Beguiler & Domains [Archive] - Wizards Community

Post/Author/DateTimePost
Witch

06-01-06, 12:50 PM
After posting this on the Magic forum without success, I've decided to post it here.

I'm creating a Beguiler, and I'm thinking of taking Arcane Disciple to expand my spell list a bit.

My character is a wandering, hedonistic gambler. Currently Chaotic Neutral, but Neutral isn't out of the question.

I've found 2 CN Gods who seemed to fit with this theme, although I haven't checked Neutrals yet.

Shaundakul
- Air
- Chaos
- Portal
- Protection
- Trade
- Travel

and

Finder Wyvernspur
- Chaos
- Charm
- Renewal
- Scalykind
- Avarice
- Pride
- Sloth

Now, I was wondering, which of these would be optimal to supplement a Beguilers powers, to minimize some of the holes in his spell list?
PhoenixInferno

06-01-06, 12:53 PM
Protection and Travel seem like good candidates to add unique spells to your spell list. Travel is probably the best bet - thematically appropriate with useful spells.
Witch

06-01-06, 03:32 PM
Travel seems really nice. Protection seems a bit less so, though.
kingrat55

06-01-06, 03:42 PM
Travel by 500 miles + 100miles/level :P
NineInchNall

06-01-06, 05:40 PM
You can't get much more thematically appropriate than the Luck domain.

Erevan Ilesere, Elven Patheon
Domains: Chaos, Elf, Luck, Trickery

Chaos would give you word of chaos and summon (chaotic) monster IX. Probably not worth it.

Elf is also subpar.

Luck would grant you aid, spell turning, moment of prescience, and miracle.

Trickery would grant you polymorph any object.

*shrug*
jameswilliamogle

06-01-06, 05:44 PM
I say Travel.

I posted some similar domains on the beguiler handbook by Luc. I thought Travel was the best throughout all the levels. You want a domain in which you only want to cast the spells once per day or so, since they're limited by your Wisdom.

War might be interesting in a gish: you get Divine Power fairly early. PAO (Trickery) is nice but if you have to hoof it through all those levels, the other spells have too much overlap.

edit: Healing domain would be really nice, too in solo play, since you get like a thousand spells a day, losing a handful to heals wouldn't be so bad. (don't forget the Wisdom limit for casting them and only 1 per day per level, though).

edit again: The Undead domain could be very interesting (but not w/ your theme); also, only 3 of the 9 spells allow saves, making it perfect for reduction of MAD.
Witch

06-01-06, 05:59 PM
While Divine Power would be great, I don't really like the thematics of War.

Currently I'm think of either:

Air & Travel from Shaundakul
or
Luck & Trickery from Erevan Ilesere
jameswilliamogle

06-01-06, 06:05 PM
So you are going to take Arcane Disciple twice? Seems like a waste for the feat-poor Beguiler, imo, but to each there own (if you want that much diversity, just play a Wizard).
Witch

06-01-06, 06:09 PM
Wizards have far less skill-options ;)

I -might- take it twice. It will depend on how the game turns out. If social interaction is enough, once will probably suffice, but if it's going to be combat heavy, I'd like some more versatility. I've heard there'll be plenty of opportunities for social skills, but I'd like to see for myself :)

Feat-poor, by the way? I hadn't really thought that there were that many feats required for a beguiler.