House Rules: Classes - Beguiler
Level BAB Fort Save Ref Save Will Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +0 +0 +0 +2 Armored mage, cantrips, trapfinding 5 3
2 +1 +0 +0 +3 Cloaked casting (+1 DC), surprise casting 6 4
3 +1 +1 +1 +3 Advanced learning 6 5 3
4 +2 +1 +1 +4 Combat Casting 6 6 4
5 +2 +1 +1 +4 Advanced learning 6 6 5 3
6 +3 +2 +2 +5 Surprise casting (move action) 6 6 6 4
7 +3 +2 +2 +5 Advanced learning, conceal spellcasting 6 6 6 5 3
8 +4 +2 +2 +6 Cloaked casting (+2 to overcome SR), Silent Spell 6 6 6 6 4
9 +4 +3 +3 +6 Advanced learning 6 6 6 6 5 3
10 +5 +3 +3 +7 False theurgy 6 6 6 6 6 4
11 +5 +3 +3 +7 Advanced learning 6 6 6 6 6 5 3
12 +6 +4 +4 +8 Still Spell 6 6 6 6 6 6 4
13 +6 +4 +4 +8 Advanced learning 6 6 6 6 6 5 3
14 +7 +4 +4 +9 Cloaked casting (+2 DC) 6 6 6 6 6 6 6 4
15 +7 +5 +5 +9 Advanced learning 6 6 6 6 6 6 6 5 3
16 +8 +5 +5 +10 Spell Focus (illusion) 6 6 6 6 6 6 6 6 4
17 +8 +5 +5 +10 Advanced learning 6 6 6 6 6 6 6 6 5 3
18 +9 +6 +6 +11 Cloaked casting (overcomes SR) 6 6 6 6 6 6 6 6 6 4
19 +9 +6 +6 +11 Advanced learning 6 6 6 6 6 6 6 6 6 5
20 +10 +6 +6 +12 Lies made real 6 6 6 6 6 6 6 6 6 6

Hit Die: d8.

Class Skills: Acrobatics, Appraise, Bluff, Climb, Diplomacy, Disable Device, Disguise, Escape Artist, Knowledge (arcana), Knowledge (local), Linguistics, Perception, Profession, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Swim, Use Magic Device.

Cantrips

Beguilers learn a number of cantrips, or 0-level spells, as noted on Table 1–1 under “Spells Per Day.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Trapfinding (Ex)

A beguiler adds her level on Perception checks to locate traps and on Disable Device checks. A beguiler can use Disable Device to disarm magic traps.

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 AC (whether the target actually has a Dexterity bonus or not).

At 8th level, you gain a +2 bonus on rolls made to overcome the spell resistance of any affected target.

At 14th level, the bonus to your spell's save DC increases to +2.

At 18th level, you become able to automatically overcome the spell resistance of any affected target.

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 a sorcerer/wizard spell of the enchantment or illusion school and of a level no higher than that of 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 5th level, and another every second level thereafter.

Combat Casting

At 4th level, you gain Combat Casting as a bonus feat.

Conceal Spellcasting

At 7th level, you gain Conceal Spellcasting as a bonus skill trick, even if you do not meet the requirements.

Silent Spell

At 8th level, you gain Silent Spell as a bonus feat.

False Theurgy

At 10th level, you gain False Theurgy as a bonus skill trick, even if you do not meet the requirements.

Still Spell

At 12th level, you gain Still Spell as a bonus feat.

Spell Focus (illusion)

At 16th level, you gain Spell Focus (illusion) as a bonus feat.

Lies Made Real (Su)

At 20th level, your deceptions no longer affect just the senses of others, but of reality itself. Your spells of the enchantment and illusion school now affect mindless creatures. In addition, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.

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