Cosplayer (3.5e Class)

"Yeah, I can do that."

Cosplayer
There are tales of great warriors who can split mountains in half with a single swing; of archmages who can part the sea with a wave of their hand; of master burglars who can enter the most secure vault and steal their treasures; and of mystics who can stop death itself from ever touching one close to them. The cosplayer, however, is none of these. Rather, the humble cosplayer grew up on stories of heroes, and in affection for their lauded role models, adopted some of their accouterments in order to make believe that they too can create miracles that mortals only dream of. Yet belief is a funny thing in the multiverse, and by imitating various people from legend, the cosplayer gains some small measure of their power.

Alignment: Any.

Starting Gold: 5d4 x 10

Starting Age: Moderate

Class Features
All of the following are class features of the Cosplayer.

Weapon and Armor Proficiency: Cosplayers are proficient with all simple weapons, but not with any armor or shield.

Costumes can be changed after resting for six hours, or using one of the Costume Change (see below). Upon changing a costume, anyone within sight range can make a Spot check opposed by the cosplayer Bluff check to notice that something suspicious is going on, and discern that the cosplayer is changing roles, along with what costume they are donning and a vague understanding of what the costume can do.

The following costumes are available to the Cosplayer:
 * Healer
 * Magician
 * Psychic
 * Soldier*
 * Thief

* Unlike the other costumes, the soldier has maneuvers which must be decided on immediately upon taking each a new level of the cosplayer class.

Upon putting on a costume, the Cosplayer gains all the abilities listed below under Costumes. Your effective costume level for the purpose of your costumes is equal to your cosplayer HD, removing one for every three levels you possess in the class. Thus, a level 7 cosplayer would have a costume level of 5. For the purpose of abilities that work off of your HD, your HD for costume abilities is equal to your costume level + levels in any non-cosplayer class. Thus, a level 10 costplayer with the Magician costume would gain no benefits from Practiced Caster (CA), but a Cosplayer 10 / Fighter 4 certainly would. When the cosplayer removes or changes costumes, they lose all abilities granted by a costume that they aren't wearing anymore, and cannot gain the benefits of a single costume more than once.

 (Ex): You create the most extraordinary costumes, fooling even those with a keen eye. At first level, you gain a +10 bonus to Bluff and Disguise checks to fool others as to your actual class and abilities, causing them to believe that your only abilities are in fact those of the costume you have chosen.

For example, if your current costume is Magician, you gain the bonus to make them believe you are actually a wizard or sorcerer, while if your current costume is that of the Soldier, they may believe that you are simply a fighter, swashbuckler, or other mundane weapon-user. On the other hand, if you are using both the Magician and Soldier costumes (as per Meld Costume), they may believe that you are a bladesinger, duskblade, or multiclassed wizard-fighter.

 (Ex): As you become practiced with your costumes, you slowly gain a greater understanding of how to quickly switch costumes, at one moment appearing to be one thing and minutes later having completely different abilities. At second level, you may change your current costume by taking one minute to change, though this has all the stipulations of Cosplay if someone sees you. If you have more than one costume, you may only change one of your costumes. You can use this ability only once per day, gaining an additional use at level ten, and another at level 18.

Note that any daily abilities that you use do not come back unless you rest for eight hours, even if you switch out a costume and switch it back in later.

 (Ex): As your form and practice become more perfected, you pick up small tricks and abilities of other classes, allowing you to more effectively become the role you pretend to enact. At third level, once per day you may choose any of the following abilities as an immediate action and gain its effects for one round:


 * You gain damage reduction 5/--. If you are level 11 or higher, this improves to damage reduction 10/--.
 * You gain immunity to fear, and add your Charisma modifier to the next attack roll and your Cosplayer level to the next damage roll you make while this ability is active. If you are 11th level or higher, any ally who can see you gains a +4 bonus to Will saves against fear effects.
 * You gain the Improved Unarmed Strike feat and deal unarmed damage as a monk of your costume level, and the next unarmed attack you make during the duration of this ability has a chance to stun your target (as per Stunning Blow).
 * You gain the Bardic Knowledge ability as a bard of your costume level.
 * You gain the Evasion ability. If you are level 11 or higher, you also gain Improved Evasion.
 * You gain the Mettle of Fortitude ability. If you are level 11 or higher, you also gain Improved Mettle of Fortitude.
 * You gain the Mettle of Will ability. If you are level 11 or higher, you also gain Improved Mettle of Will.
 * You gain the Track feat and the Endurance feat. If you are level 11 or higher, you also gain the Swift Tracker ability. This lasts for one hour (rather than one round).
 * You gain the Uncanny Dodge ability. If you are level 11 or higher, you also gain the Improved Uncanny Dodge ability.
 * You gain the Wild Empathy and Trackless Step abilities. If you are level 11 or higher, you also gain the Woodland Stride ability. This lasts for one minute (rather than one round).

At every other level after third, you gain another use of this ability.

At levels four and twelve, you get a bonus feat. However, unlike normal feats, this feat may not be used as a prerequisite for any class, feat, or ability, and you may change them to any other feat after resting for six hours. You must qualify for the feats chosen, and cannot choose an Item Creation feat for any of your floating feats.

 (Ex): Your mastery of changing costumes is so deeply ingrained that you can switch them at a moment's notice. At level eight, you may take a full round action once per day to switch your costume around as per Costume Change, though there is no chance that anyone will notice your costume change.

 (Ex): You slowly become more adept at switching costumes, gaining the ability to combine various costumes into a smorgasbord of different colors and abilities. At eleventh level, you may have two costumes active at any time.

 (Ex): The way that you change change costumes is simply not to be believed; at level 20, you can use Costume Change at will, though this only takes a single minute.

 (Ex): You reach the pinnacle of the cosplayer, combining your costumes into their ultimate form; at level 20, you can have three costumes active at any one time.

Advancement: If you take levels in a class that would increase your spellcasting or psionic manifesting in this class, count every increase as though you gained a level of Cosplayer for the purpose of the abilities gained from your costumes, your costume level, and nothing else.

Prerequisites: Since D&D 3.5 doesn't explicitly say about qualifications for feats and prestige classes, this is the simplest explanation that the system hints at: If at any time you were able to qualify for a feat, prestige class or other ability, you are able to take it. However, unless you fulfill the prerequisites of the ability without taking the ability itself (or anything that uses the ability as a prerequisite) into account, the feat or class is unusable and gives no benefits to the character. The only exception is for prestige classes, and the only benefits you get from those when you do not fulfill the prerequisite are the HD, skills, and base attack bonus derived from the class. That said, if you ever do not fulfill the requirement for a feat or prestige class, its benefits apart from HD, skills, and BAB immediately disappear and are unusable until you once more fulfill that ability's prerequisites.

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Human Assassin Starting Package
Weapons: Shortsword.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Feat: Stealthy.

Bonus Feats: Skill Focus (Move Silently).

Gear: Masterwork Leather Armor.

Gold: 1d4 gp.

Playing a Assassin
Religion: Assassins can follow any deitiy or belief. However, many tend to go with the least hostile ideology toward killing. In fact, assassins of good deities may find themselves complexed, and lawful deities tend to frown the illegal act of stealthy killing.

Other Classes: Assassins get along well with rogues, and have conflict with Paladins and good party members. Otherwise they does not tend to have conflict with other classes.

Combat: An assassin is a combat rogue, she fights and kills on par with a fighter or a martial adept and is able to pack a huge punch with sneak attack. However the d6 make you a glass cannon and you are not a good skillmonkey or trapfinder. You extend your use of stealth to only one thing: combat.

Advancement: An assassin should remain an assassin from 1 to 20. Few classes offer her a countinuity in all of her abilities, and no martial adept or roguish PrC really fit her need.

Assassin in the World
"Some kill for duties, some kill for revolutionary causes, some kill for power or fun. Some even kill for good. No matter why you kill, the method is always the same."

Daily Life: Assassins must know how to blank their emotions, and killing people isn't always easy for the good assassin. But really, assassins have no fixed daily lives. An orc assassin will live a very different life than a human guild assassin.

Notables: The Righteous Plague, a mysterious female assassin who lived in the great metropolis of Thereleflor. She killed about one hundred crime lords and thugs during her rather short career. Shortly after killing the last big crime boss she surrendered herself to the local police and was hanged. However, she still remain a legendary and beneficial figure among the common people of the city. She is a prime example of a lawful good assassin.

Organizations: Assassin organizations are widely different. Some are cult-like organizations who kill for dark deities. Some are guilds who kill for profit, other are justiciars killing criminals. No matter the origin and purpose, assassin organizations are many and worldwide.

NPC Reactions: NPCs almost always react negatively to the assassin, if they know she is one. In fact most people tend to think assassins are rogues.

Assassin Lore
Characters with ranks in knowledge (local) can research assassins to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Assassin in the Game
Adaptation: COMING SOON.

Sample Encounter: COMING SOON.

EL whatever: COMING SOON. -->