If you have the Improved Feint feat, you can now feint in combat as a swift action.Īdvanced Learning (Ex): At 3rd level, you can add a new spell to your list, representing the result of personal study and experimentation. The target is not considered flat-footed and therefore can make attacks of opportunity against you if you do not cast defensively.Īt 6th level, you gain the ability to feint in combat as a move action instead of a standard action. You must remain in melee with the target, and the attack must be made or the spell cast on or before your next turn. Surprise Casting (Ex): Starting at 2nd level, when you successfully use the Bluff skill to feint in combat, your target is denied its Dexterity bonus (if it has one) to AC for the next melee attack you make against it or the next spell you cast. You gain a +1 bonus to the spell's save DC when you cast a spell that targets any foe who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not).Īt 8th level, you gain a +2 bonus on rolls made to overcome the spell resistance of any affected target.Īt 14th level, the bonus to your spell's save DC increases to +2.Īt 20th level, you become able to automatically overcome the spell resistance of any affected target. A magic trap typically has a DC of 25 + the level of the spell used to create it.Ī beguiler who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his allies) without disarming it.Ĭloaked Casting (Ex): Starting at 2nd level, a beguiler's spells become more effective when cast against an unwary foe. Finding a magic trap has a DC of 25 + the level of the spell used to create it.īeguilers can use the Disable Device skill to disarm magic traps. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Trapfinding: Beguilers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. This training does not extend to any other form of armor, nor does this ability apply to spells gained from other spellcasting classes. A beguiler's limited focus and specialized training, however, allow you to avoid any chance of arcane spell failure as long as you restrict yourself to light armor. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.Īrmored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause your spells to fail if those spells have a somatic component. In addition, you receive bonus spells for a high Intelligence score (PH 8).Ī beguiler need not prepare spells in advance. The base daily spell allotment is given on Table 1-1. Like other spellcasters, a beguiler can cast only a certain number of spells of each spell level per day. The Difficulty Class for a saving throw against a beguiler's spell is 10 + the spell's level + the beguiler's Int modifier. To cast a beguiler spell, you must have an Intelligence score of 10 + the spell's level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). You also have the option of adding to your existing spell list through your advanced learning class feature (see below) as you increase in level. Essentially, your spell list is the same as your spells known list. You can cast any spell you know without preparing it ahead of time. When you gain access to a new level of spells, you automatically know all the spells for that level on the beguiler's spell list. Spells: A beguiler casts arcane spells, which are drawn from the beguiler spell list on page 11. Beguilers are proficient with light armor, but not with shields. Weapon and Armor Proficiency: Beguilers are proficient with all simple weapons plus the hand crossbow, rapier, shortbow, and short sword.
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