Author Topic: Beguiler damage options?  (Read 6289 times)

Offline Bloodgruve

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Beguiler damage options?
« on: March 26, 2014, 02:48:27 PM »
Hello,

Been visiting these boards for years but this will be my first post.

I'm currently playing in a 3.5 ported Temple of Elemental Evil game. Currently running a Warlock but I have a feeling he won't last long due to how I play him (and the table top we play on apparently hates my dice...). We're lacking a true rogueish character in the party so I'm making a back up to fill that position if I lose this character.

I love the beguiler but I'm stuck on having some sort of damage option besides the Whelm line. I've looked at Extra Spell, DrMag Bloodlines, Arcane Disciple and magic items but I'm not finding anything that really stands out for me and that comes online early enough (I have a bad feeling that around 6th level I'll need a replacement). We're also limited to Core, PHB2, the Completes, Spell Compendium and Magic Item Compendium as our DM is new to DMing. I'd like to work Beguiler 19 or 20, not interested in Gish'ing. Also, I'm looking for an option that is effective vs Undead and the others that are hard to deal with for the class.

How would you work in a decent damage option to the Beguiler?

I'd love to hear some suggestions.

Thanks much,

Blood~
« Last Edit: March 26, 2014, 02:58:41 PM by Bloodgruve »

Offline Snowbluff

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Re: Beguiler damage options?
« Reply #1 on: March 26, 2014, 03:03:34 PM »
Runestaff. Get one with Hail of Stone, Scorching Ray, Orb of Acid. Spells like that.

Bloodlines are good with Heighten Spell and Reserve feats.
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Offline wotmaniac

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Re: Beguiler damage options?
« Reply #2 on: March 26, 2014, 03:06:47 PM »
Given the book restrictions, I'd say to simply keep that UMD maxed and fall back on wands/staffs/runestaffs.
Make sure you pick up the Shadow Evoc/Conj line of spells as soon as you can (though, this comes later)

If you can get your book selection opened up, there's quite a bit more you can do.

Offline SorO_Lost

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Re: Beguiler damage options?
« Reply #3 on: March 26, 2014, 03:32:06 PM »
Runestaffs are cheap little rods that help out a lot. They can Channel Arcane Slots into any predetermined Arcane Spell (use UMD to bypass list requirements). Stick to a 1/day casting limit on the highest level Spell and 1/day~2/day on the rest to greatly reduce it's purchase price.

You can also look into PrCs. Like I know Unearthed Arcana isn't on your list but Prestige Bard is part of the SRD and readily accessible online. It costs one caster level to dip the Class but you pick up the Bard List, adding all the Spells you don't already have. That gives you several new social, illusion, even divination Spells on top of blasting, summoning and (lots of) party buffs. It's generally worth it thanks to the Beguiler's access to his entire list at once.

Offline Bloodgruve

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Re: Beguiler damage options?
« Reply #4 on: March 26, 2014, 03:45:39 PM »
Runestaff. Get one with Hail of Stone, Scorching Ray, Orb of Acid. Spells like that.

Bloodlines are good with Heighten Spell and Reserve feats.

Does Heighten Spell allow spontaneous casters use max level reserve feats as long as they maintain an open spell slot?

Given the book restrictions, I'd say to simply keep that UMD maxed and fall back on wands/staffs/runestaffs.
Make sure you pick up the Shadow Evoc/Conj line of spells as soon as you can (though, this comes later)

If you can get your book selection opened up, there's quite a bit more you can do.

I'm leaning towards the Shadow Evoc/Conj line. Wealth isn't a problem but we may be limited on what we can actually get in game, not sure how he's gonna handle item acquisition.

As for Prestiege Bard, I'm pretty sure he lumps SRD into Core. I'll have to take a look at that for sure.  Does Prestiege Bard open up the Bard's spell list though? NM, found it, states they gain the unique spells from the lists.

Much appreciated,

Blood~
« Last Edit: March 26, 2014, 03:50:34 PM by Bloodgruve »

Offline Snowbluff

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Re: Beguiler damage options?
« Reply #5 on: March 26, 2014, 03:51:24 PM »

Does Heighten Spell allow spontaneous casters use max level reserve feats as long as they maintain an open spell slot?

The consensus is yes. Heighten spell alters the spell level, and the reserve feats only require you to be able to cast it.
Clerics are my game!

Offline Sleepyphoenixx

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Re: Beguiler damage options?
« Reply #6 on: March 26, 2014, 04:01:43 PM »
The Robe of Mysterious Conjuration (MIC, 10000gp) lets you use Summon Monster 3/day as a standard action by sacrificing a spell. Not a main weapon but a handy and relatively affordable backup.

Heighten does work with reserve feats as long as you have an open spell slot but the beguiler list is pretty limited when it comes to spells to fuel the damage dealing ones.

Prestige Bard should add at least the core spells that are unique to the bard list, the rest is up to the DM.
Quote
Unique Spells

The bard, paladin, and ranger spell lists contain a number of spells that don't appear on other classes' spell lists. In general, any character who enters one of these prestige classes should gain access to spells unique to that class's spell list, at the same levels indicated for the standard class. At the game master's discretion, spells unique to that class's spell list found in other books may also be available, but on a case by case basis. The game master may require such spells to be researched or learned specifically by the character, rather than simply making them freely available.
You can get some mileage out of Inspire Courage with spells and items (about +4-5 off the top of my head).Dragonfire Inspiration may be an option if you can spare the feats to get a non-fire bloodline.
If your DM is amicable to adding other sources on a case by case basis you could also look into Heartfire Fanner (Dr314) and/or War Weaver (HoB) for a strong support build.

Rainbow Servant is another option though it comes online rather late (ECL 15). You can theoretically get in at ECL 2 with early entry cheese but i doubt your DM is up for that.

Offline Bloodgruve

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Re: Beguiler damage options?
« Reply #7 on: March 26, 2014, 04:26:44 PM »
Thanks again for the responses.

I'm intrigued by the Bloodline+Heighten Spell+Reserve Feat. I'm assuming this would work with Arcane Disciple as well? I was looking at Heighten Spell anyways.

We are fortunate enough to have a bard in party already but I'll have to check out the spell lists.

Blood~

Offline Hades

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Re: Beguiler damage options?
« Reply #8 on: March 27, 2014, 06:42:32 AM »
To help a little with damage there are also the Gloves of the Starry Sky (MiC 204).

They costs 1,100 gp and 3/day you can sacrifice a prepared spell or spell slot of 1st level or higher to use magic missile, using your own caster level.

Offline SorO_Lost

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Re: Beguiler damage options?
« Reply #9 on: March 27, 2014, 10:29:04 AM »
Speaking of, the others from the MiC my interest you s well.

Items - Substitute Spell Cast
Amulet of Spell Conversion (CM): 3/day, any, replace a prepared spell with another.
Belt of the Wide Earth (MiC, 204): 2/day, 5th, teleport.
Gloves of the Starry Sky (MiC, 204): 3/day, 1st, magic missile.
Goggles of the Golden Sun (MiC, 205): 3/day, 3rd, fireball.
Periapt of the Sullen Sea (MiC, 205): 2/day, 4th, freedom of movement.
Robe of Mysterious Conjuration (MiC, 130): 3/day, any, summon monster x.
Seven Veils (MiC, 210): 1/day each, any, cone of cold, daylight, disintegrate, dispel magic, gust of wind, magic missile, and passwall.
Vest of the Archmage (MiC, 145): any, heal (5xlvl).

Offline Hades

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Re: Beguiler damage options?
« Reply #10 on: March 28, 2014, 04:58:58 AM »
There's also the spell "Power word Pain" (Races of the Dragon), avaliable from 3rd level with advanced learning.

At low-middle levels it can deal very nice damage over time.