User:Spazalicious Chaos/Magical Cosplayer (3.5e Class)

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Author: Spazalicious Chaos (talk)
Date Created: 12/2/2011
Status: sketch, be nice-ish
Editing: see above, talk first
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Magical Cosplayer[edit]

You answer conflict and woe the way all sensible heros are inclined to- put on some rediculous costume and let the imporbability fly.

Making a Magical Cosplayer[edit]

Sorry to say, you are as effective as your costumes.

Abilities: The magical cosplayer has several different costumes that she wears, each costume granting abilities. She can also pick up props and other useful tools, letting them become extensions of herself. Finally, she usually has a pet. Usually.

Races: Sad and lonely humans, sometimes others with no lives.

Alignment: Any.

Starting Gold: 4d4x10 gp (100 gp).

Starting Age: Simple.

Table: The Magical Cosplayer

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +0 Costume 1/day, +0 Costumes, Chibi, Weapon Skill, Costume Mastery
2nd +1 +0 +0 +0 Bind Item, Class Uniform
3rd +1 +1 +1 +1 Costume 2/day, Pet
4th +2 +1 +1 +1 Dual Costume, +1 Costumes
5th +2 +1 +1 +1 Costume 3/day
6th +3 +2 +2 +2 Improved Bind Item
7th +3 +2 +2 +2 Costume 4/day
8th +4 +2 +2 +2 Dual Bind, +2 Costumes
9th +4 +3 +3 +3 Costume 5/day
10th +5 +3 +3 +3 Mecha Suit 1/day
11th +5 +3 +3 +3 Costume 6/day, Prestige Class Uniform
12th +6/+1 +4 +4 +4 Mecha Suit 2/day, +3 Costumes
13th +6/+1 +4 +4 +4 Costume 7/day
14th +7/+2 +4 +4 +4 Mecha Suit 3/day
15th +7/+2 +5 +5 +5 Costume 8/day
16th +8/+3 +5 +5 +5 Mecha Suit 4/day, +4 Costumes
17th +8/+3 +5 +5 +5 Costume 9/day
18th +9/+4 +6 +6 +6 Mecha Suit 5/day
19th +9/+4 +6 +6 +6 Costume 10/day
20th +10/+5 +6 +6 +6 Uber Mecha Suit, +5 Costumes

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Move Silently (Dex), Perform (Cha), Swim (Str), Tumble (Dex), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Magical Cosplayer.

Weapon and Armor Proficiency: Magical Cosplayers are proficient with all simple weapons and light armor. Males are also proficient with one slashing or peircing weapon of their choice. Females are proficient with one bludgeoning or peircing weapon of their choice. Multitype weapons may be selected, and asexual characters have free reign of choices.

Costumes (Su): As a full round action that does not provoke an attack of opportunity, the magical cosplayer may don a costume. This is effect is very flashy and akin to a summoning of clothing in appearance, making it impossible to hide without complete cover during the donning process. This costume is a creature template, that applies it's effect and changes for a number of rounds equal to half the cosplayers level plus her charisma modifier. If the template changes the cosplayers type, she gains the base attack progression, hit die and good saves of the type in question, unless stated or altered by the template in question.

The cosplayer knows a number of costumes equal to her class level plus her charisma modifier. Once chosen the costume cannot be changed. At first level she may only know templates with a +0 level adjustment or lower, though at fourth level and every four levels therafter the level adjustment cap improves by one. The cosplayer can don her costumes once per day at first level, and an additional time per day at each odd level.

Chibi (Su): The magical cosplayer can become a Chibi a number of times per day equal to her charisma modifier. Chibis double the bonus of any morale effects on themselves and allies within thirty feet, and reduce the effects of fear on allies by one degree while increasing the effects of fear in themselves by one degree. In addition, while the any attack made by a Chibi deals no damage, all allies who can see and hear the Chibi attack gain a morale bonus to attack rolls equal to half the Chibis level to attack the same target. This bonus is not doubled by the Chibi, though other morale effects produced by the Chibi can be. If the attack is a critical hit, the target is also dazed for one round. The effects of being a Chibi last for a number of rounds equal to the cosplayers class level plus her charisma modifier or until dismissed.

Weapon Skill (Ex): All magical cosplayers find they have innate talent with a particular weapon. The cosplayer chooses one weapon with which she is proficient. Once the choice is made it cannot be changed. While weilding this chosen weapon she is considered to have a Medium Base Attack Bonus progression, and starts with the Weapon Focus feat for her chosen weapon. Finally, she counts her cosplayer levels as fighter levels for the purposes of acquiring feats from the weapon Focus feat tree.

If a costume would increase her BAB to Medium she has a Good BAB when using this weapon. There is no additional benefit for wearing a costume that grants Good BAB.

Costume Mastery (Ex): Aside from her magical costumes, a cosplayer is overly familiar to the art of cosplay. She adds half her class level to the Disguise skill, and doubles the bonuses granted by diguise kits and clothing to Disguise checks, regardless of whether she is diguising herself or aiding another.

Bind Item (Sp): At second level the magical cosplayer can bind a tool or implement that she can hold in one hand to her, like a weapon, rod, staff, or similar object. The binding process takes 10 minutes of uninterupted concentraition, infusing of spiritual energies, and freaky anime magic light shows. She may have only one object bonded to her at a time. After binding is completed, the item disappears. The cosplayer can them summon the item into her hand or dismiss it as a move action. Broken items or items that run out of charges disappear and can not be summoned for 24 hours, after which it can be summoned at full health/charges. Dispelled items cannot be summoned for 24 hours, and return at the same condition they were in at the time of dispelling.

Class Uniform (Su): At second level the cosplayer can mimic other classes using her costume ability. The cosplayer may choose a base class instead of a creature template as a learned costume. When she uses her costume to wear the class uniform, she gains the Base Attack Bonus, good saves, Hit Dice and abilities of a members of that class. The cosplayers is treated as half her level for determining what class abilities she can gain with the class uniform. This is otherwise like the standard costume ability, with the class uniform counting as an LA +0 at first level, +1 at 6th level, and +2 at 12th level for the purposes of the LA cap.

Pet (Su): At third level the magical cosplayer gains her choice of a familiar, animal companion or cohort. Animal companions or familiars treat the cosplayer effective druid/wizard level as two lower, the cohort is two levels lower in level than the cosplayer and replaces any cohort gained by the Leadership feat or similar effects.

Dual Costume (Su): At fourth level the magical cosplayer can apply multiple templates to herself using her Costume ability, up to a number of costumes equal to her charisma modifier. The total level adjustment of these costumes cannot exceed her costume level cap.

Improved Bind Item (Sp): At 6th level the magical cosplayer can summon a bound item as a swift action or as part of her costume ability.

Dual Bind (Sp): At 8th level the magical cosplayer can have two items bound to her at once. Both items need to be bound individually, but both can be summoned at the same time when using the costume ability.

Mecha Suit (Su): At 10th level once per day, the magical cosplayer can summon a mobile contruct suit as a full round action that provokes an attack of opportunity. The construct can be of any untemplated contrust monster at least one size larger than herself with a challenge rating equal to her class level-2. While inside her mecha suit she gains all the special attacks and qualities, strength, size, natural armor bonuses, equipment and speed of her suit. She does not gain any of the construct traits, like immunity to criticals or poisons. In addition, the character is treated as a construct for the purposes of any ability that adversely affects constructs, such as the bane property. A critical hit from such an effect paralyzes the cosplayer for 2d4 rounds, though dismissing the suit automatically ends the paralysis.

The cosplayer knows a number mech suits equal to her charisma modifier. Once chosen the suit cannot be changed. The mecha suit lasts a number of rounds equal to half her class level plus her charisma modifier. Every other level past 10th she can gain another daily summoning of a mecha suit.

Prestige Class Uniform (Su): At 11th level the cosplayer improves her class uniforms to incorporate rare and exclusive classes. She my now select prestige classes as costumes. To use a prestige class uniform, she must either qualifiy for the class beforehand or else be able to via Dual Costume. This works like class uniform, except the prestige class uniform counts as +2 LA for purposes of LA cap and she gains the abilities of the class equal to her level-8.

Uber Mecha Suit (Su): At 20th level, the construct suit created by mecha suit is one size category larger. All benefits of size advancement (including level adjustment as for advancing a normal monster) are applied to each mecha suit she knows. If this would disqualify a mecha suit, she instead chooses a suitable replacement model.

Epic Magical Cosplayer[edit]

Table: The Epic Magical Cosplayer

Hit Die: d6

Level Special
21st Costume 11/day
22nd Mecha Suit 6/day
23rd Costume 12/day
24th Mecha Suit 7/day, +6 Costume
25th Costume 13/day
26th Mecha Suit 8/day
27th Costume 14/day
28th Mecha Suit 9/day, +7 Costume
29th Costume 15/day
30th Mecha Suit 10/day

4 + Int modifier skill points per level.

Costumes (Su): You gain more uses of costume per day. Your costume LA cap aslo improves.

Mecha Suit (Su): You gain more uses of mecha suit per day.

Human Female Magical Cosplayer Starting Package[edit]

Weapons: Longbow, Spear.

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

Skill Ranks Ability Armor
Check
Penalty
Balance 4 Dex 0
Bluff 4 Cha
Diplomacy 4 Cha
Disguise 4 Cha
Gather Information 4 Cha
Jump 4 Str 0
Perform 4 Cha
Tumble 4 Dex

Feat: Pathetisad.

Bonus Feats: Dodge, Weapon Focus (longbow).

Gear: Adventurers Pack, Leather Armor, 20 arrows, small steel mirror.

Gold: 2d8 gp.

Campaign Information[edit]

Magical cosplayers in your world are a rare and gifted few. Never is a cosplayer a cosplayer by choice, but rather chosen by some higher power to be granted her strange and wonderful costumes.

Playing a Magical Cosplayer[edit]

Religion: Usually one of the Big Three (Bleach, Naruto or One Peice), though occasionally the brighter and more well read will be drawn to the smaller and lesser known titles, like Ruroni Kenshin or Blade.

Other Classes: Cosplayers are not drawn to classes, but skill and charisma, thus may find themselves lusting after bards, paladins, sorcerors and rogues.

Combat: Run and hide. If able, go into Chibi mode while panicking. But if shit hits the fan, then your costume ability will be your life line.

Advancement: It is highly recommended that you build up your charisma. Bards offer interesting multiclass options, but above all focus on staying charismatic and adorable. It is literally your only real power. Well, that and your angel costume...

Magical Cosplayers in the World[edit]

Nyan Nyan, Nyan Nyan, Ni hao Nyan
—Carisa, Human Female Magical Cosplayer, Cat Girl specialist

If you are a magical cosplayer, you have already given up on fitting into the world. You have your costumes, you have accepted them, and you have already decided that charging into battle dressed like an angel winged japanese school girl is a perfectly legitimate tactic.

Daily Life: Get up, go to school, fight some tentacle monster that is trying to eat your school, go home, watch anime, pass out in front of the tv.

Notables: Go through your anime library. If you like this class you have one. This page will still be here when you get back.

Organizations: About once a year in any given region cosplayers gather into what is called a convention. Cosplayer law requires that the names of these event end in "con" that they may be easily recognized. Otherwise cosplayes are loners or gather into small groups that revere one or more anime series.

NPC Reactions: Back away slowly...

Magical Cosplayer Lore[edit]

Characters with ranks in Knowledge (Aracana) can research magical cosplayers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Arcana)
DC Result
5 Cosplayers? Freaks that don't know what clothes are appropriate for public wear.
10 Their power comes from their unique costumes, which come in a variety of forms and grant them abilities similar to what they are trying to emmulate.
15 Powerful cosplayers can summon a partially animate armored suit that can allow for travel and protection.
20 This reveals infrmation on common individual costumes and mecha suits.

Magical Cosplayers in the Game[edit]

The ultimate in anime-themed classes, this class can also allow a compromise for players who want to have monster abilities.

Adaptation: This class is nothing but variation. Just be sure to know what templates are available in your world. You can also allow some that your would never use for real monsters (like tBoEF Felid template) as costumes for players.


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