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Rilmaris wrote:
ertw wrote:

It looks like these links aren't working for people, so hopefully these ones will:

ERTW's Beguiler Conversion
ERTW's Beguilers of the Inner Sea
ERTW's Beguiler Conversion - Searchable Version
ERTW's Beguilers of the Inner Sea - Searchable Version

"ERTW's Beguilers of the Inner Sea" link stopped working. The searchable version is still accessible, though.

Would it be okay for others to reupload your files, if anything happens, so there would always more than one copy floating around?

Sorry about the late reply and the issues with the links. Feel free to rehost the files if you'd like. I've also uploaded the four files into a single mega folder.


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TriMarkC wrote:

Just found your build today, and intrigued by the possibilities!

I’ve searched this thread and your conversion doc, as well as PF official sources I have, and can’t find an answer - what is “Morithil”? It appears to be a special material in context to its use in weapons (like the Morithil Blade that casts shadows without casting light).

Thanks!

Morithil is a special material that essentially possesses the same properties of mithral. However, if it's honed into a slashing weapon it gains the extra properties outlined under the morithil blade listing on pages 31-32 of the main conversion document.


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It looks like these links aren't working for people, so hopefully these ones will:

ERTW's Beguiler Conversion
ERTW's Beguilers of the Inner Sea
ERTW's Beguiler Conversion - Searchable Version
ERTW's Beguilers of the Inner Sea - Searchable Version


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Hello all, as has been the habit as of late I'm dropping in from a long hiatus. A few pieces of news one of which is particularly big (for me at least).

* Big news first: After over seven years of working on this conversion I am finally going to officially put this one to bed. As it stands 1E material is no longer coming out, the conversion itself is fairly robustly worked out, and I no longer have much time to dedicate to continuing work on the conversion. I may still make small changes here and there to tune things if I get feedback on things, but for better or for worse what is linked in this message will be the final form of the main conversion and BotIS. I'd like to extend a big thank you to everybody who has helped this conversion along the way, especially those who provided feedback, ideas, and testing. I've been very pleased to hear that, even after all this time, the conversion is making people happy and providing fun gaming experiences today.

* Since the conversion is largely in its final form I'm releasing versions of the documents with embedded fonts. While not as pretty as the other documents, they will be fully searchable and text can be copied and pasted from them with ease. You can find these documents here:
ERTW's Beguiler Conversion - Searchable Version
ERTW's Beguilers of the Inner Sea - Searchable Version

* I have been asked about a Spheres of Power version of the beguiler a handful of times over the past few years. I didn't feel sufficiently knowledgeable of that subsystem to make the jump properly, however recently a user of the conversion who had been in frequent contact with me to provide feedback suggested a potential framework for a SoP beguiler. Working with him we have produced an archetype for the SoP's Mountebank class which I feel encompasses the true heart of what made this beguiler conversion work. I'd like to extend a big thank you to Sappy for his hard work and invaluable feedback in getting this archetype up and running. The Guild Sharp mountebank archetype has been added to the finalized version of the main conversion document that can be found here:
ERTW's Beguiler Conversion - Finalized Version
ERTW's Beguilers of the Inner Sea - Finalized Version

Once again I'd like to extend my heartfelt thanks to all those who have been with me along this crazy journey. Your help, feedback, or even just shared stories about using my conversion in your games have been an incredible part of my life for almost a decade. Thank you.


Hello everybody, I'm popping back in after another long hiatus of no communication and only rare QoL and balance updates in the documents. This quarantine has given me a fair bit more free time as of late and I've had recent thoughts turning back to the conversion. No major updates, but I've added a new archetype to the Beguilers of the Inner Seas document: the Quicksilver Champion which is based on the old Swiftblade PrC. With a rage-like ability to turn on haste for a few rounds, it's a fairly serious martial step-up for the beguiler so I've made sure to reduce its magical capabilities to those of a bard. I'm also playing with the idea of adding a brief section for beguiler guilds beyond the Inner Sea Region (these are already touched on briefly by the Ikiryo and other Tian-Xia based options which arose from one person who provides me feedback from their Jade Regent campaign), but I don't really have much in the way of concrete details or timelines.

ErichTehRed wrote:
Question for ERTW: Are there any plans to update the conversion to pathfinder 2E?

I'm afraid that is currently beyond what I'm interested in doing with the conversion right now. That may change in the future, but right now 2e is not really in my sights.


Hi everybody, just dropping in to let you know I've just pushed out an update for the Beguilers of the Inner Sea document. I've added the spellwarp-type archetype in this one, it's called the stygian lancer. I also had to make some structural changes to the wayfaring haunter since I realized that the archetype replaced savvy preparation twice. The end result of this is that stygian evocation has been pulled from the archetype. I understand that those of you playing the haunter may feel as if the rug has been pulled out from under you to potentially lose such an ability in the middle of your campaigns, so I'm including a link to a legacy version of the wayfaring haunter which includes the extraneous stygian evocation ability. I'm sorry about the mistake, but I hope you'll find the new wayfaring haunter a little more focused than it had been.


Hey everybody,
Sorry for vanishing off the face of the earth for the last few months, life's been busy. I guess the 5th anniversary of the conversion is an appropriate time to reappear, but sadly I don't have a trove of new goodies for you this year. I haven't really had time to work on any of the beguiler ideas I've been tossing around in my head lately.

Nicholas the ex-Paladin wrote:
I've given the Umbral Fae Beguiler some playtime and I really enjoyed it a lot. I would like it to be accessible and playable for others too. I'd gladly share the fun. Would you be interested to adopt the Umbral Fae Beguiler in your conversion/Handbook?
Nicholas the ex-Paladin wrote:

To translate my earlier words to deeds, I've added the link to the Umbral Fae Beguiler.

Link to "Umbral Fae Beguiler" Google-doc

I might consider adapting it for the Beguilers of the Inner Sea document, but I'd need to take a fair amount of time to figure out how best to incorporate it into that world. That said, I'm more than happy to have you post the document and updates here for public consumption and comments.

ErichTehRed wrote:
1) On the Spheres Wiki it outlines the process of trading feats for a spheres progression, but explicitly prohibits the use of this for classes with "High Caster casting progression (including classes that grant 9th level spellcasting or an equivalent)". This would include the beguiler, but given the limitations on a beguiler's casting do you feel that the class should be exempt from this limitation?

I would say that that would be a fair exemption. The beguiler doesn't have anywhere near the power of most full casters, and a bit more of a martial bent as well. My group has been playing with SoM for about six months now and I don't recall seeing anything in there that would break the game significantly in combination with what the beguiler brings to the table. I might add a blurb about it in the variant rules section.

ErichTehRed wrote:
2) I noticed you offered a few PoW and psionics based templates in your conversion, is a SoM archetype or template for the beguiler something you would consider?
A SoM archetype may be something I'd consider. If you're looking for a little guidance in homebrewing, off the cuff I'd say something along the lines of:

  • Drop proficiencies and reduce spells known to the sorcerer progression for combat training (proficient progression using best of Int or Cha as practitioner modifier) and a martial tradition (if it's the character's 1st class level).
  • Possibility to drop savvy preparation at 2nd level to improve to an adept progression.

ErichTehRed wrote:
3) Do you have any intention of making a Spheres of Power or Champion of the Spheres (a combination of SoP and SoM) version of the beguiler?

I don't have very extensive knowledge of the SoP system as I've never personally used it, but from what I do know of it I don't think it would be a good fit for the beguiler. Much of the limited spellcasting options that define the beguiler can just be done out of the box with SoP with your choices of spheres.


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While on door duty this Halloween I had an idea pop into my head, a baleful shadow focused archetype that mirrors the old spellwarp sniper. I still need to sit down and flesh out all the details, but I'd like to get a feeling about whether or not people would be interested in such an archetype.


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After getting comments about balance concerns on phantasmal conduit, I've limited the free action teleport effect to once per round. I've pushed that edit out alongside a few other minor edits to the main conversion and BotIS documents, including a couple of new magic items: the extradimensional anchor and impostor's cufflinks.


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After getting a few questions I've made some minor edits to clear up issues with the function of the phantasmal conduit spell as well as the pricing of magical tattoos. The updated version of the beguiler main conversion document can be found here.


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Quick update:
I've pushed the provisional update into the main conversion document with the classic cloaked casting variant rule included for those who don't want the increase to cloaked casting's power level.

Also Nicholas, I'm sorry I haven't been able to look over what you sent me yet since my daughter has been sick with an ear infection all week.


Nicholas the ex-Paladin wrote:

Hi ERTW,

I've sent you a word-link to a draft of the Order of the Umbral Fey

Nicholas

Thanks Nicholas, I got it and I'll try to look it over this weekend.


Sorry for taking so long to get back to you, Nicholas, we've been dealing with an ice storm here all weekend. If you want to share the umbral fey order, you can definitely post it in the thread if you like (either plain text in a post or uploaded to something like google docs if it's a .doc or .pdf file). If you'd rather just share it with me personally, you can send me a PM through this site.


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Nicholas to answer some of your questions:

Silent Spell and Still Spell still require the higher spell slot, they just don't suffer the increased casting time that any spontaneous caster suffers when applying metamagic. This is purposeful, it prevents exactly what you're talking about (applying Silent and Still to every spell cast).

Conceal Spell gives no provisions for ignoring the Bluff/Disguise check even if silenced. Only the Sleight of Hand check can be ignored for spells without somatic components (usually done through either Still Spell or with the Sleight of Blade feat).

Cloaked casting is an ability that innately comes with a cost, even though there are numerous avenues to activate it. Be it action economy (feinting), skill investment (hidden signs), feat investment (initiative), customization options (subtle casting), or spells (invisibility).

chronoquairium wrote:
Every argument of the beguiler's balance (slightly under a sorcerer) were in page 5 or below, and the class is basically a whole new beast altogether now.

I personally feel a lot of the balance arguments still hold true. Yes the spell list has gotten bigger, but most of these spells are more flavourful than powerful. Still no flight, long range teleport, binding, polymorph, or antimagic spells. Direct damage and summoning (almost always behind shadow spells), as well as scrying spells are limited to orders and archetypes. Skills have always been part of the beguiler kit and have actually done down since the conversion started. Orders still mostly provide breadth rather than depth into the beguiler's key strengths in spellcasting.

chronoquairium wrote:
I'd love to hear that I'm wrong, because I love this class to death and want to use it myself in my next campaign, but it just seems too strong. The medium BAB and casting in light armor was fine until the spell list expanded, IMHO, and the class has only gotten better and better from there.

I think that in the end, balance is a continuum and everybody has to find their game's place on that line. I've tried to provide options that fit a wide range balance points. If you think the spell list is too big, switch to the all spells known variant rule. If you think some of the orders give too much, limit yourself to a handful of options you think are in line with what you want.

chronoquairium wrote:
This is where I disagree with Nicholas - I think that the class, were it to get anything more powerful, like from the Provisional document, it will surpass almost every other class, even Wizard. Definitely be better than a sorcerer.

From my experience DMing friends who have played the class I'd have to disagree with this assessment, but that's the funny thing about balance - everybody has their own take. I'm sure there are other regulars in the thread with similar feelings to mine, and there are probably people who would throw this conversion in the trash out of hand declaring it overpowered as is.

From where I stand: yes a beguiler use skills or spells to sidestep an encounter, but so can a sorcerer with almost as much efficiency (and if that fails he can also fly around the room flinging fireballs at his enemies).


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ertw wrote:
SylverFox wrote:
I just had an idea for a potential replacement for aura of indiscretion that wouldn't be as potentially problematic with the new CC progression. What if you gave them an aura power akin to the antipaladin's aura of cowardice that broke immunity to mind affecting spells. That would help mitigate the potential save stacking and simultaneously cancel out one of the beguiler's greatest weaknesses.
I really like that idea. Let me draw it up tonight.

A new provisional update has been uploaded with aura of indiscretion replaced by disarming aura.


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Since we're at the top of the page again here are the most recent links for newcomers:

Beguiler Conversion - main conversion document
Beguilers of the Inner Seas - Golarion themed options for your beguiler

And the current provisional update can be found here.

SylverFox wrote:
One issue I see is with the new artifact: it seems like a single user could continuously use the stone to move as many people or items through the gate simply by continuously walking back and forth between them. You might want to put a cooldown of a few hours (maybe days) to prevent a situation where you would only really need one or two Heimdall-style gatekeepers to disrupt the need for a passage.
Penumbral Shadow wrote:
I agree with Sylver that the artifact needs a serious cooldown to keep it from breaking the world wide open, either a day at least or possibly just making it work for a single one-way trip (could be great for Jade Regent players who want to return to Avistan after the AP is finished).

That's something I hadn't thought about, but I think you're right it needs some type of restriction. I think making it one use would be a touch too restrictive, but a cooldown would definitely be in order.

SylverFox wrote:
I just had an idea for a potential replacement for aura of indiscretion that wouldn't be as potentially problematic with the new CC progression. What if you gave them an aura power akin to the antipaladin's aura of cowardice that broke immunity to mind affecting spells. That would help mitigate the potential save stacking and simultaneously cancel out one of the beguiler's greatest weaknesses.

I really like that idea. Let me draw it up tonight.


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Another quick update: I've just pushed an update of the BotIS document which includes the ikiryo (a new ninja themed archetype from distant Tian Xia) and a new artifact to aid ikiryo in moving between the Inner Sea and their home continent. I've also moved all non-core race FCBs over to the BotIS document.


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Penumbral Shadow wrote:
A +4 to DCs is really strong, especially if you couple it with hidden signs to reliably trigger cloaked casting. Combining this with a penalty to enemy Will saves from the aura takes it even further. Add in a kitsune with the FCB that pumps enchantment DCs and you could easily end up with a heightened dominate or geas with a DC well into the 40s or 50s which could be game breaking.

I understand the reticence, I too was nervous about moving into that territory. However I think a potential late game, race locked, school locked build isn't necessarily grounds to hold the change back. Up until level 14, it's roughly equivalent to a caster with Spell Focus and Greater Spell Focus (which are probably the first two feats a school focused beguiler would want to pick up).

That said, the increase to save DCs was (on a gut level, at the very least) the hardest of these provisional changes for me to swallow. As always I value your input and would love to hear from others about whether they think the increased save DCs are too much.


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Alright, so after thinking over some of Nicholas' comments I've put together a new provisional update to get feedback. I'm curious to hear from all about how these changes look. Are they too much, too little, or just right?

Changes:

  • Hide in plain sight now comes online at level 9.
  • Swift feint now comes online at level 11.
  • Cloaked casting now grants +1 bonus to save DCs at level 2, increasing by 1 every 6 levels thereafter. At level 8 rolls to overcome SR gain the same bonus. At level 19 SR is automatically overcome.
  • New ability phantom bulwark allows 3/day negation of crits or sneak attack, gained at level 15.
  • New ability aura of indiscretion causes those within 30 ft. to suffer a -4 penalty on Sense Motive checks against you and -2 on Will saves against your abilities, gained at level 17.[/list]

    One nice thing about this arrangement is that it fills in the class features table well, leaving gaps only at 12, 16, and 18 (where you're still getting new spells and order spells). As always, I'm excited to hear what people think of the changes and where they think things could be further improved.


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    Nicholas,
    You've given me a lot to think about here. I'll need to take a while to digest everything. Thank you for your insights and I look forward to any more analysis you're willing to share.

    SylverFox wrote:
    I love this idea. The most obvious option to me seems like poaching abilities from the ninja class itself. Stuff like the ki pool and ninja talents seem ripe for the picking. You might want to look at Everyman Gaming's unchained ninja or Dreamscarred Press's stalker for more inspiration.

    That's what I was hoping to avoid, but it may well be the best approach.


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    The current thing I've had rolling around in my mind is a Tian Xia flavoured beguiler order trading on the continent's ninja traditions (for the BotIS document). I'm having trouble hammering down a sequence of order powers that I really like for it, so I figured I might as well open the floor to any suggestions to see if I can find a direction that really grabs me. What would you like to see out of a ninja themed beguiler order?


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    Tiny update on umbral reaver pushed out tonight, I had forgotten to write up the ability that allows the slayer to keep using quarry after losing studied target.


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    Just wanted to drop in to mention I've just uploaded a new version of the main conversion document with a new beguiler class template: the umbral reaver. It's a template for the barbarian, slayer, and swashbuckler that gives them access to a version of the shadowgraft skirmisher's shadowblade while they are raging. Also I don't think I mentioned it when I put it in, but there's also a somewhat new template for the cavalier, paladin, and ranger called the mythical gallivant which upgrades their mount to a magical beast akin to the elusive trickster's companion.


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    Thanks for your input, I've updated the main conversion document to include the renamed professional dilettante (formerly capricious professional) archetype.


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    Well if people are satisfied with the shape of the capricious professional, I can write it up and push it out some time in the next week or so. A question to the thread: do you think it belongs in the main conversion document or BotIS? My gut says BotIS because its versatility may make it more powerful than most beguiler options, but I'd like to hear others' opinions on the matter.


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    GreenGrapes wrote:
    ertw wrote:

    Here's the basic layout for what I'm thinking of for this factotum-beguiler hybrid. The language will need to be cleaned up, but I hope it gives you enough to offer any comments/thoughts you might have. I have no experience with the factotum myself so I hope it captures the feeling of the class adequately.

    ** spoiler omitted **...

    Looks great! The only thing I think could make it better is be something like the empiricist investigator's ability to use Int for a wider variety of skills.

    An interesting idea. I could change consummate professional around to give int to disable device, perception, profession, sense motive, use magic device, and diplomacy to gather information instead of their normal modifiers, as well as allowing untrained profession checks.


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    SylverFox wrote:
    How does sorcerous dabbler work for spells with a casting time greater than a minute?

    I hadn't thought about that issue. I can change it up to be the better of 1 minute or the spell's casting time.


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    Here's the basic layout for what I'm thinking of for this factotum-beguiler hybrid. The language will need to be cleaned up, but I hope it gives you enough to offer any comments/thoughts you might have. I have no experience with the factotum myself so I hope it captures the feeling of the class adequately.

    Capricious Professional:

    Capricious Professional (beguiler archetype):

    Skills per level bumped up to 6+Int.
    Diminished spellcasting.
    Inspiration (Ex): As the Investigator class feature of the same name, gained at 1st level. Replaces 1st level order power.
    Sorcerous Dabbler (Ex): At 2nd level, spend 1 point of inspiration as a swift action to add one sorcerer/wizard cantrip or spell to the beguiler's spells known for 1 minute. Spell level cannot exceed 1/3 her beguiler level. Once a spell has been leanred in this way, it cannot be learned again until the beguiler has rested for 8 hours. Replaces order spells and savvy preparation.
    Consummate Professional (Ex): At 3rd level, add Intelligence modifer as a bonus to all Profession skill checks and make any Profession check untrained. Replaces hidden signs.
    Spot Weakness (Ex): At 4th level, spend 1 point of inspiration as a free action to add 1d6 points of sneak attack damage to a qualifying attack. Inspiration must be spent before the attack is rolled. Use beguiler level as rogue level when determining if she can sneak attack a target with uncanny dodge. Replaces muddling aegis.
    False Fervour (Su): At 7th level, spend 1 point of inspiration as a standard action to channel energy as a cleric of her beguiler level - 4. Can do this a number of times per day equal to 3 + her Charisma modifier. Replaces 7th level order power.
    Adept Mirror (Ex): At 13th level, improve her mimicing abilities. When using sorcerous dabbler, add spell known for 10 minutes. When using spot weakness, gain sneak attack dice equal to 1/3 her beguiler level. When using false fervour, channel energy as a cleric of her beguiler level. Replaces 13th level order power.
    True Factotum (Ex): At 20th level, copy a wide array of extraordinary powers. At the start of the day, select three extraordinary abilities available to other classes as class features at 15th level or lower. By spending 4 points of inspiration, the beguiler gains use of this ability for 1 minute (treating her beguiler level as her effective level in the relevant class). She can use each chosen class feature once per day. Replaces Paragon's Aspect.


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    GreenGrapes wrote:

    Hey there, I absolutely love the look of this conversion. May I ask how you managed to get it looking so much like an actual paizo product?

    It's really great to see that people are still working to recreate some of my 3.5 favorites like the beguiler. While looking this over I was struck with a little inspiration myself. I think you may have a decent framework to build a factotum look alike as a beguiler archetype. Give it more skills/level, an inspiration pool like an investigator, let it use savy preparation for a wider stable of spells and swap order powers out for the factotum's other class feature mimicing abilities. Just though5 I'd drop the suggestion incase you liked it.

    That might actually be an approach I could work with. Give me a few days to see if I can iron out something reasonable.


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    Just dropping a minor QoL update: the table of contents for both the main beguiler conversion document and the BotIS document have now been linkified, so clicking on an item will bring you to the header of that section.


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    I've updated both the main conversion document and the BotIS document with some updated magic items, including expanded rules for the beguiler's raiment and a greatly downpriced night's watch.


    GrannyBoyd wrote:

    Hi ertw,

    I've been using your conversion for a character of mine for a few months now and I'm really enjoying it. I wanted to drop in to leave one comment about something that has confused me: the pricing on the night's watch. I love the flavor of this item, but it seems way overpriced since a wand of keep watch offers much of the same benefits for a fraction of the price. It's kind of disheartening given the fact that the beguiler's raiment set bonuses are such a clever idea, but the overpriced nature of the night's watch acts like a gatekeeper on the set that's hard to justify.

    Thank you for your kind words about the conversion and your insightful comments. I've been working this evening on some equipment revisions to address this issue and a few other pricing issues present in older pieces of equipment (including a wider variety of items that qualify for the beguiler's raiment bonuses). I hope to have it completed either tomorrow or the next day.


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    Just pushed a minor update to BotIS to include the jackal token of greed and to add a proviso to the wayfaring haunter's nomad's path ability to ensure that a turncoat's weapon can only be used by her and only sold for scrap.


    SylverFox wrote:
    One thing I did notice is that it seems to be missing one of the deadly sins (there's only six tokens, but seven deadly sins).

    Good catch, looks like greed (transmutation) got skipped over somehow. I'll add the missing token in when I can.


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    Well folks, it's been another year so it's time for the 4th anniversary update to the beguiler conversion. This time around it's the Beguilers of the Inner Seas' turn to get an update.

    What's new:

    • Four new guilds (the Dathru Clan, the Sovereign's Court, the Spellscar Nomads, and the Starfall Turncoats)
    • Two new archetypes (Order of the Vilderavn, and Wayfaring Haunter)
    • Golarion-specific pieces of beguiler equipment
    • Four new feats
    • A new artifact: the Runesworn Token

    Enjoy, and as always comments and suggestions are always welcome.


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    Quick update:

    Main Conversion Document
    Main Conversion Document - Selectable Version

    What's new:

    • Updated selectable version for the first time in a while
    • Added foreword and table of contents
    • Added spells from Horror Adventures and Ultimate Wilderness to the spell list
    • Added new material: Shadoweave
    • Some minor updates to Beguiling Heart and Shadowmarked Aegis
    • Removed Swift Feint from Shadowgraft Skirmisher in exchange for increasing the rate of Umbral Sorcery power acquisition


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    Penumbral Shadow wrote:
    I suppose that's reasonable. Given when it'll be bought the savings will be pretty miniscule.

    In that case I've pushed Shadowmarked Aegis into the main conversion document.

    wraithstrike wrote:

    For the 20th level ability that ignores SR. Is it saying that:

    A. If a beguiler targets a creature that has SR the beguiler can ignore SR.

    OR

    B. If someone is currently under the effect of spell or ability that came from the beguiler that the beguiler gets to ignore SR.

    Example of B:
    Round 1:Beguiler cast spell X which has a duration of 1 round or greater and rolls high enough to bypass SR.

    Round 2: Since the creature is under the effect of a spell that came from the beguiler any spell cast this round automatically bypasses it

    It's A, however the target creature must also satisfy the requirements of cloaked casting (denied Dex to AC or unaware of casting) in order for the beguiler to ignore SR.


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    Penumbral Shadow wrote:
    Where is the pricing for this item coming from? It seems a little low to me. After all the mage armor function alone ought to cost 2000 gp at CL 2.

    2,000 gp for the mage armour (CL 1 actually, but continuous activation) and then 1,000 gp (plus 50% for secondary effect) for the armour summoning. I figured the item would be affordable in the area of levels 5-7, at which point the cost of the base armour would be commoditized into basically nothingness. I was torn on the costing of the summoning (between 1,000 gp and 4,000 gp for light and medium mithral armours), but decided to err on the side of the light armour since there's not very many low priced magic items in the conversion document meaning that a lot of unique beguiler items are cut off until the mid-late game. That's also why I decided not to double the cost for a slotless item.


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    Since we're at the top of the page again here are the most recent links for newcomers:

    Beguiler Conversion - main conversion document
    Beguilers of the Inner Seas - Golarion themed options for your beguiler

    SylverFox wrote:
    My only question is can this summon armor made of materials like cloth or leather?

    Good catch, updating to indicate that the mark can only summon metallic armours.


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    Here's a first draft of my initial thoughts:

    Shadowmarked Aegis:

    Shadowmarked Aegis
    Aura faint abjuration; CL 3rd
    Slot none; Price 3,500 gp; Weight -

    DESCRIPTION

    These tattoos, usually found on a beguiler's breastbone or the small of her back, feature prominent chain or padlock motifs. Those who bear this mark are protected as if continually under the effects of a mage armour spell. She can raise or lower this defense as a free action.
    A shadowgraft skirmisher feels a far closer connection to this mark, as it is is composed of the same crystalized shadowstuff as the tattoos that summon their shadowblades. So long as a she has at least 1 point in her arcane poole, a shadowgraft skirmisher bearing this mark can spend a full round action to summon any type of light or medium armour. This armour is always made of a dusky tinted mithral however medium armours summoned in this way are treated as light for all purposes, including proficiency. The armour is always summoned donned, can only be doffed by dismissing it as a swift action, and subsequent summoned suits of armour automatically dismiss the old armour.

    Like her shadowgrafted marks, the beguiler can enhance these marks as if they were a suit of light or medium armour, even if she does not possess the Craft Magic Arms and Armour feat (although she must pay the full base price for the enhancement if she does not have the feat). These enhancements are not applied to the mage armour effect of the mark, and any enhancements that are incompatible with the type of armour summoned are ignored.

    CONSTRUCTION

    Requirements Craft Magic Arms and Armour, mage armour; Cost 1,750 gp


    SylverFox wrote:
    Sorry to be a bug again, but I was wondering if you had seen Drop Dead Studios's new product called Spheres of Might? While I was flipping through it recently I came across a feat called Zodiac Etchings that made me think of the beguiler. Basically the feat lets you tattoo your body giving you what is effectively +1 leather armor. It seems to me that a similar ability tying into the Shadowgraft Skirmisher archetype could be interesting. Just wanted to put this out there and see what you thought.

    You don't ever have to worry about being a bother, I appreciate all comments and ideas for the beguiler. I haven't had a chance to look through SoM personally, but I have toyed with the idea of shadowgrafted armour before. I'll think about how that might work and get back to you.


    SylverFox wrote:
    SylverFox wrote:
    Glad to see this project isn't dead, even if it is a little dormant. My group has been on hiatus between campaigns for the past few months, but lately I've been itching to put together one of those gun toting beguilers you mentioned months ago.
    Did this archetype/order get the axe? I haven't seen anything about it for nearly a year and I was really looking forward to it.

    I'm still intending to complete the BotIS update, but between work, family, and my campaign I haven't had a lot of spare time to work on beguiler related things.


    No problem. I'm glad you're enjoying the beguiler!


    Thank you for your kind words about the conversion.

    NotmeTtown wrote:
    Is it referencing the Paralyzing Strikes SU, when it states that I become better with it?

    If you're referring to the sentence which reads:

    Quote:
    At 13th level, a beguiler's proficiency with her signature combat maneuver is greatly improved.

    that refers directly to the signature maneuver selected from the malicious maneuvers list at levels 13 and 17.

    NotmeTtown wrote:
    Do the expended uses of Paralyzing Strikes also impart its functionality to say, trip or is it just another way to spend those uses?

    The abilities listed under malicious maneuvers do not apply paralyzing strike's effects to the combat manuever on top of their own effects.


    Minor tuning update:

    • In deference to M. Bauble's question I've clarified that the clause extends to any ability that offers those extra spells. I've also added an exception to this for spells included on order spell lists.
    • The range limit for surprise casting is now set to close range from level 1.
    • The cloaked casting ability now explicitly grants its bonuses against foes rendered unaware of a spell's casting by way of the hidden signs ability.
    • Order of the Counterfeit Blood can now expend a disguise self spell to speed up their transformation from level 1. Veiled facade no longer grants a save to disbelieve the illusion.


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    M. Bauble wrote:
    In the spell section there's explicit mention of beguilers not being able to add spells to their list by way of feats or traits. Does "traits" reference only the specific traits subsystem or was it meant to also include things like the Samsaran alternate racial trait mystic past life?

    Yes, it's meant to include things like mystic past life.


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    Another minor update to the beguiler conversion:

    • Order of the Morithil Pier Glass was written without consideration for newer abilities like hidden signs and muddling aegis. Those two abilities have been replaced by Quick Draw as a bonus feat and thrown threat which allows the beguiler to threaten the first range increment of her thrown weapons.
    • Theurgic Brigand has been tuned a little to continue my attempts to limit access to off-list spells. Stolen knowledge has been replaced with beguiling knowledge (bardic knowledge) to enhance the Theurgic Brigand's mastery over skills and to further reducing their dependence on Intelligence.


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    Rory the Mang wrote:

    I've seen people talking about your conversion for months now on 4chan and finally took the time to check it out since the old WotC beguiler would be a good fit for a game I'm going to be jumping into. Let me first say that this is absolutely gorgeous. Everything about the look of the conversion screams quality. It looks great and has tons of options.

    The one complaint I have is less of a mark against your conversion and more of a mark against the system and how it deals with social skills. Skills like disguise, diplomacy, bluff, intimidate and spellcraft all feel like they should be a core part of a beguiler's milieu but because they key off of charisma, they really feel sidelined on the beguiler unless I end up taking a charisma-casting archetype. Sure I can take traits to switch out one or two of these, but certainly not all of them. Is there anything that could be done to help the beguiler with these options that doesn't result in needing to pump a second, otherwise useless mental stat?

    I agree with Arakhor here, if you want to be SAD you need to work for it. I've often used Cha as a balancing stat for things like order powers. If you want Cha-based skills to trigger off of Int, there are traits for that. I will say that one place I do feel this kind of approach could be an interesting new feature for the beguiler is for opposed checks (convincing a charmed creature to do something it normally wouldn't, charming/dominating an already charmed/dominated creature, and the like). As a result, I've added a new class feature at 6th level called Calculated Coercion which does just that, the changes are in the most current main conversion document.


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    JHeats wrote:
    ertw wrote:
    I was hoping to have the update for the BotIS document ready too, but that hasn't been completed yet (hopefully it'll be done soon).
    Any idea on the timetable for this update? I'm curious to see what you've put together.

    Still no ETA, unfortunately. I've spent most of my free time in February getting set-up for a new campaign, so I haven't had much time for the beguiler as of late.


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    SylverFox wrote:
    I still wonder if treating the off hand as a free hand might be a bit too permissive. As written I could potentially two-weapon fight with a greatsword wielded in both hands and a dagger in my off hand simultaneously. That doesn't really make much sense to me.

    That's a fair point, I hadn't even considered TWF and THF simultaneously. I'll edit the document to expressly forbid TWF while wielding your main hand weapon two-handed. That way you can still potentially get the benefits of abilities like the 12th level ability of the shadowgraft skirmisher's duelist form while TWF, but wouldn't be able to do silly things like fighting with a two-handed weapon and dagger at the same time.