Cosplayer (3.5e Class)/Thief

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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.