Help me build a better Beguiler


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CCH_LLC

First Post
An update, I met with my friend who is DMing the game and it turns out we will be running a series of old fashioned Greyhawk modules in honor of Gygax, which I can really get behind as I have never really done anything like that as my only experience with D&D is Eberron.

We are going to start with Temple of Elemental Evil and all characters are starting at level 5 and we are expected to be around level 12 when the module wraps up. Learning that most of the campaign is going to be in dungeons I am now a bit hesitant to roll up beguiler as a lot of his potential strength for intrigue seems like it would be wasted in this game. I am profoundly grateful for the terrific advice thus far though and if you can make a compelling argument to stick with this class I am very willing to listen.

However, since the party looks like it will consist of a cleric, monk, fighter/barbarian and myself I am leaning more towards a utility focused wizard.

Hijacking my own thread I would ask what a good character to roll up would be given the following criteria:

Starting level 5

9,000 GP

17, 15, 14, 14, 13, 12 for stats

Useful in a huge dungeon, and a strong in combat.


I am a flexible player, I can have a good enjoyable session avoiding combat, but I would like to have a useful role to play when it does happen. If we can think up something awesome my DM has no problem with one player being stronger then the rest of the group.

Thanks Guys!
 

moritheil

First Post
CCH_LLC said:
We are going to start with Temple of Elemental Evil and all characters are starting at level 5 and we are expected to be around level 12 when the module wraps up. Learning that most of the campaign is going to be in dungeons I am now a bit hesitant to roll up beguiler as a lot of his potential strength for intrigue seems like it would be wasted in this game. I am profoundly grateful for the terrific advice thus far though and if you can make a compelling argument to stick with this class I am very willing to listen.

However, since the party looks like it will consist of a cleric, monk, fighter/barbarian and myself I am leaning more towards a utility focused wizard.

I am currently playing a 5th level beguiler and I have done almost no social manipulation, instead being centered entirely around combat control. I run around neutralizing enemies so that my allies can take them out (for example, I blind an enemy combat monster, and our sorc follows up with scorching ray - since the enemy is blind and does not get a dex bonus, it's pretty hard to miss that ranged touch attack.)

That said, if you are the only mage, then you might consider a more traditional mage class, particularly if the cleric is not keen on becoming an exclusive utility spell dispenser.
 

Darth Vyce

First Post
A gray elf wizard would prove to be a great utility wizard. Just take the first level substitution ability (RotW) and you should be good to go. :) Here's a quick and simple build:

Ranger 1(or Fighter)/Wizard 6/Elf Paragon 3/Loremaster 10

Overall a pretty solid utility build. You only loose out on 2 caster levels which is somewhat offset by the racial substitution level. Some decent feats to think about ...

Point Blank Shot
Precise Shot
Augment Summoning
Spell Focus (conj)
Quicken Spell (b)
Silent Spell
Still Spell
Elven Spell Lore
Craft Wand

This would allow you to still stay in the game when you are out of spells via your ranged bow attacks. You could also use a heroics spell to "learn" Improved Precise Shot. Your summonings will prove helpful as well. They will be able to offer extra support with their spells/spell-likes/etc and to set up flanking.
 

Corsair

First Post
Or if you're feeling particularly silly, Beguiler 1 / Wizard 4 / Ultimate Magus 10 / XXXXX 5.

Be a human with Able Learner, and you'll easily be able to keep your rogue dungeon skills at max thanks to your high intelligence. At 15th level you'd cast as a 13th level wizard, and have 8 levels of beguiler casting. (mostly used to fuel metamagic) If you choose to specialize for even more spell slots, you can ditch enchantment and illusion, as you'll still have spells from those schools up to the first four levels thanks to Beguiler. Become a focused specialist and you can probably get away without necromancy or evocation too.

You'd have more spell slots than you could shake a stick at.
 

moritheil

First Post
Beguiler / Wiz / Ultimate Magus / Shadowcraft Mage or Shadow Weave Adept is actually very effective with the gnome illusionist substitution levels on the Wiz side of things. Spell Focus (Illusion), Shadow Weave Magic, etc. all pull double duty.
 

Slaved

First Post
It looks like you are missing a tracker so how about playing a Druid? By taking the Alternate Class Features from Unearthed Arcana that are also in the System Resource Document you could cover this role along with back-up healer and utility caster and be good in combat! :D

http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#druid

If you get a Riding Dog trained for war as an Animal Companion you are between good and great at everything! :p :cool: :D

Take a look at Primal Hunter and Primal Instinct in Dragon Magic. Heart of Air and Heart of Water from Complete Mage are also helpful. Lesser Vigor and Mass Lesser Vigor in Spell Compendium are fun! :D
 

StreamOfTheSky

Adventurer
Darth Vyce said:
I think Imp Feint is important as it allows a beguiler to trigger their cloaked casting ability more often. Using the following trick allows you to stay out of melee ... hopefully:

Expeditious Retreat + Mobile Casting + Feint (as a free action w/Imp Feint) = awesome :D

This way you will have a speed of around 60'. Mobile Casting allows you to cast a spell & move your speed as a standard action (with a DC 20 Concentration Check). So, you could move toward an enemy, feint (free action), then make a Concentration Check, cast your spell, and move away again. Only problem with this is that the concentration check is somewhat high. :(

Actually, I'm pretty sure the DC is 20 PLUS SPELL LEVEL, and further, it is raised to 25 + spell level if you also want to cast defensively. Those DC's just aren't worth it at level 5. My advice is find a way to get reliable long-term flight, then pick up Fly-by Attack feat. Obviously not an option at level 5, but neither is Mobile Spellcasting mathematically, and FbA is MUCH better and more versatile.
 

moritheil

First Post
StreamOfTheSky said:
Actually, I'm pretty sure the DC is 20 PLUS SPELL LEVEL, and further, it is raised to 25 + spell level if you also want to cast defensively. Those DC's just aren't worth it at level 5. My advice is find a way to get reliable long-term flight, then pick up Fly-by Attack feat. Obviously not an option at level 5, but neither is Mobile Spellcasting mathematically, and FbA is MUCH better and more versatile.

You're right about the DC. However, does a feint work as an attack? I don't think you can use Fly-by attack to do the "drive-by feinting."

IMO drive-by feinting is worthless, actually, as you could instead be blinding the enemy . . . but I suppose in certain strategies it's important.
 

StreamOfTheSky

Adventurer
Flyby Attack lets you do ANY standard action in between your move. Which reminds me, I thought Beguilers eventually get to feint as a swift action anyway? Even if you only get it as a move action, nothing's stopping you from using your standard action for a move action...
 

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