Beguiler Class for 4.0

Post/Author/DateTimePost
#1

tubamaphone

Apr 14, 2011 3:21:50
Here is the basic outline for what I believe a Beguiler in 4th Edition should be. I would love comments and feedback as I move along.


Beguiler


When things start to get rough, Hey look over there!


 


Class Traits


Role: Controller. You draw every eye in the room to you, and once you have all the attention you allow your team mates to strike.


Striker. You overwhelm your opponents minds with confusion and magic and finish them off in their disabled state.


Power Source: Arcane. Your talents depend on a life of training yourself in manipulation of Arcane energies to confuse and befuddling the minds of your victims. To either love you or hate you, see your or forget you.


Key Abilities: Charisma, Wisdom, Dexterity


 


Armor Proficiencies: Cloth, Leather


Weapon Proficiencies: Light Blade, Mace, Improvised Melee, Simple Ranged


Implements: Daggers, Orbs, Wands


Bonus to Defense: +2 to Will


 


Hit points at 1st Level: 12 + Constitution Score


Hit points per level gained: 5


Healing Surges per Day: 6 + Constitution Score


 Trained Skills: Illusionist Arcana. From the class skills below, choose four more trained skills at 1st level. Class Skill: Arcana (Int), Bluff (Cha), Diplomacy (Cha), Insight (Wis), Intimidate (Cha), Perception (Wis), Stealth (Dex), Streetwise (Cha), Thievery (Dex)


Class Features: Glib, Mimic, Dangerous Intent


 


Beguiler Class Features:


Beguilers have the following Class features.


 


Glib


Beguilers are the true master of the lie. Against creatures or spells that always detect lies or illusion automatically, they instead may gain a bonus equal to 5 – half the Beguilers level (to a minimum of 0).


 


Mimic


Beguilers are masters of mimicry and will often use an opponents powers against them. After seeing an enemy use a magical ability, or magic like ability, the Beguiler may attempt to cast their own version of that spell. Once the opponent sees through your illusion, no one will fall for it again.


Mimic Beguiler Feature


Through manipulation you can duplicate a spell just seen. Though once it is known to be an illusion the effect is lost.


Encounter(special)♦Arcane Illusion


Special: You can use this ability only after seeing a spell or spell like ability. Once a Mimic is successfully resisted no more mimics may be made for the rest of the encounter.


Standard Action Range (special)


Target (special)


Attack: Charisma VS Will


Effect: You cause a phantasmal version of a spell cast in the previous turn for either benefit or your friends or to attack foes. The Range and Target of the spell will be the same as the spell cast. The spell is cast with a +5 DC modifier as the spell is not native to the Beguilers repertoire. If the spell is a helpful spell and successfully cast, then the bonus granted a number of turns equal to his Charisma modifier. If it was a healing spell, the hit points recovered are only temporary and will be lost after the number of turns as above.


If the spell was an attacking spell and successfully cast then it causes the same damage to any target who failed their Will save as psychic damage. The damage is permanent as their mind causes them to believe they have received the actual damage. If the target is more than one opponent, all opponents must roll. Any who save see through the spell and will not be effected, though others in the area may be. After the first round, seeing that others were not effected, the opponents will not fall for the mimic again this encounter.


 


Dangerous Intent


Beguilers are those who will do anything they can to make a quick coin, and have been blessed with the powers of raw Arcane Energy to get it done. Often morally ambiguous the Beguiler walks the line between chaos and order, hopefully with more than what they came with. With the power of gods behind their desires, Beguilers often come in two varieties Huckster, and Opportunists.


Choose one of the options described below. The type of Dangerous intent you choose below determines what you would do to make your living. Your choice grants you specific features and also provides bonuses to certain Beguiler powers and abilities.


 


Huckster


You live to be seen! You must be the center of attention and every ones affection. While they are all enthralled by your left hand, they wont notice the right hand stealing from their purse.


(effects forthcoming)


 


Opportunist


Distractions and confusion aid you in your dirty deeds. You use the ability to confound your opponents in order to find their weak spot, or to trick them into doing it for you.


(Effects Forthcoming)


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Suggestions, comments?

#2

Novacat

Apr 14, 2011 3:26:55
I think the basics for what a Beguiler should look like is a Feylock with the Eldritch Strike option.

EDIT: Or a Hexblade multiclassed into wizard for the juicy illusion/mind-control powers.
#3

Novacat

Apr 14, 2011 3:39:02
Glib: Basically useless, as far as I know. I can think of exactly zero creatures officially printed that automatically see through illusions or lies.

Mimic: There is a lot wrong with this power...

• "Use this ability only after seeing a spell or spell like ability." Limiting the power to only copying Arcane-keyword powers makes it largely useless, because I can count on one hand the number of monsters with Arcane-keyword powers, and not every party even has an arcane character. Additionally, there's no such thing as a "spell like ability."
• "The spell is cast with a +5 DC modifier..." This doesn't actually mean anything. +5 DC to what, exactly?
• The power should be an immediate action, not a standard action, to avoid confusion about how long ago the Beguiler may have witnessed a power.

...The rest of this power is all over the board with similarly confused terminology, and is extraordinarily complicated. Scrap it, and redesign it from the ground up using existing design templates.

Weapon Proficiencies: I suggesting saving the hassle of writing all that out, and just giving the beguiler proficiency with Simple Melee and Simple Ranged.
#4

LightWarden

Apr 14, 2011 8:57:47
What's wrong with a Mage specializing in Illusions and Enchantment aside from the skill list?
#5

Novacat

Apr 14, 2011 18:00:35
What's wrong with a Mage specializing in Illusions and Enchantment aside from the skill list?


I assume the OP is looking for a melee-spellcaster character; a happy medium between a rogue/fencer and an illusionist/mind-raper. That's why I recommended the Feylock with Eldritch Strike. That will have better HP, surges, and armor proficiency than a mage, and can go into melee with a pseudo-magical weapon attack. It's also the cross between a striker and a controller like the OP's class concept.
#6

LightWarden

Apr 14, 2011 21:12:22
Well, by "Beguiler" I assumed the OP was referring to the class from the Player's Handbook II for 3.5e, a class that was a spontaneous caster with a rogue's skill list and a large list of enchantment and illusion spells.  Weapons and damage were never its forte, and the Enchantment/Illusion build for the Mage probably best reflects it if you can pick up a few more skills like Bluff, Thievery or Streetwise.
#7

Novacat

Apr 14, 2011 22:02:30
I think I was mixing up elements of the Beguiler and the Duskblade. It's been so long since I've looked at those books, I confuse similar classes.
#8

rampant

Apr 14, 2011 23:25:22
I think the fluff needs looking at as well. It's supposed to be an arcane class based on illusion, enchantment, misdirection, trickery, confusion, and mental debuffing. Raw arcane energy, spirits,  and the gods don't seem like they should come into it. A beguiler always struck me as a careful, precise, wielder of the arcane arts, and while many may be self taught the kind of recklessness employed by warlocks or sorcerers should be absent.

 Now for glib, and mimicry: I suggest a bluff ability, maybe roll two dice and use the better one, plus check the rituals and see if there still is a zone of truth type effect, and give beguilers an immunity to it. For Mimicry, how about giving them an ability like the gnoll feat butcher's lure?