Difference between revisions of "Cosplayer (3.5e Class)"

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Revision as of 06:58, 6 June 2012

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Author: Ghostwheel (talk)
Date Created: June 4, 2012
Status: In construction
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Yeah, I can do that.
—Mathias, Half-Elf Cosplayer

Cosplayer

A master of costumes, cosplayers don the outfit they need, as they need it for the situation.


Alignment: Any.

Starting Gold: 5d4 x 10

Starting Age: Moderate

Table: The Cosplayer

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +0 +0 Cosplay, Disguise Path
2nd +2 +0 +0 +0 Costume Change 1/day
3rd +3 +1 +1 +1 Mimic Ability 1/day
4th +4 +1 +1 +1 Floating Feat
5th +5 +1 +1 +1 Mimic Ability 2/day
6th +6/+1 +2 +2 +2 Costume Change 2/day
7th +7/+2 +2 +2 +2 Mimic Ability 3/day
8th +8/+3 +2 +2 +2 Quick Change 1/day
9th +9/+4 +3 +3 +3 Mimic Ability 4/day
10th +10/+5 +3 +3 +3 Costume Change 3/day
11th +11/+6/+1 +3 +3 +3 Meld Costume, Mimic Ability 5/day
12th +12/+7/+2 +4 +4 +4 Floating Feat
13th +13/+8/+3 +4 +4 +4 Mimic Ability 6/day
14th +14/+9/+4 +4 +4 +4 Costume Change 3/day
15th +15/+10/+5 +5 +5 +5 Mimic Ability 7/day
16th +16/+11/+6/+1 +5 +5 +5 Quick Change 2/day
17th +17/+12/+7/+2 +5 +5 +5 Mimic Ability 8/day
18th +18/+13/+8/+3 +6 +6 +6 Costume Change 3/day
19th +19/+14/+9/+4 +6 +6 +6 Mimic Ability 9/day
20th +20/+15/+10/+5 +6 +6 +6 Rapid Change, Ultimate Costume

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Jump (Str), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex).

Class Features

All of the following are class features of the Cosplayer.

Cosplay: As a cosplayer, you have a number of costumes available to you at any one time; each of these have their own advantages and abilities, some of which are chosen upon first putting on the costume. 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
  • Soldier
  • Telepath
  • Thief

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.

Disguise Path (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.

Costume Change (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.

Mimic Ability (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.

Floating Feat: In order to model your costumes well, sometimes you need to pick up an extra trick or two. 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.

Quick Change (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.

Meld Costume (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.

Rapid Change (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.

Ultimate Costume (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.

Costumes

Healer

Spell Recharging Reference Table
Cosplayer Level Special Abilities Highest Level Spell Available
1 Healer Kit, Limited Healing First
2 Lay on Hands First
3 Channel Energy 3/day, Reach Healing First
4 Second
5 Second
6 Channel Energy 4/day Second
7 Third
8 Third
9 Channel Energy 5/day Third
10 Maximize Healing Fourth
11 Fourth
12 Channel Energy 6/day Fourth
13 Fifth
14 Fifth
15 Channel Energy 7/day Fifth
16 Sixth
17 Quick Healing Sixth
18 Channel Energy 8/day Sixth
19 Seventh
20 Double Healing Seventh

Healer spells:

  • Zero level: Create Water, Cure Minor Wounds, Detect Poison, Purify Food and Drink, Resistance, Virtue
  • First level: Bless, Bless Water, Conviction*, Cure Light Wounds, Deathwatch, Endure Elements, Entropic Shield, Faith Healing*, Healthful Rest*, Lesser Vigor, Remove Fear, Resurgence*
  • Second level: Aid, Close Wounds*, Consecrate, Cure Moderate Wounds, Delay Poison, Divine Protection*, Remove Paralysis, Lesser Restoration, Shield Other, Status, Summon Elysian Thrush*
  • Third level: Cloak of Bravery*, Create Food and Water, Cure Serious Wounds, Dispel Magic, Ghost Touch Weapon*, Mass Aid*, Mass Conviction*, Mass Lesser Vigor*, Prayer, Remove Curse, Remove Disease, Vigor*
  • Fourth level: Astral Hospice*, Cure Critical Wounds, Death Ward, Dimensional Anchor, Freedom of Movement, Neutralize Poison, Panacea*, Restoration, Revenance*, Sheltered Vitality*, Tongues
  • Fifth level: Atonement, Aura of Evasion*, Break Enchantment, Greater Vigor*, Life's Grace*, Mass Cure Light Wounds, Raise Dead, Revivify, Zone of Respite*, Zone of Revelation*
  • Sixth level: Find the Path, Greater Dispel Magic, Heal, Mass Cure Moderate Wounds, Undeath to Death, Vigorous Circle*
  • Seventh level: Fortunate Fate*, Greater Restoration, Mass Cure Serious Wounds, Mass Restoration*, Regenerate, Renewal Pact*, Resurrection

*Denotes that this spell comes from Spell Compendium

When you use the Healer costume you may cast spells in a similar way to the sorcerer, though they have their spells pre-picked for them from the above list, and you use up spell levels and regain them as per this variant. See the table above for the highest-level spell you can cast depending on your level, and use Wisdom instead of Charisma for all effects related to casting these spells. Your effective CL is equal to your costume level.

Healer Kit: You gain a number of traits of the traditional healer. Gain these abilities:

  • If you had a Wisdom of 14 or lower at first level (before racial ability modifiers), you gain a +2 bonus to your Wisdom.
  • Your Will save progression becomes good for your cosplayer levels (as per a cleric).
  • You count as though you had a number of ranks equal to your HD + 3 in the following skills:
    • Concentration
    • Diplomacy
    • Heal
    • Knowledge (Religion)
    • Knowledge (The Planes)
    • Sense Motive
    • Spellcraft

Limited Healing (Su): Since you are not a fully-fledged caster, most of your spells don't heal nearly as well as those of someone dedicated to their art. None of your abilities or the effects of spells you cast, except for Lay on Hands and Channel Energy, can make someone heal for more than 1/2 their maximum HP.

Lay on Hands (Su): You gain the Lay on Hands ability of a paladin, though substitute your Wisdom instead of Charisma and your costume level instead of the paladin level. If you use your Lay on Hands on yourself, you may instead use this ability as a swift action.

Channel Energy (Su): Three times per day as a standard action you may let forth a burst of positive energy. All creatures within 30' of you are healed for 1d6 HP for every 2 of your costume levels. Undead in the area are damaged for the same amount. You gain an additional use of this ability every 3 levels afterwards

Reach Healing (Su): Any spell you cast that has "cure" and "wounds" in its name may be cast as a ray with a range of 30'.

Maximize Healing (Su): Any spell you cast that has "cure" and "wounds" in its name is automatically cast as though using the Maximize metamagic.

Quick Healing (Su): Any spell you cast that has "cure" and "wounds" in its name is automatically cast as though using the Quicken metamagic.

Double Healing (Su): Any spell you cast that has "cure" and "wounds" in its name heals for twice the amount it would have normally healed.

Magician

Soldier

Telepath

Thief


Back to Main Page3.5e HomebrewClassesBase Classes

Article BalanceHigh +
AuthorGhostwheel +
Identifier3.5e Class +
RatingUnrated +
SkillBalance +, Bluff +, Climb +, Concentration +, Craft +, Diplomacy +, Disguise +, Escape Artist +, Forgery +, Gather Information +, Jump +, Listen +, Perform +, Profession +, Ride +, Sense Motive +, Spot +, Survival +, Swim + and Use Rope +
Skill Points4 +
SummaryA jack of all trades who changes roles and abilities at the drop of a hat. +
TitleCosplayer +