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[Arcanum of the Stars] "Dragonstarfinder"
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<blockquote data-quote="Shayuri" data-source="post: 7328633" data-attributes="member: 4936"><p>Hmm! Operative quality lets you use Dexterity? Is that only for operatives? I must read up on this stuff, hee hee!</p><p></p><p>[sblock=Beguiler Class (rev2)]<strong>CLASS</strong>: BEGUILER</p><p><strong>Key Ability</strong>: Charisma</p><p></p><p><strong>Skills</strong>: 6 + 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)</p><p></p><p><strong>Proficiencies</strong>: 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 Improved Feint, Mystic Skullduggery +1, Weapon Specialization</p><p>4 3 Bonus Feat</p><p>5 3 Beguiler Trick</p><p>6 4 Mystic Skullduggery +2</p><p>7 5 Bonus Feat</p><p>8 6 Beguiler Trick</p><p>9 6 Mystic Skullduggery +3</p><p>10 7 Bonus Feat</p><p>11 8 Beguiler Trick</p><p>12 9 Mystic Skullduggery +4</p><p>13 9 Bonus Feat</p><p>14 10 Beguiler Trick</p><p>15 11 Mystic Skullduggery +5</p><p>16 12 Bonus Feat</p><p>17 12 Beguiler Trick</p><p>18 13 Mystic Skullduggery +6</p><p>19 14 Bonus Feat</p><p>20 15 Fuse Spells, Beguiler Trick</p><p></p><p><strong>Cloaked Casting</strong>: A Beguiler casting a spell against a flat-footed target 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.</p><p></p><p><strong>Improved Feint</strong>: Gain as a bonus feat</p><p></p><p><strong>Mystic Skullduggery</strong>: Insight bonus to Bluff or Stealth (chosen when first applied), and Mysticism.</p><p></p><p><strong>Bonus Feats</strong> can be chosen from: Spell Focus, Greater Feint, Artful Misdirection, Expanded Beguiler Training, Mass Enchantment, or any of the Technology Feats (<a href="http://paizo.com/pathfinderRPG/prd/technologyGuide/feats.html" target="_blank">http://paizo.com/pathfinderRPG/prd/technologyGuide/feats.html</a>). All feats chosen must satisfy normal prerequisites.</p><p></p><p><strong>Fuse Spells</strong>: As Technomancer</p><p></p><p><strong>Beguiler Tricks</strong></p><p><strong>2nd level</strong></p><p>Stygian Step (Gain 50% miss chance as part of a move action with 1 resolve; at 10th level spend 2 resolve to become incorporeal instead)</p><p>Quick Disguise (as Operative)</p><p>Takes One To Know One (gain +2 to save vs Enchantment and Illusion; increases to +4 at 10th lvl)</p><p>Hidden Signs (Bluff roll vs Perception of onlookers to conceal spellcasting as normal activity)</p><p></p><p><strong>5th level</strong></p><p>Subtle Spell (1 resolve to cast spell without making any noise, or without needing to make gestures; at 10th lvl 2 resolve for both)</p><p>Surefooted (as operative)</p><p>Alter Aura (Contest Mysticism vs Caster level of spells attempting to determine alignment)</p><p></p><p><strong>8th level</strong></p><p>Mentalist's Bane (as operative)</p><p>Holographic Distraction (as operative)</p><p>Master of Disguise (as Operative)</p><p>Wraith Strike (When attacking a flat-footed opponent, do 1d4 extra damage in melee or within 40', add 1d4 each 3 levels gained beyond 8)</p><p></p><p><strong>11th level</strong></p><p>Glimpse the Truth (as operative)</p><p>Baleful Touch (spend 2 resolve to Stygian Step through foe, doing Wraith Strike dmg with d8s. Requires Stygian Step and Wraith Strike)</p><p>Dusk Aura (spend 1 resolve to lower light level 1 step in own space, lasts lvl/3 rounds)</p><p>Hide in Plain Sight (use Stealth to hide even if observed as long as shadows are within 10')</p><p></p><p><strong>14th level</strong></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)</p><p>Incorporeal Anatomy (spend 1 resolve as reaction when critically hit, or hit by Trick Attack; extra dmg from these is negated)</p><p>Dauntless Deception (gain Will save against True Seeing when it is used to attempt to see through your illusion effects)[/sblock]</p></blockquote><p></p>
[QUOTE="Shayuri, post: 7328633, member: 4936"] Hmm! Operative quality lets you use Dexterity? Is that only for operatives? I must read up on this stuff, hee hee! [sblock=Beguiler Class (rev2)][B]CLASS[/B]: BEGUILER [B]Key Ability[/B]: Charisma [B]Skills[/B]: 6 + 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) [B]Proficiencies[/B]: Light Armor, Basic Melee (analog only), Bows 1 0 Cloaked Casting 2 1 Beguiler Trick 3 2 Improved Feint, Mystic Skullduggery +1, Weapon Specialization 4 3 Bonus Feat 5 3 Beguiler Trick 6 4 Mystic Skullduggery +2 7 5 Bonus Feat 8 6 Beguiler Trick 9 6 Mystic Skullduggery +3 10 7 Bonus Feat 11 8 Beguiler Trick 12 9 Mystic Skullduggery +4 13 9 Bonus Feat 14 10 Beguiler Trick 15 11 Mystic Skullduggery +5 16 12 Bonus Feat 17 12 Beguiler Trick 18 13 Mystic Skullduggery +6 19 14 Bonus Feat 20 15 Fuse Spells, Beguiler Trick [B]Cloaked Casting[/B]: A Beguiler casting a spell against a flat-footed target 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. [B]Improved Feint[/B]: Gain as a bonus feat [B]Mystic Skullduggery[/B]: Insight bonus to Bluff or Stealth (chosen when first applied), and Mysticism. [B]Bonus Feats[/B] can be chosen from: Spell Focus, Greater Feint, Artful Misdirection, Expanded Beguiler Training, Mass Enchantment, or any of the Technology Feats ([url]http://paizo.com/pathfinderRPG/prd/technologyGuide/feats.html[/url]). All feats chosen must satisfy normal prerequisites. [B]Fuse Spells[/B]: As Technomancer [B]Beguiler Tricks[/B] [B]2nd level[/B] Stygian Step (Gain 50% miss chance as part of a move action with 1 resolve; at 10th level spend 2 resolve to become incorporeal instead) Quick Disguise (as Operative) Takes One To Know One (gain +2 to save vs Enchantment and Illusion; increases to +4 at 10th lvl) Hidden Signs (Bluff roll vs Perception of onlookers to conceal spellcasting as normal activity) [B]5th level[/B] Subtle Spell (1 resolve to cast spell without making any noise, or without needing to make gestures; at 10th lvl 2 resolve for both) Surefooted (as operative) Alter Aura (Contest Mysticism vs Caster level of spells attempting to determine alignment) [B]8th level[/B] Mentalist's Bane (as operative) Holographic Distraction (as operative) Master of Disguise (as Operative) Wraith Strike (When attacking a flat-footed opponent, do 1d4 extra damage in melee or within 40', add 1d4 each 3 levels gained beyond 8) [B]11th level[/B] Glimpse the Truth (as operative) Baleful Touch (spend 2 resolve to Stygian Step through foe, doing Wraith Strike dmg with d8s. Requires Stygian Step and Wraith Strike) Dusk Aura (spend 1 resolve to lower light level 1 step in own space, lasts lvl/3 rounds) Hide in Plain Sight (use Stealth to hide even if observed as long as shadows are within 10') [B]14th level[/B] 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) Incorporeal Anatomy (spend 1 resolve as reaction when critically hit, or hit by Trick Attack; extra dmg from these is negated) Dauntless Deception (gain Will save against True Seeing when it is used to attempt to see through your illusion effects)[/sblock] [/QUOTE]
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