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Home Page > Player's Guide > Character Generation > Classes > Beguiler |
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BeguilerAlignment: Any non-Lawful Hit Die: d6. Skill Points: 1st Level: (6 + Int Modifier) x 4, Each subsequent level: 6 + Int Modifier Class Skills: The beguiler's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha). Table: The Beguiler
Table: Spells per day
Table: Spells Known
1Provided the beguiler has a high enough Charisma score to have a bonus spell of this level. Class FeaturesAll of the following are class features of the beguiler. Weapon and Armor Proficiency: A beguiler is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Beguilers are proficient with light armour and shields (except tower shields). A beguiler can cast class spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a beguiler wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass beguiler still incurs the normal arcane spell failure chance for arcane spells received from other classes. Spells: A beguiler casts arcane spells, which are drawn from the beguiler spell list. He can cast any spell he knows without preparing it ahead of time. Every beguiler spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a beguiler must have a Charisma score equal to at least 10 + the spell. 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 the table above. In addition, he receives bonus spells per day if he has a high Charisma score. When the table indicates that the beguiler gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. The beguiler's selection of spells is extremely limited. A beguiler begins play knowing four 0-level spells of the player's choice. At most new beguiler levels, he gains one or more new spells, as indicated on the table above. (Unlike spells per day, the number of spells a beguiler knows is not affected by his Charisma score; the numbers on the table are fixed.) Upon reaching 5th level, and at every third beguiler level after that (8th, 11th, 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. As with all arcane magic in Midwrathe, beguiler magic is subject to shadowwarp effects. These can be controlled somewhat by training, but as beguilers gain access to more powerful arcane effects no amount of training can subdue the arcane taint. As noted above, 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 allotment of spells per day for the spell's level. Beguiler Knowledge: A beguiler may make a special beguiler knowledge check with a bonus equal to his beguiler level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the beguiler has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.) A successful beguiler knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A beguiler may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
Beguiling Music: Once per day per beguiler level, a beguiler can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of beguiling music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum beguiler level and a minimum number of ranks in the Perform skill to qualify; if a beguiler does not have the required number of ranks in at least one Perform skill, he does not gain the beguiling music ability until he acquires the needed ranks. Starting a beguiling music effect is a standard action. Some beguiling music abilities require concentration, which means the beguiler must take a standard action each round to maintain the ability. Even while using beguiling music that doesnt require concentration, a beguiler cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf beguiler has a 20% chance to fail when attempting to use beguiling music. If he fails, the attempt still counts against his daily limit. Countersong (Su): A beguiler with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the beguiler (including the beguiler himself ) that is affected by a sonic or language-dependent magical attack may use the beguiler's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the beguiler's Perform check result for the save. Countersong has no effect against effects that don't allow saves. The beguiler may keep up the countersong for 10 rounds. Fascinate (Sp): A beguiler with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the beguiler, and able to pay attention to him. The beguiler must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a beguiler attains beyond 1st, he can target one additional creature with a single use of this ability. To use the ability, a beguiler makes a Perform check. His check result is the DC for each affected creatures Will save against the effect. If a creatures saving throw succeeds, the beguiler cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the beguiler continues to play and concentrate (up to a maximum of 1 round per beguiler level). While fascinated, a target takes a 4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the beguiler to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Inspire Courage (Su): A beguiler with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the beguiler sing. The effect lasts for as long as the ally hears the beguiler sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six beguiler levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability. Inspire Competence (Su): A beguiler of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the beguiler. The beguiler must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the beguiler's music. Certain uses of this ability are infeasible. The effect lasts as long as the beguiler concentrates, up to a maximum of 2 minutes. A beguiler can't inspire competence in himself. Inspire competence is a mind-affecting ability. Suggestion (Sp): A beguiler of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the beguiler's concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn't count against a beguiler's daily limit on beguiling music performances. A Will saving throw (DC 10 + 1/2 beguiler's level + beguiler's Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability. Inspire Greatness (Su): A beguiler of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a beguiler attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a beguiler must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the beguiler sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the targets Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability. Song of Freedom (Sp): A beguiler of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the characters beguiler level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A beguiler can't use song of freedom on himself. Inspire Heroics (Su): A beguiler of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three beguiler levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a beguiler must sing and an ally must hear the beguiler sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the beguiler sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability. Mass Suggestion (Sp): This ability functions like suggestion, above, except that a beguiler of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability. Ex-BeguilersA beguiler who becomes lawful in alignment cannot progress in levels as a beguiler, though he retains all his beguiler abilities. Beguiler Spell ListMany of these spells have material components or foci which must be acquired and used in the casting of the spell. It is recommended that each player keep track of necessary spell components and decide which of them are carried around on his character's person. Many people, including members of the White Hand and the Order of Saint Denis, can recognize spell components for what they are; as such, each player needs to make a decision about how many clues his arcane spellcaster is going to carry about. Cantrips: dancing lights, daze, detect magic, flare, ghost sound, know direction, light, lullaby, mage hand, mending, message, open/close, prestidigitation, read magic, resistance, summon instrument 1st-level: alarm, animate rope, cause fear, charm person, comprehend languages, cure light wounds, detect secret doors, disguise self, erase, expeditious retreat, feather fall, grease, hideous laughter, hypnotism, Identify, lesser confusion, magic mouth, magic aura, obscure object, remove fear, silent image, sleep, summon monster i, undetectable alignment, unseen servant, ventriloquism 2nd-level: alter self, animal messenger, animal trance, blindness/deafness, blur, calm emotions, cat's grace, cure moderate wounds, darkness, daze monster, delay poison, detect thoughts, eagle's splendour, enthrall, fox's cunning, glitterdust, glossolalia, heroism, hold person, hypnotic pattern, invisibility, locate object, minor image, mirror image, misdirection, pyrotechnics, rage, scare, shatter, silence, sound burst, suggestion, summon monster ii, summon swarm, tongues, whispering wind 3rd-level: blink, charm monster, clairaudience/clairboyance, confusion, crushing despair, cure serious wounds, daylight, deep slumber, dispel magic, displacement, fear, gaseous form, glibness, good hope, haste, illusory script, invisibility sphere, lesser geas, major image, phantom steed, remove curse, scrying, sculpt sound, secret page, see invisibility, sepia snake sigil, slow, speak with animals, summon monster iii, tiny hut 4th-level: break enchantment, cure critical wounds, detect scrying, dimension door, dominate person, freedom of movement, greater invisibility, hallucinatory terrain, hold monster, legend lore, locate creature, modify memory, neutralize poison, rainbow pattern, repel vermin, secure shelter, shadow conjuration, shout, speak with plants, summon monster iv, zone of silence 5th-level: dream, false vision, greater dispel magic, greater heroism, mass cure light wounds, mass suggestion, mind fog, mirage arcana, mislead, nightmare, persistent image, seeming, shadow evocation, shadow wall, song of discord, sommon monster v 6th-level: analyze dweomer, animate objects, eyebite, find the path, geas/quest, greater scrying, greater shout, heroes' feast, irresistible dance, mass cat's grace, mass charm monster, mass cure moderate wounds, mass eagle's splendour, mass fox's cunning, permanent image, programmed image, project image, summon monster vi, sympathetic vibration, veil The beguiler is based on version 3.5 of the System Reference Document, copyright (c) 2003, Wizards of the Coast. |
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Midwrathe Copyright ©2003 Twilight Ink |
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