Cosplayer (3.5e Class)

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Author: Ghostwheel (talk)
Date Created: June 4, 2012
Status: Just need a few more maneuvers, and to explain them...
Editing: Spelling and Grammars only, please.
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Yeah, I can do that.
—Mathias, Half-Elf Cosplayer

Cosplayer[edit]

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

Table: The Cosplayer

Hit Die: d6

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

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[edit]

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.

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
  • 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.

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.

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.

Costumes[edit]

Healer[edit]

Healer Costume Reference Table
Cosplayer Level Special Abilities Highest Level Spell Available
1 Healer Kit, Limited Healing First
2 Channel Energy 3/day, Lay on Hands First
3 First
4 Reach Healing Second
5 Channel Energy 4/day Second
6 Reactive Healing Second
7 Third
8 Channel Energy 5/day Third
9 Third
10 Maximize Healing Fourth
11 Channel Energy 6/day Fourth
12 Fourth
13 Fifth
14 Channel Energy 7/day Fifth
15 Fifth
16 Quick Healing Sixth
17 Channel Energy 8/day Sixth
18 Sixth
19 Seventh
20 Channel Energy 9/day, 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. Your effective HD for the purpose of effects like Practiced Caster (Complete Arcane) is equal to your costume level, plus any non-cosplayer class levels you have. If the cosplayer casts a spell while another instance of that spell is in effect (such as casting Freedom of Movement while another creature is already affected by Freedom of Movement), the first instance ends.

Healer Kit: You gain a number of traits of the traditional healer while using the Healer costume. 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 increase someone's health to 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'.

Reactive Healing (Su): Any spell you cast that has "cure" and "wounds" in its name may be cast an immediate action, though rather than taking your next swift action, using this ability instead uses up your next standard action.

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[edit]

Magician Costume Reference Table
Cosplayer Level Special Abilities Highest Level Spell Available
1 Magician Kit, Spellbook First
2 First
3 Magical Runes I First
4 Second
5 Summon Familiar Second
6 Magical Runes II Second
7 Third
8 Third
9 Magical Runes III Third
10 Fourth
11 Fourth
12 Magical Runes IV Fourth
13 Fifth
14 Fifth
15 Magical Runes V Fifth
16 Sixth
17 Sixth
18 Magical Runes VI Sixth
19 Seventh
20 Immediate Blast Seventh

Magician spells:

  • Zero level: Acid Splash, Dancing Lights, Detect Magic, Electric Jolt*, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Prestidigitation, Ray of Frost, Read Magic, Sonic Snap*, Touch of Fatigue
  • First level: Blight, Burning Hands, Chill Touch, Corrosive Grasp*, Distract*, Feather Fall, Hail of Stone*, Ice Dagger, Lesser Orb of Acid*, Lesser Orb of Cold*, Lesser Orb of Electricity*, Lesser Orb of Fire*, Lesser Orb of Sound*, Magic Missile, Magic Weapon, Ray of Flame*, Shocking Grasp, Sonic Blast*
  • Second level: Acid Arrow, Battering Ram*, Blast of Force*, Bonefiddle*, Bull's Strength, Cat's Grace, Combust*, Desiccating Bubble*, Earthbind*, Fireburst*, Flame Dagger*, Flaming Sphere, Ice Knife*, Polar Ray, Ray of Ice*, Scorch*, Scorching Ray, Snowball Swarm*, Spider Climb, Stolen Breath*, Whirling Blade*, Whispering Wind, Wracking Touch*
  • Third level: Acid Breath*, Chain Missile*, Cone of Cold, Daylight, Demon Dirge*, Devil Blight*, Dispel Magic, False Gravity*, Fireball, Hailstones*, Junglerazer*, Resonating Bolt*, Rust Ray*, Scintillating Sphere*, Sound Lance* Vampiric Touch, Water Breathing
  • Fourth level: Blast of Flame*, Dimension Door, Dragon Breath*, Energy Spheres*, Explosive Cascade*, Fire Shield, Fire Stride*, Fly, Force Missiles*, Orb of Acid*, Orb of Cold*, Orb of Electricity*, Orb of Fire*, Orb of Force*, Orb of Sound*, Ray Deflection*, Ray of Deanimation*, Spell Enhancer*, Thunderlance*, Vortex of Teeth*, Wall of Ice
  • Fifth level: Acid Sheathe*, Arc of Lightning*, Ball Lightning*, Cacophonic Burst*, Cyclonic Blast*, Graymantle*, Keen Edge, Lucent Lance*, Miasma of Entropy*, Moonbow*, Shard Storm*, Vitriolic Sphere*, Wall of Dispel Magic*,
  • Sixth level: Acid Storm*, Aura of Evasion*, Chain Lightning, Cloak of the Sea*, Disintegrate*, Greater Dispel Magic, Tunnel Swallow*
  • Seventh level: Body of War*, Control Weather, Delayed Blast Fireball, Emerald Flame Fist*, Incendiary Cloud, Meteor Swarm

*Denotes that this spell comes from Spell Compendium

When you use the Magician 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, treating himself as a prepared caster for the purpose of recharging spells. See the table above for the highest-level spell you can cast depending on your level, and your effective CL is equal to your costume level. Your effective HD for the purpose of effects like Practiced Caster (Complete Arcane) is equal to your costume level, plus any non-cosplayer class levels you have.

Upon putting on the costume, the Magician picks three spells of each level that he can cast. These are the only ones that he may cast without the use of his Spellbook (see below). If the cosplayer casts a spell while another instance of that spell is in effect (such as casting Spider Climb while another creature is already affected by Spider Climb), the first instance ends.

Magician Kit: You gain a number of traits of the traditional mage while using the Magician costume. Gain these abilities:

  • If you had a Charisma of 14 or lower at first level (before racial ability modifiers), you gain a +2 bonus to your Charisma.
  • Your Will save progression becomes good for your cosplayer levels (as per a sorcerer).
  • You count as though you had a number of ranks equal to your HD + 3 in the following skills:
    • Bluff
    • Concentration
    • Decipher Script
    • Knowledge (Arcana)
    • Knowledge (History)
    • Knowledge (The Planes)
    • Perform (all)
    • Spellcraft

Spellbook (Su): Upon donning the costume, a magical book filled with strange arcane writing that only you can read appears in your hand, in a container on you, or beside you (your choice). When you have the book in hand and it is open and you can read it, you may recharge your spells as though you were a spontaneous caster and may cast any of your spells spontaneously, rather than being limited to only the three spells chosen upon donning the costume. If the spellbook leaves your person for more than one minute, is destroyed, or if you remove the Magician costume it disappears, reappearing the next time you don the costume.

Magical Runes (Su): As your power grows and deepens, you can create arcane marks on the ground as a move action, which glow and revolve slowly in fascinating lines and curves. Upon activating this, runes glow in your square an every adjacent square to you. Any creature who stands in that area increases their effective caster or manifester level by one. You can use this ability once every five minutes, and it lasts for a single minute. This is a +1 bonus at 3rd level, which increases by another one at every three levels hence.

Summon Familiar (Su): You would hardly be a wizard, sorcerer, or other spellcaster without a familiar, would you? At 5th level you gain a familiar as though you were a sorcerer with a number of levels equal to your Costume Level. Upon gaining this class feature you choose a single familiar, and that choice is permanent. If your familiar dies, at least 24 hours must pass before it reforms upon the next time that you don this costume.

Immediate Blast (Su): Upon reaching the pinnacle of your magical study, you learn one of the greatest secrets of the craft. Upon gaining level 20, you gain the ability to cast a spell of 4th level or lower as an immediate action once per encounter.

Psychic[edit]

Psychic Costume Reference Table
Cosplayer Level Special Abilities Highest Level Power Available
1 Psychic Kit First
2 First
3 Concussive Reaction 1/day First
4 Second
5 Second
6 Concussive Reaction 2/day Second
7 Third
8 Third
9 Concussive Reaction 3/day Third
10 Fourth
11 Fourth
12 Concussive Reaction 4/day Fourth
13 Fifth
14 Fifth
15 Concussive Reaction 5/day Fifth
16 Sixth
17 Sixth
18 Concussive Reaction 6/day Sixth
19 Seventh
20 Time Regression Seventh

Psychic powers:

  • First level: Attraction, Conceal Thoughts, Control Flames, Control Object, Daze (Psionic), Demoralize, Destiny Dissonance, Detect Psionics, Disable, Distract, Eidetic Lock*, Empathy, Empty Mind, Matter Agitation, Mind Thrust, Missive, Primal Fear*, Sense Link, Sensory Gloom*, Synthestate, Telempathic Projection
  • Second level: Body Equilibrium, Cloud Mind, Detect Hostile Intent, Empathic Transfer, Feat Leech, From the Brink*, Id Insinuation, Mind Link, Missive (Mass), Precognition, Read Thoughts, Recall Agony, Sense Link (Forced), Suggestion (Psionic), Thought Shield, Zone of Alertness*, Zone of Truth (Psionic)*
  • Third level: Aversion, Clairvoyant Sense, Danger Sense, Dispel Psionics, Mental Barrier, Mental Disruption*, Mind Trap, Object Reading, Telekinetic Force, Telekinetic Thrust
  • Fourth level: Aura Sight, Cerebral Phantasm*, Correspond, Death Urge, Discern Lies (Psionic), False Sensory Input, Intellect Fortress, Mind Link, Mindwipe, Power Leech, Suggestion (Implanted)*), Telekinetic Maneuver
  • Fifth level: Baleful Teleport, Control Body, Mental Turmoil*, Psychotic Break*, Restore Extremity, Shatter Mind Blank, Tower of Iron Will, True Seeing (Psionic)
  • Sixth level: Aura Alteration, Cloud Mind (Mass), Concussive Detonation*, Cranial Deluge*, Mind Probe, Psychofeedback, Psychometry*, Suspend Life
  • Seventh level: Divert Teleport, Dream Travel, Mind Blank (Personal), Modify Memory (Psionic), Recall Death, Ultrablast

*Denotes that this power comes from Complete Psionic

When you use the Psychic costume you may manifest powers in a similar way to the psion, though your power are pre-picked and you may choose from any of them when you have access to the appropriate level. You use this variant for your power points, treating yourself as a full manifester, though you cannot hide the manifestation of your powers. If you have levels in another class that would grant you manifesting, you cannot use power points from this class to fuel powers from that one, or vice versa unless they also use the variant.

Your ML is equal to your costume level, while your effective HD are also equal to your costume level plus any levels you might have in other classes for the purpose of abilities like Practiced Manifester (Complete Psionic). If the cosplayer manifests a power while another instance of that power is in effect (such as casting Cloud Mind while they already have a target affected by Cloud Mind), the first instance ends.

Psychic Kit: You gain a number of traits of the traditional psychic while using the Psychic costume. Gain these abilities:

  • If you had an Intelligence of 14 or lower at first level (before racial ability modifiers), you gain a +2 bonus to your Intelligence.
  • Your Will save progression becomes good for your cosplayer levels (as per a psion).
  • You count as though you had a number of ranks equal to your HD + 3 in the following skills:
    • Autohypnosis
    • Concentration
    • Intimidate
    • Knowledge (Dungeoneering)
    • Knowledge (Psionics)
    • Knowledge (The Planes)
    • Listen
    • Psicraft
    • Spot

Concussive Reaction (Su): Building on your psychic potential, once per day you can allow it to culminate into a massive scream which knocks enemies back when you are surprised or threatened. Once per day at third level as an immediate action, you can let out a scream which pushes enemies back. Treat this as a bull rush of a large creature with a Strength equal to your Intelligence modifier which does not provoke an attack of opportunity, and affects all creatures in a 30' cone. Creatures who are pushed back take 1d6 damage for every square that they are pushed, and an additional 1d6 damage for every 2 of your costume levels.

Time Regression (Psi): As your psychic power reaches its peak, you find yourself with the power to force back time with your very mind. Once per day you can manifest Time Regression as a psi-like ability with no XP cost.

Soldier[edit]

Soldier Costume Reference Table
Cosplayer Level Special Abilities Maneuvers Known Maneuvers Readied
1 Soldier Kit 3 3
2 4 3
3 Empowered Attack 4 3
4 5 3
5 5 4
6 Martial Cleave 5 4
7 6 4
8 6 4
9 Maximize Blow 6 4
10 7 4
11 7 4
12 Unblockable Strike 7 4
13 8 4
14 8 5
15 Opportunity Smash 8 5
16 9 5
17 9 5
18 Double Hammer 9 5
19 10 5
20 Quickened Thrust 10 5

When you use the Soldier costume you may use a number of maneuvers from the list below. At first level, you know three maneuvers that you qualify for (see page 39 of Tome of Battle), and unlock new maneuvers as you gain levels (as per the table above). These work like maneuver-like abilities, but you have a different method of regaining maneuvers. You may spend a swift and standard action to regain a single expended maneuver and make a single melee attack (or flourish your weapon), or you may take a full-round action to quickly meditate and regain all expended maneuvers.

Your effective IL for your cosplayer levels is equal to their costume level, and any saves that maneuvers allow have a DC equal to 10 + your Strength modifier + 1/2 your character level. At level 5 and every 3 levels afterwards you may switch out one maneuver you knows for any other you qualify for. You may change your currently readied maneuvers with any that you know by exercising for 5 minutes.

Soldier Kit: You gain a number of traits of the traditional soldier while using the Soldier costume. Gain these abilities:

  • If you had a Strength of 14 or lower at first level (before racial ability modifiers), you gain a +2 bonus to your Strength.
  • Your BAB progression becomes good for your cosplayer levels (as per a fighter).
  • You gain proficiency in all martial weapons, as well as in all types of armor and shields (apart from tower shields).
  • Your Fortitude save progression becomes good for your cosplayer levels (as per a fighter).
  • You gain two extra hit points 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:
    • Balance
    • Climb
    • Concentration
    • Intimidate
    • Knowledge (Geography)
    • Knowledge (Nobility and Royalty)
    • Listen
    • Martial Lore
    • Ride
    • Sense Motive
    • Spot
    • Survival
    • Swim

Empowered Attack (Ex): As you begin on your journey towards learning the secrets of the blademasters, you gain a measure of their ability. At 3rd level, once per day after successfully hitting but before rolling damage, declare that you are using this class ability. Any rolled damage you deal on that hit is increased by 50%.

Martial Cleave (Ex): Your martial training continues, allowing you to unlock further secrets, hitting multiple foes when lesser men would be unable to do so. At 6th level, once per day after successfully hitting with a martial strike you may immediately take a standard attack against any foe you threaten that you did not hit with that martial strike.

Maximize Blow (Ex): You are a beast on the battlefield, striking such hits that would fell most mortal men in a since attack. Once per day at 9th level after successfully hitting with an attack but before rolling damage, declare that you are using this ability. Automatically treat any dice that would have been rolled as though they had rolled their maximum for this attack. If you use this with Empowered Attack, roll normally and treat Empower as though it had affected the rolled dice.

If you have some ability that would let you reroll dice when they are maximized, only treat the first set as though they were maximized; every other die that comes from those must be rolled normally.

Unblockable Strike (Ex): Techniques that moral men could never dream of occupy you, allowing you to hit even the most well-armored opponents. Upon reaching 12th level, once per day you may declare that your next attack is an Unblockable Strike as a free action. Treat that attack as though it were a touch attack.

Opportunity Smash (Ex): Your quickness and ability to exploit the weaknesses of others astound even those who know of the martial arts. Upon reaching 15th level, once per day you may use a martial strike instead of a normal attack when making an attack of opportunity.

Double Hammer (Ex): With an exertion, you can duplicate a feat that few men can. At 18th level, once per day before making a martial strike that requires takes a standard action, you may declare the use of this ability to use that martial strike twice against a single foe.

Quickened Thrust (Ex): You reach the pinnacle of martial prowess, your blinding attacks laying low even the mightiest of foes. Upon reaching level 20, you may once per day use a martial strike that would normally take a standard action as a swift action.


Maneuvers[edit]

First level:

  • Steel Skin: As a swift action, gain DR 5/Adamantine until the start of your next turn.
  • Minor Whirlwind: As a standard action, make a melee attack against two different targets to different targets, dealing normal damage. You take a -2 penalty on each of these attacks.
  • Oil-Soaked Blade: As a swift action, ignite your blade in fire. You deal additional damage equal to your IL until the end of your turn. You must have a flask of oil on you to use this maneuver, and it is expended when initiating it.
  • Deceptive Strike: As a standard action, make a melee attack against a foe, then move up to your move speed (provoking no AoOs from movement, though you must still end your movement adjacent to that foe. Make a second attack against that foe. If you hit twice, deal 1d6 damage on the second attack instead of any normal damage you might deal. Both attacks take a -2 penalty, though if you end up opposite to the opponent of where you were, you count as flanking with yourself for the second attack.
  • Reckless Blow: As a standard action, make a melee attack. Take a -2 penalty to AC and saves until the start of your next turn, and gain +1d6 damage on a successful hit with the attack.
  • Annoying Attack: As a standard action, make a melee attack. If you hit, deal normal damage and your target must make a Fortitude save or take a -2 penalty to all attacks and DCs of their abilities until the end of their next turn.
  • Overpowering Blow: As a standard action, make a melee attack. Instead of rolling, this attack deals maximum damage for your weapon.
  • Quick Feint: As a standard action, attempt to feint using Concentration instead of Bluff if you wish. Immediately afterwards make a normal melee attack, regardless of the outcome of the feint.

Second level:

  • Sand in the Eyes: As a swift action, force an adjacent enemy to make a Fortitude save. Should they fail, they take a -2 penalty to attacks and the DCs of their abilities until the end of their next turn.
  • Hammering Blow: As a standard action, make a melee attack. Deal an additional 3d6 damage with this attack, and it ignores any damage reduction your target might have.
  • Keen Slice: As a standard action, make a melee attack. Your critical range for this attack is 15-20, regardless of the normal range on your weapon or feats that would modify it.
  • Lightning Spear: As a standard action, make a melee attack. If you hit, deal damage as normal and make a second attack against a foe directly behind your initial target, dealing damage as though you had made a melee attack against that target. Deal an additional 2d6 damage with each attack.

Third level:

  • Quick Stab: As a swift action, make a melee attack.
  • Iron Cleave: As a standard action, choose three squares that are both adjacent to each other and to you. Make a melee attack against all enemies in those squares. Each attack deals an additional 3d6 damage.
  • The Mountain Calls: Make a melee attack, dealing an additional 5d6 damage against the target. If the target is not on the ground, on a hit it must make a Reflex save or immediately falls up to 50', potentially hitting the ground and taking falling damage. If the target is on the ground, it must make a Reflex save or be immobilized until the start of your next turn.
  • Feral Assault: Make a melee attack. You gain a +4 bonus to attack and deal an additional 5d6 damage with this attack, but take a -4 penalty to AC and saves until the end of your next turn.

Fourth level:

  • Find the Weak Spot: As a swift action make a Concentration with a DC equal to the AC of a foe adjacent to you. If this check is successful, your next melee attack against that foe this round is a touch attack.
  • Whirlwind: As a standard action, make a melee attack against all creatures adjacent to you. Each attack deals an additional 4d6 damage.
  • Pounce on the Weak: As a full round action, make a charge as normal but you may make a full attack at its end rather than only a single attack. If you hit more than once, you may make attempt to demoralize your target as a free action.
  • Immolate: As a standard action, make a melee attack against a foe dealing an additional 6d6 damage. All damage made by this attack is fire damage. You must have a flask of oil on you to use this maneuver, and it is expended when initiating it. If you dealt any damage, the target is burning until the end of their next turn.

Fifth level:

  • Lightning Throw: As a standard action that provokes an AoO define a 30' line. Make a melee attack against each creature in the line as you throw your weapon, which immediately returns to you. Each attack deals an additional 5d6 electrical damage.
  • Mountain Crash: As a standard action, make a melee attack. Deal an additional 10d6 damage if you hit with the attack, ignoring any Damage Reduction the target might have.
  • Bloody Fountain: As a standard action, make a melee attack. Deal an additional 9d6 damage if you hit with the attack, and on a successful hit you may attempt to demoralize all foes within 30' as a free action.
  • Steel Buffer: Use this maneuver as an immediate action. Take half damage from all attacks and abilities until the start of your next turn. If using this in response to an attack, you may use it after the attack roll has been rolled, but must use it before damage is rolled.

Sixth level:

  • Greater Feral Assault: As a standard action, make a melee attack. You gain a +4 bonus to attack and deal an additional 10d6 damage with this attack, but take a -4 penalty to AC and saves until the end of your next turn.
  • Redirected Blow: As an immediate action upon being attacked by a melee or ranged attack that is not a touch attack, make an opposed attack roll at a DC equal to the enemy's attack roll. If you succeed, your attacker must make the same attack (at the same bonuses) at a single creature of your choice adjacent to you, dealing damage as normal. If you do not (or cannot) choose a creature, the attack is negated.

Seventh level:

  • Greater Whirlwind: As a standard action, make two melee attacks against all creatures adjacent to you. Each attack deals an additional 6d6 damage.
  • Rending Whirl: Activate this maneuver as a swift action. The first attack that you hit with deals an additional 4d6 damage. Every additional attack you make on that same target that hits this round deals the previous damage, and an additional 4d6 extra (8d6 for the second hit, 12d6 for the third, 16d6 for the fourth, and so on).

Thief[edit]

Thief Costume Reference Table
Cosplayer Level Special Abilities
1 Thief Kit, Trapfinding
2 Sneak Attack +1d6
3 Two-Weapon Fighting
4 Cloak and Dagger, Trap Sense +1
5 Sneak Attack +2d6
6 Speedster
7 Trap Sense +2
8 Sneak Attack +3d6
9 Improved Two-Weapon Fighting
10 Trap Sense +3
11 Sneak Attack +4d6
12 Defensive Roll
13 Trap Sense +4
14 Sneak Attack +5d6
15 Greater Two-Weapon Fighting
16 Trap Sense +5
17 Sneak Attack +6d6
18 See Me Not
19 Trap Sense +6
20 Sneak Attack +7d6

Thief Kit: You gain a number of traits of the traditional thief while using the Thief costume. 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
    • Disable Device
    • Disguise
    • Escape Artist
    • Forgery
    • Hide
    • Knowledge (Dungeoneering)
    • Knowledge (Local)
    • Move Silently
    • Open Lock
    • Search
    • Sleight of Hand
    • Tumble

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

Sneak Attack (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.

Two-Weapon Fighting: At third level, you gain the Two-Weapon Fighting feat, even if you do not meet the prerequisites for it. At level 9 you also gain Improved Two-Weapon Fighting, and at level 15 Greater Two-Weapon Fighting.

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

Trap Sense (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.

Speedster: At level 6, you gain the Dash feat.

Defensive Roll: At level 12, you gain the Defensive Roll feat.

See Me Not (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.



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Ghostwheel's Homebrew (292 Articles)
Ghostwheelv
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 +