So, when scouring the Master LA 0 Race list for a character I'm building, I noticed the Beguiler from Shining South. I've heard it discussed before, and it's definitely impressive. However, it's not technically playable as a PC, as it's specified as a cohort/companion character only. But I love the imagery of this as a player character, especially given the image in the Shining South book.
I've been advised by the DM of the game I'm planning to use this for, SirPercival, to post the racial write-up for comments and critique.
BEGUILER- -4 Str, +2 Dex, +2 Int
- Small: As a Small creature, a beguiler gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.
- Magical Beast: As magical beasts, beguilers are not subject to spells that affect only Humanoids. However, they are subject to spells which affect Animals (such as Hold Animal, or Hide from Animals)
- Beguiler base land speed is 30 feet.
- Beguilers have a climb speed of 10 feet.
- Darkvision out to 60 ft., and low-light vision.
- Natural Weapons: Beguilers may attack with a pair of claws as a primary natural weapon, with base damage of 1d3, and a bite attack as a secondary natural weapon with base damage of 1d4.
- Illusion-piercing eyes: Whenever a beguiler encounters an illusion, they receive a saving throw to recognize it as illusory without having to study it carefully or interact with it in some fashion. They also gain a +2 bonus to will saves against illusions.
- Prehensile tail: A beguiler's tail functions in many ways as a third hand, allowing it to use its tail to aid in daily tasks. A beguiler's tail isn't strong enough to wield a weapon, but it can use the tail to retrieve items up to five pounds in weight as a free action, as the Quick Draw feat.
- Skills: While dry, beguilers can change the hue and pattern of their fur to match the coloration of their surroundings, even to colors and patterns not found in nature, giving them a +8 racial bonus on Hide checks.
- Beguilers speak their own language and Common.
What's changed?The ability mods: The original has -4 str, +6 dex, and +2 Int. I kept the Str penalty, but reduced the Dex bonus by 4. I feel this better fits the creature as being uncannily intelligent and quick, but the stat mods are a bit more balanced against each other. I had them at -4 Str +2 Dex +4 Int before but was advised to reduce the Int bonus.
Attacks: The original has four claw attacks, a bite attack, and Rake as a special attack. I reduced it to two claw attacks and a bite, and left out Rake. These aren't really predatory creatures like a lion or something, and are described as being not especially aggressive. The attacks also don't do a lot of damage; I'd almost consider just dropping all the attacks, but that didn't sound completely necessary.
Feat: Given the reduced natural attacks, I removed the Multiattack bonus feat. To fit with the fluff of the prehensile tail present in the original, I gave the ability of the Quick Draw feat, but limited the weight the tail can hold, and ruled that it cannot wield a weapon, unlike the original.
True-seeing: This seemed the biggest roadblock to using the Beguiler as a PC race. So, removed it, and replaced with an ability to still pierce illusions but not automatically. They gain a small bonus versus illusions, but don't have to interact with them to be granted a will save. A PC Beguiler knows instinctively what to look for, but can still be fooled.
Skills: Kept skill bonuses. Camouflage ability is flavorful and fits the odd creature well, but I could be convinced to reduce the bonus or remove it outright if needed.
One of the main problems in playing this as a PC would be that base armor costs would have to be doubled, as per the Armor for unusual creatures rules, but that's usually not a tremendous stumbling point.
So, thoughts?