
ertw |
5 people marked this as a favorite. |
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 now, here is my first draft for the beguiler class templates:
Class templates are similar to archetypes. They modify existing base classes in order to allow them to better fulfill new roles. However, class templates can be applied to multiple classes, unlike the more exclusive archetypes. A class template follows the same rules as archetypes for determining whether or not they are compatible with other archetypes or class templates. The term parent class is used hereafter to reference the class to which the template is applied. The following class templates are presented here.
Deceptive Acolyte: These cunning spellcasters find beguilers to be natural allies, a relationship that affords them access to the beguilers' expanded portfolio of magic. Empowered by divine or otherworldly forces, the deceptive acolyte is a class template for the cleric, druid, and witch classes.
Ghastly Enforcer: A basic facility with a beguiler's power makes these fearsome combatants all the more equipped to defend the guild and enforce its will when needed. The ghastly enforcer is a class template for the fighter, harbinger, and slayer classes.
Guild Envoy: Their facility with their own arcane or psionic powers have prompted the guild to impart knowledge of some important abilities to these powerful allies. The guild envoy is a class template for the arcanist, dread, and wizard.
Stygian Saboteur: Masters of the strange, shadowy alchemy practiced by beguilers, they are capable of inflicting unexpected afflictions upon their victims. The stygian saboteur is a class template for the alchemist, investigator, and rogue classes.
Trickster Operative: Wielding a limited form of the beguilers' magic, these agents of the guild are nearly as difficult to pin down as a beguiler. The trickster operative is a class template for the bard, rogue, and vigilante classes.
Deceptive acolytes often begin their relationships with beguilers as a result of being contracted by the guild for healing services or other esoteric gifts granted by their classes. As she grows more and more trusted by the guild, a deceptive acolyte's natural penchant for deception and trickery endears her further; eventually she becomes so trusted that she is treated as a member of the guild. The fruits of this relationship is a unique fusion of the spellcasting abilities acolyte's parent class and those of her beguiler associates.
Converting Your Character to a Deceptive Acolyte
The deceptive acolyte is a class template suitable for use with the cleric, druid, and witch classes. When converting a character to a deceptive acolyte, the character loses or changes the following class features.
Cleric
- The cleric chooses only one domain rather than the normal two domains.
- The cleric gives up the increase to channel energy gained at 3rd, 9th, and 15th levels.
Druid
- The druid may not choose an animal companion as part of the nature bond class feature, instead she must choose a domain.
- The druid gives up the ability to spontaneously cast summon nature's ally spells.
- The druid gains the wild shape ability at 6th level and gains all benefits related to wild shape 2 druid levels later than usual. She can never use wild shape to transform into an elemental.
Witch
- The witch gives up the familiar class feature.
- The witch gives up the hexes gained at 4th, 10th, and 16th levels.
Beguiling Casting: Instead of preparing her spells, a deceptive acolyte is a spontaneous spellcaster. She knows the same number of spells, and receives the same number of spell slots per day as an oracle of her parent class level. She can select her known spells from both her parent class' spell list as well as the beguiler spell list. Bonus spells granted by the deceptive acolyte's domain or patron are added to her total spells known at the appropriate levels. She uses her Charisma score instead of her Wisdom or Intelligence score as her key spellcasting ability score (to determine her spell DCs, bonus spells per day, concentration checks, and so on).
Two-Faced Patron: A deceptive acolyte gains the patronage of some mysterious, deceptive force, be it divine or otherworldly. A cleric or druid deceptive acolyte must chose the trickery domain, even if it is not typically part of her deity's portfolio; if it is part of her deity's portfolio, she can instead select a relevant subdomain of the trickery domain. A witch deceptive acolyte must choose either the deception or trickery patron.
Often beginning their relationship with the beguilers as hired muscle or guards, ghastly enforcers eventually earn sufficient trust to be welcomed as nominal members of the guild itself. They train under their choice of the guild's orders and even develop a basic understanding of the beguilers' magic, all while maintaining their unique martial talents. This blend of arcane proficiency and combat mastery make a ghastly enforcer a force to be reckoned with on the battlefield and in the dark corners of city streets alike.
Converting Your Character to a Ghastly Enforcer
The ghastly enforcer is a class template suitable for use with the fighter, harbinger, and slayer classes. When converting a character to a ghastly enforcer, the character loses or changes the following class features.
Fighter
- The fighter gives up proficiency with medium and heavy armour, as well as with any kind of shield.
- The fighter gives up the armour training class feature.
- The fighter gives up the bonus feats gained at 4th, 10th, and 16th levels.
Harbinger
- The harbinger gives up proficiency with any kind of shield.
- The harbinger gives up the accursed will, sorcerous deception, and bleak prophecy class features.
Slayer
- The slayer gives up proficiency with medium armour, as well as with any kind of shield.
- The slayer gives up the track, stalker, and swift tracker class features.
- The slayer gives up the slayer talents gained at 4th, 10th, and 16th levels.
Class Skills: A ghastly enforcer gains Knowledge (arcana) and Spellcraft as class skills.
Ciphered Tome: At 4th level, a ghastly enforcer is given a tome which contains an encoded introduction to beguiler spellcasting. This tome contains knowledge of all 1st through 4th level spells on the beguiler spell list, however its secrets are jealously guarded; the spells and rituals contained within are hidden under layers of ciphers written in long forgotten languages. Unlike a wizard's spellbook, the spells contained within this tome cannot be added to another spellcaster's spellbook, nor can they be decyphered by any creature without beguiler or ghastly enforcer levels (even with the aid of the read magic spell). Furthermore, the ghastly enforcer lacks the general arcane knowledge to add spells from other spellbooks to her tome.
This tome grants a ghastly enforcer the ability to prepare and cast the arcane spells contained within her tome. A ghastly enforcer must choose and prepare her spells in advance. She does not suffer the normal arcane spell failure chance while wearing light armour. Like any other arcane spellcaster, a ghastly enforcer wearing medium armour, heavy armour, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass ghastly enforcer still incurs the normal arcane spell failure chance for arcane spells received from other classes.
To prepare or cast a spell, a ghastly enforcer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ghastly enforcer's spell is 10 + the spell level + the ghastly enforcer's Intelligence modifier.
Like other spellcasters, a ghastly enforcer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is the same as the paladin class. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table: 1-3: Ability Modifiers and Bonus Spells in the Core Rulebook). When Table: 3-11: Paladin in the Core Rulebook indicates that the ghastly enforcer gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Intelligence score for that spell level.
A ghastly enforcer must get 8 hours of sleep and spend 1 hour studying her tome in order to prepare her daily allotment of spells. While studying, the ghastly enforcer decides which spells to prepare. If a ghastly enforcer's tome is lost or destroyed, she cannot prepare her spells; however she can request a replacement tome from the guild after paying a 500 gp fine.
Order Initiate: At 4th level, a ghastly enforcer selects one of the orders available to beguilers; she gains her chosen order's 1st level order power. At 10th level she gains her chosen order's 7th level order power, and at 16th level she gains her chosen order's 13th level order power.
For all powers gained through this ability, treat her effective beguiler level as her parent class level - 3. If she already has beguiler levels, or subsequently gains beguiler levels, she must select the same order for both classes. Levels of beguiler stack with her effective beguiler level for the purposes of determining order powers, but not for order spells.
Lauded for their mastery of the arcane or psionic arts, guild envoys are allowed to glimpse the beguiling arts in return for their services as intermediaries between the beguilers' guild and more reputable organizations. So trusted are these allies that they are deemed worthy to access even the most powerful and obscure beguiler spells. Furthermore, the guild envoys are instructed in some of the guild's most potent abilities relating to the craft of arcane misdirection, potentially making them even more powerful than their beguiler counterparts.
Converting Your Character to a Guild Envoy
The guild envoy is a class template suitable for use with the arcanist, dread, and wizard classes. When converting a character to a guild envoy, the character loses or changes the following class features.
Arcanist
- The arcanist's arcane reservoir can only hold a maximum amount of magical energy equal to 3 + 1/2 her arcanist level.
- The arcanist gives up the exploits gained at 1st, 5th, and 7th levels.
Dread
- The dread gives up the terrors gained at 2nd, and 8th levels.
- The dread gives up the bonus feat gained at 5th level.
Wizard
- The wizard must choose one additional opposition school, even if he is a universalist. She cannot pick enchantment or illusion as an opposition school.
- The wizard gives up the scribe scroll class feature.
- The wizard gives up the bonus feat gained at 5th level.
Beguiling Arcana: At 1st level, a guild envoy is granted access to the beguilers' stable of spells. An arcanist or wizard guild envoy adds all spells from the beguiler spell list to her parent class' spell list. She automatically adds the shadowy heist spell to her spellbook. She still incurs the normal chance of spell failure when she casts a spell with somatic components while wearing armour of any kind.
A dread guild envoy gains the ability to cast the shadowy heist spell at will as a spell-like ability as long as she has at least 1 power point available. At 2nd level, and every three guild envoy levels thereafter, she learns a single spell from the beguiler spell list. The guild envoy can also choose to forgo learning a new dread power in order to learn a new spell from the beguiler spell list. She cannot learn a spell whose level exceeds her maximum power level known. The guild envoy can cast any spell she knows by expending a number of power points equal to the spell's level; she cannot modify these spells by way of metamagic, and she must still provide any components required by the spell. The guild envoy treats her dread level as her caster level for these spells, and she uses her Charisma score as her key spellcasting ability score (to determine her spell DCs, concentration checks, and so on). She does not suffer the normal arcane spell failure chance while wearing light armour. Like any other arcane spellcaster, the guild envoy wearing medium armour, heavy armour, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass dread guild envoy still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Deceptive Spellcasting (Ex): At 1st level, a guild envoy gains the beguiler's surprise casting class feature. At 2nd level, she gains the beguiler's cloaked casting class feature. For the purposes of both abilities she treats her effective beguiler level as her parent class level. An arcanist or wizard guild envoy applies the benefits of these abilities to all spells on her spell list, not just spells that appear on the beguiler spell list. A dread guild envoy applies the benefits of these abilities to her powers as well as her spells.
Artful Invocation (Ex): At 7th level, a guild envoy gains the artful invocation order power, but can only apply its effects to spells appearing on the beguiler spell list.
Known for their mysterious mastery of the alchemical mixtures of the shadow realm, stygian saboteurs are greatly sought out by a variety of groups. Foremost among these are the beguilers' guilds which have weaponized their discoveries to great effect. Whether motivated by greed, a lust for power, or pure scientific curiosity, the guild ensures that the desires of a stygian saboteur in their employ are indulged.
Converting Your Character to a Stygian Saboteur
The stygian saboteur is a class template suitable for use with the alchemist, investigator, and rogue classes. When converting a character to a stygian saboteur, the character loses or changes the following class features.
Alchemist
- The alchemist's bomb class feature is supplemented by the stygian bomb ability.
- The alchemist gives up the discoveries gained at 2nd, 6th, and 8th levels.
Investigator
- The investigator gives up the studied strike class feature.
- The investigator gives up the investigator talents gained at 3rd, 7th, and 9th levels.
Rogue
- The rogue gives up the sneak attack class feature.
- The rogue gives up the rogue talents gained at 2nd, 6th, and 8th levels.
Stygian Bomb (Su): A stygian saboteur gains the ability to mix potent alchemical bombs energized by raw shadowstuff. This ability acts identically to the alchemist's bomb class feature with the following alterations. She uses d8s to roll bomb damage instead of d6s, and the damage dealt is equally divided between cold and electricity damage (if an odd amount of damage is dealt, the extra damage is always electricity damage) instead of fire damage. The splash damage from the stygian saboteur's bombs deals electricity damage instead of fire damage. A stygian bomb cannot be altered by an alchemist discovery that alters the bomb's damage die used or its damage type (e.g. concussive bomb).
An alchemist or rogue stygian saboteur gains this ability at 1st level and treats her effective alchemist level as her parent class level, while an investigator stygian saboteur gains this ability at 2nd level and treats her effective alchemist level as her parent class level - 1.
Throw Anything (Ex): An investigator or rogue stygian saboteur can choose to forgo gaining an investigator or rogue talent in order to gain the alchemist's throw anything class feature.
Witchfire Catalyst (Su): When a stygian saboteur's effective alchemist level reaches 2nd, she gains the ability to forgo all cold damage from her stygian bomb to empower it with the effects of a flask of witchfire essence. This includes direct hit damage, splash damage, and the risk of catching on fire.
Obedient Ordinance (Su): When a stygian saboteur's effective alchemist level reaches 6th, she gains the ability to forgo all cold damage from her stygian bomb to empower it with the effects of a dose of writ of obedience. This only affects the victim of a direct hit, not those who take the bomb's splash damage. The DC of the Fortitude save to resist these effects is equal to 10 + 1/2 the stygian saboetuer's effective alchemist level + her Intelligence modifier.
Shatterglass Precipitate (Su): When a stygian saboteur's effective alchemist level reaches 8th, she gains the ability to forgo all cold damage from her stygian bomb to empower it with a limited form of the effects of a phial of shatterglass crystals. This fills a volume within a radius of 5 ft. with a shatterglass cloud which lasts for 4 rounds (although a moderate or strong wind will disperse it in 1 round). The DC of the Fortitude save to prevent blindness is equal to 10 + 1/2 the stygian saboetuer's effective alchemist level + her Intelligence modifier.
The relationship between trickster operatives and the beguilers' guild is a complex one. The guild realizes that they are often being used to further an operative's ends, and the operatives realize that the guild will occasionally use them as disposable assets. Still, these parties have developed a mutually beneficial understanding which grants the trickster operative limited access to the beguilers' powers.
Converting Your Character to a Trickster Operative
The trickster operative is a class template suitable for use with the bard, rogue, and vigilante classes. When converting a character to a trickster operative, the character loses or changes the following class features.
Bard
- The bard only gains 4 skill ranks (plus a number of ranks equal to her Intelligence modifier) at each level.
- The bard gives up proficiency with any kind of shield.
- The bard's spellcasting abilities are altered as discussed below.
- The bard gives up the bardic knowledge, versatile performance, and lore master class features.
- The bard gains the bardic performance ability at 3rd level and gains all benefits related to bardic performance 2 bard levels later than usual.
Rogue
- The rogue only gains 4 skill ranks (plus a number of ranks equal to her Intelligence modifier) at each level.
- The rogue gives up the trapfinding, trap sense, uncanny dodge, and improved uncanny dodge class features.
- The rogue gives up the rogue talents gained at 2nd, and 12th levels.
- The rogue gains the sneak attack ability at 3rd level and her sneak attack damage increases every four rogue levels thereafter.
Vigilante
- The vigilante only gains 4 skill ranks (plus a number of ranks equal to her Intelligence modifier) at each level.
- The vigilante gives up proficiency with medium armour, as well as with any kind of shield.
- The vigilante gives up the vigilante specialization, and unshakable class features.
- The vigilante gives up the vigilante talents at 2nd, 4th, 8th, and 12th levels.
Class Skills: A trickster operative gains Knowledge (arcana) and Spellcraft as class skills.
Spellcasting: A trickster operative learns and casts arcane spells and cantrips as a bard. Unlike the bard, a trickster operative uses her Intelligence score instead of her Charisma score as her key spellcasting ability score (to determine her spell DCs, bonus spells per day, concentration checks, and so on); furthermore, her spells do not all have verbal components and she can modify her spells with the Silent Spell metamagic feat. The trickster operative chooses her known spells from the 6th-level and lower spells from the beguiler spell list; higher-level spells are not on her spell list. A bard trickster operative also retains access to the bard spell list.
A trickster operative does not suffer the normal arcane spell failure chance while wearing light armour. Like any other arcane spellcaster, she incurs a chance of arcane spell failure while wearing medium armour, heavy armour, or a shield if the spell in question has a somatic component. A multiclass trickster operative still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Warlock Talents: A vigilante trickster operative gains access to all vigilante talents granted to the warlock archetype, in addition to general vigilante talents.
Stygian Step (Su): At 1st level, a trickster operative gains the stygian step order power, treating her effective beguiler level as her parent class level.
Improved Feint: At 2nd level, a trickster operative gains the beguiler's improved feint class feature.
Hidden Signs (Ex): At 3rd level, a trickster operative gains the beguiler's hidden signs class feature.
Uncanny Training: Beginning at 4th level, a rogue trickster operative can forgo learning a new rogue talent to gain the uncanny dodge class feature. Beginning at 12th level, if the trickster operative possesses the uncanny dodge class feature, she can forgo learning a new advanced talent to gain the improved uncanny dodge class feature.
Sneak Attack (Ex): At 5th level, a bard or vigilante trickster operative gains sneak attack +1d6. This functions as the rogue sneak attack ability. This bonus increases by +1d6 ever five levels after 5th. If she gets a sneak attack bonus from another source, the bonuses on damage stack.
Swift Feint (Ex): At 13th level, a trickster operative gains the beguiler's swift feint class feature.

JHeats |

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 beguilerAnd now, here is my first draft for the beguiler class templates:
** spoiler omitted **...
This is even better than I had hoped!

ertw |
ertw wrote:The bard gives up the bardic knowledge, versatile performance, and lore master class features.Sighs, darn. I find Bardic Knowledge to be one of the Bard's best features, disappointing to see that lost.
It was a hard choice for me to get rid of bardic knowledge and versatile performance since those are such integral things that make the bard what it is. That said, I just couldn't see an approach where the bard's casting stat moves to Int and those two abilities remained intact without rendering all other skill builds obsolete. Even with the reduction to 4 + Int skills per level, a caster bard build is probably going to be 2 or 3 skill ranks ahead at level 1 with Int casting, and it has a significantly higher impetus to keep increasing Int through magic items and other stat boosts.
This is even better than I had hoped!
Thank you so much for the kind words.

SylverFox |
1 person marked this as a favorite. |

And now, here is my first draft for the beguiler class templates:
Really great work here, Ertw! I'll give brief comments on each template:
Deceptive Acolyte
This is a really cool idea and I love the fact that the fluff ties them to the guild by way of contracted out healers. This is one of the less involved templates, but it still packs a punch. Giving clerics and druids access to the whole beguiler spell list is really powerful, but you've done a good job offsetting that by pushing them into a spontaneous casting shell. It's nice to see a spontaneous casting charisma based druid option after we were all let down by the feyspeaker archetype. One question: you mention that the druid loses their ability to spontaneously cast summon nature's ally, but does a cleric lose the ability to spontaneously cast cure/inflict spells?
Ghastly Enforcer
This is 100% the slayer archetype I was hoping for when I mentioned it as a possibility. It's the stygian slayer we should have got and then some. The ciphered tome was such a great idea since it adds both flavor to the archetype as well as explains why wizards can't just use it to steal beguiler spells. I'm glad you decided to keep the harbinger in this, but kind of disappointed that sorcerous deception got dropped. It seems like such a good fit for this kind of class, but I guess I can't have my cake and eat it too.
Guild Envoy
I'm having trouble pinning this one down in terms of power level. The addition of beguiler spells to the wizard spell list isn't that big of a deal, most spells were already there, but cloaked casting applied to all spells is huge. Artful invocation only applying to beguiler spells is probably a good idea, but it kind of renders spectacular casting a little inert since there aren't any of the shadow evocation-type spells on the main beguiler list (come to think of it, are there any in the arcane hand's order spells?). The dread spellcasting is cool, but why even make them into spellcasters instead of just letting them pick up a beguiler spell as a dread power?
Stygian Saboteur
I was just riffing when suggested the alchemist idea, but I like what you've done with it. Most of what's here can probably be pseudo-replicated by alchemist discoveries and the bomber rogue talent, but it's a fun thematic option for a mad-scientist beguiler-type.
Trickster Operative
This is a fun one. Like the ghastly enforcer is to the stygian slayer, the trickster operative is to the eldritch scoundrel. I was always so mad that the ES had to give up its armored casting (which every other 6th level caster had). I really like how each class kind of ends up in its own niche. The rogue has the best sneak attack, the bard has the best spellcasting, and the vigilante has the best talents. I agree with JW about being sad to lose bardic knowledge, but I can see your point about them being the skillmonkey to end all skillmonkeys if you left it in.
Hope these comments are useful to you. Thank you for putting in so much work on this project, the care and attention that you put into it really shows through the fact that the quality has remained so high for so long. Great job!

ertw |
One question: you mention that the druid loses their ability to spontaneously cast summon nature's ally, but does a cleric lose the ability to spontaneously cast cure/inflict spells?
That was an omission on my part, clerics should also loose their spontaneous spells.
Artful invocation only applying to beguiler spells is probably a good idea, but it kind of renders spectacular casting a little inert since there aren't any of the shadow evocation-type spells on the main beguiler list (come to think of it, are there any in the arcane hand's order spells?).
I had meant to update the arcane hand spell list (likely including come of the shadow spells), but hadn't yet got around to it. Also I was meaning to include all order spells under the beguiler spells for the guild envoy, but forgot to write that in.
The dread spellcasting is cool, but why even make them into spellcasters instead of just letting them pick up a beguiler spell as a dread power?
My initial plan was to do something like that, but converting spells to powers ended up feeling a bit clunky. It was particularly difficult trying to assign a discipline to spells without a direct corollary under psionics-magic transparency.
Hope these comments are useful to you. Thank you for putting in so much work on this project, the care and attention that you put into it really shows through the fact that the quality has remained so high for so long. Great job!
Thank you so much for your kind words. Your comments are really useful, as always, thank you for them.

ertw |
Out of curiosity, does the deceptive acolyte witch also change her hex saving throws to cha or are they still int based?
That's my mistake, I had meant to include a statement on the deceptive acolyte to clarify that druid and cleric domain powers and witch hexes were switched over to be cha-based, too.
I have a question about the counterfeit blood order. Does the alter ego ability function similarly to a vigilante's dual identity ability? How quickly can you switch between your two identities? Can the two identities have differing alignments?
Alter ego was written prior to the publication of ultimate intrigue, so even though there's a lot of overlap in the ideas of the abilities, the functions aren't really related. The original conceit of the power was for it to be less permanent than dual identity ended up becoming, but I can definitely revisit the function of alter ego in light of the vigilante.

ertw |
2 people marked this as a favorite. |
Alter ego was written prior to the publication of ultimate intrigue, so even though there's a lot of overlap in the ideas of the abilities, the functions aren't really related. The original conceit of the power was for it to be less permanent than dual identity ended up becoming, but I can definitely revisit the function of alter ego in light of the vigilante.
I've updated the main conversion document with some changes to the alter ego ability.

ertw |
1 person marked this as a favorite. |
Ertw, it seems like you've softened a bit on the matter of letting other classes have limited access to beguiler class features. Do you think you'd reconsider things like JammyPanda's VMC suggestion or an improved/greater eldritch heritage equivalent for guild apprenticeship?
I'll take some time to think about it, but right now I've got a few things on my plate for the beguiler conversion that are going to take precedence because I've been putting them off for too long.

SylverFox |

Ertw, it seems like you've softened a bit on the matter of letting other classes have limited access to beguiler class features. Do you think you'd reconsider things like JammyPanda's VMC suggestion or an improved/greater eldritch heritage equivalent for guild apprenticeship?
I think this would be pretty reasonable, especially now that the order powers that were the primary concern are now accessible via these new templates.

Penumbral Shadow |

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 beguilerAnd now, here is my first draft for the beguiler class templates:
** spoiler omitted **...
How do the templates with spells interact with order spells? Does a Ghastly Enforcer add his order spells to his spell list? Do the other templates that gain spells get access to any order spells at all?

JHeats |

So a recent debate on /pfg/ about the police/city watch's use of the greater detect magic spell got me thinking about how a beguiler would deal with having his arcane trail followed. As far as I can tell, the class doesn't have any defense against this since he doesn't have greater magic aura on his spell list. This would mean any type of law enforcement with access to a level 3 wizard could easily track any beguiler. Am I missing something?

ertw |
How do the templates with spells interact with order spells? Does a Ghastly Enforcer add his order spells to his spell list? Do the other templates that gain spells get access to any order spells at all?
I forgot to mention order spells for those templates. I'll need to go back over my notes to see what I had intended to do with those and edit the document again.
So a recent debate on /pfg/ about the police/city watch's use of the greater detect magic spell got me thinking about how a beguiler would deal with having his arcane trail followed. As far as I can tell, the class doesn't have any defense against this since he doesn't have greater magic aura on his spell list. This would mean any type of law enforcement with access to a level 3 wizard could easily track any beguiler. Am I missing something?
I had been on the fence about adding greater magic aura to the spell list when UI came out and, in all honesty, I had only skimmed greater detect magic. I think both spells will probably be added to the beguiler spell list and I might even think about adding a class feature to help disguise their magic auras to prevent detection.

ertw |
3 people marked this as a favorite. |
It's that time of year again, the beguiler conversion turns 3 tomorrow! To celebrate I've uploaded an update to the main conversion document. 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).
Updates include:
- A new class feature for the beguiler: muddling aegis.
- A new archetype: the order of the morithil pier glass beguiler, a unique type of sleeper agent used by the guild who can manipulate the boundaries between dimensions to grant her incredible offensive and defensive powers.
- New equipment and magic items including: the horizon wrist spring, the everyman amulet, the fangs of the sun and moon, and the hungry mark.
- New spells including: extradimensional alley, phantasmal conduit, viral amnesia, and viral thought.

ertw |
2 people marked this as a favorite. |
It's that time of year again, the beguiler conversion turns 3 tomorrow! To celebrate I've uploaded an update to the main conversion document. 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).
Updates include:
- A new class feature for the beguiler: muddling aegis.
- A new archetype: the order of the morithil pier glass beguiler, a unique type of sleeper agent used by the guild who can manipulate the boundaries between dimensions to grant her incredible offensive and defensive powers.
- New equipment and magic items including: the horizon wrist spring, the everyman amulet, the fangs of the sun and moon, and the hungry mark.
- New spells including: extradimensional alley, phantasmal conduit, viral amnesia, and viral thought.
Brief note: I'm currently uploading a small revision to the most recent update which does two things:
- Clarifies the interaction between beguiler class templates and beguiler feats (i.e. a character with a beguiler class template is treated as a 1st-level beguiler for feat prerequisites). Beguiler feat prerequisites have been adjusted accordingly.
- Changed the ritual blade feat into sleight of blade to make it a little more versatile for TWF beguilers. In particular, the new version of this feat allows beguilers with a light weapon in their off hand to treat it as if that had were free to open access to feats like Slashing Grace. My reasoning behind this is that TWF beguilers are already feat-taxed enough as is, so opening up their options a little more will help such builds get off the ground at reasonable levels.

SylverFox |

Changed the ritual blade feat into sleight of blade to make it a little more versatile for TWF beguilers. In particular, the new version of this feat allows beguilers with a light weapon in their off hand to treat it as if that had were free to open access to feats like Slashing Grace. My reasoning behind this is that TWF beguilers are already feat-taxed enough as is, so opening up their options a little more will help such builds get off the ground at reasonable levels.[/list]
Haven't had a chance yet to look over most of the changes but this one interests me most. I definitely agree with you that two-weapon styles are way too feat dependent, especially for classes that don't get bonus feats every two or three levels. 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.

ertw |
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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.

ertw |
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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.

Rory the Mang |
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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?

ertw |
1 person marked this as a favorite. |
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.

ertw |
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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.

M. Bauble |
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?

ertw |
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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.

ertw |
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.

NotmeTtown |
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First off, love your work!
I am having a bit of difficulty with Ghastly Claw, level 13, ability/power/whatsit.
It states one becomes better with their signature move and then references the moves like trip, etc. as signature moves. Paraphrasing.
My two questions are:
Is it referencing the Paralyzing Strikes SU, when it states that I become better with it?
Do the expended uses of Paralyzing Strikes also impart its functionality to say, trip or is it just another way to spend those uses?
Sorry if this has been clarified, I did some searching, but couldn't find anything specifically about it.
Again, great work!

ertw |
Thank you for your kind words about the conversion.
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:
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.
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.

SylverFox |

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.

ertw |
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.

SylverFox |

SylverFox wrote: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.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.
That's disappointing, but understandible. Thanks for responding.

SylverFox |

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.

ertw |
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.

ertw |
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Here's a first draft of my initial thoughts:
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