Zman
2013-01-29, 09:43 PM
Here is another fix for my classes rebalance aimed at bringing the classes into Tiers 1.5-4. See my homebrew signature for details. There is also a Minor Magic Fix and other related fixes will follow.
The Beguiler is Tier3, why? Because it is simply great at what it does, illusion and enchantment and those two schools are alone extremely powerful. Couple that with a good Skill Monkey chassis and Armored Mage and you have a solid class. My fixes will be aimed at giving the Beguiler a few more option, bringing his spellcasting progression inline with my other fixes. And giving him a modicum of melee ability.
Beguiler
{table=head]Level|BAB|Fort|Ref|Will|Special|0lvl|1st|2nd|3rd|4 th|5th|6th|7th|8th
1st|
+0|
+0|
+0|
+2|Armored Mage, Trapfinding, Sudden Strike +1d6|5|3
2nd|
+1|
+0|
+0|
+3|Cloaked Csting(+1 DC), Surprise Casting|5|4
3rd|
+2|
+1|
+1|
+3|Advanced Learning|5|5|3
4th|
+3|
+1|
+1|
+4|Sudden Strike +2d6|5|5|4
5th|
+3|
+1|
+1|
+4|Advanced Learning, Silent Spell, |5|5|5|3
6th|
+4|
+2|
+2|
+5|Surprise Casting(Move Action)|5|5|5|4
7th|
+5|
+2|
+2|
+5|Advanced Learning|5|5|5|5
8th|
+6/+1|
+2|
+2|
+6|Cloaked Casting(+2 to overcome SR), Sudden Strike +3d6|5|5|5|5|3
9th|
+6/+1|
+3|
+3|
+6|Advanced Learning|5|5|5|5|4
10th|
+7/+2|
+3|
+3|
+7|Still Spell|5|5|5|5|5
11th|
+8/+3|
+3|
+3|
+7|Advanced Learning|5|5|5|5|5|3
12th|
+9/+4|
+4|
+4|
+8|Sudden Strike +4d6|5|5|5|5|5|4
13th|
+9/+4|
+4|
+4|
+8|Advanced Learning|5|5|5|5|5|5
14th|
+10/+5|
+4|
+4|
+9|Cloaked Casting(+2 DC)|5|5|5|5|5|5|3
15th|
+11/+6/+1|
+5|
+5|
+9|Advanced Learning|5|5|5|5|5|5|4
16th|
+12/+7/+2|
+5|
+5|
+10|Sudden Strike +5d6|5|5|5|5|5|5|5
17th|
+12/+7/+2|
+5|
+5|
+10|Advanced Learning|5|5|5|5|5|5|5|3
18th|
+13/+8/+3|
+6|
+6|
+11||5|5|5|5|5|5|5|4
19th|
+14/+9/+4|
+6|
+6|
+11|Advanced Learning|5|5|5|5|5|5|5|5
20th|
+15/+10/+5|
+6|
+6|
+12|Cloaked Casting(Overcome SR), Sudden Strike +6d6|5|5|5|5|5|5|5|5|3[/table]
Alignment: Any
Hit Die: 1d6
Class Skills: Appraise(Int), Balance(Dex), Bluff(Cha), Climb(Str), Concentration(Con), Decipher Script(Int), Diplomacy(Cha), Disable Device(Dex), Disguise(Cha), Escape Artist(Dex), Forgery(Int), Gather Information(Wis), Hide(Dex), Jump(Str), Knowledge Arcana(Int), Knowledge Local(Int), Listen(Wis), Move Silently(Dex), Open Lock(Dex), Profession(Wis), Search(Int), Sense Motive(Wis), Sleight of Hand(Dex), Speak Language(Int), Spellcraft(Int), Spot(Wis), Swim(Str), Tumble(Dex), Use Magic Device(Cha)
Skill Points at 1st Level: (6+Int Modifier) x 4.
Skill Points at Each Additional Level: 6 + INT.
Proficiencies: Beguilers are proficient with all simple weapons plus the hand crossbow, rapier, shortbow, and shortsword. Beguilers are proficient with light armor, but not with shields.
Spells:A Beguiler casts arcane spells which are drawn from the Beguiler spell list on page 11. 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. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list. 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. To cast a beguiler spell, you must have an Charisma score of 10 + the spell’s level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a beguiler’s spell is 10 + the spell’s level + the beguiler’s Cha modifier. Like other spellcasters, a beguiler can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given on Table 1–1. In addition, you receive bonus spells for a high Charisma score (PH 8). A beguiler need not prepare spells in advance. 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.
Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause his spells to fail (if those spells have somatic components). A Beguiler's limited focus and specialized training, however, allows him to avoid arcane spell failure as long as he sticks to light armor. This training does not extend to heavier armors, nor to shields. Nor does this ability apply to spells gained from a different spellcasting class.
Trapfinding: Beguilers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25+ the level of the spell used to create it.
Beguilers can use the Disable Device skill to disarm magic traps. A magic trap typically has a DC of 25+ the level of the spell used to create it.
A Beguiler to beats a traps'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.
Sudden Strike (Ex): If a Beguiler can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Whenever a Beguiler's target is denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), the Beguiler deals an extra 1d6 points of damage with her attack. This extra damage increases by 1d6 points at 4th level and every four Beguiler levels thereafter. A Beguiler can’t use sudden strike when flanking an opponent unless that opponent is denied its Dexterity bonus to AC. Sudden Strike only applies to he first attack of the round.
This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. A Beguiler can’t make a sudden strike while striking the limbs of a creature whose vitals are out of reach.
A Beguiler can’t use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don’t deal extra damage when used as part of a sudden strike.
The extra damage from the sudden strike ability stacks with the extra damage from sneak attack whenever both would apply to the same target.
Cloaked Casting(Ex): Starting at 2nd level, a Beguiler's spells become more effective when cast against an unwary foe. 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).
At 8th level, you gain a +2 bonus on rolls made to overcome the spell resistance of any affected target.
At 14th level, the bonus to your spell's save DC increased to +2.
At 20th level, you become able to automatically overcome the spell resistance of any affected target.
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 must remain in melee with the target, and the attack must be made or the spell cast on or before your next turn. The target is not considered flatfooted and therefore can make attacks of opportunity against you if you do not cast defensively.
At 6th level, you gain the ability to feint in combat as a move action instead of a standard action. If you have the Iproved Feint feat, you can now feint in combat s a swift action.
Advanced Learning: At 3rd and every two levels thereafter(5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level), a Beguiler can add a new spell to his list, representing the result of personal study and experimentation. The spell must be a wizard spell of the enchantment or illusion school, and of a level no higher than that of the highest-level spell the Beguiler already knows. Once a new spell is selected, it is forever added to that Beguiler's spell list and can be cast just like any other spell on the Beguiler's list.
Alternatively, the Beguiler can select a spell of any school available to a Wizard with a few restrictions. For the purposes of selecting this spell the Beguiler counts as a Wizard of 1/2 his level for determining what level of spell the Beguiler can choose. For instance, an 11th level Beguiler counts as a 5th level Wizard and can choose a 3rd level spell from any school to learn as part of his Advanced Learning.
Silent Spell: At 5th level, you gain Silent Spell as a bonus feat.
Still Spell: At 10th level, you gain Still Spell as a bonus feat.
ACF's
Spellthief
Level: 1st Level
Changes: Determine casting based upon 1/2 Beguiler Level.
Gains: Steal Spell (Su): A spellthief can siphon spell energy away from his target and use it himself. A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead steal a spell, or the potential to cast a specific known spell, from his target. If the target is willing, a spellthief can steal a spell with a touch as a standard action.
The target of a steal spell attack loses one 0-level or 1st-level spell from memory if she prepares spells ahead of time, or one 0-level or 1st-level spell slot if she is a spontaneous caster. A spontaneous caster also loses the ability to cast the stolen spell for 1 minute. If the target has no spells prepared (or has no remaining spell slots, if she is a spontaneous caster), this ability has no effect. A spellthief can choose which spell to steal; otherwise, the DM determines the stolen spell randomly. If a spellthief tries to steal a spell that isn't available, the stolen spell (or spell slot) is determined randomly from among those the target has available.
For example, a 1st-level spellthief who uses this ability against a 1st-level sorcerer could choose to steal magic missile. Assuming the sorcerer knew that spell, a successful steal spell attack would eliminate one 1st-level spell slot and temporarily prevent her from casting magic missile. If the same spellthief stole magic missile from a wizard who had it prepared, the wizard would lose one prepared magic missile spell (but wouldn't lose any other magic missile spells she might also have prepared).
After stealing a spell, a spellthief can cast the spell imself on a subsequent turn. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. A spellthief can cast this spell even if he doesn't have the minimum ability score normally required to cast a spell of that level. The spellthief must supply the same components (including verbal, somatic, material, XP, and any focus) required for the stolen spell. Alternatively, a spellthief of 4th level or higher can use the stolen spell power to cast any spellthief spell that he knows of the same level or lower (effectively, this gives the spellthief one free casting of a known spell). A spellthief must cast a stolen spell (or use its energy to cast one of his own spells) within 1 hour of stealing it; otherwise, the extra spell energy fades harmlessly away.
As a spellthief gains levels, he can choose to steal higher-level spells. At 4th level, he can steal spells of up to 2nd level, and for every two levels gained after 4th, the maximum spell level stolen increases by one (up to a maximum of 9th-level spells at 18th level).
At any one time, a spellthief can possess a maximum number of stolen spell levels equal to his class level (treat 0-level spells as 1/2 level for this purpose). For instance, a 4th-level spellthief can have two stolen 2nd-level spells, or one 2nd-level spell and two 1st-level spells, or any other combination of 0-level, 1st-level, and 2nd-level spells totaling four levels. If he steals a spell that would cause him to exceed this limit, he must choose to lose stolen spells sufficient to reduce his total number of stolen spell levels to no more than his maximum.
A spellthief can't apply metamagic feats or other effects to the stolen spell unless the specific spell stolen was prepared with such an effect. For example, a spellthief of 6th level or higher could steal a wizard's empowered magic missile, but only if he specifically chose to steal empowered magic missile. If he chose to steal an unmodified magic missile, he couldn't steal an empowered magic missile, a silent magic missile, or any other metamagic form of the spell. A spellthief couldn't steal an empowered magic missile from a sorcerer, since the sorcerer applies metamagic effects upon casting and thus has no prepared empowered magic missile spell.
This ability works only against spells. It has no effect on psionic powers or spell-like abilities (but see the steal spell-like ability class feature, below).
Steal Spell Effect (Su): Beginning at 2nd level, a spellthief can siphon an active spell effect from another creature. A spellthief who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain the effect of a single spell affecting the target. If the target is willing, a spellthief can steal a spell effect with a touch as a standard action.
The spellthief can choose which spell effect to steal; otherwise, the DM determines the stolen spell effect randomly. If a spellthief tries to steal a spell effect that isn't present, the stolen spell effect is determined randomly from among those currently in effect on the target. A spellthief can't steal a spell effect if its caster level exceeds his class level + his Charisma modifier.
Upon stealing a spell effect, a spellthief gains the stolen effect (and the original creature loses that effect) for 1 minute per class level (or until the spell's duration expires, whichever comes first). If the spell effect's duration hasn't expired by this time, the spell effect returns to the creature that originally benefited from it.
A spellthief can steal the effect of a spell only if the spell could be cast on him by the original caster. For example, a spellthief couldn't gain the effect of an animal growth spell (unless the spellthief is of the animal type) or the effect of a shield spell (since that spell's range is personal). If a spellthief tries to steal the effect of a spell not allowed to him, the effect is still suppressed on the original target of the spell for 1 minute per spellthief class level.
This ability does not work on spell effects that are immune to dispel magic (such as bestow curse).
Steal Energy Resistance (Su): Beginning at 3rd level, a spellthief can siphon off some or all of a target's resistance to an energy type (acid, cold, electricity, fire, or sonic). A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead temporarily gain resistance 10 to an energy type to which his target is resistant or immune). If the target is willing, a spellthief can steal energy resistance with a touch as a standard action.
Simultaneously, the target creature's resistance to that energy type is reduced by 10 (to a minimum of 0). A creature with immunity to an energy type retains that immunity.
If his target has more than one type of resistance to energy, a spellthief can choose which kind to steal; otherwise, the DM determines the stolen resistance randomly from among those possessed by the target. If a spellthief chooses to steal a type of resistance that the target doesn't possess, the stolen type of resistance is determined randomly from those possessed by the target.
The resistance a spellthief gains from using this ability lasts for 1 minute. If the resistance is derived from a temporary effect (such as a spell), the stolen resistance disappears when the effect expires.
A spellthief can use this ability multiple times, but its effects do not stack unless they apply to different types of energy. For example, throughout a long combat, a spellthief might use this ability to gain resistance to fire and resistance to cold, but he could not use it twice on a creature that is resistant to fire to gain twice as much resistance to fire (nor to reduce the creature's resistance to fire by twice as much).
At 11th level, a spellthief can steal resistance 20 to an energy type by using this ability, and at 19th level he can steal resistance 30 to an energy type.
Steal Spell-Like Ability (Su): At 5th level and higher, a spellthief can use a sneak attack to temporarily steal a creature's spell-like ability. A spellthief who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain one use of one of the target's spell-like abilities. If the target is willing, a spellthief can steal a spell-like ability with a touch as a standard action.
This spell-like ability can originate from the target's class, race, template, or any other source, and can be of any level up to a maximum of one-third the spellthief's class level. A spellthief can select a specific spell-like ability to steal; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have at least one such use left, or the spellthief can't steal the ability. If the target can't use its ability at the present time (such as a summoned demon's summon ability), the spellthief can't steal it.
A spellthief can use a stolen spell-like ability once. For all purposes (caster level, save DC, and so on), treat the spell-like ability as if it were being used by the original possessor of the ability. A spellthief must use the stolen spell-like ability within 1 minute of acquiring it, or it is lost harmlessly. Until the spellthief uses the ability (or until the minute elapses), the target cannot use the stolen ability.
Absorb Spell (Su): Beginning at 7th level, if a spellthief makes a successful save against a spell that targets him, he can attempt to absorb the spell energy for later use. This ability affects only spells that have the spellthief asa target, not effect or area spells. A spellthief can't absorb a spell of a higher spell level than he could steal with his steal spell ability (see above).
To absorb a spell that targets him, a spellthief must succeed on a level check (1d20 + spellthief class level) against a DC of 10 + the spell's caster level. Failure indicates that the spell has its normal effect. Success means that the spellthief suffers no effect from the spell and can cast the spell later (or use its energy to cast one of his own spells known) as if he had stolen the spell with his steal spell ability. His normal limit of total spell levels stolen still applies.
At 20th level or higher, a spellthief can choose to use the stolen spell energy as an immediate action (see page 137), either to recast the original spell or to cast one of his own spells known using the stolen spell energy.
Steal Spell Resistance (Su): Beginning at 15th level, a spellthief can use a sneak attack to temporarily steal some or all of a creature's spell resistance. A spellthief who hits an opponent with a sneak attack can choose to forgo 3d6 points of sneak attack damage and instead reduce the target's spell resistance by 5. The spellthief also gains spell resistance equal to 5 + his class level (up to a maximum value equal to the original spell resistance of the target). If the target is willing, a spellthief can steal spell resistance with a touch as a standard action.
The stolen spell resistance benefits the spellthief for a number of rounds equal to the spellthief's Charisma modifier (minimum 1 round) and then returns to the target creature. If the spell resistance is derived from a temporary effect (such as a spell), the stolen spell resistance disappears when the effect elapses. A spellthief can't use this ability on the same creature again until the creature's stolen spell resistance returns.
The Beguiler is Tier3, why? Because it is simply great at what it does, illusion and enchantment and those two schools are alone extremely powerful. Couple that with a good Skill Monkey chassis and Armored Mage and you have a solid class. My fixes will be aimed at giving the Beguiler a few more option, bringing his spellcasting progression inline with my other fixes. And giving him a modicum of melee ability.
Beguiler
{table=head]Level|BAB|Fort|Ref|Will|Special|0lvl|1st|2nd|3rd|4 th|5th|6th|7th|8th
1st|
+0|
+0|
+0|
+2|Armored Mage, Trapfinding, Sudden Strike +1d6|5|3
2nd|
+1|
+0|
+0|
+3|Cloaked Csting(+1 DC), Surprise Casting|5|4
3rd|
+2|
+1|
+1|
+3|Advanced Learning|5|5|3
4th|
+3|
+1|
+1|
+4|Sudden Strike +2d6|5|5|4
5th|
+3|
+1|
+1|
+4|Advanced Learning, Silent Spell, |5|5|5|3
6th|
+4|
+2|
+2|
+5|Surprise Casting(Move Action)|5|5|5|4
7th|
+5|
+2|
+2|
+5|Advanced Learning|5|5|5|5
8th|
+6/+1|
+2|
+2|
+6|Cloaked Casting(+2 to overcome SR), Sudden Strike +3d6|5|5|5|5|3
9th|
+6/+1|
+3|
+3|
+6|Advanced Learning|5|5|5|5|4
10th|
+7/+2|
+3|
+3|
+7|Still Spell|5|5|5|5|5
11th|
+8/+3|
+3|
+3|
+7|Advanced Learning|5|5|5|5|5|3
12th|
+9/+4|
+4|
+4|
+8|Sudden Strike +4d6|5|5|5|5|5|4
13th|
+9/+4|
+4|
+4|
+8|Advanced Learning|5|5|5|5|5|5
14th|
+10/+5|
+4|
+4|
+9|Cloaked Casting(+2 DC)|5|5|5|5|5|5|3
15th|
+11/+6/+1|
+5|
+5|
+9|Advanced Learning|5|5|5|5|5|5|4
16th|
+12/+7/+2|
+5|
+5|
+10|Sudden Strike +5d6|5|5|5|5|5|5|5
17th|
+12/+7/+2|
+5|
+5|
+10|Advanced Learning|5|5|5|5|5|5|5|3
18th|
+13/+8/+3|
+6|
+6|
+11||5|5|5|5|5|5|5|4
19th|
+14/+9/+4|
+6|
+6|
+11|Advanced Learning|5|5|5|5|5|5|5|5
20th|
+15/+10/+5|
+6|
+6|
+12|Cloaked Casting(Overcome SR), Sudden Strike +6d6|5|5|5|5|5|5|5|5|3[/table]
Alignment: Any
Hit Die: 1d6
Class Skills: Appraise(Int), Balance(Dex), Bluff(Cha), Climb(Str), Concentration(Con), Decipher Script(Int), Diplomacy(Cha), Disable Device(Dex), Disguise(Cha), Escape Artist(Dex), Forgery(Int), Gather Information(Wis), Hide(Dex), Jump(Str), Knowledge Arcana(Int), Knowledge Local(Int), Listen(Wis), Move Silently(Dex), Open Lock(Dex), Profession(Wis), Search(Int), Sense Motive(Wis), Sleight of Hand(Dex), Speak Language(Int), Spellcraft(Int), Spot(Wis), Swim(Str), Tumble(Dex), Use Magic Device(Cha)
Skill Points at 1st Level: (6+Int Modifier) x 4.
Skill Points at Each Additional Level: 6 + INT.
Proficiencies: Beguilers are proficient with all simple weapons plus the hand crossbow, rapier, shortbow, and shortsword. Beguilers are proficient with light armor, but not with shields.
Spells:A Beguiler casts arcane spells which are drawn from the Beguiler spell list on page 11. 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. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list. 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. To cast a beguiler spell, you must have an Charisma score of 10 + the spell’s level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a beguiler’s spell is 10 + the spell’s level + the beguiler’s Cha modifier. Like other spellcasters, a beguiler can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given on Table 1–1. In addition, you receive bonus spells for a high Charisma score (PH 8). A beguiler need not prepare spells in advance. 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.
Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause his spells to fail (if those spells have somatic components). A Beguiler's limited focus and specialized training, however, allows him to avoid arcane spell failure as long as he sticks to light armor. This training does not extend to heavier armors, nor to shields. Nor does this ability apply to spells gained from a different spellcasting class.
Trapfinding: Beguilers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25+ the level of the spell used to create it.
Beguilers can use the Disable Device skill to disarm magic traps. A magic trap typically has a DC of 25+ the level of the spell used to create it.
A Beguiler to beats a traps'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.
Sudden Strike (Ex): If a Beguiler can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Whenever a Beguiler's target is denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), the Beguiler deals an extra 1d6 points of damage with her attack. This extra damage increases by 1d6 points at 4th level and every four Beguiler levels thereafter. A Beguiler can’t use sudden strike when flanking an opponent unless that opponent is denied its Dexterity bonus to AC. Sudden Strike only applies to he first attack of the round.
This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. A Beguiler can’t make a sudden strike while striking the limbs of a creature whose vitals are out of reach.
A Beguiler can’t use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don’t deal extra damage when used as part of a sudden strike.
The extra damage from the sudden strike ability stacks with the extra damage from sneak attack whenever both would apply to the same target.
Cloaked Casting(Ex): Starting at 2nd level, a Beguiler's spells become more effective when cast against an unwary foe. 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).
At 8th level, you gain a +2 bonus on rolls made to overcome the spell resistance of any affected target.
At 14th level, the bonus to your spell's save DC increased to +2.
At 20th level, you become able to automatically overcome the spell resistance of any affected target.
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 must remain in melee with the target, and the attack must be made or the spell cast on or before your next turn. The target is not considered flatfooted and therefore can make attacks of opportunity against you if you do not cast defensively.
At 6th level, you gain the ability to feint in combat as a move action instead of a standard action. If you have the Iproved Feint feat, you can now feint in combat s a swift action.
Advanced Learning: At 3rd and every two levels thereafter(5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level), a Beguiler can add a new spell to his list, representing the result of personal study and experimentation. The spell must be a wizard spell of the enchantment or illusion school, and of a level no higher than that of the highest-level spell the Beguiler already knows. Once a new spell is selected, it is forever added to that Beguiler's spell list and can be cast just like any other spell on the Beguiler's list.
Alternatively, the Beguiler can select a spell of any school available to a Wizard with a few restrictions. For the purposes of selecting this spell the Beguiler counts as a Wizard of 1/2 his level for determining what level of spell the Beguiler can choose. For instance, an 11th level Beguiler counts as a 5th level Wizard and can choose a 3rd level spell from any school to learn as part of his Advanced Learning.
Silent Spell: At 5th level, you gain Silent Spell as a bonus feat.
Still Spell: At 10th level, you gain Still Spell as a bonus feat.
ACF's
Spellthief
Level: 1st Level
Changes: Determine casting based upon 1/2 Beguiler Level.
Gains: Steal Spell (Su): A spellthief can siphon spell energy away from his target and use it himself. A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead steal a spell, or the potential to cast a specific known spell, from his target. If the target is willing, a spellthief can steal a spell with a touch as a standard action.
The target of a steal spell attack loses one 0-level or 1st-level spell from memory if she prepares spells ahead of time, or one 0-level or 1st-level spell slot if she is a spontaneous caster. A spontaneous caster also loses the ability to cast the stolen spell for 1 minute. If the target has no spells prepared (or has no remaining spell slots, if she is a spontaneous caster), this ability has no effect. A spellthief can choose which spell to steal; otherwise, the DM determines the stolen spell randomly. If a spellthief tries to steal a spell that isn't available, the stolen spell (or spell slot) is determined randomly from among those the target has available.
For example, a 1st-level spellthief who uses this ability against a 1st-level sorcerer could choose to steal magic missile. Assuming the sorcerer knew that spell, a successful steal spell attack would eliminate one 1st-level spell slot and temporarily prevent her from casting magic missile. If the same spellthief stole magic missile from a wizard who had it prepared, the wizard would lose one prepared magic missile spell (but wouldn't lose any other magic missile spells she might also have prepared).
After stealing a spell, a spellthief can cast the spell imself on a subsequent turn. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. A spellthief can cast this spell even if he doesn't have the minimum ability score normally required to cast a spell of that level. The spellthief must supply the same components (including verbal, somatic, material, XP, and any focus) required for the stolen spell. Alternatively, a spellthief of 4th level or higher can use the stolen spell power to cast any spellthief spell that he knows of the same level or lower (effectively, this gives the spellthief one free casting of a known spell). A spellthief must cast a stolen spell (or use its energy to cast one of his own spells) within 1 hour of stealing it; otherwise, the extra spell energy fades harmlessly away.
As a spellthief gains levels, he can choose to steal higher-level spells. At 4th level, he can steal spells of up to 2nd level, and for every two levels gained after 4th, the maximum spell level stolen increases by one (up to a maximum of 9th-level spells at 18th level).
At any one time, a spellthief can possess a maximum number of stolen spell levels equal to his class level (treat 0-level spells as 1/2 level for this purpose). For instance, a 4th-level spellthief can have two stolen 2nd-level spells, or one 2nd-level spell and two 1st-level spells, or any other combination of 0-level, 1st-level, and 2nd-level spells totaling four levels. If he steals a spell that would cause him to exceed this limit, he must choose to lose stolen spells sufficient to reduce his total number of stolen spell levels to no more than his maximum.
A spellthief can't apply metamagic feats or other effects to the stolen spell unless the specific spell stolen was prepared with such an effect. For example, a spellthief of 6th level or higher could steal a wizard's empowered magic missile, but only if he specifically chose to steal empowered magic missile. If he chose to steal an unmodified magic missile, he couldn't steal an empowered magic missile, a silent magic missile, or any other metamagic form of the spell. A spellthief couldn't steal an empowered magic missile from a sorcerer, since the sorcerer applies metamagic effects upon casting and thus has no prepared empowered magic missile spell.
This ability works only against spells. It has no effect on psionic powers or spell-like abilities (but see the steal spell-like ability class feature, below).
Steal Spell Effect (Su): Beginning at 2nd level, a spellthief can siphon an active spell effect from another creature. A spellthief who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain the effect of a single spell affecting the target. If the target is willing, a spellthief can steal a spell effect with a touch as a standard action.
The spellthief can choose which spell effect to steal; otherwise, the DM determines the stolen spell effect randomly. If a spellthief tries to steal a spell effect that isn't present, the stolen spell effect is determined randomly from among those currently in effect on the target. A spellthief can't steal a spell effect if its caster level exceeds his class level + his Charisma modifier.
Upon stealing a spell effect, a spellthief gains the stolen effect (and the original creature loses that effect) for 1 minute per class level (or until the spell's duration expires, whichever comes first). If the spell effect's duration hasn't expired by this time, the spell effect returns to the creature that originally benefited from it.
A spellthief can steal the effect of a spell only if the spell could be cast on him by the original caster. For example, a spellthief couldn't gain the effect of an animal growth spell (unless the spellthief is of the animal type) or the effect of a shield spell (since that spell's range is personal). If a spellthief tries to steal the effect of a spell not allowed to him, the effect is still suppressed on the original target of the spell for 1 minute per spellthief class level.
This ability does not work on spell effects that are immune to dispel magic (such as bestow curse).
Steal Energy Resistance (Su): Beginning at 3rd level, a spellthief can siphon off some or all of a target's resistance to an energy type (acid, cold, electricity, fire, or sonic). A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead temporarily gain resistance 10 to an energy type to which his target is resistant or immune). If the target is willing, a spellthief can steal energy resistance with a touch as a standard action.
Simultaneously, the target creature's resistance to that energy type is reduced by 10 (to a minimum of 0). A creature with immunity to an energy type retains that immunity.
If his target has more than one type of resistance to energy, a spellthief can choose which kind to steal; otherwise, the DM determines the stolen resistance randomly from among those possessed by the target. If a spellthief chooses to steal a type of resistance that the target doesn't possess, the stolen type of resistance is determined randomly from those possessed by the target.
The resistance a spellthief gains from using this ability lasts for 1 minute. If the resistance is derived from a temporary effect (such as a spell), the stolen resistance disappears when the effect expires.
A spellthief can use this ability multiple times, but its effects do not stack unless they apply to different types of energy. For example, throughout a long combat, a spellthief might use this ability to gain resistance to fire and resistance to cold, but he could not use it twice on a creature that is resistant to fire to gain twice as much resistance to fire (nor to reduce the creature's resistance to fire by twice as much).
At 11th level, a spellthief can steal resistance 20 to an energy type by using this ability, and at 19th level he can steal resistance 30 to an energy type.
Steal Spell-Like Ability (Su): At 5th level and higher, a spellthief can use a sneak attack to temporarily steal a creature's spell-like ability. A spellthief who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain one use of one of the target's spell-like abilities. If the target is willing, a spellthief can steal a spell-like ability with a touch as a standard action.
This spell-like ability can originate from the target's class, race, template, or any other source, and can be of any level up to a maximum of one-third the spellthief's class level. A spellthief can select a specific spell-like ability to steal; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have at least one such use left, or the spellthief can't steal the ability. If the target can't use its ability at the present time (such as a summoned demon's summon ability), the spellthief can't steal it.
A spellthief can use a stolen spell-like ability once. For all purposes (caster level, save DC, and so on), treat the spell-like ability as if it were being used by the original possessor of the ability. A spellthief must use the stolen spell-like ability within 1 minute of acquiring it, or it is lost harmlessly. Until the spellthief uses the ability (or until the minute elapses), the target cannot use the stolen ability.
Absorb Spell (Su): Beginning at 7th level, if a spellthief makes a successful save against a spell that targets him, he can attempt to absorb the spell energy for later use. This ability affects only spells that have the spellthief asa target, not effect or area spells. A spellthief can't absorb a spell of a higher spell level than he could steal with his steal spell ability (see above).
To absorb a spell that targets him, a spellthief must succeed on a level check (1d20 + spellthief class level) against a DC of 10 + the spell's caster level. Failure indicates that the spell has its normal effect. Success means that the spellthief suffers no effect from the spell and can cast the spell later (or use its energy to cast one of his own spells known) as if he had stolen the spell with his steal spell ability. His normal limit of total spell levels stolen still applies.
At 20th level or higher, a spellthief can choose to use the stolen spell energy as an immediate action (see page 137), either to recast the original spell or to cast one of his own spells known using the stolen spell energy.
Steal Spell Resistance (Su): Beginning at 15th level, a spellthief can use a sneak attack to temporarily steal some or all of a creature's spell resistance. A spellthief who hits an opponent with a sneak attack can choose to forgo 3d6 points of sneak attack damage and instead reduce the target's spell resistance by 5. The spellthief also gains spell resistance equal to 5 + his class level (up to a maximum value equal to the original spell resistance of the target). If the target is willing, a spellthief can steal spell resistance with a touch as a standard action.
The stolen spell resistance benefits the spellthief for a number of rounds equal to the spellthief's Charisma modifier (minimum 1 round) and then returns to the target creature. If the spell resistance is derived from a temporary effect (such as a spell), the stolen spell resistance disappears when the effect elapses. A spellthief can't use this ability on the same creature again until the creature's stolen spell resistance returns.