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I don't understand beguilers
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<blockquote data-quote="Graf" data-source="post: 2886454" data-attributes="member: 3087"><p>Beguiler would be an awesome BBEG.</p><p>Its different, its capable of incapacitating players like a combat monster –but- they don’t kill them. They still force you to use <em>cure</em> spells to get the tank back on his feet.</p><p>You drop a fireball on a mid-level party and you can have a TPK; you do the same thing with a whelm spell and you get to tie them up and steal their stuff.</p><p>As a BBEG (with a personality and a motivation) they generate new stories instead of ending them. Especially if they have some kind of big goal they can be a constant source of frustration –without- being a one-shot killer of the players. Especially if you give them some sort of aversion to killing (and play it up when they stop a minion from killing a PC) the players may feel compelled to give them the same treatment.</p><p></p><p>Combat wise the class is geared for dealing with PCs. </p><p>Player characters aren’t constructs or undead, and most tanks will have limited ability to resist surprise casting (spot/listen/sense motive aren’t high) and mental damage spells.</p><p>A tricky foe, especially one that does research on the party, encourages a fight-fire-with-fire response and gives the players like rogues more opportunities to be useful.</p></blockquote><p></p>
[QUOTE="Graf, post: 2886454, member: 3087"] Beguiler would be an awesome BBEG. Its different, its capable of incapacitating players like a combat monster –but- they don’t kill them. They still force you to use [i]cure[/i] spells to get the tank back on his feet. You drop a fireball on a mid-level party and you can have a TPK; you do the same thing with a whelm spell and you get to tie them up and steal their stuff. As a BBEG (with a personality and a motivation) they generate new stories instead of ending them. Especially if they have some kind of big goal they can be a constant source of frustration –without- being a one-shot killer of the players. Especially if you give them some sort of aversion to killing (and play it up when they stop a minion from killing a PC) the players may feel compelled to give them the same treatment. Combat wise the class is geared for dealing with PCs. Player characters aren’t constructs or undead, and most tanks will have limited ability to resist surprise casting (spot/listen/sense motive aren’t high) and mental damage spells. A tricky foe, especially one that does research on the party, encourages a fight-fire-with-fire response and gives the players like rogues more opportunities to be useful. [/QUOTE]
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