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[Arcanum of the Stars] "Dragonstarfinder"
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<blockquote data-quote="Shayuri" data-source="post: 7328082" data-attributes="member: 4936"><p>Very rough draft of a Starfinder Beguiler class. I dunno though. Still feels off.</p><p></p><p>I do think 6+Int would work better for skills. For comparison check out the Mystic. The Technomancer uses Intelligence as a primary stat, so they reduced the skill points with the assumption that they'd have a large modifier. For the non-Intelligence spellcaster, they increased the base skill points to make up the difference. That philosophy seems appropriate for Beguilers as well.</p><p></p><p>[sblock=Starfinder Beguiler]CLASS: BEGUILER</p><p>Key Ability: Charisma</p><p></p><p>4 + Int modifier; Acrobatics (Dex), Bluff (Cha), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Mysticism (Wis), </p><p></p><p>Perception (Wis), Profession (Cha, Int, or Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex)</p><p></p><p>Proficiencies: Light Armor, Basic Melee (analog only), Bows</p><p></p><p>1 0 Cloaked Casting</p><p>2 1 Beguiler Trick</p><p>3 2 Spell Focus, Mystic Skullduggery +1, Weapon Specialization</p><p>4 3 </p><p>5 3 Beguiler Trick</p><p>6 4 Mystic Skullduggery +2</p><p>7 5 </p><p>8 6 Beguiler Trick</p><p>9 6 Mystic Skullduggery +3</p><p>10 7 </p><p>11 8 Beguiler Trick</p><p>12 9 Mystic Skullduggery +4</p><p>13 9 </p><p>14 10 Beguiler Trick</p><p>15 11 Mystic Skullduggery +5</p><p>16 12 </p><p>17 12 Beguiler Trick</p><p>18 13 Mystic Skullduggery +6</p><p>19 14 </p><p>20 15 Beguiler Trick</p><p></p><p>Cloaked Casting: A Beguiler casting a spell against an unwitting target (who is being denied Dex bonus to KAC and EAC) has +1 to the </p><p></p><p>spell's save DC. At 8th level the spell gains +2 versus spell resistance. At 14th level the bonus to save DC becomes +2.</p><p></p><p>Spell Focus: Choose Enchantment or Illusion; spells of that school have +1 DC when you cast them.</p><p></p><p>Mystic Skullduggery: Insight bonus to Bluff or Stealth, and Mysticism.</p><p></p><p>Beguiler Tricks</p><p>2nd level</p><p>Shadow Clones (as Mirror Image; 1d4 clones, 1min/lvl, 1/day, 2/day at 6th lvl, 3/day at 10th lvl)</p><p>Quick Disguise (as Disguise Self, 1min/lvl, 1/day, 2/day at 6th lvl, 3/day at 10th lvl)</p><p>Takes One To Know One (gain +2 to save vs Enchantment and Illusion; increases to +4 at 10th lvl)</p><p>Improved Feint (Roll Bluff to feint as a move action)</p><p></p><p>5th level</p><p>Subtle Spell (1 resolve point to cast spell without making any noise, or without needing to make gestures; 2 resolve for both)</p><p>Surefooted (as operative)</p><p>Hidden Signs (Bluff roll vs Perception of onlookers to conceal spellcasting as normal activity)</p><p></p><p>8th level</p><p>Mentalist's Bane (as operative)</p><p>Holographic Distraction (as operative)</p><p>Master of Disguise (as Operative)</p><p></p><p>11th level</p><p>Glimpse the Truth (as operative)</p><p></p><p>14th level</p><p>Quickened Spell (2 resolve to cast 0 lvl spell, 4 to cast 1st level spell, 6 to cast 2nd level spell as a move action)</p><p>Swift Feint (Roll Bluff to feint as a swift action)[/sblock]</p></blockquote><p></p>
[QUOTE="Shayuri, post: 7328082, member: 4936"] Very rough draft of a Starfinder Beguiler class. I dunno though. Still feels off. I do think 6+Int would work better for skills. For comparison check out the Mystic. The Technomancer uses Intelligence as a primary stat, so they reduced the skill points with the assumption that they'd have a large modifier. For the non-Intelligence spellcaster, they increased the base skill points to make up the difference. That philosophy seems appropriate for Beguilers as well. [sblock=Starfinder Beguiler]CLASS: BEGUILER Key Ability: Charisma 4 + Int modifier; Acrobatics (Dex), Bluff (Cha), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Mysticism (Wis), Perception (Wis), Profession (Cha, Int, or Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex) Proficiencies: Light Armor, Basic Melee (analog only), Bows 1 0 Cloaked Casting 2 1 Beguiler Trick 3 2 Spell Focus, Mystic Skullduggery +1, Weapon Specialization 4 3 5 3 Beguiler Trick 6 4 Mystic Skullduggery +2 7 5 8 6 Beguiler Trick 9 6 Mystic Skullduggery +3 10 7 11 8 Beguiler Trick 12 9 Mystic Skullduggery +4 13 9 14 10 Beguiler Trick 15 11 Mystic Skullduggery +5 16 12 17 12 Beguiler Trick 18 13 Mystic Skullduggery +6 19 14 20 15 Beguiler Trick Cloaked Casting: A Beguiler casting a spell against an unwitting target (who is being denied Dex bonus to KAC and EAC) has +1 to the spell's save DC. At 8th level the spell gains +2 versus spell resistance. At 14th level the bonus to save DC becomes +2. Spell Focus: Choose Enchantment or Illusion; spells of that school have +1 DC when you cast them. Mystic Skullduggery: Insight bonus to Bluff or Stealth, and Mysticism. Beguiler Tricks 2nd level Shadow Clones (as Mirror Image; 1d4 clones, 1min/lvl, 1/day, 2/day at 6th lvl, 3/day at 10th lvl) Quick Disguise (as Disguise Self, 1min/lvl, 1/day, 2/day at 6th lvl, 3/day at 10th lvl) Takes One To Know One (gain +2 to save vs Enchantment and Illusion; increases to +4 at 10th lvl) Improved Feint (Roll Bluff to feint as a move action) 5th level Subtle Spell (1 resolve point to cast spell without making any noise, or without needing to make gestures; 2 resolve for both) Surefooted (as operative) Hidden Signs (Bluff roll vs Perception of onlookers to conceal spellcasting as normal activity) 8th level Mentalist's Bane (as operative) Holographic Distraction (as operative) Master of Disguise (as Operative) 11th level Glimpse the Truth (as operative) 14th level Quickened Spell (2 resolve to cast 0 lvl spell, 4 to cast 1st level spell, 6 to cast 2nd level spell as a move action) Swift Feint (Roll Bluff to feint as a swift action)[/sblock] [/QUOTE]
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