Hit Die: d8
Base Attack bonus: average
The beguiler’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks per Level: 6 + Int modifier.
All of the following are class features of the beguiler.
Weapon and Armor Proficiency: A beguiler is proficient with all simple weapons, plus the longsword, rapier, short sword, hand crossbow, and short bow. Beguilers are also proficient with light armor and shields (except tower shields). A beguiler can cast beguiler spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a beguiler wearing medium or heavy armor 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, which are drawn from the beguiler spell list. When a beguiler gains access to a new level of spell, he automatically knows all the spells for that level on the beguiler’s spell list. A beguiler can cast any spell he knows without preparing it ahead of time. A beguiler also has the option to add new spell to his existing spell list through the advanced learning class feature as he increase in level.
To cast a spell, a beguiler must have a 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 +the beguiler’s 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 following table. In addition, he receives bonus spells per day if he has a high Intelligence score.
Trapfinding: A beguiler adds 1/2 her 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 spell become more effective when cast against an unwary foe. The beguiler gain a +1 bonus to the spell’s save DC when you cast a spell that targets any foe who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not).
At 8th level, the beguiler gain a +2 bonus on rolls made to overcome the spell resistance of any affected target.
At 14th level, the bonus to the beguiler spell’s save DC increase to +2.
At 20th level, the beguiler become able to overcome the spell resistance of any affected target.
Surprised Casting (Ex): Starting at 2nd level, when the beguiler successfully use the Bluff skill to feint in combat, the beguiler target is denied its Dexterity bonus (if he has one) to AC for the next melee attack the beguiler makes against it or the next spell the beguiler cast. The beguiler must remain in melee with the target and the attack or the spell be cast on or before the beguiler next turn. The target is not consider flat-footed and therefore can make attacks of opportunity against the beguiler if he don’t cast defensively.
At 6th level, the beguiler may feint in combat as a move action instead of a standard action. If the beguiler has the Improved Feint feat, he may now feint in combat as a swift action.
Advanced Learning (Ex): At 3rd level, the beguiler can add a new spell to his list, representing the result of personal study and experimentation. The spell must be from the Sorcerer/Wizard spell of the enchantment or illusion school and of a level no higher than a level he can already knows. Once a spell is selected, it is forever added to the beguiler spell list and can be cast like any other spell on his list.
A beguiler adds any other new spell at 7th, 11th, 15th and 19th level.
Silent Spell: At 5th level, the beguiler gains Silent Spell as a bonus feat.
Still Spell: At 10th level, the beguiler gains Still Spell as a bonus feat.
0 level: Dancing lights, Daze, Detect magic, Ghost sounds, Message, Open/close, Prestidigitation, Read magic
1st level: Charm person, Color spray, Comprehend languages, Detect secret door, Disguise self, Expeditious retreat, Hypnotism, Identify, Mage armor, Magic weapon, Obscuring mist, Silent image, Sleep, Ventriloquism
2nd level: Alter self, Blur, Daze monster, Detect thought, Fog cloud, Glitterdust, Hypnotic pattern, Invisibility, Knock, Minor image, Mirror image, Misdirection, Scare, See invisibility, Silence, Spider climb, Touch of idiocy
3rd level: Arcane sight, Clairaudience/Clairvoyance, Deep slumber, Dispel magic, Displacement, Glibness, Greater magic weapon, Haste, Hold person, Invisibility sphere, Major image, Nondetection, Slow, Suggestion, Tongues, Zone of Silence
4th level: Charm monster, Confusion, Crushing despair, Detect scrying, Greater invisibility, Locate creature, Rainbow pattern, Shout, Solid fog
5th level: Break enchantment, Dominate person, Feeblemind, Hold monster, Mind fog, Nightmare, Seeming, Sending, Telepathic bond
6th level: Greater dispel magic, Legend lore, Mass suggestion, Mislead, Repulsion, Shadow walk, True seeing, Veil
7th level: Ethereal jaunt, Greater arcane sight, Mage’s sword, Mass hold person, Mass invisibility, Phase door, Power word blind, Project image, Simulacrum, Spell turning, Vision
8th level: Binding, Demand, Discern location, Greater shout, Mind blank, Moment of prescience, Power word stun, Scintillating pattern, Screen
9th level: Dominate monster, Etherealness, Foresight, Mass hold monster, Power word kill, Time stop, Weird