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Where an envoy could be called the ‘chisel’ of the social world, the beguiler is thought of more as the ‘hammer’; capable of significant social integration at the cost of the fallout that ensues afterwards. Beguilers possess both the gift of magic and the gift of the gab, allowing them to influence people more efficiently than an envoy, while also possessing a knack for subtlety for their magic as well.
Casting
A beguiler may combine spheres and talents to create magical effects. A beguiler is considered a Mid-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)
Blended Training
Whenever a beguiler would gain a skill talent from his class levels, he may instead choose to gain a magic talent. [Utility] talents cannot be used to gain magic talents unless they have the [utility] tag (which can be introduced using the variant on page 4).
This alters skill expertise.
Spell Pool
A beguiler gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his envoy level + his casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.
This replaces the flairs gained at 5th, 9th, 13th, and 17th level.
Magical Emissary
At 1st level, the beguiler chooses one of the following spheres: Conjuration, Dark, Illusion, Light, or Mind. The beguiler gains the chosen sphere as a bonus sphere, and treats his class level as his caster level for the sphere. This stacks normally with caster levels from other sources.
Forceful Influence
Whenever the beguiler would spend skill leverage to gain influence over a creature faster, he can spend spell points instead of skill leverage when doing so. The beguiler can also use this ability instead of outwitting by spending 1 spell point as a standard action. If the beguiler does this, the influence is more akin to a hammer than a chisel, and becomes an enchantment (compulsion) mind-affecting effect.
When such influence disappears, the creature is aware that there was magic at play, and may become hostile or at least decrease their attitude towards the beguiler by one step.
This alters influence.
Magical Decorum (Su)
At 3rd level, the beguiler gains the Cunning Caster feat as a bonus feat, even if he does not meet the prerequisites; he may use a Diplomacy check opposed by an observer's Sense Motive check if he chooses.
Creatures that he has influence over suffer a penalty to the opposed check equal to his dispiriting words penalty (which does not stack with an actual use of dispiriting words).
Additionally, a creature suffers a -1 penalty to saving throws against the beguiler’s magical sphere abilities as long as they do not see him as a threat; this increases by 1 per 5 envoy levels beyond 3rd he possesses.
This replaces powerful personality.
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book
| Spheres of Guile by Drop Dead Studios | ||||
|---|---|---|---|---|
| Using Spheres of Guile | ||||
| Classes | ||||
| Advisor (DRS) | Agent | Conduit (DRS) | Courser | Envoy |
| Genius | Mastermind | Professional | ||
| Spheres | ||||
| Artifice | Bluster | Body Control | Communication | Faction |
| Herbalism | Infiltration | Investigation | Navigation | Performance |
| Spellhacking | Study | Subterfuge | Survivalism | Vocation |
| Other Rules | ||||
| Operative Feats | Operative Gear | Skill Rules | Trade Traditions | Running Guile Games |
| Get Spheres of Guile | ||||









