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Major overhaul; some of the previous suggestions were simply wrong (Rainbow Servant build absolutely does not get +20 BAB, and is bad for losing caster levels).
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Its a sort of hybrid caster/rogue in the same way that the [[Spellthief]] class is. But just as the [[Duskblade]] is to [[Hexblade]] ''(and indicating a trend between PHBII and the Complete... series of books)'' the Beguiler has much more broad application for a party and fits in more smoothly.  
Its a sort of hybrid caster/rogue in the same way that the [[Spellthief]] class is. But just as the [[Duskblade]] is to [[Hexblade]] ''(and indicating a trend between PHBII and the Complete... series of books)'' the Beguiler has much more broad application for a party and fits in more smoothly.  


The class has a "full" spontaneous INT-based spellcasting progression up to 9th level spells, however they are only chosen from a restricted spell list which basically only includes Enchantment, Illusion and Transmutations spells with a few other useful  Abjuration spells thrown in for good measure. So the spell list is basically a toolbox that covers common situations and are basically the inverse of the [[Warmage]] character class, so where one can ONLY do damage, the other one finds it very difficult to do so.
==Basic Features==


To assist the Beguiler in spellcasting they may cast in Light Armor unhindered, and gain Silent & Still Metamagic feats as part of their class progression, all the better to aid them in casting spells sneakily.
On the first look, Beguilers kind of suck.  Terrible BAB, only a single good save (Will), and pretty weak hit points.  They get spellcasting about on par with a sorcerer, but rather than getting to choose spells, they get access to a set list of each spell level. So why in the world would you want one of these guys?


They can also feint in combat and catch opponents flat footed against their spellcasting, which also coincides with another class feature "Cloaked Casting" which enhances their spellcasting against such opponents, just remember that very few Beguiler spells cause damage.
Well, hold up there, chief.  First off, they get as many skills as a bard does, both in quantity (6 + Int) and quality (they have all the usual "skill monkey" skills, including the delightful Use Magic Device).  Since their spellcasting is Int-based, you're getting good SAD synergy in this class: you do need Charisma, Dexterity and Constitution, but only as much as you can squeeze out once Intelligence is maxed.  Since you're probably never going to be a gish, you don't need Strength (at the very least, you need to seek damage output from another source such as sneak attack), and you can pretty much dump Wisdom as well (though watch out if you want to be a scout, since Wisdom affects Listen and Spot).


Finally they also get Trapfinding and a decent list of skills and nearly as many skill points as the Rogue skill points. This means they can provide some usefulness to the group outside of spellcasting. Indeed, since their highest score is intelligence, "nearly as many as many skill points as the Rogue" quickly become "more than the Rogue".
Secondly, beguiler spellcasting is actually pretty fucking good.  True, you don't get to pick any spells, but the ones you get are usually some real bread-and-butter picks.  You've got a great mix of social/"face" spells (''charm''/''dominate'' variants, ''glibness'', ''suggestion''), stealth (most ''invisibility'' variants, ''undetectable alignment'', ''misdirection'', ''nondetection'', ''silence'', ''blur''/''displacement''), and even some really handy divination for scouting (''detect secret doors'', ''detect thoughts'', ''clairaudience/clairvoyance'', ''freedom of movement'', ''locate creature'', ''sending'').  Sure you lack a few little extras, but that's what UMD and some spare magic items are there for.  You even get some good situational spells: ''mage armor'' and ''mirror image'' for defense, and the ''whelm'' variants (which do nonlethal damage and are one of the few "offensive" spells to target Will instead of Fort or Ref). And before you think that beguilers are just so much meatbread for a dedicated God-wizard, not so: they do in fact get access to ''greater dispel magic'' and ''time stop'', which is nothing any archmage can handwave at the best of times. (Note, I wouldn't try to get into a pissing match with a fully tricked-out wizard or CoDzilla, but hey, a beguiler can hold their own, something sure to make the bastards look twice.  Just ready an action for the ''greater dispel'' each round and pray to the gods you win your caster level checks.)


The downsides to all this are a terrible BAB progression (though they do have training in certain martial weapons for some reason), and the only saves are Will based, but that's pretty much what you get when you have a 9-level spell progression so its not all that bad.  
Lastly, beguilers get a smattering of secondary abilities that kind of make it worth sticking with them a bit.  Armored mage means they can wear light armor, and if you drop a feat for Battle Caster, and find some way to pick up medium armor proficiency, you can take advantage of mithril full plate just like other gishes do.  Trapfinding needs no explanation: if the rogue truly wants to sell it off for an ACF, a beguiler has no trouble stepping up to the plate and taking over that role.  Cloaked casting isn't entirely worth it... unless you get to beguiler 20, when you actually get to ignore SR, and if you need to have it explained why this is a great thing, you clearly don't play much 3.5.  Surprise casting is not bad, but there's no spells in the beguiler list that require attack rolls, but you can in fact get a feint as a swift action eventually, which is even cooler with certain builds.  Advanced learning is the clutch ability here: you can slide any enchantment or illusion spell into your list, which automatically means you go right for ''shadow conjuration'' and ''shadow evocation'' spells at every opportunity, which basically doubles (or more) your available spells. You even get Still Spell and Silent Spell a bit later, because why the fuck not be more stealthy when casting spells?


==Making Beguilers work==
==Making Beguilers Work==
The Beguiler is a fairly inoffensive class, while it doesn't have the raw power of a wizard/cleric it does make for a decent character. While outside of combat they do very well as the "face" of the group, and perhaps even perform better than [[Bard]]s do with their large selection of spells and skills. While it's assumed their focus on enchantments makes them weak against undead and constructs, this is false: While enchantment spells are of no use against such foes, illusions are more effective against mindless foes who can't make the judgement that the wall which spontaneously appeared and has a bunch of projectile are coming out of is an illusion.
By itself, beguiler makes a pretty decent scout/"face" class.  The real question in picking between the bard and the beguiler is if you need more party-wide support or more situational support. Bards can boost everything everyone does in combat, and provide backup healing as needed, but they are capped at 6th-level spells and while they are slightly more useful in melee, they'll always really be more of a support class than anything.


Their best use in combat is trying to manipulate the battlefields and turning opponents against themselves, so gaining feats and abilities which improve their ability to do this is especially useful.
Beguiler, by comparison, does very little for the party in terms of buffs or heals, but they can perform a huge variety of situational needs.  That's because they can spontaneously cast from a full list of spells at each spell level, a level of variety that even sorcerers lack without items.  Granted, sorcerers can use far more wands, staves, and scrolls than a beguiler - all of the wizard/sorcerer spells are on their list, but a beguiler is limited to what was listed in PHB2.  The flip side to that is, beguilers have UMD, which allows them to use any items they want if they are good enough on the skill check.


Its a class that doesn't lose too much by multi-classing out, since the "Cloaked Casting" ability isn't entirely awe-inspiring and Advanced Learning only adds a limited selection of spells to your list.
So if you pick beguiler, you're doing it to be very proactive and look for situations where you have the right skills and spells to overcome a challenge without the rest of the party even breaking out into initiative rolls.  They aren't exactly a "battlefield" controller, but the beguiler is very good at locking down individual threats in a pretty impressive variety of ways: diplomacy, mindfucking with illusions and enchantments, or just going for a knockout with various abilities.


One prestige class that stands out above all others is '''Rainbow Servant''' from '''Complete Divine''', as just like the Warmage combination, this makes the Beguiler utterly replace divine spellcasters by the time they complete the class, since their spell list is entirely fixed (unlike a Sorcerer) and they cast spontaneously. The addition of Divine domains also grants them more versatility spells in while they wait, which is a further win.
There is a weakness to beguilers, though: mindless foes like constructs and undead. There's not really a hell of a lot you can do to them; most of your illusions are defensive in nature, and these guys are immune to your best mind-affecting stuff.  That doesn't mean you're totally screwed, though.  Against melee-oriented stuff, just use items with UMD to zap them, and against casters help with shutting down their spellcasting.


Other prestige class options are viable though.
So, you can stick with beguiler 20 and get some mileage out of them.  But what if we want to branch out and prestige?


For players looking to a bit more of a martial bent, the '''Abjurant Champion''' prestige class from [[Complete Mage]] can be qualified about halfway through their career since they have some martial weapon training (Rapiers) and ''Undetectable Alignment'' is a lv1 Abjuration spell, the only sticky prerequisite is a BAB of +5. This massively enhances their BAB progression when they finish the prestige class and allows them to boost their damage output by burning unused spell slots.
By and far, one of the best options for a beguiler is go with an Unseen Seer build (courtesy of Complete Mage).  You should dip rogue 1 to pick up sneak attack that will improve in Unseen Seer, but you can dump trapfinding for a more useful ACF.  If the DM will let you take Poison Use from Drow of the Underdark (there's nothing specifically saying those ACFs are "only" for drow), that might be a great tool in the early and mid levels, or see about taking Mimic from Exemplars of Evil for a once/day ''disguise self'' (useful in a pinch in several places, if you're creative).  If you're playing Eberron, take a changeling rogue as your first level and get a bazillion skill points as well as the amazing abilities of Social Intuition (which makes almost all of your social skill rolls way better/easier).  Shit, if your DM lets you play a changeling in other settings, go for it there, too; this one ACF is amazeballs.


In a similar vein, Beguilers also easily qualify for the '''Unseen Seer''' prestige class from the same book, since they have just enough Divination spells in their list to grant them access. This makes them much more Rogue-like by giving them access to Sneak Attack, a slightly improved BAB, permanent ''Nondetection'' and expands their spell list to include freely selectable Divination spells.
Anyway, after that one level of rogue gets you some sneak attack, go full Unseen Seer.  Soon as you get advanced learning there, take the spell ''hunter's eye'' from PHB2 and enjoy doing unseemly amounts of sneak attack on command.  Anything else is pretty much icing on the cake; find divination spells from ranger or assassin lists that help you do more damage, or bypass various kinds of defenses (especially on constructs or undead).  Guarded mind is a great ability, but don't forget that ''mind blank'' is always a better effect when you can get it.


In fact, for your consideration: a combination of Beguiler 5/Seer 10/Champion 5 is mathematically awesome, since they have a full +20 BAB, 9th level spell progression of mostly illusion spells that can buff/debuff (and so can do well in combat), the ability to burn spell slots for more damage, sneak attack and a good amount of skills. Not quite as epic as the Rainbow Servant, but still a great alternative combination.
Oh, as a side note, when you get to arcane caster level 5th, dip Mindbender.  Telepathy is always made of win, and it's ten times more important if you're the party "face" or scout.


Taking a 1 level dip in Mindbender is a common spice to an otherwise straight Beguiler build. This serves two purposes. 1: It delays Advanced Learning by one level while advancing casting, making it more powerful since Advanced Learning normally comes the class level ''before'' you get higher level spells (now it comes the level of) 2: Gives large range telepathy, which for the cost of a single feat gives you blindsense in that large range.
Finishing out an unseen seer build is a tricky debate.  Abjurant Champion is great for the combat-oriented stuff you can do with it, including dispelling enemy spellcasters, buffing your own combat abilities by dumping spell slots, and it even gets semi-decent skills.  Arcane Trickster is considered a viable go-to for this build, but you're looking at being more skill monkey and less combat skirmisher (though you do get a couple more sneak attack dice). Fatespinner is very interesting, indeed: it only loses a spellcasting level at the end, so you'll get your 9th-level spells first, and it actually has some very good buffing/debuffing mechanics that could be clutch.  Nightmare Spinner looks kind of cool, but mechanically sucks; anything past CR 15 is going to laugh at your attempts to scare it to death, especially undead and constructs you can't hurt that way.  Magical Trickster or Uncanny Trickster make good dips, the latter one especially for skill points and bonus skill tricks, but don't mix the two up; pick one or the other, or you'll never get your delicious 9th-level spells.


Alternatively or supplementary, there are a few options beyond multiclassing to expand your spell list. ''Magic Item Compendium'' includes a set of items which allow you to convert spells of a level to a particular spell (Magic Missile, Fireball, Freedom of Movement and Teleport. All very helpful spells to have.) of that level. Since a Beguiler is a spontaneous arcane caster they can take bloodline feats from ''[[Dragon Magazine|Dragon Compendium]]'' to add spells to their list at the cost of losing spells that weren't on their list anyways.
For feats, you have a few choices available.  When you get +3 BAB, take Arcane Strike to help your sneak attack ability more, as well as to help you facing constructs and undead: you can dump spell slots right into melee attack and damage. Draconic Heritage feats open up some additional abilities if your beguiler spells aren't as useful, and being able to do a breath weapon for energy damage is one of the few ways to get such an ability if you don't otherwise have it, plus some of these draconic feats will add to your spell list.  Versatile Spellcaster is a great idea, since you can throw more high-level spells with it, vital in fights against enemy spellcasters.  Even a feat as simple as Skill Focus (Use Magic Device) can actually be a huge benefit if it means you can never fail a UMD check at a critical moment.
 
For items, the same flexibility you saw in prestige classes and feats applies here.  It is tempting to make a beeline straight for traditional rogue stuff like rapiers, daggers, etc.  Fuck that.  Instead, you need items that let you pretend to be fifty different things.  So what you want is either a custom-made runestaff (Magic Item Compendium), or just get the ''runestaff of power'' straight up since it has that awesome smite ability and the +2 luck bonus.  Throw in a wand chamber (Dungeonscape) and add a ''wand of nerveskitter'' so you can get yourself a +5 bonus to initiative (assuming you make the UMD check), or a ''wand of wraithstrike'' to hit incorporeal assholes.  Use ''eternal wands'' or the regular ones to cover spells you could really use at odd moments or just a few times a day, like ''prestidigitation'', ''endure elements'', ''unseen servant'', etc.  If you can afford them, runestaffs are really the best way to burn off spell slots to do more useful things, but you need a way to carry them around, such as an ''Ehlonna's quiver'' or a ''Heward's handy haversack'' (both of which are more desirable since retrieving the runestaff won't be a hassle or trigger an attack of opportunity).
 
The ''rod of shadowblending'' from Complete Mage is a godsend: you can convert ''minor image'' to ''shadow conjuration'', and ''major image'' to ''shadow evocation''. It only works 3 times a day, but it lets you get access to those spells a full level lower than normal. ''Ring of telekinesis'' is always good for a variety of purposes. If your DM actually lets you buy a ''psychoactive skin of Proteus'' as soon as you can afford it, then get it, because on-demand ''metamorphosis'' for 7 minutes at a time is insane.  Find a good source of indefinite flight, be it carpet, cloak/wings, or whatever. 
 
The bottom line, no matter what prestige class, feat, or item you take, the beguiler works best by being able to change things up as the situation develops.  Brute force is not always the solution to a situation, and changing the scenario on the DM with various tricks can be more useful than simply annihilating everything with raw power.


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Revision as of 01:08, 16 October 2018

The Beguiler is a character class for 3.5 Edition D&D printed in the Players Handbook II.

Its a sort of hybrid caster/rogue in the same way that the Spellthief class is. But just as the Duskblade is to Hexblade (and indicating a trend between PHBII and the Complete... series of books) the Beguiler has much more broad application for a party and fits in more smoothly.

Basic Features

On the first look, Beguilers kind of suck. Terrible BAB, only a single good save (Will), and pretty weak hit points. They get spellcasting about on par with a sorcerer, but rather than getting to choose spells, they get access to a set list of each spell level. So why in the world would you want one of these guys?

Well, hold up there, chief. First off, they get as many skills as a bard does, both in quantity (6 + Int) and quality (they have all the usual "skill monkey" skills, including the delightful Use Magic Device). Since their spellcasting is Int-based, you're getting good SAD synergy in this class: you do need Charisma, Dexterity and Constitution, but only as much as you can squeeze out once Intelligence is maxed. Since you're probably never going to be a gish, you don't need Strength (at the very least, you need to seek damage output from another source such as sneak attack), and you can pretty much dump Wisdom as well (though watch out if you want to be a scout, since Wisdom affects Listen and Spot).

Secondly, beguiler spellcasting is actually pretty fucking good. True, you don't get to pick any spells, but the ones you get are usually some real bread-and-butter picks. You've got a great mix of social/"face" spells (charm/dominate variants, glibness, suggestion), stealth (most invisibility variants, undetectable alignment, misdirection, nondetection, silence, blur/displacement), and even some really handy divination for scouting (detect secret doors, detect thoughts, clairaudience/clairvoyance, freedom of movement, locate creature, sending). Sure you lack a few little extras, but that's what UMD and some spare magic items are there for. You even get some good situational spells: mage armor and mirror image for defense, and the whelm variants (which do nonlethal damage and are one of the few "offensive" spells to target Will instead of Fort or Ref). And before you think that beguilers are just so much meatbread for a dedicated God-wizard, not so: they do in fact get access to greater dispel magic and time stop, which is nothing any archmage can handwave at the best of times. (Note, I wouldn't try to get into a pissing match with a fully tricked-out wizard or CoDzilla, but hey, a beguiler can hold their own, something sure to make the bastards look twice. Just ready an action for the greater dispel each round and pray to the gods you win your caster level checks.)

Lastly, beguilers get a smattering of secondary abilities that kind of make it worth sticking with them a bit. Armored mage means they can wear light armor, and if you drop a feat for Battle Caster, and find some way to pick up medium armor proficiency, you can take advantage of mithril full plate just like other gishes do. Trapfinding needs no explanation: if the rogue truly wants to sell it off for an ACF, a beguiler has no trouble stepping up to the plate and taking over that role. Cloaked casting isn't entirely worth it... unless you get to beguiler 20, when you actually get to ignore SR, and if you need to have it explained why this is a great thing, you clearly don't play much 3.5. Surprise casting is not bad, but there's no spells in the beguiler list that require attack rolls, but you can in fact get a feint as a swift action eventually, which is even cooler with certain builds. Advanced learning is the clutch ability here: you can slide any enchantment or illusion spell into your list, which automatically means you go right for shadow conjuration and shadow evocation spells at every opportunity, which basically doubles (or more) your available spells. You even get Still Spell and Silent Spell a bit later, because why the fuck not be more stealthy when casting spells?

Making Beguilers Work

By itself, beguiler makes a pretty decent scout/"face" class. The real question in picking between the bard and the beguiler is if you need more party-wide support or more situational support. Bards can boost everything everyone does in combat, and provide backup healing as needed, but they are capped at 6th-level spells and while they are slightly more useful in melee, they'll always really be more of a support class than anything.

Beguiler, by comparison, does very little for the party in terms of buffs or heals, but they can perform a huge variety of situational needs. That's because they can spontaneously cast from a full list of spells at each spell level, a level of variety that even sorcerers lack without items. Granted, sorcerers can use far more wands, staves, and scrolls than a beguiler - all of the wizard/sorcerer spells are on their list, but a beguiler is limited to what was listed in PHB2. The flip side to that is, beguilers have UMD, which allows them to use any items they want if they are good enough on the skill check.

So if you pick beguiler, you're doing it to be very proactive and look for situations where you have the right skills and spells to overcome a challenge without the rest of the party even breaking out into initiative rolls. They aren't exactly a "battlefield" controller, but the beguiler is very good at locking down individual threats in a pretty impressive variety of ways: diplomacy, mindfucking with illusions and enchantments, or just going for a knockout with various abilities.

There is a weakness to beguilers, though: mindless foes like constructs and undead. There's not really a hell of a lot you can do to them; most of your illusions are defensive in nature, and these guys are immune to your best mind-affecting stuff. That doesn't mean you're totally screwed, though. Against melee-oriented stuff, just use items with UMD to zap them, and against casters help with shutting down their spellcasting.

So, you can stick with beguiler 20 and get some mileage out of them. But what if we want to branch out and prestige?

By and far, one of the best options for a beguiler is go with an Unseen Seer build (courtesy of Complete Mage). You should dip rogue 1 to pick up sneak attack that will improve in Unseen Seer, but you can dump trapfinding for a more useful ACF. If the DM will let you take Poison Use from Drow of the Underdark (there's nothing specifically saying those ACFs are "only" for drow), that might be a great tool in the early and mid levels, or see about taking Mimic from Exemplars of Evil for a once/day disguise self (useful in a pinch in several places, if you're creative). If you're playing Eberron, take a changeling rogue as your first level and get a bazillion skill points as well as the amazing abilities of Social Intuition (which makes almost all of your social skill rolls way better/easier). Shit, if your DM lets you play a changeling in other settings, go for it there, too; this one ACF is amazeballs.

Anyway, after that one level of rogue gets you some sneak attack, go full Unseen Seer. Soon as you get advanced learning there, take the spell hunter's eye from PHB2 and enjoy doing unseemly amounts of sneak attack on command. Anything else is pretty much icing on the cake; find divination spells from ranger or assassin lists that help you do more damage, or bypass various kinds of defenses (especially on constructs or undead). Guarded mind is a great ability, but don't forget that mind blank is always a better effect when you can get it.

Oh, as a side note, when you get to arcane caster level 5th, dip Mindbender. Telepathy is always made of win, and it's ten times more important if you're the party "face" or scout.

Finishing out an unseen seer build is a tricky debate. Abjurant Champion is great for the combat-oriented stuff you can do with it, including dispelling enemy spellcasters, buffing your own combat abilities by dumping spell slots, and it even gets semi-decent skills. Arcane Trickster is considered a viable go-to for this build, but you're looking at being more skill monkey and less combat skirmisher (though you do get a couple more sneak attack dice). Fatespinner is very interesting, indeed: it only loses a spellcasting level at the end, so you'll get your 9th-level spells first, and it actually has some very good buffing/debuffing mechanics that could be clutch. Nightmare Spinner looks kind of cool, but mechanically sucks; anything past CR 15 is going to laugh at your attempts to scare it to death, especially undead and constructs you can't hurt that way. Magical Trickster or Uncanny Trickster make good dips, the latter one especially for skill points and bonus skill tricks, but don't mix the two up; pick one or the other, or you'll never get your delicious 9th-level spells.

For feats, you have a few choices available. When you get +3 BAB, take Arcane Strike to help your sneak attack ability more, as well as to help you facing constructs and undead: you can dump spell slots right into melee attack and damage. Draconic Heritage feats open up some additional abilities if your beguiler spells aren't as useful, and being able to do a breath weapon for energy damage is one of the few ways to get such an ability if you don't otherwise have it, plus some of these draconic feats will add to your spell list. Versatile Spellcaster is a great idea, since you can throw more high-level spells with it, vital in fights against enemy spellcasters. Even a feat as simple as Skill Focus (Use Magic Device) can actually be a huge benefit if it means you can never fail a UMD check at a critical moment.

For items, the same flexibility you saw in prestige classes and feats applies here. It is tempting to make a beeline straight for traditional rogue stuff like rapiers, daggers, etc. Fuck that. Instead, you need items that let you pretend to be fifty different things. So what you want is either a custom-made runestaff (Magic Item Compendium), or just get the runestaff of power straight up since it has that awesome smite ability and the +2 luck bonus. Throw in a wand chamber (Dungeonscape) and add a wand of nerveskitter so you can get yourself a +5 bonus to initiative (assuming you make the UMD check), or a wand of wraithstrike to hit incorporeal assholes. Use eternal wands or the regular ones to cover spells you could really use at odd moments or just a few times a day, like prestidigitation, endure elements, unseen servant, etc. If you can afford them, runestaffs are really the best way to burn off spell slots to do more useful things, but you need a way to carry them around, such as an Ehlonna's quiver or a Heward's handy haversack (both of which are more desirable since retrieving the runestaff won't be a hassle or trigger an attack of opportunity).

The rod of shadowblending from Complete Mage is a godsend: you can convert minor image to shadow conjuration, and major image to shadow evocation. It only works 3 times a day, but it lets you get access to those spells a full level lower than normal. Ring of telekinesis is always good for a variety of purposes. If your DM actually lets you buy a psychoactive skin of Proteus as soon as you can afford it, then get it, because on-demand metamorphosis for 7 minutes at a time is insane. Find a good source of indefinite flight, be it carpet, cloak/wings, or whatever.

The bottom line, no matter what prestige class, feat, or item you take, the beguiler works best by being able to change things up as the situation develops. Brute force is not always the solution to a situation, and changing the scenario on the DM with various tricks can be more useful than simply annihilating everything with raw power.

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