The Beguiler (Pathfinder)

by Jisk

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The Beguiler


Beguiler

Beguilers have existed since ancient times, and it's suspected that some legends of the fey are actually of human beings who had mastered the beguiler's magics of enchantment and deception. In modern times they teach their arts in thieves's guilds and espionage agencies, or lounge in pleasure houses and theaters passing down scraps to apprentices. Anywhere deception, illusion, persuasion, and enchantment can be found, so too can beguilers.


Role: A beguiler is a battlefield control spellcaster primarily, using illusions and enchantments to shape the enemy's reactions. They also may take a sporadic front-line role like a rogue in order to soften up difficult targets. Outside combat, their social skills and magical talents make them generally versatile.
Alignment: Any. A specialty in deception and manipulation makes beguilers tend toward the Chaotic and away from Good; Lawful Good and Lawful Neutral are extremely rare, and the most common alignments are True Neutral, Chaotic Neutral, Chaotic Good, and Neutral Evil. But organizations of many causes need specialists in espionage, diplomacy, and covert operations, and so beguilers appear in service to those causes.
Ability scores: Beguiler spellcasting, including bonus spells per day and save DCs, depends on Intelligence, so this is the highest priority for a beguiler. It also assists them in learning the many skills useful to their profession. Using those skills often requires Charisma and Dexterity, and their tendency to get into melee sporadically makes Dexterity and Constitution desirable.

Skills

The beguiler’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Knowledge (arcana) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
Hit Die: d8
Starting Wealth: 4d6 × 10 gp (average 140gp.)

Weapon and Armor Proficiency

Beguilers are proficient with all simple weapons plus the hand crossbow, rapier, sap, shortbow, and short sword, and with light armor, but not with shields.

Table: Beguiler
Level BAB Fort Ref Will Class Features 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +2 +2 Armored mage, cantrips, surprise casting 3
2nd +1 +0 +3 +3 Cloaked casting (+1), Hidden spell(Conceal) 4
3rd +1 +1 +4 +4 Magical trapfinding, Improved Feint 5 3
4th +2 +1 +4 +4 Occult lore 6 4
5th +2 +1 +5 +5 Hidden spell(speedy) 6 5 3
6th +3 +2 +5 +5 Silent spells 6 6 4
7th +3 +2 +6 +6 Cloaked casting (+2) 6 6 5 3
8th +4 +2 +6 +6 Occult lore 6 6 6 4
9th +4 +3 +7 +7 Hidden spell(Cunning) 6 6 6 5 3
10th +5 +3 +7 +7 Still spells 6 6 6 6 4
11th +5 +3 +8 +8 Swift feint 6 6 6 6 5 3
12th +6/+1 +4 +8 +8 Occult lore, cloaked casting (+3) 6 6 6 6 6 4
13th +6/+1 +4 +9 +9 Hidden spell(no detect magic) 6 6 6 6 6 5 3
14th +7/+2 +4 +9 +9 Unreal mind 6 6 6 6 6 6 4
15th +7/+2 +5 +10 +10 Greater Feint 6 6 6 6 6 6 5 3
16th +8/+3 +5 +10 +10 Occult lore 6 6 6 6 6 6 6 4
17th +8/+3 +5 +11 +11 Cloaked casting (+4), hidden spell(traces) 6 6 6 6 6 6 6 5 3
18th +9/+4 +6 +11 +11 Surreal minds 6 6 6 6 6 6 6 6 4
19th +9/+4 +6 +11 +11 Phantom fortification 6 6 6 6 6 6 6 6 5
20th +10/+5 +6 +12 +12 Cloaked casting (ignore SR), occult lore 6 6 6 6 6 6 6 6 6

Class Features

The following are the class features of the beguiler

Spells

A beguiler casts arcane spells drawn from the beguiler spell list. They can cast any spell they know without preparing it ahead of time. To cast a spell, a beguiler must have an Intelligence score equal to at least 10 + the spell circle. The Difficulty Class for a saving throw against a beguiler's spell is 10 + the spell circle + the beguiler’s Intelligence modifier.

The number of spells of each circle that the beguiler can cast each day is given in Table: Beguiler; they can additionally cast 0th-level cantrips (see Cantrips below). In addition to this number, they receive bonus spells per day as given in Table: Ability Modifiers and Bonus Spells if they have a high Intelligence score. Like a wizard, these spells per day are refreshed after eight hours of uninterrupted sleep, though beguilers do not need to specifically prepare spells.

Unlike a wizard, a beguiler knows all spells on their spell list, except those which are too high a circle for them to cast. Unlike a wizard or cleric, a beguiler does not prepare spells in advance; they can cast any spell they know at any time, assuming their spells per day of that spell circle are not yet exhausted.

Due to the focused nature of their magical studies, the spellcasting abilities provided by their beguiler levels does not qualify him for feats or traits which add spells or cantrips from another class's spell list to his own.


Note: This class and document uses the 'spell circle' terminology for disambiguity. Spells range from 1st circle to 9th circle, in increasing order of difficulty to cast; 0th-circle spells also exist, and are called cantrips. A 1st-level wizard or beguiler can cast only 1st-circle spells; at 11th level, a beguiler learns to cast 6th-circle beguiler spells. Using this terminology, we hope to avoid certain classic problems.

Armored Mage (Ex)

A beguiler does not suffer arcane spell failure chance from light armor. If wearing armor or wielding a shield they are nonproficient in, or casting spells gained from another arcane spellcasting class, then they suffer ASF chance as normal.

Cantrips

Beguilers know a number of cantrips, or 0-level spells, and can cast all cantrips they know at will. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Surprise casting (Ex)

When a Beguiler successfully feints a target in combat, denying them their Dexterity bonus, this applies to either the next attack the beguiler makes or the next spell the beguiler casts, as long as that attack or spell comes before the end of the beguiler's next turn.

Cloaked casting (Ex)

Starting from 2nd level, a beguiler casting spells targeting an unprepared foe finds it easier to affect them with magic. At 2nd level, this takes the form of a +1 to save DC and a +1 bonus on rolls to overcome spell resistance if the target is denied their Dexterity bonus to AC (such as with Surprise Casting) or if they are unaware that the beguiler is casting a spell (such as with Hidden Signs). These bonuses increase by +1 at 7th level and every five levels thereafter. At 20th level, a beguiler casting a spell cloaked automatically overcomes all spell resistance. (The bonus to save DCs persists.)

Hidden spell (Su)

As they progress in their studies, beguilers learn to cast spells without notice in various ways. At 2nd level, they receive Conceal Spell as a bonus feat. At 5th level, they gain Cunning Caster as a bonus feat. From 9th level, they no longer increase the casting time when using Conceal Spell to cast. From 13th level onward, use of detect magic or arcane sight or similar methods no longer recognizes that you cast a spell unless they succeed at a Perception or Spellcraft check to notice you used Conceal Spell. From 17th level, your ongoing spells do not show up as visible traces to magic-detecting senses. Those using analyze dweomer receive a +5 bonus on such checks.

Magical trapfinding (Ex)

From 3rd level, the beguiler can find and disable magical traps. They are capable of disabling magical traps, and receive a bonus equal to 1/2 their beguiler level to Perception checks to find magical traps and Disable Device checks to disable them.

Improved Feint

At 3rd level, beguilers gain Improved Feint as a bonus feat. If they already possess it, they gain Greater Feint as a bonus feat.

Occult lore (Ex)

At 4th level and every 4 levels thereafter, a beguiler learns a new spell they can add to their arsenal, after study and experimentation made it compatible with their personal spellcasting style. This must be a wizard or witch spell of a circle they can already cast, and must be of the illusion or enchantment school without express DM permission. From this point forward, that spell is considered to be on the beguiler spell list at the same spell circle for this beguiler's purposes. This does not transfer to other beguilers without significant further study and experimentation. Once chosen, this spell cannot be changed.

Silent spells (Ex)

At 6th level, beguilers gain Silent Spell as a bonus feat. While casting a single-target spell that affects only a creature who is subject to the beguiler's cloaked casting, Silent Spell does not increase the casting time of that spell. If the beguiler already has Silent Spell, they may gain another metamagic feat they qualify for as a bonus feat instead.

Still spells (Ex)

At 10th level, beguilers gain Still Spell as a bonus feat. While casting a single-target spell that affects only a creature who is subject to the beguiler's cloaked casting, Still Spell does not increase the casting time of that spell. If the beguiler already has Still Spell, they may gain another metamagic feat they qualify for as a bonus feat instead.

Swift feint (Ex)

From 11th level onward, the beguiler may feint as a swift action.

Unreal mind (Su)

While they have a close look at the body and soul of their targets, an expert beguiler can affect their mind even if they'd ordinarily be immune. From 14th level, as long as the target creature is within 10 ft. of the beguiler, they may target that creature with compulsions and mind-affecting spells as though it was not immune to them, though it gets a bonus on its Will saves equal to half the spell's circle rounded up. Mindless creatures remain immune.

Greater Feint

At 15th level, beguilers gain Greater Feint as a bonus feat. If they already possess it, they may gain any one feat they qualify for which requires Improved Feint as a prerequisite as a bonus feat. For this purpose, they count as possessing Combat Expertise.

Surreal minds (Su)

From 18th level, the beguiler may use unreal mind even on mindless creatures. They may also affect groups of normally-immune creatures, as long as though creatures aren't mindless - any spell the beguiler casts bypasses immunity to mind-affecting on all creatures within a 30 ft. radius of the beguiler, not just targeted spells.

Phantom fortification (Su)

At 19th level, beguilers benefit from a constant shadow glamer that conceals and alters their weak points by making their nature partially unreal. As an immediate action before damage is rolled, they may change their form slightly, negating the extra damage. The attacker may make a Will save (DC 10 + 1/2 beguiler level + beguiler's Int modifier) to see through the attempt and deal the critical or precision damage anyway.

Spell List

Cantrips

dancing lights, daze, detect magic, ghost sound, light, message, open/close, read magic, prestidigitation.

1st circle

alarm, charm person, colour spray, comprehend languages, disguise self, expeditious retreat, hypnotism, invigorate, mage armor, magic aura, obscuring mist, silent image, sleep, undetectable alignment, unnatural lust, vanish.

2nd circle

blur, daze monster, detect thoughts, dust of twilight, fog cloud, glitterdust, hypnotic pattern, invisibility, knock, minor image, mirror image, misdirection, miserable pity, see invisibility, silence, spider climb, touch of idiocy, web.

3rd circle

arcane sight, clairaudience/clairvoyance, deep slumber, dispel magic, displacement, glibness, heroism, hold person, invisibility sphere, loathsome veil, major image, malicious spite, nondetection, slow, suggestion, witness, zone of silence.

4th circle

charm monster, confusion, crushing despair, enchantment foil, fear, freedom of movement, greater invisibility, hallucinatory terrain, mass daze, mass invigorate, overwhelming grief, rainbow pattern, solid fog, tongues.

5th circle

break enchantment, dominate person, feeblemind, foe to friend, hold person, mass heroism, mind fog, persistent image, seeming, smug narcissism, symbol of sleep, telepathic bond.

6th circle

defensive visualization, greater dispel magic, greater heroism, mass suggestion, mislead, permanent image, programmed image, repulsion, shadow walk, true seeing, veil.

7th circle

ethereal jaunt, greater arcane sight, insanity, mass hold person, mass invisibility, phase door, power word blind, project image, sequester, sword-path visualization.

8th circle

demand, irresistible dance, mass defensive visualization, mass greater heroism, mind blank, power word stun, scintillating pattern, screen.

9th circle

communal mind blank, dominate monster, etherealness, mass greater invisibility, mass hold monster, mass sword-path visualization, overwhelming presence, power word kill, weird

*: New spell, see below

New Spells:

Sword-Path Visualization

School illusion(phantasm); Level beguiler 7?, sorcerer/wizard 7?

Casting Time 1 standard action

Components V, S

Range touch

Target one willing ally

Duration 1 minute/level

Saving Throw none; Spell Resistance yes (harmless)

Every time the affected creature initiates an attack or considers doing so, they see translucent images of the path their attack will take in relation to their target, including projections of how their target will move in response. This does not interfere with their normal senses and is obviously unreal. This grants them an insight bonus on all attack rolls, combat maneuver rolls, and Bluff checks to feint equal to +1 per four caster levels.

Sword-Path Visualization, Mass

School illusion(phantasm) [mind-affecting]; Level beguiler 9?, sorcerer/wizard 9?

Range touch

Target one willing ally per five caster levels

This spell functions identically to sword-path visualization except as noted.

Defensive Visualization

School illusion(phantasm) [mind-affecting]; Level beguiler 6?, sorcerer/wizard 6?

Casting Time 1 standard action

Components V, S

Range touch

Target one willing ally

Duration 1 minute/level

Saving Throw none; Spell Resistance yes (harmless)

Every time an enemy begins to attack the affected creature, they see translucent images of the path the attack will take, showing them how to evade it. This does not interfere with their normal senses and is obviously unreal. This grants the affected creature an insight bonus to AC and all Reflex saves equal to +1 per four caster levels.

Defensive Visualization, Mass

School illusion(phantasm) [mind-affecting]; Level beguiler 8?, sorcerer/wizard 8?

Target one willing ally per five caster levels

This spell functions exactly like defensive visualization except as noted.

Heroism, Mass

School enchantment (compulsion) [mind-affecting]; Level bard/skald 4, beguiler 5, sorcerer/wizard 5, witch 5

Target one creature per three caster levels

This spell functions exactly like heroism except as noted.

Heroism, Mass Greater

School enchantment (compulsion) [mind-affecting]; Level beguiler 8, sorcerer/wizard 8, witch 8

Target one creature per five caster levels

This spell functions exactly like greater heroism except as noted.

Invisibility, Mass Greater

School illusion (glamer); Level beguiler 9, sorcerer/wizard 9

Casting Time 1 standard action

Components V, S, M/DF (an eyelash encased in gum arabic)

Range medium (100 ft. + 10 ft./level)

Target any number of creatures, no two of which can be more than 60 ft. apart

Duration 1 round/level (D)

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

This spell functions like mass invisibility except as noted. It is not broken when an affected creature attacks, but any target who moves more than 60 ft. from the furthest other affected creature has the spell break for that target.

Beguiler

Class

 

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