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View Full Version : D&D 3.x Class Homebrew Setting: Class: Beguiler



Larzzral
2014-08-26, 09:23 PM
One of fifteen classes I've done up for my own setting. Some are only slightly changed, others are rely a lot of homebrew. In the end, I am hoping to provide classes that offer some options to keep a player engaged, while at the same time I am mostly playing with people who have never played before, and want things that are not too confusing. Let me know how I've done. Power-wise, I am looking for Tier 3-4 range. Classes should be judged compared to each other and not to standard 3.5 classes.

The ability section will generally be left blank. It's pretty common knowledge that constitution is always needed, strength to hit things, unless you're dexterity focused. So unless there are abilities that specifically rely on a skill, I'll leave it blank. Also, I don't use the normal 3.5 system for skills. So it'll mostly be left unchanged from original classes, except the minimum I'll use is 4 per level.

-NOTE- The beguiler is largely unchanged as it's pretty much agreed to be a perfectly good class for the range I am going for. I did modify cloaked casting to be a little better and added a few other changes to how a couple of abilities work.


Beguiler
(Inspiration: Beguiler)

GAME RULE INFORMATION
Beguilers have the following game statistics.
Abilities:
Alignment: Any.
Hit Die: d6
Starting Age: As Beguiler
Starting Gold: As Beguiler

Class Skills: As Beguiler

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier



Level
BAB
Fort
Ref
Will
Special
0
1
2
3
4
5
6
7
8
9


1st
+0
+0
+0
+2
Armoured Mage
6
3
-
-
-
-
-
-
-
-




2nd
+1
+0
+0
+3
Cloaked Casting +1 DC, Surprise Casting
6
4
-
-
-
-
-
-
-
-




3rd
+1
+1
+1
+3
Advanced Learning
6
4
3
-
-
-
-
-
-
-




4th
+2
+1
+1
+4
-
6
5
4
-
-
-
-
-
-
-




5th
+2
+1
+1
+4
Silent Spell
6
5
4
3
-
-
-
-
-
-




6th
+3
+2
+2
+5
Advanced Learning
6
5
5
4
-
-
-
-
-
-




7th
+3
+2
+2
+5
Suprise Casting (Move Action)
6
6
5
4
3
-
-
-
-
-




8th
+4
+2
+2
+6
Cloaked Casting +2 DC
6
6
5
5
4
-
-
-
-
-




9th
+4
+3
+3
+6
Advanced Learning
6
6
6
5
4
3
-
-
-
-




10th
+5
+3
+3
+7
Still Spell
6
6
6
5
5
4
-
-
-
-




11th
+5
+3
+3
+7
-
6
6
6
6
5
4
3
-
-
-




12th
+6/+1
+4
+4
+8
Advanced Learning
6
6
6
6
5
5
4
-
-
-




13th
+6/+1
+4
+4
+8
-
6
6
6
6
6
5
4
3
-
-




14th
+7/+2
+4
+4
+9
Cloaked Casting +3 DC
6
6
6
6
6
5
5
4
-
-




15th
+7/+2
+5
+5
+9
Advanced Learning
6
6
6
6
6
6
5
4
3
-




16th
+8/+3
+5
+5
+10
-
6
6
6
6
6
6
5
5
4
-




17th
+8/+3
+5
+5
+10
-
6
6
6
6
6
6
6
5
4
3




18th
+9/+4
+6
+6
+11
Advanced Learning
6
6
6
6
6
6
6
5
5
4




19th
+9/+4
+6
+6
+11
-
6
6
6
6
6
6
6
6
5
4




20th
+10/+5
+6
+6
+12
Cloaked Casting +4 DC / Overcome SR
6
6
6
6
6
6
6
6
5
5





--------------------------------------------------------------------------------

Class Features:All of the following are class features of the beguiler.

Weapon and Armor Proficiencies: Beguilers are proficient with all simple weapons plus the hand crossbow, rapier, shortbow, and short sword. 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 Intelligence score of 10 + the spell's level (Int 10 for 0-level spells, Int 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 Int 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 Intelligence 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.

Armoured Mage: A beguiler can cast spells without arcane spell failure, in any armour or with any shield she has proficiency with.

Cloaked Casting: 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, the bonus to your spell's save DC increases to +2.
At 14th level, the bonus to your spell's save DC increases to +3.
At 20th level, the bonus to your spell's save DC increases to +4 and you become able to automatically overcome the spell resistance of any affected target.

Surprise Casting: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 flat-footed 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 Improved Feint feat, you can now feint in combat as a swift action.

Advanced Learning: At 3rd level, you can add a new spell to your list, representing the result of personal study and experimentation. The spell must be a sorcerer/wizard spell of the enchantment or illusion school and of a level no higher than that of the highest-level spell you already know or a universal or divination spell of one level lower than the highest level spell you already know. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list.

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.