Author Topic: Beguiler's Handbook  (Read 140478 times)

Offline Hallack

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Beguiler's Handbook
« on: November 07, 2011, 11:05:56 AM »
This is a slightly updated version of the handbook put together by Nicholas the Paladin.


- The Beguiler Handbook -



If you want to play the Roguish improviser that deals with problems on the spot with his skills ánd spells, the Beguiler is your class. The Beguiler (PH2) is an Arcane Rogue that focuses on Enchantment and Illusion spells.

The class is already fairly well optimized, with a good set of skills, good skill point accumulation, a good set of ability progressions, and you can spontaneously cast any of the spells from a predetermined but respectable spell list. Spells concentrate around enchantment and illusion. Because both your skill points and your spells per day are based on Intelligence, you have only one ability to worry about maximizing to the fullest.

Content

Page 1:General
- Abilities
- Races
Page 2: Skills and Tricks
- Skills
- Skilltricks
Page 3: Feats
- Spell DC Enhancers
- Metamagic
- Other usefull feats
- Flaws
Page 4: Spells
- Advanced Learning choices
Page 5: Equipment
- Magical items
- Runestaffs
Page 6: Classes and PrC's
- Prestige Classes
- Basic Builds
Page 7: Combat Tactics
- Spell tactics per level
- Tricky Monsters that require your attention
- Special abilities to worry about
Page 8: Usefull Links
If you have any comments or ideas, please let me know !

(This is an attempt to organize and enhance the ’Beguiler Handbook’  thread made by LucRivNor and the ‘Handbook to Building a Strong Beguiler’ made by Amatulic. Both are busy, so I’m taking over in the time I have. I basically took Amatulic’s list as a starting point, edited quite a bit and enhanced it with my own extra’s.)
« Last Edit: November 07, 2011, 12:14:05 PM by Hallack »

Offline Hallack

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Re: Beguiler's Handbook
« Reply #1 on: November 07, 2011, 11:15:43 AM »
General

The Beguiler is a nicely balanced class, but there are some things to take into consideration.

Pro’s
  •     Diversity of abilities: You are the Warmage of the illusion/enchantment. Same spell progression but another thematic than damage spell. But what you can obtain is more diverse and more useful than the warmage. It offers a nice blend of spellcasting, skills, and general usefulness that you don't see in most pure class builds;
  •     Intelligence based spellcaster: With INT being you prime ability, it gives great synergy with your skills;
  •     Trapfinding: With Trapfinding he can replace a rogue as the party trapfinder;
  •     Plenty of skills: The Beguiler has a wide range of skills available to him. The skills mean that the Beguiler can be a party face better than anyone save a bard;
  •     Plenty of skillpoints: 6+INT point/level and with your INT really high, it means your are probably on the class with the most skill point/level;
        Diverse set of spells: your spells are predetermined but have a respectable range of uses. Especially in social situation or ‘detective’ work you’ll outshine everyone;
  •     Spontaneous spellcasting: with your spontaneous spellcasting you’ll make good use of a spell list that is mostly limited to Enchantment, Illusion and Divination spells;
  •     Cloaked casting: When you opponent is denied it’s Dex, the Beguiler is even more effective, giving bonuses of the spell-DC’s and checks to overcome SR;
  •     Armoured mage: Your ability to wear light armour will be really nice at lower levels but will not be that necessary when you attain higher levels.
Con’s
  •     Limited range of spells: most spells are (mind affecting) Enchantment and Illusion spells which make you vulnerable to creature types like Undead, Oozes, Plants and Constructs;
  •     Spells are save or die: Your spell can be really effective, but when a save is made you’ll get no result;
  •     Limited Metamagic feats: You get two feats that are predetermined (Silent and Still spell) but get no other bonus metamagic feats besides those.
  •     Close range spells: Most of your offensive spells have ‘close’ range, making you vulnerable to attack. The HP’s you get by HD6 aren’t going to help you much.
Something I'm not keen about:
Surprise Casting: an ability called ‘surprise casting’ is given at 2nd and 6th level which makes it able to ‘feint’ and use ‘cloaked casting’ at opponents. This ability is almost useless, for no Beguiler worth his skin will walk into melee. You’ll need to spend a move action on this ability, which will make you end your turn close to combat. Not wise. (beside that, this ability is NOT worth 2 valuable feats to make it a ‘swift’ action)


Class Abilities

  • Armoured Mage: unlike many arcane casters, you can wear light armour. It's an ability that helps a lot at lower levels.
  • Trapfinding: You don't need to have a Rogue in the group to find difficult traps
  • Cloaked Casting: The signature ability of the Beguiler. You can increase the strength of your spells, when your opponents are denied their Dex (FF or when you are hidden/invisible)
  • +1 DC/+2DC: at 2nd and 14th level respectively
  • +2 overcome SR: at 8th level
  • Overcome SR automatically: at 20th level. be sure to go all the way.
  • Advanced learning:your spell-list is fixed, but with advanced learning you can add another Illusion or Enchanment spell to your list (see below) at 3rd, 7th, 11th, 15th and 19th level
  • Surprise Casting: you can 'feint' and disallow an opponent his Dex, so that he's vulnerable to your Cloaked Casting ability.


Abilities

In order of priority, a beguiler's abilities should be assigned from highest to lowest as follows:

  • Intelligence - Very important for spells and skill points. This is you main attribute.
  • Constitution -  Important for hit points, Fortitude saves and Concentration.
  • Dexterity, Charisma, Wisdom - Arrange according to your strategy. All three are usefull to a Beguiler.
  • Strength – THis is your dump stat.

You may want higher Dex for the rogue-like skill points, but if you want a strong spellcaster you shouldn't sacrifice Concentration bonus by making Dex higher than Con.
Wisdom can be low priority if you don't plan to take feats or prestige classes that require it; you already have a good Will save progression.

The beguiler's flavour suggests that you should invest more into Charisma for social skills. If your beguiler will focus on social situations, that's fine. However, at 6th level you will get the glibness spell which makes your Charisma almost irrelevant in Bluff checks. Skill synergies can add +6 to Diplomacy checks, and if you are good-aligned, the Nymph's Kiss feat will add +2 to all your other Charisma-based skills. Therefore, it should be OK to give Charisma a low priority unless you really need to maximize Bluff and Diplomacy.


Races
Small races
Small races best fit the beguiler class. Heward's Handy Haversack can carry all your gear and loot, and you don't need a melee base attack because a beguiler doesn't get the rogue's sneak attack damage. So strength is your dump stat. If you do multiclass with rogue for sneak attack damage, consider archery rather than melee fighting because you'll have a higher Dex bonus.
Small size gives you a +1 bonus to attacks, +1 to AC, and +4 to Hide checks. A good Hide bonus may also help with the beguiler's Cloaked Casting ability.

While INT is the most important ability for a beguiler, small races with Int enhancements aren't available without level adjustments or extra HD, meaning they can't be played from first level. The next best races are those having Dex or Cha bonuses.
  • Standard Rock Gnomes from PH make good beguilers due to their +1 DC to illusion spells that make up a large portion of the beguiler spell list.
  • A Whisper Gnome (RS) or Air Gnome (UA) should work well starting from 1st level; also, the Whisper Gnome also has 30' speed rather than the usual 20' speed for a Small creature.
  • Halfling subraces also have +2 Dex. The Strongheart Halfling (FRCS) is attractive due to its extra feat replacing the halfling's normal +1 racial bonus to saves. No INT bonus, but this race has a bonus feat, and is small. A better choice than humans if they’re available. That said, races with an INT bonus are still better here.

Medium races
For Medium creatures, many elf subraces have a +2 bonus to Int, although they lack the size bonuses of small creatures. Feats and additional skill points are valuable to a beguiler (many skills are available), so a human works well for supplying an extra feat and extra skill points. A changeling (EC) also fits the theme of a beguiler quite well.
  • Humans: Humans, as always, are a good race. While they don’t get an intelligence bonus, their extra feat is great, and their skills points don’t hurt either.
  • Gray Elf (MM): In my view, this is the best race for an enchanter. They have +2 DEX, +2 INT, -2 STR, -2 CON. The only thing that hurts is the CON hit, but everything else is great. If you're playing Forgotten Realms, Sun Elf is on the same level with +2 INT, -2 CON.
  • Deep Imaskari (Underdark and online): These guys have +2 INT, -2 DEX. The intelligence bonus more then makes up for the dexterity hit. They also get an extra first level spell each day, and low-light vision. Not bad.
  • Fire Elf (Unearthed Arcana): This elf subspecies is very nice. Besides all of the usual elf goodies, they get +2 INT and –2 CHA, leaving them with +2 DEX, +2 INT, -2 CON, -2 CHA. For enchanters, arguably, dexterity is more important than constitution, so these guys definitely come out ahead. The -2 CHA is too bad though.

This list with all races available could help you:  Master Player Race List Version 3.0

Level-adjusted races
Races with level adjustments generally don't result in fully optimized beguilers. Exceptions are races with just 1 level adjustment and no hit dice; for example, the Chaos Gnome (RS), Air Mephling (PlH), or Tiefling (MM), all of which have attractive ability bonuses and racial features.

The Dark Creature template (TM) also imposes a +1 level adjustment, giving you darkvision, hide in plain sight, and bonuses to Hide and Move Silently checks, at the cost of being non-good (see the Feats section below for a discussion of alignment benefits). This template can also be gained by a magical item that is described below.

Level-adjusted races can be especially attractive if your DM allows the variant rule in Unearthed Arcana for buying back level adjustments with XP. Using this rule variant, you buy back a +1 LA with 3,000 XP at 3rd level, essentially playing through 3rd level twice. This leaves you with a 3rd level character and zero LA. You'll be 1 level behind your party members, but you will eventually catch up to them because low-level characters earn XP faster.

This link with interesting LA-races could help:    LA Races worth checking out

   
« Last Edit: October 29, 2012, 10:34:08 AM by Hallack »

Offline Hallack

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Re: Beguiler's Handbook
« Reply #2 on: November 07, 2011, 11:16:35 AM »
SKILLS AND TRICKS
Pay attention to skill synergies, where having 5 ranks in one skill gives you a +2 bonus in another skill. The beguiler has several skills where this works well. Maximize your synergy bonuses if you have the skill points.

Skills
If your party needs a rogue to find traps, build up ranks in Search and Disable Device. Many skills enhance your innate abilities. Move Silently, Hide, and Sleight of Hand help you with Surprise Casting. Bluff, Diplomacy, Disguise, Speak Language can aid illusion spells. Tumble is useful in full defense when controlling illusions or avoiding AOO, but it’s otherwise better to stay out of combat altogether.

The Skills below are generally ranked due to combat utility.  Depending on your campaign and the intent of your Beguiler you may find different skill priorities very handy.

Class Skills
An avarage Beguiler has an INT of 16 to 18 on one point, so let's say he has 10 skillpoints to spend. So in the list of class skills, I would choose the following (blue is 'good', red is 'leave it'):
Appraise, Balance, Bluff, Climb, Concentration, Descipher Script, Diplomacy, Disable Device, Disguise, Ecape Artist, Forgery, Gather Info, 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.

My favourites are
  • Hide and Move silently: be roguish and make good use of your DC-enhancing Surprise Casting ability
  • Concentration: you’re a caster and don’t want to be caught and not be able to maintain concentration on that spell that could save your life. Beguilers can Hide but don’t have the utility spells like ‘Fly’ to get out of reach.
  • Sleight of Hand: as per the rules of Races of Stone, you can use this skill perfectly for casting in social situations (cast spells and not be noticed). Besides that, spend 2 skillpoints on the skilltrick ‘Conceal Spellcasting’ (see below) and you don’t have to worry about AoO’s too.
  • Listen and Spot: don’t be caught at your own game
  • Use Magic Device: this won’t be usefull in combat till higher levels, but having some backup-spells when you’re facing creatures that are immune to your illusions and enchantments is wise.

Class skills you may want to forgo
Don't bother with Open Locks because you get the knock spell at 4th level.
Escape Artist becomes redundant when you get the freedom of movement spell at 8th level. If you are willing to risk grapples and other situations until 8th level, minimize your Escape Artist ranks so that you can use those skill points elsewhere.
Spellcraft isn't useful to a beguiler except as a prerequisite for some feats and prestige classes.
 
 
Skill Tricks
Complete Scoundrel introduced skill tricks, in which you can use 2 skill points to buy a special ability applied to a skill. Skill tricks seem like a cross between skills and feats, not as powerful as feats, but stronger than simple skills. Several tricks suit the beguiler quite well:
  • Level 2: Conceal Spellcasting* - don't be seen casting; good in social situations, and also in melee to prevent attacks of opportunity when you aren't hidden.
  • Level 3: Assume Quirk - social interaction; people who know you don't get a bonus to see through your disguise.
  • Level 5: Group Fake-Out - feint in combat against multiple opponents, making them all susceptible to your Surprise Casting and thus Cloaked Casting ability. Surprise Casting is probably not an ability you use that much, since it isn’t wise to walk into melee.
  • Level 7: Second Impression - make a Bluff check to re-establish a blown disguise.
  • Level 9: Swift Concentration* - concentration checks are a swift action, allowing you to maintain an illusion spell and cast another.
  • Level 11: Clarity of Vision - make a spot check to see invisibility for 1 round.
  • Level 13: Timely Misdirection - feinting in combat is enhanced by denying the opponent's attacks of opportunity also.
  • Level 15: False Theurgy - mask your illusion spells against arcane casters, but requires ranks in Spellcraft.
    Movement tricks may be useful for a small character, although not as powerful as a rogue's movement abilities.

* Consider these high-priority skill tricks.
« Last Edit: November 11, 2011, 11:38:33 AM by Hallack »

Offline Hallack

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Re: Beguiler's Handbook
« Reply #3 on: November 07, 2011, 11:17:05 AM »
FEATS
Spell DC enhancers
For good-aligned beguilers, it's hard to beat the benefits of Exalted feat ‘Vow of Non-violence’, but you can't use them if you multiclass with non-good prestige classes (such as Mindbender or Shadow Adept) or acquire a non-good template (such as Shadow Creature). Good alignment with Vow of Nonviolence increases the save DC of your spells by +4 in many (but not all) situations.

  • Shadow Weave Magic (PGF) - Adds +1 to DC of both illusion and enchantment spells, plus +1 to overcome spell resistance. You must either worship Shar (evil diety) or have at least 15 Wisdom. Any spells with the Light descriptor won't work, but for a beguiler that's just dancing lights.
  • Shape Soulmeld (Illusion Veil) (MoI) - gain a +1 insight bonus to the DC of your illusion spells. If you already have essentia (from another feat or from being an Azurin), then - - - Shape Soulmeld (Illusion Veil) also extends the duration of your spells.
  • Spell focus (enchantment) - add +1 DC to enchantment spells. Take Greater Spell Focus for an additional +1 DC.
  • Spell focus (illusion) - add +1 DC to illusion spells, the other major portion of a beguiler's suite of spells. Note that these two Spell Focus feats don't offer the same level of DC enhancement as the Exalted feats, but they have the advantage of freeing you to have a non-good alignment. Usually a Spellfocus feat isn’t that appealing, but because of the kind of spells limited mostly to illusions or enchantment you should really consider them.
  • Vow of Nonviolence (BE) (Exalted, requires Sacred Vow prerequisite feat) - You get a +4 bonus on save DCs of nondamaging spells cast against humanoids or monstrous humanoids. This feat covers nearly all beguiler spells, including all the nonlethal damage spells. Difficulties: You can't let allies kill a helpless humanoid foe unless you convince the foe to take an oath of surrender or noninterference, and the foe breaks that oath. Any ally who slays a helpless enemy in your presence suffers -1 penalty to attacks for 1 hour per your character level, and you can't leave the area to let allies slay a helpless foe.
  • Combat Charm (DR312 p51) - deny foes their save bonus against your Enchantment (charm) spells in combat. Requires 13 Wisdom. Note that this feat benefits only 3 beguiler spells (charm monster, charm person, and stay the hand) plus any other charm spell you might add from Advanced Learning. Except for mass charm monster or mass charm person, other charm spells don't benefit from this feat.
  • Heighten Spell (PH) - This is a metamagic feat with a variable increase in caster level. You can increase the caster level of any spell up to the maximum you can cast, with a corresponding increase in spell DC and anything else dependent on spell level. Of course, if you cast a spell at a higher level, you use up a higher level spell per day.
  • Mastery of Dreams (PE) - Add +1 DC to your illusion and fear spells.

Other Useful Feats
Here are other feats that a beguiler may find very useful (suggestions for additions are welcome !):
  • Exalted feats - Exalted characters can be difficult to play. If you go Exalted, you may as well use other Exalted feats that look good to you, for example:
    • Nymph's Kiss (BE) gives you +2 to all Charisma-based skill checks (useful for Bluff with the beguiler's Cloaked Casting), 1 additional skill point per level (as with humans), +1 to all saves against spells and spell-like abilities.
    • Vow of Peace (BE) gives you up to +6 to your AC.
       
  • Dazzling Illusion (CM) - If you have Spell Focus (Illusion), this feat adds a dazzle effect to your illusion spells, dazzling enemies within 30 feet for 1 round. It's okay.
  • Unsettling Enchantment (CM) - If you have Spell Focus (Enchantment), this feat gives your enchantment spells the ability to cloud opponents' minds even if they succeed on a save. They take a -2 penalty on attack rolls and AC for 1 round.
  • Extra spell (CAr) - Learn an extra spell at any level lower than your highest spell level.
  • Extraordinary Concentration (CAd) - maintain concentration as a move or swift action. This can be very usefyll wen you want to maintain an illusion and cast other spells the same time. Alternatively, you may find it more valuable instead to take the Swift Concentration skill trick for 2 skill points at 9th level.
  • Force of Personality (CAd) - Add your Cha modifier to Will saves rather than your Wis modifier. This feat is just worth taking if your Charisma exceeds Wisdom by 6 or more. Maybe if you're a really social Beguiler.
  • Goad (CAd) - cause opponents to attack only you, which may be advantageous with illusion spells.
  • Improved Initiative - adds +4 to your Initiative check, enhancing your chance of taking action ahead of your foes to soften them up for your allies….. and get them flatfooted and thus susceptible to Cloaked Casting.
  • Insightful Reflexes (CAd) - Add your Int modifier to Reflex saves rather than your Dex modifier. With maximized Int, you may be able to swap your dice rolls for Dex and Con (making Con higher than Dex), but you would have lower bonuses to useful Dex-based skills.
  • Mastery of Faerie Enchantment (PE) - extend your enchantment spells to improve your ability to control the minds of creatures.
  • Mastery of Twisted Shadow (PE) - free blur spell effect when you cast an illusion spell.
  • Mindsight (LoM p126) - This is similar to Blindsense. If you dip into the Mindbender prestige class, you can use this feat to telepathically pinpoint any sentient creatures within 100 feet. Useful in magical darkness situations.
  • Action Surge (EC) - lets you cast 2 spells in one round at the cost of 2 action points.
  • Shape Soulmeld (MoI) - gives you various advantages depending on which version you take: Truthseeker Goggles or Theft Gloves - grants +2 on 3 different skills. Necrocarnum Touch, Kruthik Claw, Krenshar Mask, Lamia Belt - grants +4 boost on 2 different skills. Blink Shirt - for emergency escapes
  • Darkstalker (LoM): The Darkstalker feat from Lords of Maddness makes you undetectable by blindsense, tremor sense and blind sight. Very usefull if you're serious about staying invisisble and using your Cloaked Casting ability.
  • Touch of distraction (CM, p.48): A feat that grands a +1 CL to enchantments. The Prerequisite is the Ability to cast 3rd-level spells. The benefit is that as long as you have an enchantment spell of 3rd level or higher available to cast, you can cloud the mind of a
        creature within 30 feet as a standard action. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting enchantment spells.
  • Arcane Disciple (CD): Through domains, you add some extra spells to your list. Some domains/domainspells really supplement the beguiler's list well. It's good but check out the requirements: the domain spells you get are wisdom-based and you can't cast them unless you have the appropriate wisdom score (10+spell level). I think Travel is a great domain to pick up, as is Celerity, Healing and Spell. I really like the Envy domain in Spell Compendium, but there are no deities that grant that domain, so you need a houserule to allow that one. The Travel Domain is nice because of the very usefull spells like ‘locate object’, Fly, Dimension Door and Teleport. Spell Domain [/U]is really nice for the extra bonus castings of Mage Armor (nice for teammates), Silence, Any Spell (0 - 2nd), Rary's Mnemonic Enhancer, Break Enchantment, Any Spell (Greater 0 - 5th), Limited Wish, Anti Magic Field and MDJ, because you always use a lower level spell in a higer level bonus spell slot.
             The 2 daily Anyspells (3 if you use Rary's and possibly more) and basic spell book of non standard Beguiler spells opens up a lot of possibilities for a Beguiler with 15 minutes (Commune, Fabricate, Heal (Adept Version), Teleport). Rary's Mnemonic lets you "prepare" up to 3 additional levels of spells, you prepare and cast these spells normally (Maybe a little gray but shouldn't that include spells like Magic Missile or Shield?) or retain a level 3 or below spell just cast really nice for minor utility spellcasting between adventures.
  • Invisible spell (CitSc): another suggestion for a feat: "invisible spell" from Cityscape. Fits the Beguiler-theme nicely. It makes spells invisible without the requirement of a higher spell-slot (it has no 'visible manifestation'). This is useless for most Beguiler spells, since they have no visible effect anyway.
        One of the few exceptions to this is "legion of sentinels" for instance (invisible warrior who attack at a AoO, that's a perfect combo)  and maybe there are more spell that envelop an area (with ‘shadow conjuration’: see below) and are effective when invisible, because people just walk into it. With the feat 'invisible spell, I would even consider casting "monster summoning III". Making invisible monsters!!: but now I'm stretching the workings of this feat.
  • Versatile Spellcaster (RoDr):  This feat can be very handy giving access to more of your highest level spells or even allowing metamagics of higher level spells than normal.  I have found it to be especially good in lower levels when you have fewer overall spells. 
It's not really optimal but a familiar obtained by the 'Obtain Familiar' feat and the 'Improved Familiar' give you some nice new options. When you want to spent 2 feats on this, the Imp familiar is great for anyone or the Coure Eladrin when you're exalted. Take a look at  Familiars Handbook

Avoid:
Improved Feint (requires Combat Expertise) - makes feinting a swift action. Depending on your concept for your beguiler, this may be useful if you get metamagic spell enhancements, in which case swift feinting is beneficial. Otherwise, the beguiler spells don't require touch attacks, so this feat is unlikely to be needed unless you multiclass. When you want to make use of Cloaked casting, Hide instead of spending 2 feats on IF. Walking into melee isn’t wise.

Metamagic
Metamagic feat prerequisites shouldn't be a problem because a beguiler already gets two metamagic feats for free: Silent Spell and Still Spell, at 5th and 10th levels, respectively. The metamagic feats for a beguiler require you to cast a spell as if it were a higher caster level. Metamagic feats also increase casting time from a standard action to a full-round action, or adds an additional full-round for spells having a full-round or longer casting time.
I’ve added some metamagic feats that are worth considering:

0 caster level adjustment:
  • Rapid Metamagic (CM) - lets you apply metamagic on the fly without increasing casting time. Requires 12 ranks in Spellcraft though.
+1 caster level adjustment:
  • Enlarge Spell, (PH) - double a spell's range. Since many Beguiler spells have ‘short’ range, this can be a key feat to avoid melee combat and/or stay hidden.
  • Retributive Spell (CM) - any time you experience damage from a melee attack within 24 hours of applying this feat to a single spell of your choosing, you can cast that spell on the attacker as an immediate action. You can target one creature on each use.
  • Song of the Dead (DR312 p37) - Mind-affecting spells affect intelligent undead, but not mindless undead, constructs, or living creatures. Note: This feat converts the spell to a Necromancy spell, which may make it unavailable for a beguiler. Consult your DM.
  • Coercive Spell (Drow of the Underdark): any enemy damaged by your spell has -2 to will saves for 3 rounds. Use this with your AoE (sub)damage spells or Power Word-Pain. PP has a duration of 1r/lvl, so during the duration of the spell the opponents will-save is 2 lower. Great.
Avoid:
  • Energize Spell (LM) - Your spell does 150% damage to undead, 50% to others. The beguiler is about battlefield control, not damage. If you want to be a vanquisher of undead, don’t play a Beguiler
  • Extend Spell (PH) - double a spell's duration. Not needed.
  • Fortify Spell (CAr) - spell receives +2 bonus on caster check to overcome spell resistance for each spell level-slot higher than the initial spell-slot. Although very effective you have to be  pretty desperate to apply this feat: the Beguiler already gets a +2 to overcome spell resistance at 8th level. Spell penetration is overall better, with a +2 for all spells cast. Shadow Magic is also a affective feat to overcome SR and gives access to the 3 powerful Shadow Adept bonus feats, of which one gives a +4 to overcome SR.
+2 caster level adjustment:
  • Reach Spell (CD) - convert a "touch" spell to a 30-foot range ray spell, requiring a ranged touch attack. This will only apply to only a few offensive spells and a few buffs though. But if you want to stay out of reach, anything goes.
Avoid:
  • Split Ray (CAr) - cast two rays for a single-ray spell, on the same target or another within 30 feet. The only way Beguiler gets access to Rays is by Advanced Learning. Little used.
  • Empower Spell (PH) - all numeric values of the spell (like number of dice) increase by 50%. The beguiler is about battlefield control, not damage.
+3 caster level adjustment:
  • Chain Spell (CAr) - Your spell affects a number of secondary targets up to your caster level.
  • Repeat Spell (CAr) - The spell you cast previous round is automatically cast again from the location you originally cast it, at the same target, without requiring any action from you.
+4 caster level adjustment:
  • Twin Spell (CAr) - The target takes the spell effect twice, and has to save against it twice.

Flaws

You only have 7 or 8 feat slots in 20 levels (depending on your race), so you have to be selective, especially with feats that have other feats as prerequisites. Because most campaigns play at mid levels up to around level 12, your first 4 or 5 feats are critical for determining what you really want to do with your character. If your DM allows it, you can obtain an additional two feats at 1st level by taking two flaws (UA p91). Flaws that penalize attacks won't harm a beguiler much; however, the flaws you take must be meaningful.

Meaningful ones might include:

  • Frail - If your Con is good, subtract 1 from the number of hit points you gain at each level.
  • Inattentive - Take a -4 penalty to Listen and Spot checks. If your allies have good Listen and Spot, this may be worthwhile.
  • Pathetic - Reduce your dump stat (Str) by 2 if the total of your ability modifiers is less than 8.
  • Unreactive - Take a -6 penalty on initiative checks. Painful, but might be worth a feat in exchange.
  • Vulnerable - Take a -1 penalty to Armor Class.
« Last Edit: January 23, 2012, 03:03:39 PM by Hallack »

Offline Hallack

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Re: Beguiler's Handbook
« Reply #4 on: November 07, 2011, 11:18:02 AM »
SPELLS
Most of a beguiler's spells are enchantment or illusion, but you also get some useful tools that include divination spells.

With enchantment spells you can modify the behavior of others, making them your puppets. Some spells are long lasting, so you can create multiple puppets. Others you cast on the fly to incite riots and give suggestions. You also have spells to dominate and compel your target's actions directly, although these spells won't let you gain information from them. You also have a good mix of spells that stop targets in their tracks (hold, stun, confusion, etc...). For a nice overview of Enchantment spells, take a look at this list and this additional list. It's from the Enchanter handbook.

Your illusion spells include invisibility, which is probably the most important spell to the beguiler, and its effect is improved with your Hide and Move Silently skills. You also have some image spells (silent image, mirror image, blur) that create decoys to confuse your enemies but require concentration. In addition, you have spells to ward off scrying and detection.

Useful spells include things like haste and mage armor. The beguiler also has an advantage over sorcerers and wizards with divination spells. The sorcerer must use up a known spell and the wizard must lock a spell slot to have access to a divination spell. The beguiler has equal access to his divination spells as any other of his spells.

Other useful tools include spells against magic (break enchantment, dispel magic, spell turning), area effect spells (obscuring mist, zone of silence) for combat or masking the party's movements. Freedom of movement lets you escape grapples, and glibness for boosting Bluff by +30 lets you get away with saying anything.

Advanced Learning spell choices
A beguiler gains Advanced Learning at levels 3, 7, 11, 15, and 19, which allows you to permanently add one sorcerer/wizard spell of the Enchantment or Illusion school to your spell list, at up to the highest level beguiler spell you can currently cast. Because you also get new higher level spells at levels 8, 12, and 16, it might make sense to dip into a prestige class like Mindbender or Visionary Seeker to delay Advanced Learning by one level to allow you to take higher-level spells.

You don't have to take the highest-level spell you can learn. You might find, for example, that you don't want to use up another 3rd level spell slot, so you use Advanced Learning to learn a 2nd level spell instead; even some 1st level spells are powerful.

Depending on the level of spell you want to pick, you have many choices. Here are some suggestions. I’ve put them somewhat in order of effectiveness (although you might disagree):

1st level spells

1st level spells are all you can learn at your first Advanced Learning level (beguiler level 3):

  • Distract assailant (CAd) (Ench(Comp)[mind]) - Even though this spell is only 1st level, it can be cast as a swift action to render an opponent flat-footed in the same round you cast another spell. This is a very effective combo to make use of your Cloaked casting ability. Useful for getting more uses out of higher level spells that would otherwise be consumed by casting invisibility.
  • Net of shadows (SC) (Illus(Shadow)[dark]) - blanket enemies in shadows, reducing their vision to 5 ft and giving them concealment (also usefull for hiding roguish allies). One of the few Shadow-spells; it’s non-mind affecting so usefull overall
  • Power word pain (RD) (Ench(Comp)[mind]) - deals 1d6 damage for multiple rounds depending on target's HP. It's nice, but it gets really good in combo with the feat 'Coercive Spell' from Drow of the Underdark (enemy damaged by your spell has -2 to will saves for 3 rounds, see up)
  • Shock and awe (SpC). Besides the amusing name, it can nail a group of opponents, giving your whole party a pretty significant advantage in the first round of combat, and offers no saving throw (which can be valuable in the upper levels when the save DC on a 1st level spell is not cutting it so much). It requires you to be kind of focused on attaining surprise rounds since it can only be cast in a surprise round, but if you are a max-rank Hide and Move Silently character with access to invisibility (and even silence), not to mention disguise magic, this is not such a stretch.
2nd level spells
  • Power word sicken (RD) (Ench(Comp)[mind]) - Sickens 1 creature with less than 100 HP; no save. A good way to soften up an opponent for other spells.
  • Ray of stupidity (SC) (Ench(Comp)[mind]) - Target takes 1d4+1 Int damage, and doesn't get a saving throw. Useful against Int-based spellcasters such as wizards.
  • Shadow binding (SC) (Illus(Shadow)) - Entangles creatures in a 10-ft radius burst. Not that great an AoE, but ‘entangling’ opponents is very effective versus warriortypes.
  • Shadow spray (SC) (Illus(Shadow)) - ribbonlike shadows deal 4 points Str damage and daze creatures for 1 round.
  • Tasha's hideous laughter (PH) (Ench(Comp)[mind]) - Subject loses actions for 1 round/level, from laughing too hard.
  • Sting Ray (SpC) - An Enchantment (Compulsion) [Mind-Affecting] spell which limits those affected to a single move or standard action for 1r/lvl. The victim also get's a -2 to AC and must make a concentration check during the duration to cast spells. The AC penalty also stays even if the saving throw is made. It looks a bit like 'Vertigo', but it's much better.
3rd level spells
  • Ray of Dizziness (SC) (Ench(Comp)[mind]) - Target can't take full-round actions, and doesn't get any saving throw.
  • Heroism (PH) (Ench(Comp)[mind]) - If opponents constantly save against your spells, you may as well buff up an ally. I’m not impressed, but it’s usefull.
4th level spells

4th level spells can be learned at your second Advanced Learning level (beguiler level 7) if you dip into a level of Mindbender or other PrC beforehand:

  • Shadow conjuration (PH) (Illus(Shadow)) - Expand your spell list with all of the Conjuration (Summoning) or Conjuration (Creation) spells a sorcerer or wizard can cast, up to 3rd level. This is a large number of spells, giving you many options. Creatures can get two saves, though: a Will-partial save for shadow conjuration (even if the creature makes the save, you still inflict 20% of the effects) and another save for the spell you are conjuring. Some spells have no save (such as the lesser orb spells) so the creature gets only the Will save versus your shadow conjuration and they still take partial damage if they succeed on the save. Some spells also have social uses: clothier's closet (MoE), greater mage armor (PH), regal procession (SC), and unseen servant (PH), for example. It’s probably wise to take utility spells mainly, since they don’t require a save.
  • Shadow well (SC) (Illus(Shadow)) - Send an enemy to the plane of shadow (removing him from combat); upon return he must save to avoid being frightened for 1d4 rounds. This is very effective battlefield control. You might even think about following the opponent in the Shadowplane yourself, since shadow-spells are more effective there.
5th level spells

5th level spells can be taken at third Advanced Learning by a single-class 11th-level beguiler:

  • Power word disable (RD) (Ench(Comp)[mind]) - If you suspect a creature has 50 HP or less, you instantly reduce its HP to zero. No save.
  • Shadow evocation (PH) (Illus(Shadow)) - Expand your spell list with all of the Evocation spells a sorcerer or wizard can cast, up to 4th level. This is even more spells than shadow conjuration. Creatures get a Will-partial save for shadow evocation (even if the creature makes the save, you still inflict 20% of the effects) and another save for the spell you evoke - if it has a save. A large number of these spells have no save (15 spells from Player's Handbook alone, and even more from Spell Compendium).
6th level spells
6th level spells can be taken at your third Advanced Learning (beguiler level 11) if you dip into a prestige class that continues your caster progression:

  • Power word nauseate (RD) (Ench(Comp)[mind]) - nauseates 1 living creature of less than 150 HP; it can do nothing but move. No save. Although it only affects one creature, nausea is a very effective condition.
  • Freezing Glance (FB) (Ench) [Cold] - Freeze one living creature per round with a look!!  Once frozen they stay frozen 1 min/lvl!!  Frozen creatures can not act and are helpless.  Oh yes.  this spell rocks.  This is one of my favorite Enchantment spells
7th level spells
  • Symbol of stunning (PH) (Ench(Comp)[mind]) - Stun all creatures within 60 feet for 1d6 rounds.
  • Hiss of sleep (SC) (Ench(Comp)[mind]) - One creature/level drops to sleep, comatose and helpless. Will save, but no spell resistance.
  • Solipsism (SC) (Illus(Phant)[mind]) - subject believes everything is an illusion (including hostile actions) and takes no actions, not even to defend itself from attacks.
8th level spells
  • Maddening whispers (SC) (Ench(Comp)[mind]) - Inflict 1 creature/level with your choice of hysterical laughing to prevent actions (as with Tasha's hideous laughter, panic to cause fleeing or cowering, violent hallucinations to go berserk against nearest creature, or a stunned prone stupor.
  • Mass charm monster (PH) (Ench(Charm)[mind]) - Why fight if you can convert your enemies to friends?
  • Superior invisibility (SC) (Illus(Glamer)) - makes you undetectable to keen hearing or smell, but won't work against true seeing.
  • Symbol of insanity (PH) (Ench(Comp[mind]) - Any creature within 60 feet of a rune you scribe becomes permanently insane.
9th level spells

  • Programmed ammnesia (SC) (Ench(Comp)[mind]) - Erase or implant memories in a subject, bestow negative levels, rebuild a persona, and cause any of these effects to be triggered later.
Shadow Conjuration
Shadow Conjuration is a spell to really consider, since it adds a lot of usefull spells to your spell-list. If you don’t like you’re opponents making 2 saves to you offensive spells in stead of one, just use the utility spells. The list of really usefull spells is not as extensive as many suggest. The ones I would use are:
  • Bands of steel (SpC): immobilize or entangle creature. Very effective even if it just affects one opponent
  • Corpse candle (SpC): reveal invisible enemies
  • Extoplasmic web (GW): as web, but also affects non-corp (attack)
  • Nauseating breath (SpC): nausea-cone that is 30ft long: nausea is a very effective condition, it effectively take out enemies (not usefull against undead etc)
  • Phantom steed (PHB): very nice steed with extra's. Out of combat only
  • Regal procession (SpC): as 'mount' but many mounts. Good to have for the whole group , just in case
  • Sleet storm (PHB): ice area (40ft rad !) without vision: good battlefield controll
  • Stinking cloud (PHB): nausea in 20ft radius: effectively take out enemies (not usefull against undead etc)
« Last Edit: November 21, 2011, 11:34:53 AM by Hallack »

Offline Hallack

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Re: Beguiler's Handbook
« Reply #5 on: November 07, 2011, 11:19:09 AM »
EQUIPMENT
Besides the usual nonmagical adventuring gear, you will want helpful wondrous items. Depending on the level at which your beguiler starts out (which determines your wealth according to DMG p135, Table 5-1), the following wondrous items are good to have at each level of wealth.

Magical Items
Inexpensive items:
  • Blessed bandage (HB, MIC, 10 gp) - As a standard action, use it to stabilize a dying ally (i.e. negative HP and falling). Every member of the party should have one if your game has no rule to use Action Points for such things.
  • Masterwork Tools (PH, 50 gp) - often overlooked, a beguiler gets +2 to Disable Device and Open Lock checks from a set of masterwork thieves' tools. PH p130 gives you the flexibility to come up with any other masterwork tool for a +2 circumstance bonus to a related skill check.
  • Longspoon Masterwork Thieves' Tools (CAd, 150 gp) - These long-handled tools grant you a +2 bonus to Disable Device and Open Lock checks from 5 feet away. As a beguiler, you lack the Evasion capability of a rogue, so these tools help you avoid needing Evasion if you set off a trap that deals damage at close range.
  • Everburning Torch (PH, 110 gp). Permanent heatless torchlight, less illumination than a lantern but inexpensive for characters lacking darkvision. Even better, the continual flame spell cast on any worn item serves the same purpose as an everburning torch, and you don't have to hold it in your hand! An ally can cast it for you for 50 gp, or you can spend the equivalent gp of an everburning torch to hire a wizard to cast continual flame for you.
Up to 900 gp
  • Everbright Lantern (EC, 212 gp) - Useful for illumination (better than a torch) if your character has no darkvision.
  • Silent Portal Disk (Mag [3.0], 360 gp) - A command word sticks the disk to any "portal" surface (e.g. lid, door, window), silencing the sound of opening the portal.
  • Quall's Feather Token (DMG, up to 450 gp) - Single use sudden creation of a large fan, tree, or boat in any inappropriate place, useful for concealment or causing general mayhem.
  • Vestment of Many Styles (RE, 500 gp): Changes into any clothing with a command word, +2 bonus to Disguise when disguise includes clothing.
  • Eternal wand, 1st level (p.159)- 820 gp - get to use some usefull 1st level spells 2/day, even if they're not on your spell-list.
  • Bag of Tricks (DMG, 900 gp) - draw out 10 random small creatures per week to do your bidding for 10 minutes each.
  • Hand of the Mage (DMG, 900 gp) - cast mage hand at will to propel objects 15 feet in any direction. Good for prankster beguilers.
Up to 2,700 gp
  • Gloves of the starry sky (p. 204) -1100gp – These pair of gloves give you 'light' at will, but the real treat is the 'magic missles 3 /day at *your* caster level. So when at higher levels you stand against some critters that are immune to your spells, this baby will give you a nice option (it uses 1st level spellslots)
  • Anklet of translocation (MIC, p.71)- 1400 gp - Make 10ft teleportation 'hops’ as a swift action, 2/day. This will get you past that mean looking opponent, that door that wouldn't open or… get out from a grapple ! (some Beguilers are small). It's usefull in many situations and it’s cheap.
  • Cloak of Elemental Protection (MH, 1,000 gp) - Resist energy 10 as an immediate action. It’s cheap enough to sell again when another item is needed.
  • Cloak of Resistance +1 (DMG, 1,000 gp) - gives you a +1 resistance bonus to all saves for 1,000 gp.
  • Goggles of Minute Seeing (DMG, 1,250 gp) - grants a +5 bonus to Search checks when looking for secret doors, traps, and concealed objects.
  • Easy traveling armor enhancement (HB, 1,500 gp) - This enhancement has value with Strength as your dump stat. It allows you to carry a Medium load as if it were Light, and walk 10 hours/day before risking damage from exhaustion.
  • Dimension stride boots (p.94)- 2000gp - make a teleportation 'jump' up to 60ft as a standard action, has several charges/day. Great for a gettaway to a safer place (since you don’t have Fly or Levitate) or to get past those guards
  • Mithril Buckler +1 (+2 AC, no ASF, 2000gp) - it opens up another slot to use for magical enchantments and Crystals from MIC (for example, I would consider the +1 deathward enchantment from MIC). More slots, more power.
  • Headband of Conscious Effort (MiC, 2,000 gp) - 1/day, make a Concentration check in place of a Fortitude save.
  • Heward's Handy Haversack (DMG, 2,000 gp) - backpack to hold all your tools and treasure. Regardless of what you put in it, the pack always weighs 5 lb (important with Str as your dump stat), and retrieving anything from it doesn't cost a move action because what you want is always magically on top. It's a bargain for the price.
  • Ring of the Darkhidden (MIC, 2,000 gp) is an essential item that makes you invisible to darkvision. Add another 500 gp to combine it with the Darklight Lantern from Eberron's Secrets of Sarlona, and you remove all natural light around you.
Up to 5,400 gp
  • Metamagic Rods (DMG, start from 3000gp) - Always useful, especially since you likely won't have the feats to invest in many (if any) metamagic spells. I like the 'enlarge' version for 3000gp, since many of your spells have a very small range (eg. going from 40 to 80 feet is a big step). Range is good, when you want to stay out of reach and hidden in the shadows.
  • Heward's Fortifying Bedroll (CM, 3,000 gp) - lets you regain spells with only one hour of sleep rather than eight.
  • Amulet of Health +2 or any other Con-enhancing item (DMG, 4,000 gp) - improves your HP and adds +1 bonus to concentration checks.
  • Headband of Intelligence +2 or any other Int-enhancing item (DMG, 4,000 gp) - for more spells per day and higher spell DC. An item like this should be high-priority for a beguiler.
  • Shadowy Diadem (DM, 4,000 gp) - As a swift action, this headband gives you concealment in darkness and immunity from energy drain effects, 3X/day for 10 rounds. Good value, but you must understand Draconic to use it.
  • wand of Fox's Cunning (4500gp, DMG): geting a +2 DC to your saves can mean a lot, especially on the Beguiler save-or-die spells (the caster level is probably 3rd, but I'm not sure)
  • Eternal wand of Fox's Cunning (4420gp, MIC): could even be better since the caster level is 9th, giving it a 9 minutes duration. You can cast it well ahead. And thus it’s much cheaper than the 16000gp a +4 Headband of Intellect would cost.
  • Eternal wand of Heriocs (4420gp, MIC, spell=SpC): this spells gives you a Fighter bonus feat for 90 minutes (10min/level and itemlevel is 9). THis wil give you acces to 'martial maneuver' from ToB. Maneuvers that are allowed and I think might be usefull :
      [INDENT]
    • shadow jaunt (shadow) - iniator level 2 (so Beguiler level 4): teleport 50ft with a Standard Action
    • shadow stride (shadow) - ini 5 (so level 10): teleport 50ft with a MoveAct
    • shadow blink (shadow) - ini 7 (so level 14): teleport 50ft wit a swiftact
    • shield block (devoted) - ini 2 (so level 4): get +4 shield bonus on you shiled/buckler as an immediate action (buy a mithril buckler for your beguiler)
    • action before thought (diamond) - ini 2 (so level 4): do a Concentration-check in stead of Reflex-save
    • mind over body (diamond) - ini 3 (so level 6): do a Concentration-check in stead of Fort-save
    • moment of perfect mind (diamond) - ini 1 (so level 2): do a Conc-check in stead of Will-save[/INDENT]
    • Barbs of Retribution (MIC, 4500gp, p.203) - 1/day have an enemy reroll a save with a penalty (part of instruments of the blood gift). Great stuff. It’s for Sorcerers (talk about it with your DM) or for characters of draconic origin.
    • Pendant of joy (RE, 5,000 gp) - Provides +5 morale bonus to Diplomacy to all within 30 feet. Wearer must have at least 1 power point. This works well for an Empty Vessel beguiler (human traits, 1 pp per HD, +2 to Bluff, Diplomacy, and Intimidate; tradeoff is Psion as a favored class and a +1 LA), as well as for Kalashtar (who are similar, but don't get human traits, with mindlink 1/day as a psi-like ability instead).
    • Smoking Weapon enhancement (LD [3.0], +1) - A creature attempting to grapple you is subject to nausea from stinking cloud spell, which produces noxious smoke that provides concealment.
    Up to 9,000 gp
    • Shadow Cloak (Drow of the Underdark, p.101, 5500gp) - You get a +1 deflection modifier to AC, but the real power is the ability to 3/day use a immediate action to either get ‘concealment’ for one round or Teleport 10ft away in any direction. This is great for a Beguiler, since Fly or Levitate isn’t on your spell-list and you too have to avoid that charging warrior or SA’ing Rogue once in a while. With the new rules in MIC, you could also increase the +1 deflection bonus with some little extra money.
    • Boots of Striding and Springing (DMG, 5,500 gp) - Add 10 feet to speed and +5 to Jump checks. Good for letting small creatures keep up, although your DM may allow you to eliminate the Jump bonus (see Boots of Striding above).
    • Ring of anticipation (Drow of the Underdark, p.100 , 6000gp) - Gives you a +2 spot and listen and when you roll for initiative, roll 2 dice and take the best one. This works nicely in conjunction with the ‘cloaked casting’ ability.
    • Mantle of Second Chances (DMG2, 6,000 gp) - 1/day re-roll before the DM declares success or failure of the original roll. This stacks with the re-roll ability granted from a class feature (e.g. Luck domain). It may also stack with the Luck of Chaos racial ability of the Chaos Gnome (RS).
    • Metamagic Wandgrip (CM, 6,000 gp) - If have ranks in Use Magic Device to let you use wands, you can apply any one of your metamagic feats to the wand 3 times per day (normal spell level adjustment still applies).
    • Mesmerist's Gloves (MIC, 8000) -  Affect an extra target with your enchantment spells (max 3rd lvl) a few times per day. Not bad. Makes spells like Suggestion, Hold Person and Hesitate worth it.
    • Rod of Shadowblending (CM, 9,000 gp) - 3/day transform minor image or major image into shadow conjuration, or major image into shadow evocation. Good for changing your illusions into shadow. According to WoTC it would even let you cast shadow evocation before you would normally be able to cast 5th level spells.
    • Belt of the Wide Earth (MiC, 8000 gp) - enable Teleport casting 1/day. The price is pretty high, though. (Teleport is very usefull, but might also be gained by taking the ‘Arcane Disciple’ Travel-Domain feat)
    The Gloves of the Starry Sky & the Belt of the Wide Eath are part of the Raiment of the Four Pieces (MIC) set. Pretty much all of them are worthwhile for a Beguiler. Goggles of the Golden Sun let you cast Fireball (DC 14 though).

    Up to 13,000 gp
    • Collar of Umbral Metamporph (TM, 10,800 gp) gives you on command the Dark Creature template (see Races section above) for 10 minutes/day (spread out as you want), which includes +8 Hide, +6 Move Silently, +10 feet to speed, cold resistance 10, darkvision 60 feet, superior Lowlight-vision and best of all, Hide in Plain Sight.
    Up to 19,000 gp
    • Veil of Allure (Sa, 14,000 gp) - Adds +2 to your enchantment save DC and Cha-based supernatural abilities.
    Up to 27,000 gp
    • Ring of Evasion (DMG, 25,000 gp) - You take no damage when succeeding on a Reflex save where you'd normally take half damage (a 2nd level rogue already has this ability).
    Up to 36,000 gp
    • Tome of Clear Thought (DMG, starting from 27.500gp): Inherent INT bonus; get the total +5 bonus possible asap. It's expensive though. A +1 for 27.500 is okay.
    Up to 49,000 gp
    • Scarab of Protection (DMG, 38,000 gp) - Confers Spell Resistance 20, and contains 12 charges of protection against energy drain, death effects, and negative energy effects. Upon absorbing 12 such attacks, the item disintegrates. The price may seem expensive for a limited-use item, but it is far cheaper than a similar item that lasts forever, and why pay for something that lasts longer than you need it? The value comes from having enough uses to get you through a typical campaign, saving you much gold.
    • Amulet of Second Chances (MIC, 40.000gp) - That really important spell that you needed to go through to take over the boss saved against? No problem, with this amulet! Since your effects are reliant on chance (to a degree), the ability to get a free do-over is very potent. Of course, this amulet has many more uses than that (defensive, helping your allies, etc.). Definitely worth the money, even if its only 1/day.
    The Bunko's Bargain Basement thread lists several items having high value for the price, many of which are useful to a beguiler. Keep in mind that items from 3.0 sources are priced according to obsolete guidelines (especially items that enhance skills or saves); your DM may require you to review the market values of 3.0 items before bringing them into a 3.5 game.

    Customized items

    If you are joining the game at higher levels, ask your DM for permission to customize items before your character enters the game; say, your character has hired the services of a wizard in town to craft something special for you, priced according to the item creation pricing rules in the DMG. In some cases a wizard or artificer in your party may agree to craft something for you. For example:
    (click to show/hide)

    Runestaffs
    Runestaffs are magical items from the magic Item Compendium (MIC) that give the Beguiler access to additional spells. Since the Beguiler only has a limited selection of spell on his list, this item could really make him more effective in some situations.
    Since the spells aren’t on the Beguiler spell-list (a Runesstaff-requirement) he has to use Use magic Device (UMD) to operate them. There are some discussions if you can use UMD to ‘emulate a class ability’ (like spells on spell-list). If your DM allow them, they’re a great addition.

    Consider this ...
    Before you spent your hard earned money on these items, there are some things to take into consideration.
    • Spells from a Runestaff use up slots, like any other spell would;
    • Especially the beguiler 1st and 2nd level spells get used less as you go up in level. Failing to make use of these slots is a waste. Runestaffs are great for this;
    • As the spells go up in level on a Runestaff, their price will go up very quickly. Just buy a Runestaff with lower level spells, be sure to take a higher level spell that you’re sure you’ll use a lot or just take a higher level spell you’ll use only once a day to reduce the cost (see below);
    • Operating a Runestaff requires a UMD DC20 skill-check: normally a 100% success would at average be possible at 14th level (14+3 ranks, CHA 14 (+2), minimum of 1 on d20). If your DM allows masterwork items (+2) and boosts with spells (see below), this could be done earlier;
    • This problem could be avoided when your Beguiler casts spells that either be cast well ahead of time (like ‘Heroism’) or don’t need to be cast in combat (like ‘Locate Object’ or ‘Phantom Steed’): when you fail, it doesn’t matter much.
    Criteria for spells
    For the selection of the spells, I used a couple of criteria. My criteria were:
    • Effective when your Illusion or Enchantments spells are failing: what spells would you like to use, when your normal (mind-affecting) spells are ineffective?
    • Spells are really good Utility spells: spells like ‘Fly’ or ‘Phantom Steed’. Spells that don't require a save.
    • Spells that don't require a save: Since Illusion and/or Enchantements spells are so DC-dependent (save or die-spells), boosting DC’s is a good thing to begin with: thus DC's from your spells are very likely higher than the spells from other schools. So casting spells from other spells is mostly suboptimal. To evade this, cast spells that don't require a save (like some touch-spells);
    • Boosters that can be cast well beforehand: Since the spells from a Runestaff need a UMD-check, casting spells that can be cast well beforehand (like with a 10min/lvl duration) are handy. When you fail, just try again when you have the time;
    • Effective Illusion or Enchantments spells: when you weren’t already planning on taking them with Advanced Learning.
    Spell Suggestions for Runestaffs

    The following suggestions are take from the PHB, PHB-2 and SpC. If you have more suggestions, please let me know.

    1st Level Spells
    (click to show/hide)

    2nd Level Spells
    (click to show/hide)
    3rd Level Spells
    (click to show/hide)

    4th Level Spells
    (click to show/hide)

    Costs of Runestaffs
    The cost of Runestaffs could be:
    - 4th level Runestaff (4th, 3rd, 2nd and 1st) = 9200 gp (6400+1800+800+200)
    - 3rd level Runestaff (3rd, 2nd and 1st) = 4600 gp (3600+800+200)
    - 2nd level Runestaff (2nd and 1st) = 1800 gp (1600+200)
    - 1st level Runestaff = 400 gp (one 1st level spell)
    That is to my surprise fairly cheap when you compare it to wands ...or eternal wands: 1st=820, 2nd=4420, 3rd=10900. Okay, it uses spellslots, but if you can spare them (1st, 2nd) it will really help a lot.


    Examples of  Runestaffs with thematically linked spells
    (click to show/hide)
    « Last Edit: November 21, 2011, 11:14:27 AM by Hallack »

    Offline Hallack

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    Re: Beguiler's Handbook
    « Reply #6 on: November 07, 2011, 11:19:49 AM »
    CLASSES AND PRC’S
    In general, the beguiler doesn't gain a boost when multiclassed. The added benefits often don't compensate for the loss of skill points, but there are exceptions. While this article focuses on single-class beguilers, an occasional dip into another class can help, or you may want to stop taking beguiler levels and continue on in a synergistic prestige class. Most classes below can be taken only at high levels.

    Prestige Classes

    A 1-level dip into any (PrC)class that allows you to continue your caster progression is extremely valuable because then, Advanced Learning allows you to pick a higher-level extra spell than usual. Normally a 7th-level beguiler can pick an extra 3rd-level spell. But dipping into a class like Mindbender, Shadow Adept or Visionary Seeker delays beguiler7 to 8th character level, which allows you to learn extra 4th-level spell. The Advanced Learning abilities at beguiler11 and beguiler15 are similarly delayed to allow you to pick extra higher-level spells.

    • Shadow Adept (PGF) is an easy prestige class for a beguiler if you take 8 ranks in Knowledge (arcana) and Spellcraft; the beguiler already gets a required metamagic feat automatically. In exchange you get a quick 3 free feats: Insidious Magic for foiling opponents when invisible, Persistent Magic which gives you a +4 bonus to overcome Spell Resistance, and Tenacious Magic to give your spells a DC of 15+spell level to dispell them. However, you can't have good alignment and must have the Shadow Weave feat, which is specific to the Forgotten Realms setting.
    • Taking 1 level of Mindbender (CAr) at 6th level has the advantage of continuing your caster level progression and delaying the beguiler7 Advanced Learning ability to 8th level. A disadvantage is the requirement of 4 ranks on Intimidate, which is a cross-class skill. A Mindbender must also have a non-good alignment, so you can't take any Exalted feats (see above). Good-aligned characters might consider Visionary Seeker as an alternative (below).
    • Taking 1 level of Visionary Seeker (PlH), like Mindbender above, also delays the beguiler7 Advanced Learning ability to 8th level -- with the advantage that you can be good-aligned and still take the Exalted feats for high save DC on your spells. You need 8 ranks in any Knowledge skill to qualify. You also get a +2 boost to Reflex saves. 1 level of Visionary Seeker doesn't confer any other benefit except letting you cast divination spells at 1 higher caster level. The beguiler gets 15 divination spells, and five of them would benefit from this prestige class: arcane sight, greater arcane sight, detect magic, detect thoughts, and read magic.
    • Shadowcraft Mage (RS) boosts your illusion spell capabilities; good synergy with the beguiler's Advanced Learning capability. If your beguiler is a gnome, the synergy of Shadowcraft Mage makes this class almost mandatory! The best gnome beguiler builds will involve taking levels in Shadowcraft Mage. See the builds below and the Shadowcraft Mage Handbook for more information.
    • Divine Oracle (CD) requires 8 ranks in Knowlege (Religion); attainable with a dip in Mindbender. You gain access to the Oracle Domain (Spells and Power), Trap Sense, Evasion, Improved Uncanny Dodge, and at 10th level you can never be suprised. These abilities make you more rogue-like at the cost of some skills, but have good synergy with a beguiler. If you plan to take the Loremaster prestige class, this is also a good lead-in.
    • One level of Fatespinner (CAr) lets you boost your spell DC by 1, once per day, without sacrificing a caster level in the beguiler progression, but requires 5 ranks in Profession (gambler) and 9 beguiler levels. A level of Fatespinner also has a similar advantage as the Mindbender and Visionary Seeker PrC (below), delaying the beguiler's Advanced Learning by 1 level, allowing you to take learn a higher-level spell than normal at beguiler levels 11, 15, and 19. Both Mindbender and Visionary Seeker bestow this advantage earlier; however, Fatespinner may be a good choice if you find the other class features attractive.
    • Loredelver (RD) costs you a caster level, but offers interesting alternate class features without losing skill points. If you want to qualify for Fochlucan lyrist, you may want this.
    • 2 levels of Prestige Bard (UA) costs you a beguiler caster level, but in return you cast spells as if you are +2 caster levels higher, you get compatible skill synergies, improved Reflex and Will saves, bardic lore, 2 uses of bardic music, +1 base attack bonus, and +1 beguiler caster level. You do need Perform ranks, however.
    • 4 levels of Recaster (RE) is a good choice for adding metamagic, and extending your spell list.
    • The Ultimate Magus (CM) prestige class is intended for characters having both wizardly and sorcerous abilities, so multiple levels in this class won't benefit a beguiler. However a 1-level dip maintains your caster level progression, giving you the benefit of delaying Advanced Learning by 1 level (as with Mindbender). As an added bonus, you also gain +1 caster level to all your spells. You need 4 ranks in Knowledge (arcana) and 8 ranks in Spellcraft to qualify for this class.
    • Anima Mage (TM) adds versatility and metamagic interaction to the beguiler class, but you need to take a level in Binder and the feat 'Improved Binding'.
    Less than optimal
    • At first glance, Daggerspell Shaper or Arcane Trickster seem like good fits. However, the sneak attack ability isn't useful because you don't have damage spells, and Arcane Trickster requires mage hand which isn't part of a beguiler's spell list. Your skill and class features are better off if you remain a beguiler.
    • Soulcaster (MoI) boosts the caster level of your illusion spells and offers soul meld, but otherwise compromises your caster level.
    • Human Paragon (UA) gives you improved Intelligence, an extra feat, more hit points, and another class skill, but not without cost: You sacrifice a caster level, skill points, and overall class progression.
    (Rogue - Small characters may benefit from the Evasion ability of a rogue or monk, which allows you to take no damage when you succeed on a Reflex save that would normally deal 1/2 damage. The quickest way to gain Evasion is to take two levels of rogue. If you don't want to sacrifice levels, see the Ring of Evasion in the Equipment section above.)

    Basic optimal builds
    Assuming the beguiler class attracts you for its thematic blend of skills and spells, these builds will maximize the beguiler's features in most D&D games with minimal class changes:

    Good-aligned
    • Any race: straight beguiler all the way, or Beguiler 5 / Visionary Seeker 1 / Beguiler +X. A straight beguiler can hold its own in any group of multiclassed PCs.
    • Gnome: Beguiler 8 / Shadowcraft Mage 5 / Beguiler +X.
    Non-good-aligned
    • Any race: Beguiler 5 / Mindbender 1 / Beguiler +X.
    • Any race: Beguiler 6 / Shadow Adept 1 / Beguiler +X.
    • Gnome: Beguiler 5 / Mindbender 1 / Beguiler +2 / Shadowcraft Mage 5.
    The beguiler is a class that can hold up very well on its own without multiclassing, becoming a top-tier PC with respect to power and flexibility. There isn't much one can do to enhance it and still retain the identity of beguiler.

    Some other suggestions:
    • Build: Beguiler 2 / Binder 1 / Anima Mage 10 / Shadow Craft Mage 5 / Shadow Adept 2
    Feats: Precocious Apprentice / Heighten Spell / flaw / Improved Binding / Earth Spell / Extend Spell / Persistant Spell / Shadow Weave Magic
    Why: Free Persistant Spell 3 / day, Bonus feats to boost Illusions and Beguiler spells at L19 and Binding at L11 (6th level vestiges, 2 vestiges at a time). See the Consolidated Binder Handbook
    « Last Edit: November 21, 2011, 11:25:34 AM by Hallack »

    Offline Hallack

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    Re: Beguiler's Handbook
    « Reply #7 on: November 07, 2011, 11:20:14 AM »
    COMBAT TACTICS
    A Beguiler in combat is all about battlefield control. So what can you do? Here are suggestions for tactics that are useful during your first 7 to 10 levels. (How Not To Be Seen)

    Illusion Confusion
    The spells minor image, major image, mirror image, and ghost sound draw your opponents' attention away from your allies. Your opponents now have an increased number of targets and your allies suffer a decreased number of damaging strikes. Your allies can also get flanking bonuses from the images.

    Images also serve as good "bait" for as many nasty traps as you can set up.

    Spell tactics by Level
    Levels 1 to 3 (1st level spells)
    • Hypnotism: This spell is perfect for battlefield controll. I usually use it the first round (Improved Init) of combat, in which I can use my 'cloaked casting' ability (+1 DC).
      What i usually do is cast the spell on one or two warrior/beastly types that i want out of the way (most are standing in the front). I kindly ask them to move to a designated (neutral) spot and lie down (prone). This way:
      the warriors in my group get a clearer path towards the more interesting opponents
      the duration of 2d4 rounds can be enough to move in for the kill of the 'hypnotised' creatures and when they get up, they get an additional AoO.
      (you can affect 2d4 HD, which at 3rd level is wiser to use on only one opponent)

    • Silent image: It’s mainly a battle field control spell. I use is to confuse and stall opponents. I also use it to created utter ‘darkness’ of mist to block line of sight, using a command word for my teammates to inform them of the illusion (will with +4 save).
      Also see ‘minor image.’

    • Color spray: When I can safely get up close (when our warriors are fighting in front of me), I use color spray to stun 1 or 2 opponents. This can be a very potent spell !

    • Sleep: I usually use the spell only when I can sneak up on my enemies, surprise them and I know their HD's aren't that high. I usually don't want to spend a full round on a spell that I know has a 4HD cap. It gets more risky to cast at 3rd level, since HD’s can be higher.
    Extra’s
    • Net of Shadows: For me this is a really nice battlefield controll spell ! (through Advanced Learning)
      I use this to blind the warrior types (1 / level !) in order to get our warriors to their more vulnerable opponents. Or I use it to blind annoying archers. Or, when I feel lucky, I use it to blind spellcasters. It all depends on the layout of the battlefield and the opportunities I see.
      I also use this spell to conceal our party rogue and myself when we are up ahead scouting and happen to stumble upon something and need to hide quickly.

    • You can pick up the distract assailant (CAd) spell with first Advanced Learning to make yourself quite dangerous. You cast this spell as a swift action (basically a free action that you can take once per round). Your enemy becomes flat-footed until his next turn.
      Not only can your allies now attack the enemy more easily, but you can still cast another spell in the same round with a higher spell DC, because your Cloaked Casting bonus kicks in due to your opponent being flat-footed! This is a particularly dangerous spell for your enemies, but pay attention to initiative order: If you to cast this spell just before your opponent's turn, he's flat-footed only long enough for you to fire off another spell, and your allies won't get the benefit of your enemy's flat-footed AC.
    Levels 4 to 5 (2nd level spells)

    These levels, and especially level 5, aren’t the best ones for a Beguiler. The second level spells aren’t that effective and at 5th level many of your opponents and/or fellow casters get 3rd level spells.

    Offence:
    • Silence: This spell is just usefull against enemy-spellcasters. When they fail there will-save at lower level they’re out of the game or at least seriously handicapped. Of course I don’t need to tell you that spell casters tend to have high will-saves.
    • Vertigo: this spell is just usefull against warrior-types, since it only prevents a subject from moving. Unfortunately even when the subject fails it’s will-save, it can move anyway when succeeding in a DC 10 Balance check. So Don’t try this spell on a Warblade.
    • Glitterdust: Good old Glitterdust; a multi-useable spell. It makes invisible creature appear again and could blind anyone failing there will-save in a 10ft spread.
      The only downside is that it’s a Conjuration-spell. There’s a good chance that you invest feats in raising the DC from Illusion and Enchantment spells, so the DC from this spell is not that optimal.
    • Blinding Colour Surge: In combat, this beats normal invisibility since it can blind one opponent for one round. I usually just cast invisibility, if I *have* to get away, of have to get to another spot on the battlefield. I expected much of this spell, but in the end I didn’t use it that much.
    Defence:
    • Blur: the 20% miss-chance is okay, but at lower levels it’s nothing compared to Mirror Image. It *will* protect your from Sneackattacks though.
    • Mirror Image: A spell that you should cast right away when expecting trouble. The duration is long enough to cast it some time beforehand. Let’s say you have 3 images, than you’re opponent has a miss-chance of 75%. At lower levels opponents have not that many attacks, so this spell should last quite a while.
    • Stay the Hand: It’s so nice because it’s a immediate action, but at lower levels casting a 2nd level spell for an effect that only might last for one round is a bit expensive. It prevents an enemy from attacking you or a friend and you get an attack that is redirected at another opponent. (“No no no, don’t go that way. Go THAT way. And smack that ugly fellow you’re passing while you’re at it”)
    Battlefield controll:
    • Hypnotic pattern: In practice it effectively takes out some opponents for just 2-3 rounds. There’s a catch with ‘fascinated’ creatures. If they’re threatened by anyone (even their friends) they snap out of their trance. So it’s usually wiser to cast it on opponents that aren’t in front where the heat is. I used it on some fellows that where in the rear of an approaching force.
    • Minor Image: As ever with the image-spells, it requires you to have a good imagination and the talent to notice an opportunity when you see it.
      Since this spell has sound and the silent image doesn’t, I usually use this spell to steal some rounds from my opponents by making illusionary opponents. A Ghost is a classic of course. The Downside is that it requires you to maintain concentration and a will-save is granted after contact is made, so this makes it a battlefield control spell that should be used cleverly (usually in the beginning of or before combat).
    • Fog Cloud: Usually used to block line of sight and to create a minor buffer against onrushing opponents when they *did* see you after all (movement is slowed somewhat). Simple battlefield control.
    Spells I doubt be usefull:
    • Whelming Blast: for 2d6 subdual, mind-affecting damage you should be getting close to make the 30ft cone effective. I wouldn’t do it if I where you.
    • Touch of Idiocy: This spell is pretty situational and is only usefull versus spell-casters. Let’s say you have the chance to get close to a spellcaster (spell requires touch) and are able to hit it, it takes away 1d6 INT/WIS/CHA.
      Let’s say this spell-caster has a INT of 16 and is 5th level…and you hit it for 4 INT-damage…it’s INT is still 12 and it can still cast 2nd level spells. But on the other hand, the spellcaster could also be 4th level, have INT 18 and you hit only for 2….. Too tricky in my opinion.
      But if you happen to get close, and you feel lucky…hey, give it a try.
    • Daze monster: You are using one action, to steal one action from an opponent (max 6 HD). ‘Daze’ was okay, but ‘daze monster’ is just to weak for a 2nd level spell (man, it’s just crap).
    Higher levels

    At higher levels, the chance of meeting creatures that are immune to mindaffecting spells or opponents that have protections againts thosespells are getting higher. Almost all your offensive spells are mindaffecting, so you run the risk of feeling incompetent in battle.

    There are some tactics to prevent this at least untill a certain extend. The basics are:
    • Use Buffs on your fellow teammates (like Haste and Blur)
    • Use the few non-mind affecting spells you have (duh...like Slow and Legion of Sentinels)
    • Use the spell 'Shadow Conjuration' through Advanced Learning
    • Max your UMD-skill and use Wands: Runestaffs are the cheapest way to do this. See the Runestaff section in the Equipment section
    When you choose to buy a Runestaff, I would recommend the following:

    Runestaff of Rays - cost 1800gp
    1 - 'Lesser Orb of Acid/Sound' or 'Hail of Stones' or 'Magic Missle' (3/day)
    2 - 'Scorching Ray' (3/day)

    1st level
    - Magic Missile (PHB): a reliable spell.
    - Hail of stone (SpC): this offensive spell has no save and 5d4 in a 5ft radius could damage 2 or more opponents. Nice. No SR !!
    - Lesser Orb of Acid/Sound (SpC): 5d8/5d6 with no save, touch attack. No SR !!

    2nd level
    - Scorching Ray (PHB): an offencive spell with no save. Perfect when opponents are immune to your mindaffecting spells.


    Tricky Monsters that require your attention

    Many monsters have abilities that can foil the beguiler's plans. Some in particular are immune or have advantages against many of the beguiler's spells. Here's a quick glance at the SRD. When you factor in all the big and nasties from MM2-5, you'll find more headache monsters. In general, it seems like if it's not a human it's got something to protect it against your spells.

    • Outsiders. Many outsiders have abilities that bypass illusion magic. Demons, in particular, are bad foes since many get see invisibility or true seeing.
      Demons with true seeing: Balor (CR 20), Glabrezu (CR13), Nalfeshnee (CR 14). With see invibility: Babau (CR 6), Marilith (CR 14). Retriever has an effect like discern location.
      Of the devils, the Erinyes (Cr 8) has true seeing. All abominations have true seeing.
      Most of these true seeing abilities are Supernatural, so feats like ‘insidious magic’ don’t work against them.

      Many outsiders also have blindsense or blindsight. The ‘darskstalker’ feat from LoM would be handy here.

      Most outsiders are still susceptible to enchantment spells, and many can still be foiled with illusion magic. At CR 12+ many demons begin getting true seeing, but some still do not possess the ability. And devils in general seem to have been gone the day they were handing out true seeing.

    • Undead. Undead are really difficult in that no enchantment spells, sleep, hold, pw:stun, pw:kill, or whelm spells will work against them. They are immune to all mind-affecting spells, sleep, paralysis, nonlethal damage, ability damage, stunning, spells with fortitude saves, and death effects. These will pretty much be your worst nightmare, so if you're impersonating a cleric make sure you don't get shipped out to fight ghouls.

      Undead can still be tricked by illusion spells, but some intelligent undead also have true seeing.
      A simple ‘Hide from Undead’ scroll might save your hide.

    • Lycanthropes, Animals, Magical Beasts, some Humanoids. Many of these monsters have the scent ability, which means that they can smell you from within 30'. Animals are also immune to language-dependent spells, like suggestion.

      For the most part, these monsters are not immune to illusion (except some instances of silent image for creatures with scent), or enchantments.

    • Dwarves, elves, etc. Some races have bonuses against enchantments or spells, or are immune to sleep effects.

      Don't cast sleep on a group of elves.

    • Construct. As non-living creatures, constructs are immune to all mind-affecting spells, sleep, paralysis, nonlethal damage, ability damage, stunning, spells with fortitude saves, and death effects. So they are almost as much of a problem as Undead.

      Constructs are not immune to illusions and can be tricked. Additionally most constructs will have a low will save so they are especially susceptible to figments.

    • Dragon. Actually dragons aren't too bad, all things considered. They have immunity to magic sleep and paralysis, and they have blindsense 60'. Mature adults can learn true seeing while young adults can learn see invisibility or glitterdust.

      Dragons are not immune to enchantment spells, and all but the biggest and scariest are susceptible to illusions. Plus, since they're intelligent they are as susceptible to bluff and diplomacy as humanoids would be.

    • Elemental. Another outsider, elementals are immune to sleep and paralysis.

      But they can be enchanted and tricked by illusions.

    • Ooze. This one is tough. It's immune to all mind-affecting spells, sleep, paralysis, polymorph and stunning. Also since it can't see, it's immune to illusions and visual effect that rely on sight.

      But oozes aren't immune to illusions that have scent and thermal effects, so ‘major image’ can work against them. Te options are pretty limited versus these creatures, so maybe you’re better of buffing your friends or UMD’ing a scroll or wand.

    • Plant. Plants are pretty similar to oozes. They're immune to all mind-affecting spells, sleep, paralysis, polymorph and stunning.

      They aren't however immune to visual effects or subdual damage.

    • Vermin. Another monster that's immune to all mind-affecting spells. Almost makes you want to get some scrolls of awaken.

      Not immune to illusions or subdual damage. Can't see invisible creatures. Some vermin may have blindsense or blindsight.

    • Swarm. Like vermin swarms are immune to all mind-affecting spells, unless they have an intelligence and hive mind. They are also immune to targeted spells, so you need ‘area effect’ spells.

      They aren't immune to illusions or subdual damage (though see above about the targeted spells). Or a scroll with some wind spells on it.
    Special abilities to worry about
    Things to consider about special abilities that don't play nice.

    • Spot and Listen. Anyone can make a DC 20 Spot check to detect the presence of an invisible creature within 30'. DC 40 to pinpoint them. Listen check that beats move silently will detect presence, if they beat it by 20 they can pinpoint location. So in the least keep adding ranks in Move Silently.

    • True seeing. This spell is tricky since it sees through illusions and can see invisible and magically disguised creatures. But it does not see through fog, mundane disguise, or plain old hiding (though it can see in the dark). True seeing can be dispelled.

      The 3rd level spell ‘nondetection’ could also help. But not all DM’s will agree with you since there seems to be some discussion about this. The 8th level spell ‘mind blank’ will help too, but unfortunately it’s an 8th level spell.
      - See also: How to be protected from True Seeing?
      True seeing and ways to counter it

      Besides that: when your willing to take the ‘shadow weave caster’ feat and the ‘insidious magic’ feat from PGtF (which you will get for free BTW, from the Shadow Adept PrC) you’ll be able to fool ‘True Seeing’ in about 50% of the time.
      This includes the illusions (like invis) you cast on yourself, ….but it also protects your image-illusions !

    • See Invisibility. It can see through your invisibility, but that's it. It does not see through illusions, fog, hiding, etc. So if you suspect your enemy has see invisibility on, wrap yourself in another illusion that will still trick the viewer. You could use silent image to create a false wall or ceiling, or disguise yourself like your target's ally. This spell can also be dispelled ofcourse.

      The 3rd level spell ‘nondetection’ will also help. It has a duration of 1 hour per level, so casting it at the beginning of the day could pay of.

      Again with ‘shadow weave caster’ and ‘insidious magic’ feat from PFtF you’ll be able to fool ‘see invisibilty’ in about 50% of the time.

    • Scent. If you're within 30' they can smell you. 60' if they're downwind from you. 15' if you're upwind from them. This will foil some silent image illusions and definitely foil your invisibility. Scent doesn't function if a strong smell is already present. ‘Major image’ also alters scent so make sure you think of adding or masking scent.

    • Blindsight and Blindsense. This is more effective then scent, since it uses multiple senses. It seems like ‘major image’ could foil this too if you use both scent and thermal illusion in addition to visual illusion.

      If your really serious about being sneaky and want to avoid being caught be these abilities;take the ‘darkstalker’ feat from Lords of Madness. It is described earlier.

    • Sense Motive. Many outsiders and dragons have a healthy sense motive check, so tread carefully when bluffing them.
    « Last Edit: November 21, 2011, 11:15:42 AM by Hallack »


    Offline Hallack

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    Re: Beguiler's Handbook
    « Reply #9 on: November 07, 2011, 11:22:02 AM »
    Discuss the Beguiler Handbook HERE

    There is going to be lots of link contained within for which I will be fixing and finding current sources.
    « Last Edit: December 09, 2011, 09:06:50 AM by Hallack »