Role: A beguiler possesses many useful skills and spells. If his adventuring group lacks a rogue, he makes a great substitute for all but the rogue‘s melee combat strengths. If the group lacks a wizard or other arcane caster, he can also fill that role with his command of illusions and enchantments, although he lacks a wizard’s array of spells that deal damage and he possesses less spellcasting versatility. A beguiler’s main strategy should be to control enemies, bolster his allies, and take command of the battlefield.

Alignment: Any.

Hit Dice: d6.

A beguiler’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Knowledge (arcana) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 6 + Int modifier.

A beguiler has the following class features:

Spells Per Day
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +0 +0 +0 +2 Trapfinding, cantrips 3
2 +1 +0 +0 +3 Cloaked casting DC +1, surprise casting 4
3 +1 +1 +1 +3 Advanced learning 5
4 +2 +1 +1 +4 6 3
5 +2 +1 +1 +4 Silent Spell 6 4
6 +3 +2 +2 +5 Surprise casting (move action) 6 5 3
7 +3 +2 +2 +5 Advanced learning 6 6 4
8 +4 +2 +2 +6 Cloaked casting SR +2 6 6 5 3
9 +4 +3 +3 +6 6 6 6 4
10 +5 +3 +3 +7 Still Spell 6 6 6 5 3
11 +5 +3 +3 +7 Advanced Learning 6 6 6 6 4
12 +6 +4 +4 +8 6 6 6 6 5 3
13 +6 +4 +4 +8 6 6 6 6 6 4
14 +7 +4 +4 +9 Cloaked casting DC +2 6 6 6 6 6 5 3
15 +7 +5 +5 +9 Advanced learning 6 6 6 6 6 6 4
16 +8 +5 +5 +10 6 6 6 6 6 6 5 3
17 +8 +5 +5 +10 6 6 6 6 6 6 6 4
18 +9 +6 +6 +11 6 6 6 6 6 6 6 5 3
19 +9 +6 +6 +11 Advanced learning 6 6 6 6 6 6 6 6 4
20 +10 +6 +6 +12 Cloaked casting SR overcome 6 6 6 6 6 6 6 6 6

Weapon and Armour Proficiency: A beguiler is proficient with all simple weapons, plus the hand crossbow, rapier, shortbow, and short sword. A beguiler is proficient with light armour, but not with shields. A beguiler can cast beguiler spells while wearing light armour without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a beguiler wearing medium armour, heavy armour, or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass beguiler still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A beguiler casts arcane spells drawn primarily from the beguiler spell list. He can cast any spell he knows without preparing it ahead of time. To cast a spell, a beguiler must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a beguiler’s spell is 10 + the spell level + his Intelligence modifier.

Like other spellcasters, a beguiler can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score (Core Rulebook, pg. 17, table 1–3).

When a beguiler gains access to a new level of spells, he automatically knows all the spells for that level on the beguiler spell list. Essentially, his spell list is the same as his spells known list. A beguiler also has the option of adding to his existing spell list through his advanced learning class feature (see below) as he increases in level.

Unlike a wizard or a cleric, a beguiler need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.

Cantrips: A beguiler learns a number of cantrips, or 0-level spells, as noted in the spells section above. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Trapfinding: A beguiler adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A beguiler can use Disable Device to disarm magic traps.

Cloaked Casting (Ex): Starting at 2nd level, a beguiler’s spells become more effective when cast against an unwary foe. He gains a +1 bonus to the spell’s save DC when he casts a spell that targets a foe who would be denied a Dexterity bonus to AC (whether that target actually has a Dexterity bonus or not).

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

At 14th level, the bonus to a beguiler’s spells’ save DC increases to +2.

At 20th level, a beguiler becomes able to automatically overcome the spell resistance of any affected target.

Surprise Casting (Ex): Starting at 2nd level, when a beguiler successfully uses the Bluff skill to feint in combat, his target is denied its Dexterity bonus (if any) to AC for the next melee attack he makes against it or the next spell he casts. He must remain in melee with the target, and the attack must be made or the spell must be cast on or before his next turn. The target is not considered flat-footed and therefore can make attacks of opportunity.

At 6th level, a beguiler gains the ability to feint in combat as a move action instead of a standard action. If he has the Improved Feint feat, he can now feint in combat as a swift action.

Advanced Learning (Ex): At 3rd level, a beguiler can add a new spell to his spell list, representing the result of personal study and experimentation. The spell must be a sorcerer/wizard spell of the enchantment or illusion school and of a level no higher than that of the highest-level spell he already knows. Once a new spell is selected, it is forever added to his spell list and can be cast just like any other spell on his list.

A beguiler gains additional new spells at 7th, 11th, 15th, and 19th levels.

Silent Spell: A beguiler gains Silent Spell (Core Rulebook, pg. 133) as a bonus feat at 5th level.

Still Spell: A beguiler gains Still Spell (Core Rulebook, pg. 135) as a bonus feat at 10th level.

Dancing Lights (Core Rulebook, pg. 263)
Daze (Core Rulebook, pg. 264)
Detect Magic (Core Rulebook, pg. 267)
Ghost Sound (Core Rulebook, pg. 289)
Message (Core Rulebook, pg. 313)
Open/Close (Core Rulebook, pg. 317)
Read Magic (Core Rulebook, pg. 330)

Charm Person (Core Rulebook, pg. 254)
Colour Spray (Core Rulebook, pg. 256)
Comprehend Languages (Core Rulebook, pg. 258)
Detect Secret Doors (Core Rulebook, pg. 268)
Disguise Self (Core Rulebook, pg. 271)
Expeditious Retreat (Core Rulebook, pg. 279)
Hypnotism (Core Rulebook, pg. 298)
Mage Armour (Core Rulebook, pg. 306)
Obscuring Mist (Core Rulebook, pg. 317)
Silent Image (Core Rulebook, pg. 343)
Sleep (Core Rulebook, pg. 344)
Undetectable Alignment (Core Rulebook, pg. 363)

Blinding Colour Surge
Blur (Core Rulebook, pg. 251)
Daze Monster (Core Rulebook, pg. 264)
Detect Thoughts (Core Rulebook, pg. 268)
Fog Cloud (Core Rulebook, pg. 284)
Glitterdust (Core Rulebook, pg. 290)
Hypnotic Pattern (Core Rulebook, pg. 298)
Invisibility (Core Rulebook, pg. 301)
Knock (Core Rulebook, pg. 303)
Minor Image (Core Rulebook, pg. 314)
Mirror Image (Core Rulebook, pg. 314)
Misdirection (Core Rulebook, pg. 314)
See Invisibility (Core Rulebook, pg. 339)
Silence (Core Rulebook, pg. 343)
Spider Climb (Core Rulebook, pg. 347)
Stay the Hand
Touch of Idiocy (Core Rulebook, pg. 360)
Whelming Burst

Arcane Sight (Core Rulebook, pg. 244)
Clairaudience/Clairvoyance (Core Rulebook, pg. 255)
Crown of Veils
Deep Slumber (Core Rulebook, pg. 265)
Dispel Magic (Core Rulebook, pg. 272)
Displacement (Core Rulebook, pg. 273)
Glibness (Core Rulebook, pg. 290)
Haste (Core Rulebook, pg. 294)
Hold Person (Core Rulebook, pg. 296)
Inevitable Defeat
Invisibility Sphere (Core Rulebook, pg. 302)
Legion of Sentinels
Major Image (Core Rulebook, pg. 311)
Nondetection (Core Rulebook, pg. 317)
Slow (Core Rulebook, pg. 344)
Suggestion (Core Rulebook, pg. 350)
Vertigo Field
Zone of Silence (Core Rulebook, pg. 371)

Charm Monster (Core Rulebook, pg. 254)
Confusion (Core Rulebook, pg. 258)
Crushing Despair (Core Rulebook, pg. 262)
Freedom of Movement (Core Rulebook, pg. 287)
Invisibility, Greater (Core Rulebook, pg. 302)
Locate Creature (Core Rulebook, pg. 305)
Mirror Image, Greater
Phantom Battle
Rainbow Pattern (Core Rulebook, pg. 329)
Solid Fog (Core Rulebook, pg. 345)
Whelm, Mass

Break Enchantment (Core Rulebook, pg. 251)
Dominate Person (Core Rulebook, pg. 274)
Etherealness, Swift
Feeblemind (Core Rulebook, pg. 281)
Friend to Foe
Hold Monster (Core Rulebook, pg. 296)
Incite Riot
Mind Fog (Core Rulebook, pg. 313)
Seeming (Core Rulebook, pg. 339)
Sending (Core Rulebook, pg. 339)
Telepathic Bond (Core Rulebook, pg. 358)

Dispel Magic, Greater (Core Rulebook, pg. 272)
Mislead (Core Rulebook, pg. 315)
Repulsion (Core Rulebook, pg. 333)
Shadow Walk (Core Rulebook, pg. 341)
Suggestion, Mass (Core Rulebook, pg. 350)
True Seeing (Core Rulebook, pg. 363)
Veil (Core Rulebook, pg. 364)

Arcane Sight, Greater (Core Rulebook, pg. 244)
Ethereal Jaunt (Core Rulebook, pg. 279)
Hold Person, Mass (Core Rulebook, pg. 296)
Invisibility, Mass (Core Rulebook, pg. 302)
Phase Door (Core Rulebook, pg. 320)
Power Word Blind (Core Rulebook, pg. 324)
Project Image (Core Rulebook, pg. 327)
Spell Turning (Core Rulebook, pg. 347)

Demand (Core Rulebook, pg. 265)
Discern Location (Core Rulebook, pg. 270)
Mind Blank (Core Rulebook, pg. 313)
Moment of Prescience (Core Rulebook, pg. 315)
Power Word Stun (Core Rulebook, pg. 324)
Scintillating Pattern (Core Rulebook, pg. 336)
Screen (Core Rulebook, pg. 337)

Dominate Monster (Core Rulebook, pg. 274)
Etherealness (Core Rulebook, pg. 279)
Foresight (Core Rulebook, pg. 285)
Hold Monster, Mass (Core Rulebook, pg. 296)
Power Word Kill (Core Rulebook, pg. 324)
Time Stop (Core Rulebook, pg. 359)


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