Beguiler (Class)

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Beguiler

Alignment: Any. Hit Die: d4.

Class Skills

The Beguiler’s class skills (and the key ability for each skill) are

Appraise, Balance, Bluff, Climb, Concentration, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Jump, Knowledge (arcana), Knowledge (local), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot, Swim, Tumble, Use Magic Device. Skill Points at 1st Level: (6 + Int modifier) x 4. Skill Points at Each Additional Level: 6 + Int modifier.

Class Chart

Table: The Beguiler
Level Base Attack Bonus Fort Save Ref Save Will Save Special ——––———————Spells per Day—————————
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Trapfinding 4 2
2nd +1 +0 +0 +3 Cloaked casting (+1 DC), surprise casting 5 3
3rd +1 +1 +1 +3 5 4
4th +2 +1 +1 +4 5 5 2
5th +2 +1 +1 +4 Silent Spell 5 5 3
6th +3 +2 +2 +5 Surprise casting (move action) 5 5 4 2
7th +3 +2 +2 +5 5 5 5 3
8th +4 +2 +2 +6 Cloaked casting (+2 to overcome SR) 5 5 5 4 2
9th +4 +3 +3 +6 5 5 5 5 3
10th +5 +3 +3 +7 Still Spell 5 5 5 5 4 2
11th +5 +3 +3 +7 5 5 5 5 5 3
12th +6/+1 +4 +4 +8 5 5 5 5 5 4 2
13th +6/+1 +4 +4 +8 5 5 5 5 5 5 3
14th +7/+2 +4 +4 +9 Cloaked casting (+2 DC) 5 5 5 5 5 5 4 2
15th +7/+2 +5 +5 +9 5 5 5 5 5 5 5 3
16th +8/+3 +5 +5 +10 5 5 5 5 5 5 5 4 2
17th +8/+3 +5 +5 +10 5 5 5 5 5 5 5 5 3
18th +9/+4 +6 +6 +11 5 5 5 5 5 5 5 5 4 2
19th +9/+4 +6 +6 +11 5 5 5 5 5 5 5 5 5 3
20th +10/+5 +6 +6 +12 Cloaked casting (overcome SR) 5 5 5 5 5 5 5 5 5 5
Table: Beguiler Spells Known
Level ————————Spells Known —–———————
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3
4th 6 3 1
5th 6 4 2
6th 7 4 2 1
7th 7 5 3 2
8th 8 5 3 2 1
9th 8 5 4 3 2
10th 9 5 4 3 2 1
11th 9 5 5 4 3 2
12th 9 5 5 4 3 2 1
13th 9 5 5 4 4 3 2
14th 9 5 5 4 4 3 2 1
15th 9 5 5 4 4 4 3 2
16th 9 5 5 4 4 4 3 2 1
17th 9 5 5 4 4 4 3 3 2
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3
Note: the first spell you learn of each level must be on the Beguiler Spell List.

Class Features

All of the following are class features of the Beguiler.

Weapon and Armor Proficiency: Beguilers are proficient with all simple weapons plus the hand crossbow, rapier, shortbow and shortsword. They are proficient with light armor, but not with shields. Armor of any type interferes with a Beguiler’s gestures, which can cause his spells with somatic components to fail. Spells: A Beguiler casts arcane spells which are drawn primarily from the Sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

To learn or cast a spell, a Beguiler must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Beguiler’s spell is 10 + the spell level + the Beguiler’s Charisma modifier.

Like other spellcasters, a Beguiler can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Beguiler. In addition, he receives bonus spells per day if he has a high Charisma score.

A Beguiler’s selection of spells is extremely limited. A Beguiler begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new Beguiler level, he gains one or more new spells, as indicated on Table: Beguiler Spells Known. (Unlike spells per day, the number of spells a Beguiler knows is not affected by his Charisma score; the numbers on Table: Beguiler Spells Known are fixed.) These new spells can be common spells chosen from the Beguiler/wizard spell list, or they can be unusual spells that the Beguiler has gained some understanding of by study. The Beguiler can’t use this method of spell acquisition to learn spells at a faster rate, however. When a beguiler gains spells of a new level, the first spell he chooses must be on the Beguiler Spell List.

Upon reaching 4th level, and at every even-numbered Beguiler level after that (6th, 8th, and so on), a Beguiler can choose to learn a new spell in place of one he already knows. In effect, the Beguiler “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Beguiler spell the Beguiler can cast. A Beguiler may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Unlike a wizard or a cleric, a Beguiler need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

Arcane Spells and Armor (SRD Rules)

EPIC Beguiler

Hit Die: d4. Skill Points at Each Additional Level: 2 + Int modifier. Spells: The Beguiler’s caster level is equal to his or her class level. The Beguiler’s number of spells per day does not increase after 20th level. The Beguiler does not learn additional spells unless he or she selects the Spell Knowledge feat. Bonus Feats: The epic Beguiler gains a bonus feat (selected from the list of epic Beguiler bonus feats) every three levels after 20th. Epic Beguiler Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Energy Resistance, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Familiar Spell, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Master Staff, Master Wand, Multispell, Permanent Emanation, Spell Knowledge, Spell Stowaway, Spell Opportunity. Table: The Epic Beguiler
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Beguiler Level

Special

21st

22nd

23rd

Bonus feat

24th

25th

26th

Bonus feat

27th

28th

29th

Bonus feat

30th


- System Reference Document -> Character Classes (SRD)

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Category:SRD Variant Classes Category:Base Class

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