Beguiler conversion for Pathfinder


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Updated conversion document, 2 year anniversary edition with two new orders and three new archetypes can be found here:
bit.ly/pathfinderbeguiler


Wow has it really been two years?


Penumbral Shadow wrote:
Wow has it really been two years?

Yeah. It's hard to believe that something that started just because one of my friends wanted to play a beguiler in a game I was running has turned into what this conversion has become.


I briefly played a Beguiler in a 3.5 campaign (it ended after a handful of games). I really enjoyed the class, though the full casting ability always seemed overpowered to me. I haven't looked closely at your conversion, but how did you address this issue?


Never mind. I found the answer to my question on the PF Subreddit.


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DungeonmasterCal wrote:
I briefly played a Beguiler in a 3.5 campaign (it ended after a handful of games). I really enjoyed the class, though the full casting ability always seemed overpowered to me. I haven't looked closely at your conversion, but how did you address this issue?
DungeonmasterCal wrote:
Never mind. I found the answer to my question on the PF Subreddit.

Sorry it took me so long to get back to this thread. As you've discovered I've given the beguiler a spells known progression rather than knowing their whole spell list. This allowed me to expand the spell list significantly to encompass a wide variety of both illusion and enchantment spells befitting the masters of those schools. They gain more spells known than the standard spontaneous caster to offset the extremely limited nature of the beguiler's spell list.


This is most impressive.


Kryzbyn wrote:
This is most impressive.

Thanks!


Very cool. I like that you changed the counterfeit blood over to an illusion based disguise rather than polymorph, that seems way more fitting for a beguiler. I also love what you did with the shadowgraft skirmisher, I think it and the counterfeit blood are some of your best work flavorwise.

It'd be exciting to see some new equipment and spells, too.


SylverFox wrote:
It'd be exciting to see some new equipment and spells, too.

I can probably come up with a few more items. Any idea about what kind of new spells you might be interested in? I don't think I want to add any more high level spells, but some lower level spells might be interesting.


ertw wrote:
SylverFox wrote:
It'd be exciting to see some new equipment and spells, too.
I can probably come up with a few more items. Any idea about what kind of new spells you might be interested in? I don't think I want to add any more high level spells, but some lower level spells might be interesting.

I agree, some low level spells would be cool, especially a kind of signature cantrip that only beguilers could use. Not sure exactly what kind of spells they should be, though.


I'm currently working with one of my players who's running a beguiler to develop a new cantrip that he wants to make his signature spell. It opens an extradimensional link between one of his pockets and the pocket/coinpurse/other small container of another person within close range. This lets him reach into his own pocket and have his hand appear in theirs. The rules we're hashing out right now include: can't bring magical items through the link, must make sleight of hand check to successfully steal still and if the target reaches into the pocket it breaks the spell. Kind of a fun little situational trick that's mostly just good for grabbing keys and coins on the sly.


Maybe it's just me, but that sounds more like at least a 1st level spell.


Any chance of updating the Dragon Disciple? My son loves that class.


Penumbral Shadow wrote:
I'm currently working with one of my players who's running a beguiler to develop a new cantrip that he wants to make his signature spell. It opens an extradimensional link between one of his pockets and the pocket/coinpurse/other small container of another person within close range. This lets him reach into his own pocket and have his hand appear in theirs. The rules we're hashing out right now include: can't bring magical items through the link, must make sleight of hand check to successfully steal still and if the target reaches into the pocket it breaks the spell. Kind of a fun little situational trick that's mostly just good for grabbing keys and coins on the sly.
DungeonmasterCal wrote:
Maybe it's just me, but that sounds more like at least a 1st level spell.

I'd agree with DungeonmasterCal, it sounds about the power level of a 1st level spell. Depending on the limitations actually placed on the spell (range, duration, potential targets) it might be cantrip level, but they'd have to be pretty severe.

DungeonmasterCal wrote:
Any chance of updating the Dragon Disciple? My son loves that class.

Right now I'm pretty busy so I don't foresee being able to tackle another conversion for a while.


ertw wrote:


DungeonmasterCal wrote:
Any chance of updating the Dragon Disciple? My son loves that class.
Right now I'm pretty busy so I don't foresee being able to tackle another conversion for a while.

No worries. Just thought I'd throw it out there.


ertw wrote:
SylverFox wrote:
It'd be exciting to see some new equipment and spells, too.
I can probably come up with a few more items. Any idea about what kind of new spells you might be interested in? I don't think I want to add any more high level spells, but some lower level spells might be interesting.

I think it'd be cool to have a spell that functions like silence, but creates illusory sound both inside and outside the spell's radius. Basically a way to silence a creature/area without letting anybody know it has been silenced.


Penumbral Shadow wrote:
I'm currently working with one of my players who's running a beguiler to develop a new cantrip that he wants to make his signature spell. It opens an extradimensional link between one of his pockets and the pocket/coinpurse/other small container of another person within close range. This lets him reach into his own pocket and have his hand appear in theirs. The rules we're hashing out right now include: can't bring magical items through the link, must make sleight of hand check to successfully steal still and if the target reaches into the pocket it breaks the spell. Kind of a fun little situational trick that's mostly just good for grabbing keys and coins on the sly.

So what happens when the beguiler has his hand in somebody's pocket and they break the spell by reaching in to their own pocket? Seems like a crummy (though hilariously appropriate) way to lose a hand.


SylverFox wrote:
Penumbral Shadow wrote:
I'm currently working with one of my players who's running a beguiler to develop a new cantrip that he wants to make his signature spell. It opens an extradimensional link between one of his pockets and the pocket/coinpurse/other small container of another person within close range. This lets him reach into his own pocket and have his hand appear in theirs. The rules we're hashing out right now include: can't bring magical items through the link, must make sleight of hand check to successfully steal still and if the target reaches into the pocket it breaks the spell. Kind of a fun little situational trick that's mostly just good for grabbing keys and coins on the sly.
So what happens when the beguiler has his hand in somebody's pocket and they break the spell by reaching in to their own pocket? Seems like a crummy (though hilariously appropriate) way to lose a hand.

It'd just shunt the beguiler's hand back to his own pocket.

Liberty's Edge

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Hey everyone - I've really been enjoying this thread!

Hope you don't mind, but I wanted to ask that everyone check out the just released New Paths 8: The Trickster from Kobold Press

The New Paths line has had a number of popular classes so far, including the Spell-less Ranger, White Necromancer, Battle Scion, Shaman, and the New Paths Compendium

The Trickster class is essentially an arcane rogue type of class that has built in customization through its Forte class feature, which include Acrobatics, Arcane Accomplice, Spell Pilfer and ... you guessed it, Beguile!

While not a full-fledged Beguiler-like conversion like ertw has done so masterfully, if you choose the Beguile forte, you can make a class that has much of the Beguiler's flavor and ability. Please check out New Paths 8: The Trickster and see what you think!


Looks very interesting. Added to my cart!

Liberty's Edge

DungeonmasterCal wrote:
Looks very interesting. Added to my cart!

Thanks DungeonmasterCal!

Once you've had a chance to give it a good once-over, please consider posting a review :)


Marc Radle wrote:
DungeonmasterCal wrote:
Looks very interesting. Added to my cart!

Thanks DungeonmasterCal!

Once you've had a chance to give it a good once-over, please consider posting a review :)

It might be a couple weeks before I can get it, but I'll definitely do so! I'm saving my cash to buy it and Ultimate Intrigue at the same time.


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Penumbral Shadow wrote:
I'm currently working with one of my players who's running a beguiler to develop a new cantrip that he wants to make his signature spell. It opens an extradimensional link between one of his pockets and the pocket/coinpurse/other small container of another person within close range. This lets him reach into his own pocket and have his hand appear in theirs. The rules we're hashing out right now include: can't bring magical items through the link, must make sleight of hand check to successfully steal still and if the target reaches into the pocket it breaks the spell. Kind of a fun little situational trick that's mostly just good for grabbing keys and coins on the sly.

Shadowy Heist:
Shadowy Heist

School illusion (shadow); Level beguiler 0
Casting Time 1 standard action
Components V, S, M (a pinch of salt)
Range close (25 ft. + 5 ft./2 levels)
Target see text
Duration 1 round/level (D)
Saving Thrown none; Spell Resistance no

To use the shadowy heist spell, the beguiler must be in an area of dim light. At the time of casting the beguiler must declare a pocket on her person as well as a pocket, coin purse, or other small container within the spells range as the spell's targets. Once cast, the spell forms a quasi-real link between these two containers connected through the Plane of Shadow. While this spell is active, any time the beguiler places her hand into her pocket she is given access to the contents of the linked container.

Shadowy heist cannot target any container with volume significantly greater than that of a pocket; this includes any containers which provide access to extradimensional spaces (such as a bag of holding). Magic items cannot be transported across the link, only mundane items can be deposited into or stolen from the targeted container. The link is severed immediately if the two containers are separated by a distance greater than the spell's range, if the beguiler enters an area of bright light, or if the plane of the targeted container's opening is broken by a creature or an object; if the beguiler is accessing the targeted container while the link is severed, her hand is immediately shunted to her own pocket without any objects she was holding.

If the beguiler attempts to use the link to steal a small object attended by a creature, she must still succeed on a DC 20 Sleight of Hand check. If the creature detects her attempted theft by way of a successful Perception check, there is a 40% chance that he will be able to reach into the pocket before she withdraws the item (foiling her attempted theft and ending the spell). This chance increases by 20% for every 5 by which he beat her Sleight of Hand check.


ertw wrote:
Penumbral Shadow wrote:
I'm currently working with one of my players who's running a beguiler to develop a new cantrip that he wants to make his signature spell. It opens an extradimensional link between one of his pockets and the pocket/coinpurse/other small container of another person within close range. This lets him reach into his own pocket and have his hand appear in theirs. The rules we're hashing out right now include: can't bring magical items through the link, must make sleight of hand check to successfully steal still and if the target reaches into the pocket it breaks the spell. Kind of a fun little situational trick that's mostly just good for grabbing keys and coins on the sly.
** spoiler omitted **...

Absolutely perfect. I love the idea that a perceived theft has a chance to fail. Great job, Ertw.


That's a mighty fine cantrip right there.


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So I just found this class after seeing glowing recommendations in a few of my regular haunts and all I have to say is WOW! You have done an absolutely spectacular job with this document. It's beautifully designed (seriously how did you get it to look like an official product?), it has tons of flavor and is full of spectacularly interesting crunch. I am so excited to get started putting my character together. Thank you for your all your tremendous work on this project, ertw.


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I've put together another new spell, let me know what you think of it.

Impose Dependence:
Impose Dependence

School enchantment [mind-affecting]; Level beguiler 3
Casting Time 1 standard action
Components V, M (see text)
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will negates; Spell Resistance yes

This spell allows the beguiler to intensify her target's addictions. Impose dependence requires a dose of the specific drug related to the addiction she wishes to affect to be used as a material component for the spell; this consumes the drug, but does not confer any effects or ability damage associated with using the drug to either party. When the beguiler lays her hand upon the target, he instantly becomes addicted to this drug; if he was previously addicted to this drug the severity of his addiction instead increases by one step (this has no effect on a target who is already suffering sever addiction).

Furthermore, whenever the target would normally make a Fortitude to overcome his addiction, he must also make a Will save. The DC of this save is equal to 13 + the beguiler's Intelligence modifier + the beguiler's spell save bonus granted by the cloaked casting class feature. If he fails either of the saves, the attempt to overcome the addiction is treated as a failure.

BlindGuyBilly wrote:
So I just found this class after seeing glowing recommendations in a few of my regular haunts and all I have to say is WOW! You have done an absolutely spectacular job with this document. It's beautifully designed (seriously how did you get it to look like an official product?), it has tons of flavor and is full of spectacularly interesting crunch. I am so excited to get started putting my character together. Thank you for your all your tremendous work on this project, ertw.

Thanks so much for the kind words, and I'm glad you're enjoying the conversion. I'd love to hear your experiences with the class after you've had some time to play with it.


ertw wrote:

I've put together another new spell, let me know what you think of it.

** spoiler omitted **

Isn't that just touch injection?


SylverFox wrote:
ertw wrote:

I've put together another new spell, let me know what you think of it.

** spoiler omitted **

Isn't that just touch injection?

It's similar, though touch injection doesn't allow drugs and lets you "hold the charge" for an hour per level. This simply imposes or increases the severity of addiction and makes the save much harder to pass.


So does the target of impose dependence suddenly feel a general malaise, or do they know specifically that they're suddenly addicted to a drug they've never taken? More importantly do they have any way to know exactly which drug they're addicted to?


Penumbral Shadow wrote:
So does the target of impose dependence suddenly feel a general malaise, or do they know specifically that they're suddenly addicted to a drug they've never taken? More importantly do they have any way to know exactly which drug they're addicted to?

I hadn't actually considered those issues. I'm thinking maybe I'll add a short delay between the touch and the onset of the addiction and note that the target gains a preternatural awareness of what they are addicted to.


ertw wrote:
I'm thinking maybe I'll add a short delay between the touch and the onset of the addiction

That'll be good to give the beguiler a moment to get away before the enemy knows what's happened.


I recently came across this FAQ, I'm curious if you were aware of this ruling. It seems to suggest that even a silent and still spell would be noticeable. I think it may impact the beguiler a little and especially the false theurgy and enchanted casting order powers.


SylverFox wrote:
I recently came across this FAQ, I'm curious if you were aware of this ruling. It seems to suggest that even a silent and still spell would be noticeable. I think it may impact the beguiler a little and especially the false theurgy and enchanted casting order powers.

I actually ran into that earlier today and have been thinking about it. I might give the beguiler some stuff to offset that and fill in some of the earlier dead levels (maybe something like gaining Cunning Caster as a bonus feat when using cloaked casting, or outright not leaving these "obvious visual effects").


So they did not intend to allow subterfuge while casting with Still Spell?


Kryzbyn wrote:

So they did not intend to allow subterfuge while casting with Still Spell?

It would seem that the devs' intention was that still spell allow you to cast with your hands full/bound and silent spell allow you to cast while you can't speak, but not to allow for subterfuge. Rest assured that is not my intention with the beguiler and I will be updating the class in the coming days to remedy this.


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New class feature to patch the FAQ issue SylverFox brought up:

Hidden Signs:
Hidden Signs (Ex): While using magic normally produces easily noticed signs beyond the required components of a spell, a beguiler can suppress the visible manifestations of her magic. At 3rd level, when casting a beguiler spell with no somatic or verbal components, she gains the benefits of the Cunning Caster feat. When casting a beguiler spell with no components at all, or while using a spell-like ability that is granted by a beguiler class feature and doesn’t require an attack roll, observers will not notice that a spell has been cast.
A beguiler who is being observed by a creature using detect magic or a similar effect does not gain the benefits of hidden signs. Furthermore, since beguilers are trained to notice each other’s subtle magic, she is also denied the benefits of this ability when observed by a creature with the hidden signs class feature.


I just downloaded the pdf and can't find this in the document. Is there a new download link that I'm not seeing somewhere? Or where is this new class ability in the document I just re-downloaded (from the link posted a few weeks back). I'm honestly not seeing this in the document anywhere.


ertw wrote:
Hidden Signs

I like it. Simple, straightforward, and if you're not using the clarification from that FAQ it doesn't actually change the class at all.


ertw wrote:

New class feature to patch the FAQ issue SylverFox brought up:

** spoiler omitted **

Doesn't enchanted casting need to be updated too to take this ability into consideration (since a spell that still has material/focus components would technically not allow for the bluff check as worded)?


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DungeonmasterCal wrote:
I just downloaded the pdf and can't find this in the document. Is there a new download link that I'm not seeing somewhere? Or where is this new class ability in the document I just re-downloaded (from the link posted a few weeks back). I'm honestly not seeing this in the document anywhere.

I haven't updated the PDF yet, I just posted here to get peoples' thoughts. I'll likely push it out with a few new spells I've been working on.

SylverFox wrote:
ertw wrote:

New class feature to patch the FAQ issue SylverFox brought up:

** spoiler omitted **
Doesn't enchanted casting need to be updated too to take this ability into consideration (since a spell that still has material/focus components would technically not allow for the bluff check as worded)?

That's a good catch, I'll work that change out too. Thanks!


ertw wrote:
DungeonmasterCal wrote:
I just downloaded the pdf and can't find this in the document. Is there a new download link that I'm not seeing somewhere? Or where is this new class ability in the document I just re-downloaded (from the link posted a few weeks back). I'm honestly not seeing this in the document anywhere.
I haven't updated the PDF yet, I just posted here to get peoples' thoughts. I'll likely push it out with a few new spells I've been working on.

Oh, excellent! Thanks for getting back to me.


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A few new spells.

A large-scale illusion that alters the apparent position of the sun, the moon, and the stars:

Move Heavens:
Move Heavens

School illusion (figment) [mind-affecting]; Level beguiler 6
Casting Time 10 minutes
Components V, F (the index bar of a broken sextant worth 50 gp)
Range personal
Area 1 mile/level radius circle, centered on the caster
Duration concentration + 1 hour/level
Saving Throw none; Spell Resistance no

This spell allows the beguiler to change the apparent positions of the sun, the moon, the planets, and the stars in the sky as seen by all creatures within the spell's area. She can also use this spell to create the illusion of celestial phenomena such as eclipses, shooting stars, or comets as she desires. She retains control of the illusion as long as she maintains concentration on the spell, moving objects as she sees fit; once she ceases concentrating on the spell, all celestial bodies slowly drift from their new orientation, eventually returning to their natural positions at the end of the spell's duration. Furthermore, any creature entering or leaving the spell's area will observe the heavens rapidly reorganizing over their first minute of travel inside or outside of the area. This spell is capable of altering lighting conditions by changing the positions of the sun and moon, but has no effect on cloud cover, weather, or climate.

While in the area of the spell, any device which uses the position of the stars to aid in navigation or determining the time (e.g. an astrolabe) ceases to function. Furthermore, any Knowledge, Profession, or Survival checks made to navigate in the wilderness or at sea suffer a -5 penalty.

Based on SylverFox's suggestion about a silence-like spell where the beguiler could control illusory sounds emanating from within/without:

Halcyon Veil:
Halcyon Veil

School illusion (glamer) [mind-affecting]; Level beguiler 4
Casting Time 1 round
Components V,S
Range short (25 ft. + 5 ft./2 levels)
Area 20-ft.-radius emanation centered on a creature, object, or point in space
Duration 1 minute/level (D)
Saving Throw Will negates (see text); Spell Resistance no

While casting this spell, the beguiler must decide if the illusion is directed inward to all creatures within the spell's area, or outward to all creatures beyond the area. The beguiler and her allies are not subject to this illusion. The spell creates a calm, appropriate illusion (affecting all senses) of the events on the other side of its boundary regardless of how violent or out of place these events actually are. Any combat in the warded area goes unnoticed so long as it does not cross the plane of the illusion; any attacks made by the beguiler or her allies which targets a foe across the plane of spell, or has an area of effecting including a such foe, immediately ends the spell. If a creature subject to the illusion crosses the spell's boundary, he must succeed on the spell's Will save to observe the events occurring within the warded area normally.

An enchantment spell that prevents its target from seeing through lower level illusions:

Easy Mark:
Easy Mark

School enchantment (compulsion) [mind-affecting]; Level beguiler 2
Casting Time 1 standard action
Components V,S,M (a tail feather from a pigeon)
Range touch
Target one humanoid creature
Duration 1 hour/level
Saving Throw Will negates; Spell Resistance yes

This spell compels its target to trust its senses above its own reason, making him particularly susceptible the effects of illusion magic. Unlike most spells, this spell is more potent when cast using a spell slot of higher level than 2; while the save DC of the spell is not increased if the caster does not possess the Heighten Spell metamagic feat, the effects of the spell are directly related to the level of spell slot used to cast easy mark. If any metamagic feats other than Heighten Spell are applied to this spell, any resulting increase in spell level is subtracted from the spell's effective expended spell slot. For example, if easy mark were cast using a 5th level spell slot while the Extend Spell metamagic feat was applied to it, the spell's effective expended spell slot would be 4.

When an illusion spell of spell level below the level of the effective expended spell slot used to cast easy mark affects the target, he is prevented from succeeding on any Will saving throws granted by the spell (even saving throws granted due to direct interaction with the illusion). If the target is subject to an illusion spell that could deal hit point damage to him, he is granted another Will save to break the enchantment; if this save is successful, he is also able to make any Will save against the illusion.


Move Heavens looks cool, but it seems to be useful only in super-specific circumstances.


I agree with Arakhor, move heavens looks really interesting, but it's super situational. That said, I'm intrigued by the opportunity to use the spell beyond just the mechanical benefits listed in the spell description. Particularly using them to fake signs from the gods (eclipses at opportune moments, meteors acting as heralds of prophecy, ect.) seems like it could get fun. Probably not a spell to learn, but maybe one to pick up with savvy preparation when it comes in handy. I think it might be more interesting if it came with a way to lead a foe who is navigating by the stars astray, possibly an opposed bluff check against their survival.

Halcyon veil is great, I'm guessing it'll mostly be used projecting outward to hide murders or break into guarded areas and whatnot, but the whole time I was reading it I had this hilarious image in my mind of a beguiler strolling through a burning city under siege with somebody giving them a "guided tour" of this "burgeoning metropolis".

Easy mark is I think where things fell off. I get what you're trying to say, but the wording is just super muddled and kludgey it'd be easy for people to misunderstand the spell. I can't really think of any way to make the wording any clearer myself, which makes me think this one might be dead on the table. It's definitely an interesting concept, but I feel like it just overpowers things like phantasmal killer or shadow evocation (even with the extra save). My recommendation is to scrap this one.


Move heavens was meant to be that kind of rarely used but very fun utility spell that savvy preparation was made for. My initial intent was for it to just be a custom prophecy in 30 minutes or less kind of spell, but I added the orienteering/navigation penalties to give it more mechanical benefit. I hadn't thought about using it to trick those navigating by the stars, but that's an interesting idea; I'll see if I can put something together on that.

I was struggling while I was writing easy mark and I think you're right, Penumbral Shadow, I will have to put that one back in the oven for now. I still think there's something we can do with this, maybe making it only work with glamer and figment subschool spells. It'll definitely take more time before it's ready to go, though.


ertw wrote:

Based on SylverFox's suggestion about a silence-like spell where the beguiler could control illusory sounds emanating from within/without:

** spoiler omitted **

Totally awesome! I like this way more than just the auditory illusion idea I had.


SylverFox wrote:
ertw wrote:

Based on SylverFox's suggestion about a silence-like spell where the beguiler could control illusory sounds emanating from within/without:

** spoiler omitted **
Totally awesome! I like this way more than just the auditory illusion idea I had.

Glad you like it. If you've got a character name you'd like associated with the spell I'd be happy to attach it to the name.


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ertw wrote:

Updated conversion document, 2 year anniversary edition with two new orders and three new archetypes can be found here:

bit.ly/pathfinderbeguiler

Sorry it took so long, but I've finally got around to compiling my thoughts on the new options here:

  • Counterfeit Blood: It's hard for me to decide whether this new order or the Shadowgraft Skirmisher are my favorite additions to the class. CB is full of flavor, its powers are unique and exciting (even though they are more suited to an intrigue game than a combat game). Absolutely perfect.
  • Ghastly Claw: I never particularly cared for the Spell Kill ability, I think Malicious Maneuvers is a pretty good replacement power. The wording about feat qualification seems a bit clunky, I wonder if it might be better served by granting them the benefits of the Dirty Fighting feat which is basically the same thing.
  • Petrified Mind: Not really my cup of tea, but still an interesting option for an intimidate build. Probably synergizes well with something like a few levels slayer or anti-paladin, haven't really theorycrafted that to completion, but you'd still be giving up beguiler spellcasting for that so it seems a fair trade. Does the Daunting Illusion ability pertain to illusions that are purely sonic in nature like ghost sound? If so you might want to change the last line of the ability to match that. I like the way that the Creeping Fear ability is stepped which will prevent a simple 7 level beguiler dip being used to make a super powered lockdown build. Typo note: you've got their 3rd level order spell listed as "REPLACE", I'm guessing that was a note to yourself that made it through the editing process.
  • Shadowgraft Skirmisher: As I mentioned this is a favorite addition of mine. It's a very cool take on the Stygian Skirmisher PrC from the Inner Seas Beguilers document. I love the flavor and mechanics of the Shadowblade, IMHO it's a much better implementation than Paizo's recent release of Shadowcraft Weapons from Blood of Shadows. One big question I have is: how does the Shadowblade interact with Wraith Strike? It seems like a perfect opportunity for use of the d6 damage dice instead of d4s, but as written it wouldn't gain this benefit. Maybe you can say it's treated as if it were made of a special material like umbrite and add umbrite weapons to the list of things that advance Wraith Strike's damage dice? It also seems to me that taking a full round action to change the type of an already summoned weapon is a bit prohibitive (especially since it's already keying on Weapon Focus as a feat tax), maybe the ability to decrease the change time as a move/swift action could be added at the cost of a few arcane pool points? Another thematic option I had thought of for Umbral Sorcery was an option to spend arcane pool points to charge and full attack like the Swordmaster Rogue's Tiger Trance (particularly because this is meant to be a more martial beguiler).
  • Tomebound Beguiler: An interesting option for those who want to go guild-less. I like the pseudo-spellbook of the tome, but I think the spellcasting ends up a little wonky because it's mixing the standard sorcerer progression with a lot of savvy preparation. I'd recommend just outright giving this archetype Arcanist spellcasting which will result in the same more breadth at the cost of decreased spell slots mentality. If you're still restricting the spell list, that kind of casting doesn't seem particularly unbalancing. Beguiling Strike is kind of a fun antipode to the Magus' Spell Combat. Adept Beguiler seems like a bit of a let down in terms of a capstone for the archetype, but I'm not sure what you could do there. Typo note: in the Beguiling Strike ability, you have an unmatched closing bracket at the end of the sentence about the spell's reduced range.
  • Whispering Initiate: I don't 100% have a feel for this archetype. It seems like more of a NPC class than a PC class (as others have said). I suppose it has its niche in an intrigue-based game, but this really doesn't grab me the same way that a Wandering Heart beguiler would for that purpose. As others have stated, the strong scrying focus is a tad odd for PCs. I wonder if adding enchantment/mind-affecting spells to Piercing Gaze might give the archetype a bit more heft as more than a scrying master.

I hope you find these comments helpful and thank you again for your hard work these past two years.

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