Wednesday, 10 March 2010
PHB II: Beguiler Print
(3 votes)
Written by Kender   
Friday, 02 June 2006
This is a great character to play. I have been playing it since the Player's Handbook II came out. I have found that this is a spell-heavy character. At one point during our campaign, my friends turned to and couldn't believe how many spells I was able to throw out in one night.

The Beguiler has a lot of cool options, like Armored Mage, which lets you wear light armor and ignore all arcane spell failure.

Beguilers cast more like Sorcerers than Wizards because they don't have to prepare spells. Beguilers get their own spell list that is not as big as the Sorcerer/Wizard list, but it's filled with a lot of great spells. They also give you the option of learning new spells outside of your given spell list. This is my new favorite D&D character class.

Here is an example of a gestalt character of a Beguiler and a Rogue. This makes for a great combo as Wizards of the Coast just came out with new character sheets for some of the Player's Handbook 2 Classes. (Beguiler Character Sheets at Wizards of the Coast)

 

Kender
CR 12

Male kender^ beguiler/rogue 12 [Gestalt]
CN Small humanoid (kender)
Init +11
Senses low-light vision; Listen +16, Spot +15
Languages Common, Kenderspeak, Dwarven, Goblin, Thieves Cant1
line
AC 21, touch 19, flat-footed 21
hp 72 (12 HD)
Immune fear
Fort +10, Ref +21, Will +19
line
Speed 20 ft. (4 squares)
Melee +4 Sickle +21/+16 (1d4+7) or
Melee touch +17 (spell)
Base Atk +9; Grp +5
Atk Options opportunist, quick cast*, Silent Spell, sneak attack +6d6, Still Spell, surprise casting*, telling blow*
Combat Gear potion of cure serious wounds (x4)
Beguiler Spells Known* (CL 12th):
6th (4/day)--Chosen from beguiler's spell list
5th (6/day)--Chosen from beguiler's spell list
4th (7/day)--Chosen from beguiler's spell list
3rd (8/day)--Chosen from beguiler's spell list
2nd (8/day)--Chosen from beguiler's spell list
1st (8/day)--Chosen from beguiler's spell list
0 (6/day)--Chosen from beguiler's spell list
line
Abilities Str 10, Dex 20 (26), Con 13, Int 18 (24), Wis 12, Cha 14
SQ advanced learning (not specified), armored mage*, cloaked casting, evasion, improved uncanny dodge, taunt^, trapfinding, trap sense +4
Feats Improved Initiative,Cunning Evasion*, Telling Blow*, Quicker than the Eye**, Weapon Finesse
Skills Concentration +19, Bluff +17, Disable Device +15, Escape Artist +17, Forgery +13, Hide +28, Intimidate +15, Knowledge (Arcana) +17, Knowledge (monsters)2 +17, Move Silently +26, Open Lock +20, sleight of Hand +22, Tumble +17
Possessions +2 hasted3rd padded armor, gloves of dexterity +6, headband of intellect +6, immovable rod (x2), vest of resistance +4, ring of sustenance, backpack (x2), chalk, crowbar, fishhook, flint and steel, hammer, marbles, sack (x5), sealing wax, silk rope, soap, mwk thieves' tools, waterskins (x5)


* Player's Handbook II
3rd Player's Handbook, Third Edition
** Songs and Silence
~ Dungeon Master's Guide v3.5
^ Dragonlance Campaign Setting

[Gestalt] This character was created using the Gestalt Character variant rule from Unearthed Arcana. We have an article that explains this option.
1 This is an anachronism. Though Thieves Cant does not exist anymore, we continue to acknowledge it in our group.
2 Knowledge (monsters) is a house rule-added skill in our gaming group. It represents the monster-related aspects of various Knowledge skills, with ad hoc penalties of -5 or more for less common creatures.

 

 

 -Kender
"Why should I not wish for more marbles?"

 
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