PDA

View Full Version : D&D 3.x Class "Dressed to impress."



Magery
2015-02-02, 06:38 PM
Throughout the universe, there are countless records of clothes providing magical powers--or manifesting as a by-product of magical powers--to their wearers. Magical vestments, bracers, amulets; the list goes on. And on. And on. So, then, if clothing can imbue their bearers with strength, and glory, why, then, can they not be imbued with the same? That is the heart of the Clothier (well, that, and their collection of high-class shoes) - the ability to unlock the true magnificence that all clothing has the potential to become. To bring their fibres to life, if you will.

Some consider the Clothier to be the living embodiment of the phrase "dressed to kill". Others spend more time trying to catch all the Kill la Kill references than they do looking over the class. And a curious, quaint few sigh as they read what seems to be Yet Another Factotum Copy.

But me?

Well, I've already told you what I call it.

Alignment: Any
Starting Gold: As Rogue
Skill Points: 6 + INT
Hit Die: d8



Level
BAB
Fort
Ref
Will
Special
Designs


1
+0
+0
+2
+2
Dress For The Job You Want (least)
1


2
+1
+0
+3
+3


2


3
+2
+1
+3
+3
I Don’t Like Your Style (Improved Disarm)
2


4
+3
+1
+4
+4


3


5
+3
+1
+4
+4
I Don’t Like Your Style (Ranged Disarm)
3


6
+4
+2
+5
+5
Dress For The Job You Want (lesser)
4


7
+5
+2
+5
+5
I Don’t Like Your Style (AoO)
4


8
+6/+1
+2
+6
+6


5


9
+6/+1
+3
+6
+6
I Don’t Like Your Style (Improved Ranged Disarm)
5


10
+7/+2
+3
+7
+7


6


11
+8/+3
+3
+7
+7
That Shirt With Those Shoes?
6


12
+9/+4
+4
+8
+8
Dress For The Job You Want (greater)
7


13
+10/+5
+4
+8
+8
I’m Having Fun Taking Your Clothes Off
7


14
+10/+5
+4
+9
+9


8


15
+11/+6/+1
+5
+9
+9
Superior Fashion Sense
8


16
+12/+7/+2
+5
+10
+10


9


17
+13/+8/+3
+5
+10
+10
A Little Off The Sleeve
9


18
+13/+8/+3
+6
+11
+11
Dress For The Job You Want (perfect)
10


19
+14/+9/+4
+6
+11
+11


11


20
+15/+10/+5
+6
+12
+12
A Blade To Reveal Heaven
12



Class Skills: Balance (Dex), Craft (Int), Disguise (Dex), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Profession (Wis), Sleight of Hand (Dex), Sense Motive (Wis), Spot (Wis), and Tumble (Dex)

Weapon And Armour Proficiencies: A Clothier is proficient with all simple and martial weapons, but not with any form of armour or any type of shield.

Dress For The Job You Want (Su): At first level, the Clothier unlocks the most basic element of their craft - Designs. Through a combination of their supernaturally good fashion sense, and sheer force of will, the Clothier takes a collection of seemingly mundane clothing, and imbues it with extraordinary power.

Initially, they only have access to ‘Least’ Designs; their clothes have power, yes, and style, but they lack the sophistication of haute couture, and the Clothier is still learning how to wear them with grace.

At sixth level, the Clothier gains access to ‘Lesser’ Designs; a step above Least Designs, these are the first blossom of the Clothier’s awakening, the flowers sewn along a path to prepare it for greater things.

At twelfth level, the Clothier gains access to ‘Greater’ Designs; these are the sort of clothes that empires will war over, and that models will die simply for a chance to touch.

At eighteenth level, the Clothier gains access to ‘Perfect’ Designs; these are the fabrics of gods, the raiments of heaven, the dresses of divinity.

At first level, the Clothier knows one ‘Least’ Design - as they level up, they may learn more Designs, as indicated by the Design column of the table, which may be up to the highest grade (Least, Lesser, Greater, or Perfect) that they have access to.

Starting at fifth level, and every odd level thereafter, the Clothier may swap any Design they know for any other Design they may learn, provided that Design is at least one grade below the highest grade of Design they have access to (minimum Least).

Imbuing the clothes the Clothier is wearing with a Design is a full-round action that provokes attacks of opportunity.

Any SLA offered by a Design has a caster level equal to the Clothier’s class level, and a save DC equal to 10 + spell level + their Charisma modifier. Unless stated otherwise, every SLA offered by a Design has a number of uses per day (irrespective of how many times they have donned or dismissed the Design) equal to the Clothier’s Charisma modifier.

Any non-SLA ability granted by a Design, which offers a saving throw, has a difficulty class of 10 + ½ class level + the Clothier’s Charisma modifier unless stated otherwise.

Infiltrator: While wearing this Design, the Clothier gains a +6 Enhancement bonus to their Hide, Move Silently, and Disguise checks, and Disguise Self as an SLA.

At sixth level, the bonuses increase to +10, and they also gain Invisibility as an SLA.

At twelfth level, the bonuses increases to +14. They also gain Greater Invisibility as an SLA, and the Hide In Plain Sight supernatural ability while within 10ft of shadow.

The number of uses per day the Clothier has of Invisibility and Greater Invisibility come from the same pool - that is, if they use an Invisibility, they also have one less Greater Invisibility left, and vice versa.

Scout: While wearing this Design, the Clothier gains a +6 Enhancement bonus to their Listen, Search, and Spot checks.

At sixth level, the bonuses increase to +10, and they gain See Invisibility as an SLA.

At twelfth level, the bonuses increase to +14. They also gain True Seeing and Sending as SLAs; however, they are only able to use their True Seeing SLA three times per day.

Sentinel: While wearing this Design, the Clothier gains their Charisma modifier to their AC, provided they are not wearing any form of armour. This bonus applies even against touch attacks, or while the Clothier is flat-footed; however, they lose this bonus if they are immobilised or helpless.

At sixth level, they also gain a 20% blur effect, which cannot be pierced by True Seeing, though it does not work against the Touchsight power, or against Blindsight, Tremorsense, Mindsight, Lifesight, or any similar ability.

At twelfth level, this Blur is replaced by a 50% concealment effect, which applies both against physical attacks and targeted spells (though not area-of-effect spells), and is not pierced by True Seeing, Touchsight, Blindsight, Tremorsense, Mindsight, Lifesight, or any similar ability.

Skirmisher: While wearing this Design, the Clothier gains Fast Movement (10’ to all movement speeds they possess), and deal an extra +1d6 damage--and gain an extra +1 competence bonus to AC--if they move 10’ or more in a round. If they move 20’ or more, they deal an extra +2d6 damage instead.

At sixth level, while wearing this Design, the Clothier gains a flight speed equal to twice their base land speed, with average maneuverability. If they move 10’ or more in a round, they now deal an extra +2d6 damage and gain an extra +2 competence bonus to AC. If they move 20’ or more, they deal an extra +3d6 damage instead.

At twelfth level, while wearing this Design, the Clothier gains another 10’ of Fast Movement, and their flight maneuverability changes to good. They also gain the benefit of the Fly-By Attack feat (even if they would not otherwise qualify for it). If they move 10’ or more in a round, they now deal an extra +3d6 damage instead and gain an extra +3 competence bonus to AC. If they move 20’ or more, they deal an extra +4d6 damage instead.

Any bonus damage granted by this Design is considered precision damage for the purposes of creature immunities.

Socialite: While wearing this Design, the Clothier gains a +6 Enhancement bonus to Bluff, Diplomacy, and Intimidate.

At sixth level, the bonuses increase to +10, and they gain Charm Person as an SLA.

At twelfth level, the bonuses increase to +14, and they also gain Charm Monster as an SLA. They also automatically succeed on any Sleight of Hand or Bluff attempts in order to conceal the use of their Charm Person or Charm Monster SLAs, even if they possess no ranks in either skill.

The number of uses per day the Clothier has of Charm Person and Charm Monster come from the same pool - that is, if they use a Charm Person, they also have one less Charm Monster left, and vice versa.

Warrior: While wearing this Design, the Clothier may grant themselves a +4 competence bonus to Strength and Constitution as a swift action, for a number of rounds per day equal to their Charisma modifier (these rounds need not be consecutive).

At sixth level, they also gain an extra +4 bonus on disarm or disrobe (see That Shirt With Those Shoes?) attempts made against opponents when under the effects of the boost.

At twelfth level, the competence bonuses to Strength and Constitution increase to +6, and the Clothier is also considered to have full BAB while under the effects of the boost.


Blaster: While wearing this Design, the Clothier gains the ability to project energy as a standard action. This takes the form of a 15’ cone or 30’ line, and deals 3d6+3 damage; a successful Reflex save halves the damage. Before use, the Clothier may select which of sonic, acid, cold, electricity or fire damage their blast deals. They may only use this ability once every 1d3 rounds.

At twelfth level, the cone and line double in size (to 30’ and 60’ respectively), and they now deal 6d6+6 damage, with a Reflex save for half. It also no longer has a cooldown.

Crafter: While wearing this Design, the Clothier gains a +10 Enhancement bonus to Appraise, Craft, and Profession checks. They also reduce the time needed (though the crafting DC of the original item does not change) to craft any mundane item by half.

At twelfth level, the bonuses increase to +14, and masterwork components are now considered part of the original crafting process (in essence, this means that any mundane item the Clothier makes while wearing this Design is a masterwork item).

Performer: While wearing this Design, the Clothier gains a +10 Enhancement bonus to Perform, Sleight of Hand, and Tumble, and is considered to have a minimum of 1 rank in each. They also gain Prestidigitation and Minor Image as SLAs.

At twelfth level, the bonuses increase to +14, and, each time they equip this Design, they may choose one of Perform, Sleight of Hand, or Tumble - they are then considered to have ½ their class level worth of ranks in the skill. They also gain access to Major Image as an SLA.

For the purposes of this Design, the bonuses (and ranks) offered to Perform apply to every Perform skill individually.

The number of uses per day the Clothier has of Minor Image and Major Image come from the same pool - that is, if they use a Minor Image, they also have one less Major Image left, and vice versa.

Mobility: While wearing this Design, the Clothier gains a Climb, Burrow, Swim, and Flight speed (with good maneuverability) equal to their land speed. If they do not possess a land speed, and instead one of the other forms of movement this Design would grant them, they are granted a land speed instead of that form of movement, and all granted speeds scale off that form of movement. They can also breathe underwater as easily as they could breathe air. If they could already breathe underwater--but could not breathe air--this Design instead allows them to breathe air as well.

At twelfth level, their flight increases to perfect maneuverability, and they gain access to Dimension Door and Teleport as spell-like abilities.

Savagery: While wearing this Design, the Clothier gains access to a pair of claws, formed from the manipulated and awakened fabrics of their gloves and sleeves. These claws deal 1d8+STR modifier damage on a successful hit; the Clothier is considered armed while using them, and may attack once with each as part of a full-attack action. They also gain a +4 enhancement bonus to natural armour.

At twelfth level, their primary claw damage increases to 2d6+STR modifier, and they now have a +8 enhancement bonus to natural armour. They also gain an extra pair of secondary claws on their feet (which deal 1d8+STR modifier worth of damage on a successful hit), and are considered to have the Multi-Attack feat.

All claws provided by this Design are considered natural weapons.

Scholar: While wearing this Design, the Clothier gains access to all Knowledge skills, and is considered to have ½ their class level worth of ranks in each.

At twelfth level, the Clothier also gains the Knowledge Devotion feat, and, once per day, may be considered to have rolled a natural 20 on any one knowledge check.


Dominatrix: While wearing this Design, the Clothier gains Dominate Person as an SLA. If they are in a position of authority, every being under their command is treated as one step friendlier to them (to a maximum of Fanatic), and one step less friendly (to a maximum of Hostile) to anyone attempting to obviously act against them (subtle attempts may require successful Sense Motive checks to discover, at the DM’s discretion).

The Clothier may only have one target dominated at a time.

Hunter: While wearing this Design, the Clothier may select up to 3 ‘favoured enemies’ (as if they were a Ranger selecting them from the Ranger’s Favoured Enemy table). Against such enemies, the Clothier gains a +4 competence bonus to Listen, Sense Motive, and Spot when using these skills against their favoured enemies, as well as a +4 bonus to damage rolls.

A number of times per day equal to their Charisma modifier, the Clothier may attempt to smite a favoured enemy, adding their Charisma modifier as a competence bonus to their attack roll, and dealing extra damage equal to their class level. They may smite multiple times on a full-attack, though each smite still counts toward their number of smites per day.

The Clothier may change any number of their currently-selected favoured enemies as a full-round action.

Reactive: While wearing this Design, the Clothier gains their Charisma modifier as a competence bonus to their Initiative, as well as the Uncanny Dodge special ability. As a free action, they may also swap from wearing this Design to wearing any other Design that they know.

Rider: While wearing this Design, the Clothier gains a +14 Enhancement bonus to Handle Animal, Knowledge (nature), and Ride, and is considered to have a minimum of 1 rank in each.

They are also considered to have the Mounted Combat and Ride-By Attack feats.

When making a Ride check in order to spur on their mount, they can make a number of damageless spurs equal to the higher of the mount’s CON modifier or the Clothier’s CHA modifier. After using this ability, the mount cannot be spurred without damage for double the amount of rounds it was spurred for.

Thief: While wearing this Design, the Clothier gains a +14 Enhancement bonus to Disable Device, Open Lock, and Sleight of Hand, and are considered to have at least one rank in each. They also gain the Trapfinding special ability.

Any mundane portal (door, window, gate, drawer, chest lid, and so on) the Clothier opens or closes does not make any noise in opening or closing, as if affected by the Silent Portal cantrip.

Any Disable Device, Open Lock, or Sleight of Hand check made is considered to occur one step faster, to a maximum reduction of one round - two full-round actions become one full-round action, a full-round action becomes a standard action, and so on.

Weaver: While wearing this Design, as a standard action, the Clothier can awaken any mundane fabric, clothing, or fashion accessories that they possess (apart from the clothing they are currently imbuing with this Design), or that exist as unattended objects in the vicinity.

This functions in all ways like the Astral Construct power (as used by a 12th-level manifester who has expended 11 power points), except that the construct created is formed from cloth and thread, as opposed to ectoplasm.

All constructs made with this Design are created as if affected by the Boost Construct feat.

A Clothier may only create up to a maximum of 3+CHA modifier constructs per day.


Absolutely Flawless: Be more.

While wearing this Design, the Clothier gains a Fascinate aura - anyone within 60’ of the Clothier who lays eyes upon them must make a Will save, or else be fascinated by the Clothier until they are out of the aura’s radius. This is a mind-affecting ability.

They also gain a version of the Awesome Beauty special quality - anyone within 30’ who lays eyes upon them must make a Will save, or else be shaken for one minute. Those who remain in the radius of this aura must make a saving throw for every round they look at the Clothier. This is a mind-affecting fear ability.

Successive failures on this saving throw stack - the creature goes from shaken, to frightened, and finally to panicked, as described in the Player’s Handbook and the Rules Compendium.

If the creature also failed the save against the Clothier’s Fascinate aura, they may not flee from their presence (and will cower instead if they fail a sufficient number of saves against fear) until their fascination is broken, even if the fear effect would otherwise break the fascinate effect.

The Clothier may suppress and resume either, or both, of these auras as a free action.

Furthermore, any creature who observes the Clothier has their attitude changed by one step. If they are indifferent, friendly, or helpful in regard to the Clothier, their attitude is increased to friendly, helpful, or fanatic, respectively. If they are unfriendly, they become hostile. This is not a mind-affecting ability.

Divinity: What use is there for flesh and steel, in the face of perfection?

While wearing this Design, the Clothier gains a +8 competence bonus to Strength, Dexterity, and Constitution, as well as a bonus to AC equal to their Charisma modifier (which functions like the AC bonus granted by the Sentinel Design).

They are also considered to have full BAB, DR/adamantine equal to their Charisma modifier, and a flight speed equal to double their land speed with perfect maneuverability.

Ease of Everything: Never apologise for being better.

While wearing this Design, the Clothier may select a number of skills equal to their Charisma modifier, and gain a perfection bonus to each equal to their Charisma modifier. If they do not have ranks in a skill they select, they are automatically considered to have one rank in that skill.

They may change any number of the skills they have previously selected as a full-round action.

Self-Effacement: These aren’t the clothes you’re looking for.

While wearing this Design, the Clothier becomes less real. They are affected half as much by any outside condition (be it weather, a physical attack, a spell, and so on) unless they choose not to be; this manifests itself in the form of a 50% dodge chance against anything and everything unless they want to be affected (with the exception of an anti-magic field or effect, which disrupts this Design as easily as it disrupts all others).

They never make any noise when they move, and are considered to have the Hide In Plain Sight special quality, except they may conceal themselves out in the open without anything to hide behind, and never take any penalties for doing so.

They automatically succeed on any Bluff or Disguise checks to convince someone that they are not who that person believes them to be.

Shatter, Me: Because if you're going to break the universe, do it in style.

While wearing this Design, the Clothier may make a Sunder attempt against all valid targets within the area of effect. They make a single attack roll, and a single damage roll (which ignores half of the object’s hardness), and apply it to all attended and unattended objects within a 30’ cone.

Tremble in Awe: Abandon hope.

While wearing this Design, the Clothier gains the Doomspeak feat, even if they would not otherwise qualify for it. Instead of expending a use of Bardic Music, they instead may use the ability a number of times per day equal to 3+CHA modifier.

They also gain Greater Dispel Magic and Bestow Curse as SLAs, though they may only use the targeted version of the former.


I Don’t Like Your Style (Ex):

At third level, the Clothier gains the Improved Disarm feat, even if they would not otherwise qualify for it. However, instead of the feat granting a +4 bonus to disarm attempts, it instead adds their Charisma modifier (minimum 0).

At fifth level, the Clothier gains the Ranged Disarm feat (for a ranged weapon of their choice), even if they would not otherwise qualify for it. They also gain their Charisma modifier (minimum 0) to ranged disarm attempts.

At seventh level, anyone attempting to disarm or disrobe the Clothier provokes an Attack of Opportunity, even if they otherwise wouldn’t (such as if they had the Improved Disarm feat, for example). This ability does not apply if the disarmer or disrober is not within the Clothier’s reach.

At ninth level, the Clothier may make ranged disarm or disrobe attempts within 60ft, using any ranged weapon they are proficient with.

That Shirt With Those Shoes? (Ex): At eleventh level, the Clothier may try to ‘disrobe’ an opponent.

First, they must make an attack roll against against the item’s AC (which includes not only the item’s size modifier, but also every AC bonus the defender has, minus that--if any--provided by the item the Clothier is targeting). This does not provoke an Attack of Opportunity (unless the target is another Clothier with the seventh-level I Don’t Like Your Style class feature).

If they succeed, the opponent is stripped of that item; it lands in a random adjacent square, and is considered an unattended object. Any item removed this way requires a DC 20 Craft check (with the requisite craft skill for creating a mundane version of the item) in order to repair the damage it sustained in the attempt - sliced buckles, a snapped chain, tears in the cloth, et cetera.

If the Clothier fails, the opponent may immediately attempt to disarm them back (but, unless they are a Clothier with this class feature, they may not attempt to ‘disrobe’ them).

I’m Having Fun Taking Your Clothes Off (Ex): At thirteenth level, when the Clothier successfully disarms or disrobes an opponent, they may immediately make another disarm or disrobe attempt against that opponent.

On each successive disarm or disrobe attempt provided by this class feature, the opponent gains a cumulative +2 bonus to their opposing roll, in order to preserve their modesty as best they can.

Superior Fashion Sense (Su): At fifteenth level, all items the Clothier possesses now have the same AC as the Clothier for the purposes of sunder attempts (or disrobe attempts by another Clothier with the That Shirt With Those Shoes? class feature).

A Little Off The Sleeve (Ex): At seventeenth level, immediately after the first successful disarm/disrobe attempt against a unique opponent in the round, the Clothier may make an attack of opportunity against the opponent they have disarmed or disrobed. This does not interfere with I’m Having Fun Taking Your Clothes Off, except the attack of opportunity granted by this class feature occurs prior to the next disarm or disrobe attempt granted by that class feature.

A Blade To Reveal Heaven (Su): At twentieth level, when the Clothier makes a disarm/disrobe attempt, they may choose to forgo a single target, and instead apply their disarm attempt against every opponent within a 30ft cone.

The Clothier makes a single disarm roll, which is opposed individually by every valid target within the 30ft cone. Any opponent the Clothier succeeds against loses a random item from their possession.

The Clothier cannot replace any additional disarm/disrobe attempts gained from Having Fun Taking Your Clothes Off with A Blade To Reveal Heaven cone disarm/disrobe attempts.

When using this ability, A Little Off The Sleeve still only grants attacks of opportunity against opponents within reach.

Extra Design: Requires Clothier level 6.

Immediately upon taking this feat, the Clothier learns a new Design. This Design must be at least one grade below the highest grade of Design they currently know.

Magery
2015-02-02, 06:41 PM
Well, there we have it then - my third homebrew class.

I'd be very happy to know what you think of it, and its mechanics; I've never made anything like this before, you see, so I'm not entirely sure how the various Designs balance compared to one another, and to the 'outside world', so to speak.

I make absolutely no apologies for the number of references I have made while writing up this class.