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<blockquote data-quote="HolyMan" data-source="post: 5954735" data-attributes="member: 84167"><p>Welcome DT - a 6th might just be what the group needs to help survive the trails ahead.</p><p></p><p>As to beguiler found these over at the paizo boards (edited after reading others posts)</p><p></p><p>[sblock=Beguiler Class]</p><p>Beguiler</p><p></p><p>Alignment: Any</p><p>Hit Die: d8</p><p>Base Attack bonus: average</p><p>Fortitude: weak</p><p>Reflex: good</p><p>Will: good</p><p>Class skills:</p><p>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).</p><p>Skill Ranks per Level: 6 + Int modifier.</p><p></p><p>Class Features:</p><p>All of the following are class features of the beguiler.</p><p>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.</p><p></p><p>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.</p><p>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.</p><p>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.</p><p></p><p>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.</p><p></p><p>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).</p><p>At 8th level, the beguiler gain a +2 bonus on rolls made to overcome the spell resistance of any affected target.</p><p>At 14th level, the bonus to the beguiler spell’s save DC increase to +2.</p><p>At 20th level, the beguiler become able to overcome the spell resistance of any affected target.</p><p></p><p>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.</p><p>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.</p><p></p><p>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.</p><p>A beguiler adds any other new spell at 7th, 11th, 15th and 19th level.</p><p></p><p>Silent Spell: At 5th level, the beguiler gains Silent Spell as a bonus feat.</p><p></p><p>Still Spell: At 10th level, the beguiler gains Still Spell as a bonus feat.</p><p></p><p>Spell list:</p><p>0 level: Dancing lights, Daze, Detect magic, Ghost sounds, Message, Open/close, Prestidigitation, Read magic</p><p>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</p><p>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</p><p>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</p><p>4th level: Charm monster, Confusion, Crushing despair, Detect scrying, Greater invisibility, Locate creature, Rainbow pattern, Shout, Solid fog</p><p>5th level: Break enchantment, Dominate person, Feeblemind, Hold monster, Mind fog, Nightmare, Seeming, Sending, Telepathic bond</p><p>6th level: Greater dispel magic, Legend lore, Mass suggestion, Mislead, Repulsion, Shadow walk, True seeing, Veil</p><p>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</p><p>8th level: Binding, Demand, Discern location, Greater shout, Mind blank, Moment of prescience, Power word stun, Scintillating pattern, Screen</p><p>9th level: Dominate monster, Etherealness, Foresight, Mass hold monster, Power word kill, Time stop, Weird [/sblock]</p><p>[sblock=Beguiler as a sorcerer bloodline]</p><p>Beguiler Bloodline: You are a born manipulator. Subtlety is in your blood, whether inborn or from a past infusion of blood from a race of manipulators such as devils, doppelgangers, or even mind flayers. </p><p></p><p>Class Skills: See below.</p><p></p><p>Bonus Spells: charm person (3rd), hypnotic pattern (5th), glibness (7th), zone of silence (9th), dominate person (11th), mass suggestion (13th), project image (15th), mind blank (17th), dominate monster (19th).</p><p></p><p>Bonus Feats: Arcane Armor Training, Armor Proficiency (light), Improved Feint, Lightning Reflexes, Silent Spell, Skill Focus (Bluff), Still Spell, Uncanny Feint.</p><p></p><p>Bloodline Arcana: Your training focuses on subtlety over flash. Remove all spells from the schools of Evocation and Necromancy from your list of class spells.</p><p></p><p>Bloodline Powers: You use deception, misunderstanding, and secrets as skillfully as a soldier employs weapons of war.</p><p></p><p>Skilled (Ex): You gain 6 skill ranks per class level, rather than only 2. Also, add the following to your list of class skills (these supercede the single class skill normally granted by a sorcerer bloodline): Acrobatics, Diplomacy, Disable Device, Perception, Perform (acting), Sleight of Hand, Stealth.</p><p></p><p>Cloaked Casting (Ex): At 3rd level, your spells are more effective against unwary foes. The save DC (if any) for your sorcerer spells improves by +1 if you cast at a foe who would otherwise be denied a Dexterity bonus to AC against your attacks. At 14th level, this bonus increases to +2.</p><p></p><p>Surprise Casting (Ex): If you have the Improved Feint feat, at 9th level you gain Greater Feint as a bonus feat. You can also feint with spells as well as weapons. After a successful feint, your subject is denied a Dexterity bonus against any spell you cast as well as any melee attack you make. To get the benefit, you must remain in melee with your foe, and you must make a melee attack or cast a spell on or before your next turn after the feint.</p><p></p><p>Cloaked Penetration (Ex): Starting at 15th level, your sorcerer spells automatically penetrate the spell resistance of any creature that would normally be denied a Dexterity bonus to AC against your attacks.</p><p></p><p>Master of Deception (Su): At 20th level, you are always treated as if you had glibness and discern lies spells active; these effects cannot be dispelled. Additionally, you gain the ability to use disguise self at will as a spell-like ability.[/sblock]</p><p></p><p>HM</p></blockquote><p></p>
[QUOTE="HolyMan, post: 5954735, member: 84167"] Welcome DT - a 6th might just be what the group needs to help survive the trails ahead. As to beguiler found these over at the paizo boards (edited after reading others posts) [sblock=Beguiler Class] Beguiler Alignment: Any Hit Die: d8 Base Attack bonus: average Fortitude: weak Reflex: good Will: good Class skills: 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. Class Features: 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. Spell list: 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 [/sblock] [sblock=Beguiler as a sorcerer bloodline] Beguiler Bloodline: You are a born manipulator. Subtlety is in your blood, whether inborn or from a past infusion of blood from a race of manipulators such as devils, doppelgangers, or even mind flayers. Class Skills: See below. Bonus Spells: charm person (3rd), hypnotic pattern (5th), glibness (7th), zone of silence (9th), dominate person (11th), mass suggestion (13th), project image (15th), mind blank (17th), dominate monster (19th). Bonus Feats: Arcane Armor Training, Armor Proficiency (light), Improved Feint, Lightning Reflexes, Silent Spell, Skill Focus (Bluff), Still Spell, Uncanny Feint. Bloodline Arcana: Your training focuses on subtlety over flash. Remove all spells from the schools of Evocation and Necromancy from your list of class spells. Bloodline Powers: You use deception, misunderstanding, and secrets as skillfully as a soldier employs weapons of war. Skilled (Ex): You gain 6 skill ranks per class level, rather than only 2. Also, add the following to your list of class skills (these supercede the single class skill normally granted by a sorcerer bloodline): Acrobatics, Diplomacy, Disable Device, Perception, Perform (acting), Sleight of Hand, Stealth. Cloaked Casting (Ex): At 3rd level, your spells are more effective against unwary foes. The save DC (if any) for your sorcerer spells improves by +1 if you cast at a foe who would otherwise be denied a Dexterity bonus to AC against your attacks. At 14th level, this bonus increases to +2. Surprise Casting (Ex): If you have the Improved Feint feat, at 9th level you gain Greater Feint as a bonus feat. You can also feint with spells as well as weapons. After a successful feint, your subject is denied a Dexterity bonus against any spell you cast as well as any melee attack you make. To get the benefit, you must remain in melee with your foe, and you must make a melee attack or cast a spell on or before your next turn after the feint. Cloaked Penetration (Ex): Starting at 15th level, your sorcerer spells automatically penetrate the spell resistance of any creature that would normally be denied a Dexterity bonus to AC against your attacks. Master of Deception (Su): At 20th level, you are always treated as if you had glibness and discern lies spells active; these effects cannot be dispelled. Additionally, you gain the ability to use disguise self at will as a spell-like ability.[/sblock] HM [/QUOTE]
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