Cosplayer, Variant (3.5e Class)/Thief

Thief
Gain these abilities:
 * If you had a Dexterity of 14 or lower at first level (before racial ability modifiers), you gain a +2 bonus to your Dexterity.
 * Your BAB progression becomes average for your cosplayer levels (as per a rogue) unless it was already better.
 * You gain proficiency in the hand crossbow, rapier, sap, short bow, short sword, light armor, and bucklers.
 * Your Reflex save progression becomes good for your cosplayer levels (as per a rogue).
 * You gain one extra hit point for each level of cosplayer you possess. These hit points do not stack with those granted from any other costume, and affect both your current and maximum HP when added and when removed.
 * You count as though you had a number of ranks equal to your HD + 3 in the following skills:
 * Appraise
 * Balance
 * Bluff
 * Concentration
 * Disable Device
 * Disguise
 * Escape Artist
 * Forgery
 * Hide
 * Knowledge (Dungeoneering)
 * Knowledge (Local)
 * Move Silently
 * Open Lock
 * Search
 * Sleight of Hand
 * Tumble

 (Ex): At first level, you gain the Trapfinding ability as per the rogue class feature.

 (Su): At second level you become adept at finding just the right place to sink your blade into. You gain the Sneak Attack ability pas per the grimoire rogue class feature at +1d6, increased by another d6 at every 3 levels afterwards.

At level 9 you also gain Improved Two-Weapon Fighting, and at level 15 Greater Two-Weapon Fighting.

 (Ex): At fourth level, you gain the Cloak and Dagger ability as per the grimoire rogue class feature.

 (Ex): At fourth level, you gain the Trap Sense ability as per the rogue class feature. The bonus increases by one every 3 levels afterwards.





 (Ex): At level 18, magical sensors and traps (such as Alarm, Explosive Runes, Glyph of Warding, or Symbol of Pain) automatically do not register, threaten, or harm you unless triggered by another creature.