EQUIPMENT
Besides the usual nonmagical adventuring gear, you will want helpful wondrous items. Depending on the level at which your beguiler starts out (which determines your wealth according to DMG p135, Table 5-1), the following wondrous items are good to have at each level of wealth.
Magical Items
Inexpensive items:
- Blessed bandage (HB, MIC, 10 gp) - As a standard action, use it to stabilize a dying ally (i.e. negative HP and falling). Every member of the party should have one if your game has no rule to use Action Points for such things.
- Masterwork Tools (PH, 50 gp) - often overlooked, a beguiler gets +2 to Disable Device and Open Lock checks from a set of masterwork thieves' tools. PH p130 gives you the flexibility to come up with any other masterwork tool for a +2 circumstance bonus to a related skill check.
- Longspoon Masterwork Thieves' Tools (CAd, 150 gp) - These long-handled tools grant you a +2 bonus to Disable Device and Open Lock checks from 5 feet away. As a beguiler, you lack the Evasion capability of a rogue, so these tools help you avoid needing Evasion if you set off a trap that deals damage at close range.
- Everburning Torch (PH, 110 gp). Permanent heatless torchlight, less illumination than a lantern but inexpensive for characters lacking darkvision. Even better, the continual flame spell cast on any worn item serves the same purpose as an everburning torch, and you don't have to hold it in your hand! An ally can cast it for you for 50 gp, or you can spend the equivalent gp of an everburning torch to hire a wizard to cast continual flame for you.
Up to 900 gp- Everbright Lantern (EC, 212 gp) - Useful for illumination (better than a torch) if your character has no darkvision.
- Silent Portal Disk (Mag [3.0], 360 gp) - A command word sticks the disk to any "portal" surface (e.g. lid, door, window), silencing the sound of opening the portal.
- Quall's Feather Token (DMG, up to 450 gp) - Single use sudden creation of a large fan, tree, or boat in any inappropriate place, useful for concealment or causing general mayhem.
- Vestment of Many Styles (RE, 500 gp): Changes into any clothing with a command word, +2 bonus to Disguise when disguise includes clothing.
- Eternal wand, 1st level (p.159)- 820 gp - get to use some usefull 1st level spells 2/day, even if they're not on your spell-list.
- Bag of Tricks (DMG, 900 gp) - draw out 10 random small creatures per week to do your bidding for 10 minutes each.
- Hand of the Mage (DMG, 900 gp) - cast mage hand at will to propel objects 15 feet in any direction. Good for prankster beguilers.
Up to 2,700 gp- Gloves of the starry sky
- Anklet of translocation
- Cloak of Elemental Pr
- Cloak of Resistance +1 (DMG, 1,000 gp) - gives you a +1 resistance bonus to all saves for 1,000 gp.
- Goggles of Minute Seeing (DMG, 1,250 gp) - grants a +5 bonus to Search checks when looking for secret doors, traps, and concealed objects.
- Easy traveling armor enhancement (HB, 1,500 gp) - This enhancement has value with Strength as your dump stat. It allows you to carry a Medium load as if it were Light, and walk 10 hours/day before risking damage from exhaustion.
- Dimension stride boots
- Mithril Buckler +1 (+2 AC, no ASF, 2000gp) - it opens up another slot to use for magical enchantments and Crystals from MIC (for example, I would consider the +1 deathward enchantment from MIC). More slots, more power.
- Headband of Conscious Effort (MiC, 2,000 gp) - 1/day, make a Concentration check in place of a Fortitude save.
- Heward's Handy Haversack (DMG, 2,000 gp) - backpack to hold all your tools and treasure. Regardless of what you put in it, the pack always weighs 5 lb (important with Str as your dump stat), and retrieving anything from it doesn't cost a move action because what you want is always magically on top. It's a bargain for the price.
- Ring of the Darkhidden (MIC, 2,000 gp) is an essential item that makes you invisible to darkvision. Add another 500 gp to combine it with the Darklight Lantern from Eberron's Secrets of Sarlona, and you remove all natural light around you.
Up to 5,400 gp- Metamagic Rods (DMG, start from 3000gp) - Always useful, especially since you likely won't have the feats to invest in many (if any) metamagic spells. I like the 'enlarge' version for 3000gp, since many of your spells have a very small range (eg. going from 40 to 80 feet is a big step). Range is good, when you want to stay out of reach and hidden in the shadows.
- Heward's Fortifying Bedroll (CM, 3,000 gp) - lets you regain spells with only one hour of sleep rather than eight.
- Amulet of Health +2 or any other Con-enhancing item (DMG, 4,000 gp) - improves your HP and adds +1 bonus to concentration checks.
- Headband of Intelligence +2 or any other Int-enhancing item (DMG, 4,000 gp) - for more spells per day and higher spell DC. An item like this should be high-priority for a beguiler.
- Shadowy Diadem (DM, 4,000 gp) - As a swift action, this headband gives you concealment in darkness and immunity from energy drain effects, 3X/day for 10 rounds. Good value, but you must understand Draconic to use it.
- wand of Fox's Cunning (4500gp, DMG): geting a +2 DC to your saves can mean a lot, especially on the Beguiler save-or-die spells (the caster level is probably 3rd, but I'm not sure)
- Eternal wand of Fox's Cunning
- Eternal wand of Heriocs (4420gp, MIC, spell=SpC): this spells gives you a Fighter bonus feat for 90 minutes (10min/level and itemlevel is 9). THis wil give you acces to 'martial maneuver' from ToB. Maneuvers that are allowed and I think might be usefull :
[INDENT] - shadow jaunt (shadow) - iniator level 2 (so Beguiler level 4): teleport 50ft with a Standard Action
- shadow stride (shadow) - ini 5 (so level 10): teleport 50ft with a MoveAct
- shadow blink (shadow) - ini 7 (so level 14): teleport 50ft wit a swiftact
- shield block (devoted) - ini 2 (so level 4): get +4 shield bonus on you shiled/buckler as an immediate action (buy a mithril buckler for your beguiler)
- action before thought (diamond) - ini 2 (so level 4): do a Concentration-check in stead of Reflex-save
- mind over body (diamond) - ini 3 (so level 6): do a Concentration-check in stead of Fort-save
- moment of perfect mind (diamond) - ini 1 (so level 2): do a Conc-check in stead of Will-save[/INDENT]
- Barbs of Retribution
- Pendant of joy (RE, 5,000 gp) - Provides +5 morale bonus to Diplomacy to all within 30 feet. Wearer must have at least 1 power point. This works well for an Empty Vessel beguiler (human traits, 1 pp per HD, +2 to Bluff, Diplomacy, and Intimidate; tradeoff is Psion as a favored class and a +1 LA), as well as for Kalashtar (who are similar, but don't get human traits, with mindlink 1/day as a psi-like ability instead).
- Smoking Weapon enhancement (LD [3.0], +1) - A creature attempting to grapple you is subject to nausea from stinking cloud spell, which produces noxious smoke that provides concealment.
Up to 9,000 gp- Shadow Cloak
- Boots of Striding and Springing (DMG, 5,500 gp) - Add 10 feet to speed and +5 to Jump checks. Good for letting small creatures keep up, although your DM may allow you to eliminate the Jump bonus (see Boots of Striding above).
- Ring of anticipation
- Mantle of Second Chances (DMG2, 6,000 gp) - 1/day re-roll before the DM declares success or failure of the original roll. This stacks with the re-roll ability granted from a class feature (e.g. Luck domain). It may also stack with the Luck of Chaos racial ability of the Chaos Gnome (RS).
- Metamagic Wandgrip (CM, 6,000 gp) - If have ranks in Use Magic Device to let you use wands, you can apply any one of your metamagic feats to the wand 3 times per day (normal spell level adjustment still applies).
- Mesmerist's Gloves (MIC, 8000) - Affect an extra target with your enchantment spells (max 3rd lvl) a few times per day. Not bad. Makes spells like Suggestion, Hold Person and Hesitate worth it.
- Rod of Shadowblending (CM, 9,000 gp) - 3/day transform minor image or major image into shadow conjuration, or major image into shadow evocation. Good for changing your illusions into shadow. According to WoTC it would even let you cast shadow evocation before you would normally be able to cast 5th level spells.
- Belt of the Wide Earth
The Gloves of the Starry Sky & the Belt of the Wide Eath are part of the Raiment of the Four Pieces (MIC) set. Pretty much all of them are worthwhile for a Beguiler. Goggles of the Golden Sun let you cast Fireball (DC 14 though).
Up to 13,000 gp- Collar of Umbral Metamporph (TM, 10,800 gp) gives you on command the Dark Creature template (see Races section above) for 10 minutes/day (spread out as you want), which includes +8 Hide, +6 Move Silently, +10 feet to speed, cold resistance 10, darkvision 60 feet, superior Lowlight-vision and best of all, Hide in Plain Sight.
Up to 19,000 gp- Veil of Allure (Sa, 14,000 gp) - Adds +2 to your enchantment save DC and Cha-based supernatural abilities.
Up to 27,000 gp- Ring of Evasion (DMG, 25,000 gp) - You take no damage when succeeding on a Reflex save where you'd normally take half damage (a 2nd level rogue already has this ability).
Up to 36,000 gp- Tome of Clear Thought (DMG, starting from 27.500gp): Inherent INT bonus; get the total +5 bonus possible asap. It's expensive though. A +1 for 27.500 is okay.
Up to 49,000 gp- Scarab of Protection (DMG, 38,000 gp) - Confers Spell Resistance 20, and contains 12 charges of protection against energy drain, death effects, and negative energy effects. Upon absorbing 12 such attacks, the item disintegrates. The price may seem expensive for a limited-use item, but it is far cheaper than a similar item that lasts forever, and why pay for something that lasts longer than you need it? The value comes from having enough uses to get you through a typical campaign, saving you much gold.
- Amulet of Second Chances (MIC, 40.000gp) - That really important spell that you needed to go through to take over the boss saved against? No problem, with this amulet! Since your effects are reliant on chance (to a degree), the ability to get a free do-over is very potent. Of course, this amulet has many more uses than that (defensive, helping your allies, etc.). Definitely worth the money, even if its only 1/day.
The
Bunko's Bargain Basement thread lists several items having high value for the price, many of which are useful to a beguiler. Keep in mind that items from 3.0 sources are priced according to obsolete guidelines (especially items that enhance skills or saves); your DM may require you to review the market values of 3.0 items before bringing them into a 3.5 game.
Customized itemsIf you are joining the game at higher levels, ask your DM for permission to customize items before your character enters the game; say, your character has hired the services of a wizard in town to craft something special for you, priced according to the item creation pricing rules in the DMG. In some cases a wizard or artificer in your party may agree to craft something for you. For example:
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- Headband of Intelligence +1 (custom, 1,000 gp) - The reason the DMG has items with only even-valued ability bonuses is so that all characters will get the same benefit (+1 to an ability modifier). Some DMs will allow +1 ability items. If your DM is uncomfortable with the idea, offer a compromise: you will apply the +1 item to an ability that is already even, so you'll get the benefit from the item only when you increase the ability by +1 again when you hit levels 4, 8, 12, 16, or 20. By applying a +1 item only to even-valued ability, you don't have an unfair advantage.
- Reflexive Belt (custom, 1,333 gp) - gives +2 resistance only to Reflex saves (important when disabling traps), rather than all saves.
- Lesser Ring of Evasion (custom, 1,500 gp) - The normal Ring of Evasion is beyond the reach of low-level beguilers. Your DM may allow you to hire a wizard to craft a custom "Lesser Ring of Evasion" that activates on the first half-Reflex save per day, maximum 30 charges. Just having this capability once per day can be a life-saver.
- Goggles of Concentration +4, or Headband of Concentration +4 (custom, 1,600 gp) - It's hard to find magic items that enhance Concentration checks. The magical bonus is a competence bonus. Some sort of masterwork hand-held tool of concentration bestows a +2 circumstance bonus for only 50 gp (PH p130), so magically enhancing such a tool with a +4 competence bonus would provide a total of +6 to Concentration checks for just 1,650 gp.
- Boots of Striding (custom, 2,000 gp) - good for increasing the speed of small races. The DMG's Boots of Striding and Springing cost much more due to the +5 bonus to Jump checks. Hire a wizard to craft simply "Boots of Striding" for just the +10 speed benefit.
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Runestaffs
Runestaffs are magical items from the magic Item Compendium (MIC) that give the Beguiler access to additional spells. Since the Beguiler only has a limited selection of spell on his list, this item could really make him more effective in some situations.
Since the spells aren’t on the Beguiler spell-list (a Runesstaff-requirement) he has to use Use magic Device (UMD) to operate them. There are some discussions if you can use UMD to ‘emulate a class ability’ (like spells on spell-list). If your DM allow them, they’re a great addition.
Consider this ...Before you spent your hard earned money on these items, there are some things to take into consideration.
- Spells from a Runestaff use up slots, like any other spell would;
- Especially the beguiler 1st and 2nd level spells get used less as you go up in level. Failing to make use of these slots is a waste. Runestaffs are great for this;
- As the spells go up in level on a Runestaff, their price will go up very quickly. Just buy a Runestaff with lower level spells, be sure to take a higher level spell that you’re sure you’ll use a lot or just take a higher level spell you’ll use only once a day to reduce the cost (see below);
- Operating a Runestaff requires a UMD DC20 skill-check: normally a 100% success would at average be possible at 14th level (14+3 ranks, CHA 14 (+2), minimum of 1 on d20). If your DM allows masterwork items (+2) and boosts with spells (see below), this could be done earlier;
- This problem could be avoided when your Beguiler casts spells that either be cast well ahead of time (like ‘Heroism’) or don’t need to be cast in combat (like ‘Locate Object’ or ‘Phantom Steed’): when you fail, it doesn’t matter much.
Criteria for spellsFor the selection of the spells, I used a couple of criteria. My criteria were:
- Effective when your Illusion or Enchantments spells are failing: what spells would you like to use, when your normal (mind-affecting) spells are ineffective?
- Spells are really good Utility spells
- Spells that don't require a save
- Boosters that can be cast well beforehand: Since the spells from a Runestaff need a UMD-check, casting spells that can be cast well beforehand (like with a 10min/lvl duration) are handy. When you fail, just try again when you have the time;
- Effective Illusion or Enchantments spells
Spell Suggestions for Runestaffs
The following suggestions are take from the PHB, PHB-2 and SpC.
If you have more suggestions, please let me know.1st Level Spells
[spoiler]
- Protection From Evil (PHB): with a duration of 1 min/lvl you could cast a bit before time
- Magic Missile (PHB): a reliable spell. Perfect when opponents are immune to your mindaffecting spells. Especially non-corporal undead are worthy opponents: no miss-chance with MM since it's Force.
- Identify (PHB): always good to have
- Enlarge Person (PHB): make your warrior-types happy for 1min/lvl
- Cure Light Wounds (PHB, [COLOR="blue"]Brd[/COLOR]): in case there’s no healer in the group
- Benign Transposition (SpC): if you want to get out, this could help.
- Hail of stone (SpC): this offensive spell has no save and 5d4 in a 5ft radius could damage 2 or more opponents. Nice. Perfect when opponents are immune to your mindaffecting spells. No SR !!
- Lesser Orb of Acid/Sound (SpC): 5d8/5d6 with no save, touch attack. Perfect when opponents are immune to your mindaffecting spells. No SR !!
- Distract Assailant (SpC): deny an opponent DEX with a swift action. This spells makes you able to use your Cloaked Casting and it helps your rogue friends (SA)
- Ebon Eyes (SpC): Cast Darkness and be able to look through it for 10min/lvl. With this duration you can cast it well beforehand.
- Powerword Pain (SpC) in combo with the feat Coercive Spell (Drow of the Underdark) gives an opponent a -2 on will-saves in the duration of PP. Great.
- Ectoplasmic Armor (SpC/LM): When you expect incorp undead trouble this spell will protect you for 1hr/lvl with a AC bonus of +5 +1/4lvl. You can cast it well ahead of time. In undead heavy campaigns this is golden.
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2nd Level Spells
[spoiler]
- Locate Object (PHB): Fits the beguiler theme well.
- Scorching Ray (PHB): an offencive spell with no save. Perfect when opponents are immune to your mindaffecting spells.
- Levitate (PHB): Levitate for 1min/lvl. Get out of melee range when warrior-types are getting too close
- Rope Trick (PHB): get you party to a safe place for 1hour/lvl
- Darkness (PHB): gives you more possibilities to Hide. Get HiPS (see above) and Cloaked Casting is easy.
- Cure Moderate Wounds (PHB, Brd): in case there’s no healer in the group
- Heroism (PHB): a +2 buff of 10min/level can be cast waaaay ahead of time. Great
- Ectoplasmic feedback (SpC): give non-corps (undead for instance) second thought in attacking you for 1min/lvl
- Chain of Eyes (SpC):
- Ray of stupidity (SpC): enchantment
- Sting Ray (SpC): illusion
- Ray of Ice (SpC): maximum of 5d6 damage (no save) and opponent can be frozen (can’t move)
- Veil of Shadow (SpC):
- Darkway (SpC): situational, but it can get your whole party to safety or through that dungeon
- Phantasmal Assailant (SpC): illusion
- Ray of Sickness (SpC): offensive spell with no save
- Heroics
- shadow jaunt (shadow) - iniator level 2 (so Beguiler level 4): teleport 50ft with a Standard Action
- shadow stride (shadow) - ini 5 (so level 10): teleport 50ft with a MoveAct
- shadow blink (shadow) - ini 7 (so level 14): teleport 50ft wit a swiftact
- shield block (devoted) - ini 2 (so level 4): get +4 shield bonus on you shiled/buckler as an immediate action (buy a mithril buckler for your beguiler)
- action before thought (diamond) - ini 2 (so level 4): do a Concentration-check in stead of Reflex-save
- mind over body (diamond) - ini 3 (so level 6): do a Concentration-check in stead of Fort-save
- moment of perfect mind (diamond) - ini 1 (so level 2): do a Conc-check in stead of Will-save[/INDENT]
- Fly, swift (SpC): want to get out quickly?... use this
- Remove Scent (SpC): when you’re serious about staying hidden/invisible and use your Cloaked Casting ability, this could really help
- Invisibility, swift
- Harmonic Chorus (SpC, Brd) + [COLOR="blue"]Sonorous Hum [/COLOR](SpC, Brd): gives another caster +2 casterlevel and +2 DC for 1 r/lvl. You'll make really good friends with your fellow casters
- Seeking Ray (PHB-2):
- Magic Savant (Complete Mage): a +4 on MD as a swift action. A great combo when you want to use your Runestaff(s) more in combat (1r/lvlv)
[/spoiler]
3rd Level Spells
[spoiler]
- Fly (PHB): Stay out of reach (1min/lvl) of get out when the warrior-types are getting too close.
- Phantom Steed (PHB): want to get somewhere fast out of combat, this will really help for 1hr/lvl
- Daylight (PHB): usefull when thing are getting to dark
- Bands of Steel (SpC): although it affects only one opponent, this spell is reallllyyy effective: ‘entangled; is effective, but ‘immobile’ is even better
- Telepathic bond, lesser (SpC): communicating with a teammate could be very handy for 10min/lvl
- Mesmerizing Glare (SpC, Brd): fascinate multiple opponent for 1rd/lvl
- Regroup (PHB-2): want to get out with your party when things are getting rough. This spell will help.
[/Spoiler]
4th Level Spells
[Spoiler]
- Dimension Door (PHB): A great spell to get out of harms way. It will also get your party (yourself +1/3lvl) to a spot within 400ft +4oft/lvl.
- Shadow Conjuration (PHB): A great spell that will give you flexibility and access to some good spells
- Legend Lore (PHB, Brd): you probably end up facing opponents that can be 'screened' with this spell. It feels like a Beguiler
- Modify Memory (PHB, Brd): This spells really breathes 'Beguiler'.
- Ray of Deanimation (SpC): Are constructs bugging you? Use this spell with your save and with d6/lvl damage, they think twice next time.
- Assay spell resistance (SpC): get +10 to overcome SR for 1r/lvl.
- Shadow Well (SpC): Illusion(shadow). Get rid of an opponent in combat and when he gets back he might be scared too.
[/spoiler]
Costs of RunestaffsThe cost of Runestaffs could be:
- 4th level Runestaff (4th, 3rd, 2nd and 1st) =
9200 gp (6400+1800+800+200)
- 3rd level Runestaff (3rd, 2nd and 1st) =
4600 gp (3600+800+200)
- 2nd level Runestaff (2nd and 1st) =
1800 gp (1600+200)
- 1st level Runestaff =
400 gp (one 1st level spell)
That is to my surprise fairly cheap when you compare it to wands ...or eternal wands: 1st=820, 2nd=4420, 3rd=10900. Okay, it uses spellslots, but if you can spare them (1st, 2nd) it will really help a lot.
Examples of Runestaffs with thematically linked spells[spoiler]So some examples of thematically linked spells could be:
Runestaff of Shadow- 9200 gp
1 - Ebon Eyes
2 - Veil of Shadow / Phantasmal Assailant/ Darkness / Darkway
3 - Phanton Steed
4 - Shadow Conjuration
Runestaff of Enhanced Movement1 - Benign Transposition (but I'm looking fo a better spell)
2 - Fly, swift / Levitate
3 - Fly
4 - Dimension Door
Runestaff of the Mentalist1 - Distract Assailant
2 - Phantasmal Assailant
3 - Telepathic Bond, lesser
4 - Assay Spell Resistance
Runestaff of Rays1 - Lesser Orb of Acid/Sound
2 - Scorching Ray / Ray of Sickness / Ray of Stupidity / etc
3 - (chain missle)
4 - Ray of Deanimation
Runestaff of Healingwould be (example):
1 - Benign Transposition (3/day)
2 - Fly, swift / Levitate (3/day)
3 - Fly (1/day)
4 - Dimension Door (1/day)
cost = 3200+900+800+200= 5100gp ... and skipping the 4th level spell would bring the cost to 2800 gp
I like this example, since it makes the Beguiler better able to protect himself like a Wizard does.
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