggestion, Vertigo Field*, Zone of Silence
Level 4: Charm Monster, Confusion, Crushing Despair, Freedom of Movement, Greater Invisibility, Greater Mirror Image*, Locate Creature, Mass Whelm*, Phantom Battle*, Rainbow Pattern, Solid Fog
Level 5: Break Enchantment, Dominate Person, Feeblemind, Friend to Foe*, Hold Monster, Incite Riot*, Mind Fog, Rary’s Telepathic Bond, Seeming, Sending, Swift Etherealness*
Level 6: Greater Dispel Magic, Mass Suggestion, Mislead, Overwhelm*, Repulsion, Shadow Walk, True Seeing, Veil
Level 7: Ethereal Jaunt, Greater Arcane Sight, Mass Hold Person, Mass Invisibility, Phase Door, Power Word Blind, Project Image, Spell Turning
Level 8: Demand, Discern Location, Mind Blank, Moment of Prescience, Power Word Stun, Scintillating Pattern, Screen
Level 9: Dominate Monster, Etherealness, Foresight, Mass Hold Monster, Power Word Kill, Time Stop
*Player’s Handbook II