![]() ![]()
![]() ertw wrote:
Sorry it took so long, but I've finally got around to compiling my thoughts on the new options here:
I hope you find these comments helpful and thank you again for your hard work these past two years. ![]()
![]() Sorry Mark hasn't been able to get back to you, it's our end of term crush at school. He's asked me to pass our comments along about the counterfeit blood beguiler. We all loved the idea and flavor of the order, very cool albeit a little situational. Alter ego: Why is this limited to nobility? I could definitely see situations where it might be more appropriate to infiltrate by pretending to be a servant/cook/etc. Polymorphic facade: Really love this ability. The real centerpiece of the order. Resistant facade: I really like the idea behind this, but the language feels a bit clunky. Phrases like "see through her polymorphic facade" seem like they leave a lot of room for interpretation. Immunity to trueseeing is pretty powerful, but at level 19 I think it works well. Paragon's aspect: Another really cool power. We really appreciated the penalty to those that fail their save in the aura instead of the typical luck bonus. Overall it's really great stuff and with those few tweaks we think it'd be an awesome addition to your beguiler. ![]()
![]() I'd recommend against that approach. Yes hide in plain sight is a fairly middling power for a 17th level beguiler, but it is still situationally useful. While Wise Old Man is off base claiming that the beguiler is more powerful than anything else in pathfinder (indeed it sits below most full casters in the game, both arcane and divine) it is still a fairly powerful class. At high level most of its high power goods come in the form of spells and order powers, it doesn't particularly need a powerful bump again at level 17. Take a look at the wizard and sorcerer as an example for how a class like this should evolve in high level play: the wizard gains its last school power at level 8 and only gets free metamagic feats at 10 and 15, the sorcerer's bloodline powers stop at 15 before the capstone. New spells are more than enough for a beguiler. If you do want to do something to replace hide in plain sight, I'd recommend against giving dodge for free. Instead just give wind and lightning stances without needing to meet the prereq's. If you must have something at high level, maybe at level 17 the beguiler can extend the protections of these feats to a minute once a day. ![]()
![]() Penumbral Shadow wrote:
While it's definitely not an optimized build, it can be a useful setup for roleplaying. In fact, I could see this beguiler working for most of the PrCs it would qualify for. It's not necessarily going to be the strongest build, but it can add even more fun flavor to an already pretty interesting class. ![]()
![]() Mark pointed me back here telling me you've made some changes to the conversion. While I'm sad you've departed from the old standby of the class knowing all its spells, I can definitely understand your reasoning for doing so. The new spell list looks really neat and I'd still look forward to seeing what kind of spells known my players would build up. One thing I would beg of you is to add mage hand to the spell list. From the beginning this class was one that cried out to be paired with the arcane trickster PrC and the only thing holding them back is that one spell not being on their list. Before this expanded spell list, I could see the reasoning for keeping mage hand off the list, but now it seems like it would be a simple add that would be well within the themes of the class. I absolutely adore the new concept for the baleful shadow order. The order powers from old version really did seem like it wasn't anywhere near as unique as the other groups. That said, I think there are some things that could stand to be cleaned up a little and clarified:
The quality of your work continues to astound me and I must say it has been a pleasure to help you craft this class. ![]()
![]() Another thing I noticed when I was looking through the warmage equipment: the variant thunderstones that apply combat maneuvers to opponents seem a bit wonky. I assume you want these items to be roughly equivalent to the thunderstone, but the DC for that effect is 15 while these stones make attacks with a CMB of 20. The rule of thumb that I use is that a DC is roughly equivalent to a CMB which is two lower (ex. if the DC is 15, the CMB should be 13). Those numbers provide a well suited opponent roughly equal chance to save against the effect or avoid the attack. A CMB of 20 just seems too high, IMHO. ![]()
![]() I agree with Ciaran that the arcane blast still needs to be dialed back a bit. Dropping the damage die to a d8 would put it a little behind the knife master rogue's sneak attack in terms of DPR (which works well with a flanking partner), but I think this ability might work better: put a cool down on it, make it usable once every 1d4 rounds like a dragon's breath weapon. As a result it gets used probably 2-4 times in a given encounter and its damage won't be overbearing. Some other thoughts I had: You could use some clarification as to whether or not an evolved arcane blast still requires a touch attack. While ref save spells don't usually need an attack roll, there's nothing to indicate if one is still needed. Warmage's edge could use further clarification, too. How does it interact with crits (that's still an issue with spells that require an attack roll as a 20/x2 crit threat)? Is the damage still applied on a save for half damage spell? ![]()
![]() I think a lot of the points I would have made about the warmage have already been made so I'll cut ahead to the two issues I see. 1) Energy substitution is indeed an exciting option, but I think you've gone a bit broad on its scope. As an example of what I mean: what happens when you use it to change the descriptor of a light spell to fire? Does it become a damaging thing? Does it cause objects it's cast upon to burst into flames? To me the heading of all evocations and abjurations seems to be too big of a tent for this ability. I'd suggest maybe limiting its scope to spells from those schools that deal damage of one of the four energy types. 2) I worry a little about the favored class options for the half-elemental races (ifrits, oreads, sylphs and undines). An extra 2d10 damage could be really punishing, especially since arcane blast can be used alongside weapons during a full attack (an option I'm also a bit weary of even at 8d10 max damage). Imagine a level 20 oread dishing out a maximized blast of 100 damage (plus warmage edge) to a cone of enemies (that cuts through spell resistance) and then following up with weapon damage. That seems a bit OP to me, but I do like the idea that these four races would excel as warmages. I would probably be a little better with this bump if the arcane blast was just a standard action that couldn't be used as part of a full attack. Maybe the ability to use it multiple times could be saved for rolling thunder (since they tend to target significantly less targets with their blast) in lieu of their warmage edge applying to everybody (or maybe just the two first targets, not on ricochets). Otherwise I generally agree with the sentiment here. I agree that the spell list is too big and could be paired down a bit. Elemental languages would be great. I like the idea Penumbral Shadow had with respect to heavy armor and evasion; it's an interesting idea to make the warmage choose between being an arcane tank (with heavy armor, but at the cost of evasion) or a mobile caster (with evasion, but at the cost of heavy armor). The elemental-type immunities are an interesting choice for the capstone, but I think that the elemental aura StealthDiabeetis mentioned would be more thematically relevant. One thing I just thought about while reading SD's mention about alignment. There's some elements that are more chaotic (air-fire) and some that are more lawful (earth-water) if that makes sense. I wonder if maybe the favored->neutral->opposed structure could turn into a favored->attuned->neutral->opposed structure (ex. for fire that would go fire->air->earth->water). This could make energy substitution more interesting as you could start with favored and attuned, then give neutral, then they finally get opposed with the level 18 power that lets them do everything. For an archetype, the only thing that pops into mind is a positive/negative energy blaster, but that might end up looking a bit too much like a cleric. ![]()
![]() ertw wrote: I'm glad you're enjoying my work. I hadn't thought about converting the warmage and dread necromancer, but I may give it a shot when this conversion is put to bed. You've got a good framework to build these other two classes on with this beguiler conversion. Surprise and cloaked casting get replaced with two synergistic powers for the warmage/dread necro and the orders turn into different paths for each of them (maybe the warmage is split into different elemental schools of fire/lightning/ice/acid and the dread necro would split into a variety of undead-type transformations). I'd give the warmage a spell list heavy one evocation and abjuration, while the dread necro would get necromancy and divination (avoiding conjuration and transmutation since those schools are where most broken spells can be found). ![]()
![]() Penumbral Shadow wrote:
I could have sworn I mentioned it during the playtest, but given the last week that may have been a fever dream :p I was thinking of something along the lines of making shadow weapon a cantrip or significantly increasing the duration of the spell at some point, but the black blade is an intriguing option. Here's a quick framework for a potential baleful shadow rebuild
The loss of entangling darkness isn't too big of a loss (as I mentioned above it's very situationally useful). Shadow magic is a bigger loss, but I was honestly concerned that it might end up being overpowered (imagine casting chain lightning or delayed blast fireball at max level for 20d6+5d8 damage). ![]()
![]() Sorry for the delay in my summary of our playtest, I've been sick as a dog for the last week. I'll start off with the cast of characters we play with, one build for each order/archetype. They all shared the same stat rolls (we do 5d6 drop the two lowest) the resulting array was: 18, 16, 15, 14, 10, 9. Here are our six beguilers at level one(stat boosts and penalties in brackets, alternate racial traits in square brackets). arcane hand build - Human (+2 int) [silver tongued]:
wandering heart build - Ifrit (+2 dex, +2 cha, -2 wis) [efreeti magic, hypnotic, wildfire heart]:
baleful shadow build - Wayang (+2 dex, +2 int, -2 wis):
ghastly claw build - Sylph (+2 dex, +2 int, -2 con) [breeze-kissed, like the wind]:
theurgic brigand build - Fetchling (+2 dex, +2 cha, -2 wis) [shadow magic, subtle manipulator, world walker]:
elusive wildling build - Kitsune (+2 dex, +2 cha, -2 str):
As you can see we had a lot of fun just putting these characters together. We ran them at level one and then leveled them up to ten to run them through some more tests (our next session will be a level twenty one-off mission that should be a lot of fun). Here's a summary of our conclusions so far. Skills: As expected, the class works well as a skill monkey. Tons of Int guaranteed this for all but our elusive wildling. Any obstacle that could be solved with a reasonable skill check (ex. no jumping across a 100 ft. gorge) were successful most of the time. As I mentioned earlier, sometimes spells can get in the way of skill-based encounters. The biggest offenders were spider climb breaking climb checks and teleport spells breaking hazard crossings. The new teleport spell looks really great and steps on the chasm crossing issue; though it can still be used to break a grapple without an escape artist check if it's cast stilled. Combat: The higher BAB definitely helped to make this class more capable in combat. When forced into straight combat (no magic), the beguilers weren't useless, but often had trouble with groups of martial opponents. Armor, weapon proficiency and better hit dice make the class more robust in straight combat than your typical arcane casters. Straight combat was still pretty difficult at level 1 when they were pitted against full BAB enemies. Spells: The illusion/enchantment spell list is pretty fun at lower levels. I think my favorite move was when Mark decided to use silent image at level 1 to imitate a level 20 beguiler's aspect in order to intimidate a group of guards (this was in an area where beguilers were well known). While the spell list was still quite useful at level 10, but looking ahead we saw the high level spell list was a little lacking. The two new spells you've done over the last few days ought to do a lot towards making that issue better. The invisibilty spell is definitely useful for all beguilers and offers tools not available elsewhere. It's an interesting choice not to have verbal components to the spell since it couldn't otherwise be silenced, but I think that might be a bit too advantageous. The modify memory spell is also pretty great (especially since modify memory is only available to theurgic brigands), but it still seems a little underwhelming to be its own spell at level 9: it doesn't add a whole lot of new functionality to modify memory other than the increased number of targets. I wonder if this might work better if modify memory was added to the beguiler spell list and a new metamagic feat was added that allowed an enchantment spell with one target to be applied to multiple targets for a +4 spell level bump. Just a thought. Class features: cloaked/surprise casting and feinting are pretty effective and will only get more effective as feinting becomes a swift action and the save DCs are better. Orders: The orders all have their strengths and weaknesses and actually seem pretty well balanced.
All in all, everything seems to have a bit of a handicap and a fairly decent set of advantages. I'm looking forward to seeing how we do with the high level adventure next time we get to play testing. ![]()
![]() That looks really great. I'm digging the new name too. I like the stuff you added about summons and gaze attacks (I hadn't thought about those situations). One thing I would change is that, with the new description, the beguiler no longer starts the spell in the mirror which could be problematic if she uses it tactically during combat. I would change the line:
Quote: If the beguiler is in contact with the mirror's surface she can exchange places with her double as a full round action requiring concentration. to: Quote: Immediately after casting the spell, the beguiler exchanges places with her double in the extradimensional space. On subsequent rounds, she can again exchange places with her double as a full round action requiring concentration only if she is in contact with the mirror's surface. You may also want to add a minimum price to the mirror to prevent people from assuming it'd be in a spell component pouch. We got together tonight for a little play testing and things went pretty smoothly. One thing we caught is that you might want to keep a close eye on teleportation spells: the example we came up with was that, once we realized that we could use bard's escape to cross a chasm, this previously difficult skill-based challenge became trivial. If that's your intention then that's fine, but without levitate or fly (the typical magic approach to these kinds of problems) I had originally assumed that the class was meant to struggle a little with those kinds of situations. I'll try to post a more detailed summary of our findings tomorrow but right now I'm pretty tired and I'm going to hit the sack. ![]()
![]() ertw wrote: I really like this. I think I'll add symbol of mirroring to the beguiler spell list anyway since it fits well with the theme. A few changes I might recommend to this spell: bump the duration up to 1 minute per level but add a range limitation on it (if the beguiler steps out of the range from the mirror the spell ends). Also, since this is a visual spell, I'd use line of sight rather than line of effect for the spell. Other than that the language might need a little bit of a clean up, but not much. I really like the bit about moving the mirror. I'll see what I can hammer together from this. That's a cool idea about increasing the duration and adding a range to the spell. I think 1 min./level might be a bit too short, though, since similar spells like rope trick or shadowy haven have durations of hours/level. Ertw wrote: Also I think this spell would be a good candidate for a named spell (like Tenser's Transformation from 3.5) and I think you and Gina deserve naming rights on that. Do you guys have any thoughts about a name for the spell? We've given names and a short backstory to each of the beguiler builds we've put together for the play testing and our arcane hand beguiler seems like a good fit for this. Her name is Lady Seriana Braggard ("Bragg" for short). She's a human noble who has decided to "slum it" by joining the beguilers guild instead of the wizards guild. She's far from modest, hence the nickname: so maybe Bragg's Reflected Decoy? ![]()
![]() Penumbral Shadow wrote:
That makes two of us. On the subject of beguiler spells, Gina and I have been tossing this idea around for the last few days and wanted to get your feedback on it: Reflected Decoy School: illusion (figment)
When the beguiler touches the mirror, she creates an extradimensional space containing a mirrored duplicate of all things within line of effect of the mirror. The beguiler is then pulled into this extradimensional space leaving behind a single illusory double of her self as per symbol of mirroring. This image lasts for as long as the beguiler remains within line of effect of the mirror. Spells cannot be cast across the extradimensional interface, nor can area effects cross it, however spells of the illusion school are reflected by the mirror and act as if cast by the figment. The beguiler cannot break the plane of the mirror without ending the spell. If the mirror is broken by outside forces, if the beguiler's double steps out of line of effect with the mirror, if the duration of the spell ends or if the beguiler dismisses the spell, the beguiler is instantly teleported to the space occupied by the figment. The mirror can be moved while the beguiler is within it, changing the extradimensional space contained within. While the mirror is being moved, both the figment and the beguiler remain stationary while the extradimensional space shifts around them. This shifting space can be difficult to navigate and thus, if the mirror is moved, a beguiler must succeed an acrobatics check (DC of 1/2 the number of feet the mirror is moved) or fall prone. If the mirror is tilted such that it no longer has line of effect with the ground, the spell ends and the beguiler falls prone and is teleported to the space occupied by the figment. ![]()
![]() ertw wrote: Thank you both for your comments. I hadn't thought about the change in casting stat when I decreased the skills and I'm definitely on board with returning the skills per level for the archetypes. Out of curiosity, would you just do the theurgic brigand or both archetypes? I'd say just the theurgic brigand, they're closer to rogues and bards which have more skills. The elusive wildlings are more like druids which make do with a 4+Int skill progression. Ertw wrote: Where would you say the price of the components would be fair? 100 gp per HD? 500 gp? More? I'd say somewhere in the middle. 200-250 gp per HD. ![]()
![]() I've had a chance to look over the changes and I have a few comments.
Altogether I think these changes are really great and the conversion is definitely getting close to a nicely balanced finished product. ![]()
![]() Penumbral Shadow wrote: The baleful shadow seems to be an odd case of balancing. The decreased dice, slower rate of getting more dice and lack of a flanking option make the sneak attack option significantly depowered from the rogue version. However, it should be easy enough for one of these beguilers to ensure he's in shadow and his enemy is flat footed most of the time at higher levels, so that builds it up a bit. I think it would still be fairly balanced if you were to increase the new dice to one every three levels instead of one every four. I can't help but wonder if maybe it would work better as a "study for one round then attack flat footed" attack with damage dice boosted to 1d8 in bright light, 1d12 in dim light/darkness and 2d8 for shadow evocations. This provides the same average damage on a per round basis and keeps a beguiler from just dropping sneak attacks every round by swift feinting. That might invite problems if people are playing with massive damage rules, since it wouldn't be too hard to average 50 damage with one of those upgraded strikes. ![]()
![]() ertw wrote:
I glanced over them briefly and they both looked very interesting. I'd want to take a closer look at their particulars before I gave my full comments but right now I'm in the middle of exams. I might be able to give more comments in a few days. ![]()
![]() ertw wrote: I can't disagree with that; the order was originally written to provide an alternate apostasy besides the shambling bones, but I really liked some of the unique things it had to offer. I still think I'll leave it in, even if it's just to give the bad guy's some neat tools to cause trouble. Dreaming puppet is really the only thing unique to the restless mind, you could potentially turn this into a beguiler spell and scrap the weak order. It's similar to magic jar, but if it can be used at distance, that's a pretty powerful tool. You might distinguish it from magic jar further by shortening the duration to something like 5 minutes per level and cutting out the search phase altogether (only works on targets the caster names). It would probably fit in as a 7th or 8th level spell. ![]()
![]() So I had a chance to go over the whole conversion document with the players I'll be play testing with last night (though it seems there have been updates to it since I printed it out Thursday morning). Let me just lay out a few of our comments:
Here's what we ended up saying about the various orders and archetypes:
I hope these comments help, as Gina showed us yesterday, it can be useful to see these things through new eyes. ![]()
![]() ertw wrote:
WOW! That layout is absolutely incredible, it must have taken you forever! Loading it through google drive doesn't do it justice, when I saved it to my computer and opened the file it's just spectacular! I'll definitely get this out to my players ASAP and get back to you about our misadventures. ![]()
![]() I think this is definitely good enough to bring to the table now for some play testing. If you could post or PM me a link to your final version of the conversion, I'd like to pass it along to Penumbral Shadow and another one of my players after our game this Thursday. When we've all gone over it we'll try to schedule some time to run some scenarios next week. ![]()
![]() ertw wrote:
Come to think of it, it might actually be neat if the spell component pouch fabricated components below 1 gp on the spot. It wouldn't mechanically work any different from the mundane pouch, but would add some more neat fluff to the armor. Ertw wrote:
Those names are absolutely fantastic, but I can see your point about them being a bit cluttery. Ertw wrote:
I don't really think strength is a dump stat for an unseen hand beguiler. It'll definitely be lower than int or dex, but likely above any others. But in the end the slumber hex witch will be plenty more effective against martial type characters while this beguiler will have a bit of an edge against casters (because of good will saves) and it kind of washes out. ![]()
![]() ertw wrote:
Yes, I meant lyceum. Not sure why elysium jumped into my head. I'm glad you're getting my point about keeping the fluff general. When I went back and looked over my D&D books, one of the things that jumped out at me where your beguiler differed from the original was the guild structure. The D&D books specifically mentioned that a beguiler fit easily into any game since it didn't come with the baggage of a new BIG GLOBE SPANNING group. Your new draft definitely falls more in line with this and will make it much easier to fit into an existing game. If you make those changes, it'll make the class a lot easier to shoehorn into an existing campaign. The secretive nature of the guild explains why people haven't heard of it before and with your new, more adaptable guild structure, now these guilds will be easier to fit in. In fact, you might even have a beguiler guild that's just a part of the local thief's or assassin's guild. This isn't the Elder Scrolls, not everything needs to be neat and separate and compartmentalized. Hell, I could even imagine the beguiler's being an arm of a local wizard's guild in some of the more evil-themed areas of my world.Ertw wrote: Might I ask if you had any feelings about the equipment that I added to this document? I know you were interested in more martial options for the beguiler and I'm pretty proud of some of the stuff in there. You've got a lot of really great stuff in there. I can tell you spent tons of time making sure that the fluff and crunch on each of these items made it unique and different. I loved that you brought back set bonuses from D&D, and the way you did it was really neat. It gives every group another unique power to play with (and the beguiler is all about deciding which of your fun toys to play with for me). Both weapons are great with really neat rogue-like applications (and repeating endless ammunition is a killer combo on the crossbow). You painted a really vivid picture with the hood of many faces and I've got this really cool image of how it works in my mind. The night's watch (fantastic pun, btw) might be the star of the show for me. I'll want one for every character I play from now on. You took some simple, low level spells and turned them into a pretty beastly combination. Right now I'm thinking about the beguiler nobly volunteering to take guard duty all night and then, after the party falls asleep, he just opens up his watch and rolls into his sleeping bag.One comment I'd make is that you might want to mention what kind of action is required to take something from the pockets of the breastplate. The description mentions a bag of holding so is it a move action? Does it work like the handy haversack where it doesn't invite an AoO? My gut instinct is, since each pocket is so small, it'd work as a free action without opportunity. I guess it might also be interesting to have options for the butcher's crook to be done with different types of crossbows. Some players might prefer a light crossbow or even dual-wielding hand crossbows. I'm not sure what kind of mundane items they might look like... maybe the light crossbow could be an umbrella while the hand crossbow could be a canteen? I guess those could be done up and priced by GM fiat. Ertw wrote: Thanks for your interest! I took a look at the file permissions and it seems that when I uploaded a small revision (removing a repeated word) a few days ago the permissions switched over to only allowing me to view it. I've fixed the permissions so now the link above should work, let me know if you're having any more problems. I guess I got lucky since I saved a version of the pdf saturday afternoon. I can confirm that the file is loading correctly again. ![]()
![]() Well I've taken a good read over the latest pdf and you've got some good stuff in there. I like the melding of the unseen hand and shambling bones, you've figured out a really neat blend between assassins and necromancers. The new sets of bonus spells are also really nicely crafted: there are much more cohesive themes across the orders (except the arcane hand, but that seems to be by design) and the addition of wider spell lists (I noticed a few the bard and witch lists). The flavor changes with the guild are also quite good, though I do have a few issues here. There's a bit of an issue where in some places you give a very broad idea of the guild (ex. each guild has its own rules) and in other places you give very specific ideas (ex. things that happen in ALL guilds). I'd recommend removing all instances where you give unnecessary specifics about the guild. The biggest offender here is the hideaway and elysium: you've gone on about how every guild is different and then suddenly there's these two places that exist in every guild that are all the same. I love these two flavor-wise and I'd probably use them at my table, but to make them mandatory hurts the class on the whole. Some of your earlier criticisms boiled down to the fact that your idea of the guild didn't match the way they would play their beguilers. By opening up the guild structure as you have in some places you give the GM and player the option to make it their own. If you could work this openness across the entire document it would likely be more palatable to more people. ![]()
![]() I've been thinking about the issue with your necromancers for a while and I had an idea of how to handle the situation. The first step is to get rid of apostasies altogether. While I liked the idea of orders and apostates at first, it seems a bit redundant now that you've got a few archetypes that offer beguiler options outside of the guild. The restless mind would fold back into the guild as an order. The second step is to loosen the restrictions of the guild largely. This means that it's less of a "these are the disciplines of magic we don't practice because its against the rules" situation and more of a "these are the disciplines of magic we don't practice because they aren't our specialty." This may benefit from a relaxing of the guild structure as a whole. Make it less of a world-wide underground network of beguilers and more local: each major city has its own guild with its own particular rules, etc. Certain orders may not even be available in certain parts of the world. The third step is merging the shambling bones and the unseen hand. I still don't think that raising armies of undead fits thematically into the beguiler type, but necromancy certainly fits with an assassin-beguiler. Give them some of the inflict spells on their bonus list, along with spectral hand and more harmful necromancy spells (providing a more offensively minded beguiler). On top of this you'd rework the order powers, here's my suggestion:
![]()
![]() ertw wrote:
I can understand that but I really feel like the class needs something to make it a little more combat-oriented than a wizard or sorc. Ertw wrote:
Shadow blend would definitely be a boost to the power, that and the DR 10 would probably make a capstone on par with the others. Ertw wrote:
Another thought I had is that you might also want to make their paralyzing attack a supernatural ability rather than a spell-like ability, that way it cuts through SR. Ertw wrote:
Hmm, hadn't thought of the aura attack as a pseudo-gaze attack. That's actually a really neat idea. Ertw wrote:
The duration might be a bit long, most of the more practical uses of the power that I could think of would only require an hour or two. It'd also cut down on potential for bigger abuses. If you do keep the duration, I'd say 3d4 hours would be a good search time. Ertw wrote:
It still feels thematically wrong to me. The new bonus spell system also makes it ripe for abuse since they now gain access to all necromancy spells. This includes those that can do significant damage, making for a less illusion/charm focused beguiler. Ertw wrote:
Good to hear. ![]()
![]() So I've taken a look at the class as a whole and here are my comments, questions and suggestions: I love the fluff you've put into this class. The guild and orders give enough of a framework to build up the basic idea of the beguiler while leaving it sufficiently vague so that the player can mold the character to his specifications. The archetypes build on this even more so, allowing the player to break out of the enforced framework of the guild without sacrificing any of the trademark beguiler abilities. BAB: This might just be because I've houseruled that rogues and monks get full BAB at my table, but I think this class might benefit from the medium BAB progression. The HD reflects the fact that this class is forced into closer combat and some orders have a strong melee/combat focus. Saves: I like that you added good reflex saves to the class, it always seemed fitting with the theme of the beguiler. It wasn't usually a very big issue in D&D as high dex was pretty important for the class. Fortitude saves will always be where this class is weakest. Charlatan's cant: A great addition that calls back to the thieves' cant from AD&D. It adds a neat depth to fluff of the class and becomes a valuable tool for DMs looking for a hook to offer his players. Bonus spells: A lot of really cool options here. Bonus subschools and bard/witch spells make for very interesting new options to add to the spell list. I'm not sure how I feel about the list spells entering at a lower spell level than they normally occur. I think I'll have to see how it works out at the table. Surprise casting: Similar to the D&D ability, but the addition of ranged options at higher levels makes it really killer. Not too powerful, but it lets a beguiler use it without getting absolutely stomped if her enemy succeeds on his save. Combining it with improved/swift feint gives the beguiler a lot of combat options. Hide in Plain Sight: Thematically a very neat addition. A beguiler's likely to be a stealth machine, but this adds to their options for a quick escape when necessary. Orders, apostasies and archetypes Arcane hand: False theurgy was a skill trick I've used pretty routinely with my beguiler builds. A familiar and constant nondetection help to beef up the magical abilities of the class. Metamagic without increased casting time is an incredible capstone power, not sure I'd ever use the spells for charge option. Silent foot: An interesting stealthy class. Lots of shadow utility from shadow's kin and night eye. Enveloping darkness is the real star of this show, I think. The capstone is decent, but not as nice as many of the other orders. Unseen hand: This is a really interesting, but strongly situational order. I always saw assassin-types as more of an NPC class than a PC class. That said, you have a much more worthwhile assassin than the prestige class. Combining a paralysis attack with faster coup de graces is a powerful way to kill, but it's fairly limited by use-per-day restrictions. Quiet death is a really fun option with lots of flavor. I especially liked the penalty for the check if you're not using a dagger for the killing blow. Capstone again is kind of meh. Wandering heart: Really cool thematically and everything here feels so incredibly unique. Enchanted casting jumps right off the page and makes so much sense to me. When you couple it with charmed casting, it basically gives you a free silent/still so you only need to focus on one perform skill. You could also use charmed casting to extend your charm spells to great effect. The power of these abilities is somewhat offset by the somewhat limited utility of charm spells. Beguiling aura is also really intriguing, the only change I might suggest is being a little more explicit in terms of what defines "looking upon her". Does it mean her face? Could it be any part of her body (I have this funny image of my mind where a wandering heart beguiler fascinates men by showing some ankle)? The capstone seems like it comes out of nowhere, but offers useful abilities and resistance. Maybe a little more could be included to explain why this seductress suddenly turns into a fey creature? Restless mind: At first I thought this order wouldn't interest me, but it caught my attention with dreaming puppet. What an option to have in your toolbox! It's powerful, but it's offset by risk (not just getting lost, but also to your character while they're in the trance). I might suggest making the "search" phase of the spell last longer if you don't know the target. In particular it feels like it should be a very real risk that the entire duration of the ability could get used up by the search to really drive home the need to name your target. The rest of the powers are alright, but don't jump out like dreaming puppet. Shambling bones: Feels like kind of a boilerplate necromancy option to me and almost seems out of place. Enervating touch is an interesting option that (when combined with the capstone morph into pseudo-undead) almost touches on the dread necromancer's transformation from D&D. This thing is still thematically a nightmare and the order as a whole just seems... not a beguiler. Theurgic brigand: Stolen knowledge is an interesting take on the bonus spells. Otherwise it's a pretty simple reskin of rogue talents instead of order powers. If you made the change to hide in plain sight you discussed (replacing it with the ranger ability for urban terrain) would help to distinguish it too. Elusive wildling: Already posted my comments on this. The more I read it, the more I fall in love with this weird beguiler option. I still think you should include the empathic link. ![]()
![]() You can't really tailor anything to the Steves of the world, they'll always look for the loopholes in anything. I don't really think giving a beguiler the ability to see through the eyes of their animal companion is particularly game breaking, especially with divination powers like scrying and superb stealth options (mundane and arcane). I think the link mostly just adds a beguiler-like feel to the animal companion side of the equation and not a highly exploitable power-up for the ability. ![]()
![]() I recognize the pack lord druid's natural companion in there because one of my players uses it with pretty good effect. She usually keeps a high-level wolf, a low-level owl and a low-level shark (she keeps the shark in a custom, extra-dimensional fish tank based on a bag of holding). The owl and shark are very situational and are mostly used to scope out situation where her character can't get to. I think it would be very fitting if this wildling could use their pack in a very similar way. Why not include the improved empathic link ability for the archetype too? Things I like: Good choices for the powers borrowed from the ranger/druid. I especially like the fact that you replaced the beguiler language with wild empathy. The capstone power looks really cool, too. Things I might change: Adding in the improved empathic link would be really useful as I said. I also think this archetype might work well with a wisdom casting stat instead of charisma (making it more druid-like). ![]()
![]() Hi there, I'm Penumbral Shadow's DM and just had a quick read over the writeup. I didn't take a really close look at the numbers, so I'd need a little more time to decide if we might move forward with a little in-game play testing. I must say I found the flavor and fluff of the class really exciting. The guild and all the underlying structures in the order helps to differentiate the character of a beguiler from a sorc or bard. But the thing that really caught my attention is the archetype. The idea of a beguiler developing outside of a guild is intriguing and I think it opens the door to a wide number of options. The rogue-like archetype is great and on-flavor for an urban beguiler but what about a self-taught beguiler who grew up in the wilderness? You might blend the class with the weapon style feats of the ranger to replace the order powers? What about a street brawler with a better BAB progression and some of the fighter's weapon training skills? What about a beguiler trained in a church who can channel energy to inflict damage on an enemy? You might even do something with limited bardic performance abilities. You've set up a great class archetype which could turn into a jack-of-all-trades. |