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daremetoidareyo
2018-06-10, 12:04 AM
Visual Lies: A Reference for the Disguise Skills


Sources

So the way that these guides are build is by opening my book pdf, and holding ctrl F to open the find window, and then typing in the word "Disguise". There may be some stuff that I miss because of this. And a few of my PDFs have to be skimmed with my own eyes because the search feature just doesn't work. Then I copy and paste what I find into a document, Then I sort the bits, Then I copy them over. Here are the sources that the word "disguise" did not show up in, in anything other than stat blocks.

Book of Exalted Deeds
Complete Psionic
Sword and Fist
Enemies and Allies
Fiendish Codex 2
Heroes of Horror
Manual of the Planes
Miniature's Handbook
Monster Manual IV
Planar Handbook
Races of the Wild
Tome of Battle
Forgotten Realms Campaign Setting
Magic of Faerun
Races of Faerun
Serpent Kingdoms
Shining South
Silver Marches
Dragonmarked

The following books were unable to be searched:
Dragons of Faerun
Faiths and Pantheons
Lost Empires of Faerun
Power of Faerun
Dragonlance campaign setting
Explorers handbook

Disguise (Cha)


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Check
(PHB p.72 & Rules Compendium p. 67)
Use this skill to change your own appearance or someone else’s. The effort requires at least a few props, some makeup, and 1d3x10 minutes of work. A disguise can include an apparent change of height or weight amounting to no more than one-tenth of the original.
Your Disguise check result determines how good the disguise is, and it is opposed by others’ Spot check results. If you don’t draw any attention to yourself, others do not get to make Spot (http://www.d20srd.org/srd/skills/spot.htm) checks. If you come to the attention of people who are suspicious (such as a guard who is watching commoners walking through a city gate), it can be assumed that such observers are t (http://www.d20srd.org/srd/skills/usingSkills.htm#taking10)aking 10 on their Spot checks.
You get only one Disguise check per use of the skill, even if several people are making Spot checks against it. The Disguise check is made secretly, so that you can’t be sure how good the result is.
The effectiveness of your disguise depends in part on how much you’re attempting to change your appearance.




Disguise
Disguise Check
Modifier1


Minor details only
+5


Disguised as different gender1
-2


Disguised as different race1
-2


Disguised as different age category1
-22


Form altering Magic
+103


Has a visible Dragonmark
-10




These modifiers are cumulative; use any that apply.
Per step of difference between your actual age category and your disguised age category. The steps are: young (younger than adulthood), adulthood, middle age, old, and venerable.
Magic that alters your form, such as alter self, disguise self, polymorph, any spell of the polymorph subschool (Complete mage p.91), Wild Shape (Masters of the wild p.11) and shapechange. See specific spell/ability descriptions.






Epic Level Handbookp.41:
You can change your apparent height and weight much more than normal with an Epic Disguise Check

Disguise Modifier



Apparent Height and Weight
Modifier


Change height and/or weight 11% to 25%
-25*


Change height and/or weight 26% to 50%
-50*


*Can be negated by any effect that can duplicate a height and/or weight change of this degree. For instance, alter self specifically allows a weight change of up to half your original weight.




If you are impersonating a particular individual, those who know what that person looks like get a bonus on their Spot checks according to the table below. Furthermore, they are automatically considered to be suspicious of you, so opposed checks are always called for.

Eberron Campaign Setting p.46:
A character who uses the Disguise skill to impersonate someone with a visible dragonmark takes a –10 penalty on the check because of the unique and magical nature of dragonmarks.




Familiarity
Viewer’s Spot Check Bonus


Recognizes on sight
+4


Friends or associates
+6


Close friends
+8


Intimate
+10




Observers
Usually, an individual makes a Spot check to see through your disguise immediately upon meeting you and each hour thereafter. If you casually meet many different creatures, each for a short time, check once per day or hour, using an average Spot modifier for the group. Divination magic that allows people to see through illusions (such as true seeing) doesn’t penetrate a mundane disguise, but it can negate the magical component of a magically enhanced one.

.
Action
Creating a disguise requires 1d3×10 minutes of work.

Try Again
Yes. You may try to redo a failed disguise, but once others know that a disguise was attempted, they’ll be more suspicious.

Special
Magic that alters your form, such as Alter Self, Disguise Self, polymorph, or shapechange, grants you a +10 bonus on Disguise checks (see the individual spell descriptions). You must succeed on a Disguise check with a +10 bonus to duplicate the appearance of a specific individual using the veil spell. Divination magic that allows people to see through illusions (such as true seeing) does not penetrate a mundane disguise, but it can negate the magical component of a magically enhanced one.
You must make a Disguise check when you cast a Simulacrum spell to determine how good the likeness is.

Ghostwalk p.27: Disguising Ghosts
A ghost (which is normally semitransparent) can disguise itself as a living creature if it is manifested fully (and can therefore use conventional makeup) or if it has access to ghost touch disguise equipment. This sort of disguise incurs a –10 penalty on the check. A ghost with the Solid Visage feat does not have this penalty. A living creature can only disguise itself as a ghost with the help of magic or alchemy (such as a ghost disguise kit, described in the Equipment section), since it is impossible to make a physical body appear transparent with mundane materials. With the proper equipment, this sort of disguise incurs a –10 penalty on the check. Of course, disguising a physical body as a ghost with the Solid Visage feat has no penalty.

Cityscape p.77:Drawbacks of Patronage to a House or Guild
While patronage has many advantages, it includes its share of drawbacks as well. First, the PC is expected to regularly publicize her affiliation with the house—and even if she doesn’t, the house will, hoping to make her famous and thus increase its own glory. The PC takes a –2 penalty on all Disguise checks, and on any Bluff checks made to hide or downplay her affiliation with the house.

DMG p.68 & Song and silence p.27:How to determine if the disguise skill can fool a trap
If you want the trap to “see” in the dark, you must either choose the true seeing option or add darkvision to the trap as well. (Darkvision limits the trap’s sight range in the dark to 60 feet.) If invisibility, disguises, or illusions can fool the spell being used, they can fool the visual trigger as well.

DMG2: p.92: Looking Poor
Anyone using the Disguise skill to appear as a serf, servant, or other low-ranking person will need to shop at a used garment dealer. Not all her wares will be dodgy, though; fine clothing is an expensive luxury and is often sold to pay off unexpected debts. All but the poorest individuals in a medieval-style world will own more than a few changes of clothing.

Races of Destiny p.41:Half-Elf Passing Privilege
A bit of human accent often creeps into a half-elf’s speech patterns, and any elf can notice a trace of half-Elven dialect in a half-elf speaker who utters more than a few sentences. It generally takes a DC 15 Disguise check for a half-elf posing as an elf to mask his accent.

Tome of Magic p.233: The Universe Keeps Track of You
When you deliver an utterance, you’re dealing with the cosmos itself and reshaping reality. If a target changes its creature type with a spell such as polymorph, its personal truename doesn’t change, although the truename you would use in a less specific utterance might. Shapechange, wild shape, disguise, resurrection, reincarnation—none of these change a personal truename. Only the ritual of renaming (described in the Truename Spells section of this chapter) can change a personal truename.

Unearthed Arcana p.83 Complex skill checks: Disguise
Although typical use of the Disguise skill does not allow retries or lend itself to complex skill checks, DMs might require that the disguised character make a complex Disguise check in the same complicated social situations that require a complex Bluff, Diplomacy, or Intimidate check.

Heroes of battle p.89: WRONG MEDALS AND FAKE MEDALS
False Decorations: A character can wear a decoration he hasn’t earned—perhaps a genuine one acquired from someone who did earn it, or perhaps a fake created for the purpose of deceiving those who view it. If a character wears a genuine decoration he didn’t earn, he still gets the circumstance bonus on interactions involving viewers who don’t know the truth of the matter. Only an especially knowledgeable NPC will be able to tell that the PC didn’t earn the medal. Often this boils down to a Bluff check on the part of the PC, opposed by the NPC’s Sense Motive check.
If a character wants to use a fake decoration, in most cases doing so requires a Disguise check (opposed by the viewer’s Spot check), although written proclamations would require a Forgery check (opposed by a Forgery check by the viewer). If the character succeeds on the check, he gets the circumstance bonus on interactions with that NPC. But if he fails, the NPC’s reaction worsens by at least two categories, and that NPC will probably try to expose the character’s chicanery to others.

(http://www.d20srd.org/srd/skills/usingSkills.htm#skillSynergy)Synergy
If you have 5 or more ranks in Bluff, you get a +2 bonus on Disguise checks when you know that you’re being observed and you try to act in character.


Optional Rules

Critical Failures (DMG p.34): When using Disguise, the character not only doesn’t look like what he intended, but actually looks like something offensive or hateful to the viewers.

Eberron expanded Web (http://archive.wizards.com/default.asp?x=dnd/ebee/20061023a): Ebon Saint’s Steal Form
At the DM's discretion, when a character that already possesses the ability to change shape at will (such as a doppelganger, changeling, or rakshasa) uses the steal form ability of the ebon saint, he should receive a +5 insight bonus on his Disguise check.

Unearthed Arcana p.181: Nom de Plumes and Secret Identities (& Reputation Score optional rules)
If a character successfully uses the Disguise skill or illusion magic to mask his identity, then what he accomplishes while disguised doesn’t affect his reputation score for good or ill. A character may adopt a nom de plume (as Robin Hood did) or wear a mask or other costume (as Zorro did) during his adventures. If so, the character tracks reputation separately for his true identity and his alter ego (much as comic-book heroes do). If the Crimson Cavalier needs to sneak out of town after embarrassing the captain of the guard, what better way to do so than by simply removing his mask, hiding his weapons in an oxcart, and departing while in his secret identity of Beppo the Dung-Merchant?





Disguise Yourself as Dead (Heroes of Battle p.94)
https://www.toonpool.com/user/1391/files/opossum_fun_1125495.jpg
In addition to the obvious battlefield use—disguising yourself and your fellow troops in the livery of your enemies to pass unnoticed—a more desperate character can use the Disguise skill to make herself and others appear to be corpses.

Creating Fake Corpses:You can attempt to disguise yourself and others in order to appear to be dead bodies. You cannot use the Disguise skill in this manner while being observed, and you cannot move at all while so disguised. Your Disguise check is opposed by the Spot check of
anyone who might see you.

Blending in with a group of other corpses is relatively easy. If the actual corpses in the immediate vicinity outnumber the disguised characters by at least three to one, you gain a +2 bonus on the Disguise check. While this sort of disguise requires no special props, you generally need some splashes of blood (or similarly colored substance), grime, soot, and similar stains to pull off the disguise.

Action: A disguise made to appear as a corpse is a relatively quick exercise, requiring only 1d3 minutes of work.






DISGUISING OBJECTS (Cha)
Rules compendium p.126 & Races of Destiny p.147



You can use Disguise to temporarily change the appearance of an object, so that it isn’t evident what the object is. This use of the skill requires time and materials to dress up the object. The DM makes the Disguise check secretly.

Time to Disguise an Object



Size of Object
Time Required


Tiny or smaller
1d6x5 minutes


Small to Large
1d8X10 minutes


Huge or larger
1d10X20 minutes



The object’s disguise can’t include an apparent change of size or weight of more than one-tenth the original unless specially crafted accessories are used (requiring a separate Craft check).

Your Disguise check result is opposed by the Search checks of anyone looking at the item or otherwise searching the area where the object is located.

Try Again: No.

Special:The DM makes the Disguise check for you secretly, so that you’re not sure how well the object’s disguise holds up to close examination.



Handy Dandy Comprehensive Skill Guides

Appraise (http://www.giantitp.com/forums/showthread.php?561288-Appraise-this!-A-reference-for-the-Appraise-skill)
Disable Device (http://www.giantitp.com/forums/showthread.php?520223-Saboteur-s-Cookbook-Masterwork-Disable-Device-tools&p=21901660#post21901660)
Knowledge (http://www.giantitp.com/forums/showthread.php?514547-The-Library-of-Knowledge-Getting-the-most-out-of-your-studies&p=21809006#post21809006)
Bluff (http://www.giantitp.com/forums/showthread.php?504559-Stop-Flubbing-Your-Bluffs-The-reference-guide-to-successful-truthtelling&p=21372480#post21372480)
Survival (http://www.giantitp.com/forums/showthread.php?500214-Survival-Skill-Survival-Guide&p=21901674)
Listen (http://www.giantitp.com/forums/showthread.php?522931-Hear-Ye-Hear-Ye-A-Listen-Skill-Reference&p=21949037)
Escape Artist (http://www.giantitp.com/forums/showthread.php?555939-Tying-Down-Escapology-An-Escape-Artist-Reference-Guide)


Do you need Disguise as a class skill?
Go to Bullet06320's super helpful curated list of alternative ways to get class skills! (http://www.giantitp.com/forums/showthread.php?491181-Alternative-ways-to-get-new-Class-skills)

daremetoidareyo
2018-06-10, 12:05 AM
Creatures and Races

https://s-media-cache-ak0.pinimg.com/236x/87/d3/92/87d39237fd9a28829d434074ba9185e3--dragons.jpg

Listed below are creatures that use the disguise skill in interesting ways. I’ve left out races that have alternate form or change shape abilities unless they are somehow special. I have also left out the numerous numerous creatures that have disguise self as an SLA...Unless they are a player race.

Key:
Alt Form +xx bonus: Creature has an ability that offers an alternative form that grants a (typically) +10 circumstance bonus.
Read thoughts bonus bonus: A creature that gets a bonus to their alternative form if they can read the thoughts of others, almost always +4.
Inhabit: Refers to the Hellwasp swarm (http://www.d20srd.org/srd/monsters/swarm.htm) ability

PC races
Changeling (MM3 p.24): Minor Change Shape (Su): Changelings have the supernatural ability to alter their appearance as though using a disguise self spell that affects their bodies but not their possessions. This is not an illusory effect but a minor physical alteration of a changeling’s facial features, skin color and texture, and size, within the limits described for the spell. A changeling can use this ability at will, and the alteration lasts until she changes shape again. A changeling reverts to her natural form when killed. A true seeing spell reveals her natural form. Using this ability is a full-round action. When using its minor change shape ability, a changeling gets a +10 circumstance bonus on Disguise checks.

Deep Dragons as Characters (Dotu p.117): Disguise, Survival, and Swim are considered class skills for deep dragons. Level Adjustment: Wyrmling +3; very young +3; young +3; juvenile +4.

Deep wyrm drow and half drow (Dragon magic p.6): Spell-Like Abilities : 3/day—detect magic ; 1/day—disguise self . The caster level for these effects is equal to the character level of the deepwyrm drow or half-drow.

Gnome, svirfneblin (Underdark p.19): Spell-Like Abilities: 1/day disguise self. Caster level equals the svirfneblin’s class level. The save DC is Charisma-based but includes a +4 racial modifier.

Hengeyokai (OA p.11): Forms. In animal form, a hengeyokai is effectively disguised as an animal, gaining a +10 bonus on Disguise checks while in this form.

Inspired (ECS p.292): + 2 racial bonus on Disguise checks made to impersonate a human.

Irda[LA+2] (Dragonlance Campaign Setting p.39) Change shape Ability (SU) Alt form +10 bonus

Kalashtar (Eberron Campaign setting p.16): +2 racial bonus on Disguise checks made to impersonate a human

Silverbrow humans (Dragon Magic p.6): Disguise Aptitude: Silverbrow humans have a +2 racial bonus on Disguise checks, and Disguise is always considered a class skill.

Slyth (Underdark p.18):+4 racial bonus on Disguise, Escape Artist, and Survival checks.

Spellscale (Races of the Dragon p.25): Spellscale blood quickening meditations: The benefits of the performed meditation last for 24 hours. Aasterininian Meditations that grant a bonus on a check provide a racial bonus to disguise checks equal to half the spellscale’s character level.

Creatures
Bile wrapped in Beauty (Fey Feature (http://archive.wizards.com/default.asp?x=dnd/fey/20040411a)): Reflective Disguise (Sp): At will, a bile wrapped in beauty can use reflective disguise as per the spell (see below).

Bog Hag (OA p.148): Skills: A bog hag gains a +4 racial bonus on Bluff and Disguise checks. Alt Form +10 bonus:

Doppleganger (MM1 p.68): +4 racial bonus on Bluff and Disguise checks. Alt form +10 bonus. Read thoughts bonus bonus.

Doppleganger, Greater (Monsters of Faerun p.36): +4 racial bonus on Bluff and Disguise checks. Alt form +10 bonus. Read thoughts bonus bonus. A greater doppelganger using alter self to assume an identity that it has consumed using its consume identity ability does not have to make Disguise checks; its control of the consumed personality is complete.

Dragon, True - Fortune’s Fang Sovereign Archetype: (Dragons of Eberron p.30): Benefit: Bluff and Disguise are added to the list of class skills. A fortune’s fang can cast cleric spells and spells from the Feast, Luck, and Trickery domains as arcane spells.

Gas spore (Lords of Madness p.149) Beholder Camouflage (Ex): A gas spore’s appearance is so clever that it gains a +20 racial bonus on Disguise checks to appear as a beholder.

Ghaunadan (Monsters of Faerun p.49): Charming Gaze (Su): In humanoid form, a ghaunadan has a gaze attack: Characters who meet the ghaunadan’s gaze must make a Will save (DC 15). Those who fail this saving throw regard the ghaunadan as if its Charisma were 2d4 points higher.

Hellwasp swarm (MM1 p. 238): Inhabit (Ex)

Jackalwere (Fiend Folio p.107): In jackal form, a jackalwere is effectively disguised as an animal, gaining a +10 bonus on Disguise checks while in this form.

Kolyrut (MM1 p.159): +4 racial bonus on Disguise

Leucrotta (City of waterdeep p.137): Mimicry (Ex): A leucrotta has the ability to mimic animal cries and voices in any language. It can duplicate the voices of its victims, including screams, with uncanny accuracy. A leucrotta has a +8 racial bonus on Bluff checks made to imitate another creature’s voice. A leucrotta uses its Wisdom modifier (instead of Charisma) when making Bluff checks and Disguise checks.

Lolth touched spider swarm (Expedition to the demonweb pits p.80): Inhabit (Ex)

Maurezhi (Fiend Folio p.51): Alt form +12 bonus.

Mimic (MM1 p.186): Mimic Shape (Ex): A mimic can assume the general shape of any object that fills roughly 150 cubic feet (5 feet by 5 feet by 6 feet), such as a massive chest, a stout bed, or a wide door frame. The creature cannot substantially alter its size, though. A mimic’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic’s Disguise check. Of course, by this time it is generally far too late. A mimic has a +8 racial bonus on Disguise checks.

Mindflayer, Thoon Infiltrator (MM5 p.109): +8 racial bonus on Disguise checks.

Mockery Drone (MM5 p.127): +8 racial bonus on Disguise checks made to fool others who see them, but do not hear them speak.

Protean Scourge (MM3 p.126): +4 racial bonus on Bluff, Disguise, Intimidate, Alt form +10 bonus

Quasi lycanthrope: Magic books of faerun (http://archive.wizards.com/default.asp?x=dnd/mb/20040721a): Disguise Self (Su): A quasilycanthrope can shift its own form ever so slightly. This works just like a disguise self spell cast at the quasilycanthrope's character level except that the guises the quasilycanthrope can assume must involve some aspect of the base animal.

Quori, Hashalaq (Secrets of Sarlona p.155): Familiar Face (Su) Using its empathic abilities, a hashalaq quori dredges the mind of an opponent within 60 feet. The subject must succeed on a DC 20 Will save, or the hashalaq finds an image of someone with whom the target empathizes - Alt form +20 bonus against this person. As long as it concentrates on its target, the hashalaq draws expected reactions from that creature's mind; it always knows what the subject wants to hear and how the subject expects the false form to react. The subject of this effect must make a successful DC 20 Will saving throw to attack the hashalaq even if it's apparent the quori isn't what it appears to be. A new save is allowed each round. Anyone who successfully saves against this ability is immune to its use by the same hashalaq for 24 hours. If the hashalaq takes any violent action against the subject or that creature's allies, the effect ends immediately. This is a mind-affecting ability. The save DC is Charisma-based.

Quori, Kalaraq (Secrets of Sarlona p.156: Soul Binding) (Su) If a kalaraq reduces its opponent's Wisdom to 0, it binds the soul of that foe to one of its many eyes. Even if the subject of this ability is dreaming, its soul is torn from its physical body and it dies instantly. Until the kalaraq is destroyed, a subject of this ability cannot be returned to life through any means. In addition, the kalaraq gains access to all of the memories of the victim (but not any actual skill ranks or class levels). It also gains a +10 cir*cumstance bonus on Disguise checks made to impersonate the bound subject. Malleable Seeming (Su) Alt form +10 bonus.

Rakshasa or Naztharune Rakshasa (MM1 p.212 & MM3 p.157): +4 racial bonus on Bluff and Disguise checks. Alt form +10 bonus. Read thoughts bonus bonus +4

Ripper (Cityscape p.131): Chameleon (Ex) +4 racial bonus on Disguise checks to appear human.

Roach Thrall (Sharn p.184):While it lives inside its human host, a roach thrall gains a +10 racial bonus on Disguise checks and on Bluff checks when attempting to pass itself off as its human host.

Saguaro Sentinel (Sandstorm p.181): +12 racial bonus on Disguise checks to resemble an inanimate plant.

Shadow Simulacrum Template (Shadowdale the verbing of the noun p.158):Possession (Su): It is possible to identify a creature under possession by a shadow simulacrum in shadowy conditions with a successful spot check opposed by the shadow simulacrum's disguise check. Success means that the viewer notices that the target does not match its shadow precisely. Occupation(Su): If the target is dead (effectively an object), the shadow simulacrum can vanish into the corpse, allowing it to interject itself into attempts to reach the dead creature's spirit. For example, speak with dead reaches the shadow simulacrum, not the spirit of the dead. It is possible to identify a corpse under occupation by a shadow simulacrum in shadowy conditions with a successful spot check opposed by the shadow simulacrum's disguise check. Success means that the viewer notices that the corpse does not match its shadow precisely. Disguise +8. CR = Half base creature's CR. Any living creature becomes a living construct.

Spectral Lyrist (Libris mortis p.123): A spectral lyrist can appear as any Medium humanoid, and it doesn’t share the insubstantial or diaphanous appearance of other incorporeal creatures when so disguised. A lyrist is weightless, regardless of appearance. Alter Appearance (Su): Alt form +10 bonus

Swarmshifter (Libris mortis p.126): An undead in swarm form gains a +10 bonus on Disguise checks to act like a normal grouping of its constituent creatures. An undead in sand swarm form gains this bonus when acting like inanimate sand. An undead in parts swarm form gains this bonus when acting like inanimate body parts.

Unbodied (EPHB p.216): Assume Likeness (Su): An unbodied can assume the likeness of any Small, Medium, or Large creature as a standard action that does not provoke attacks of opportunity. Its abilities do not change, but it appears to be that creature, relying on its Bluff and Disguise skills to deflect suspicion.

Visage (Libris mortis p.130): Assume Identity (Su): A visage can, as a free action, take on the form of someone it has killed within the last round. A visage in an assumed identity gains a +20 bonus on Bluff and Disguise checks made to pass as the victim. It also gains proficiency in
the skills of the victim; treat this as an enhancement bonus to the skill check equal to the number of ranks the victim had in life. This effect lasts for 24 hours, though the visage can dismiss it at will.

Voidmind Creature (MM3 p.189) :IDENTIFYING A VOIDMIND CREATURE - An observer can notice the holes in a voidmind creature’s head by making a DC 10 Spot check, or by succeeding on a Spot check opposed by the creature’s Disguise check if it is actively trying to conceal its true nature. The creature receives a +5 bonus on this check, because the change in appearance involves minor details only. If the creature’s head is covered by armor or clothing, it receives an additional +5 bonus on its Disguise check.

Yak Folk (MM2 p.201): Body Meld (Sp): Once per day a yak folk can merge its body with that of a humanoid or giant of Small to Large size. Except where noted here, this power functions like a magic jar spell heightened to 9th level (caster level 20th; Will save DC 21 negates). To use this ability, the yak folk must touch the intended target for 20 minutes without interruption (yak folk usually restrain their victims while using this ability). At the end of this period, the target must make a Will save to remain conscious. On a failed save, the host’s mind becomes unconscious, and the yak folk assumes control. There is no magic jar per se—the yak folk physically merges its body with the victim’s body without the use of an intermediate vessel. Body meld lasts until dispelled or dismissed. The process works only on humans, elves, dwarves, halforcs, and any creature of the giant type. The yak folk shares all the victim’s knowledge, memories, skills, feats, and extraordinary abilities, but none of its spell-like or supernatural abilities. The yak folk retains all of its own supernatural and spell-like abilities. The merging does not shed a magical aura (so a detect magic spell does not reveal it), but a true seeing spell reveals the victim’s dual nature. If the host body is slain, the yak folk dies with it. Separating the two bodies takes half as long as melding (10 minutes). The host regains consciousness 1d6 minutes after the separation is complete. Only characters who know the victim personally have any chance to realize that something is wrong, by making a Spot check opposed by the yak folk’s Disguise check (which in this case represents how well the yak folk impersonates its host). A yak folk PC’s effective character level (ECL) is equal to its class level + 7. Thus, a 1st-level yak folk sorcerer has an ECL of 8 and is the equivalent of an 8th-level character.

Yuan ti, pureblood (MM1 p.263): +5 racial bonus on Disguise checks when impersonating a Human.

Zayka (ECS p.298): +4 racial bonus on Bluff and Disguise checks. Alt form +10 bonus. Read thoughts bonus bonus +4


Anti-Disguise
Lupin (Dragon compendium p.21): A lupin has a better ability to detect and distinguish the scents of creatures than a human. This gives the lupin a +5 racial bonus on Spot checks made to oppose a known individual's Disguise check if the individual comes within 5 feet.

Unique ability: Aberrant Limbs (DMG2 p.158): (Ex): The NPC was born with an extra pair of arms or an extra pair of legs. He might or might not be able to withdraw the aberrant limbs into his body to hide his unusual nature; if he can, he gains a +10 bonus on Disguise checks made to hide the aberrant limbs. An NPC with an extra pair of arms gains Multiweapon Fighting as a bonus feat. The land speed of an NPC with an extra pair of legs increases by 20 feet.

daremetoidareyo
2018-06-10, 12:06 AM
Impostery Class, ACFs, & Prestige Classes


http://www.maniacworld.com/heart-imposter.jpg

Druid (Rules compendium p.126): A THOUSAND FACES- At 13th level, a druid gains the supernatural ability to change her appearance at will, as if using the disguise self spell, but only while in her natural form. This change affects the druid’s body but not her possessions. It isn’t an illusory effect, but minor physical alteration of the druid’s appearance, within the limits described for the spell. Alt form +10 bonus.

Mountebank (Dragon compendium p.45): Disguise the Soul's Aspect (Su): Whenever an opponent attempts to use a spell capable of determining or detecting the mountebank's alignment, the mountebank may expend one of her daily infernal patron uses to make a Charisma check opposed by the Sense Motive of the person attempting to discern her alignment. If she succeeds, she picks the alignment that the caster detects. In some cases, this might lead the caster to detect nothing. After making a successful Charisma check, the mountebank foils that specific opponent's attempts for 24 hours. If her check fails, the mountebank cannot make another opposed check against that target for 24 hours.

Savant (Dragon compendium p.47): Skill Assistance: At 1st level and again at 4th level and every 4 levels thereafter (8th, 12th, and so on), the savant selects a skill from the following list in which he has at least 1 rank: Balance, Climb, Disguise, Hide, Listen, Move Silently, Ride, Spot, and Swim. The savant can choose to replace an ally's skill attempt with his own efforts. Rather than make a skill check, the ally can use the result of a special check made with a bonus equal to the savant's skill ranks + the ally's ability score modifier, armor check penalty (if any), and other modifiers. The savant makes the d20 roll on this check in secret (although the DM can ask to see it) and cannot take 10 or take 20. The savant can replace the skill checks of a number of allies equal to his Intelligence modifier. The allies must be within 5 feet of the savant at 1st level. This range increases by 5 feet each time the savant chooses a new skill to gain the benefits of this ability (up to 30 feet at 20th level).


Fangshields Druid (Champions of Valor p.41): Wild Shape (Humanoid) (Su): At 7th level, a Fangshields druid can use her wild shape ability to assume a Medium humanoid form. The humanoid form can resemble a human, dwarf, elf, or other Medium humanoid as the druid desires and has the appropriate racial traits for that race (according to the polymorph spell). This ability is typically used by a druid to interact with humanoid settlements without drawing too much attention to herself. However, the humanoid form retains some of a Fangshields druid’s original monstrous appearance, much like how a lycanthrope in hybrid form has humanoid and animal features, resulting in a –4 penalty on Disguise checks made to pass as a humanoid. The hybrid form can speak as well as a true humanoid

Mimic (Exemplars of Evil p.21): Class: Rogue. Level: 1st, 3rd, 6th, 9th, 12th, 15th, and 18th. Special Requirement: You must have a Charisma of 12 or higher to select this alternative class feature. Replaces: If you select this feature, you do not gain the trapfinding ability. Benefit: Once per day, you can use disguise self as a caster whose level equals your class level. At 3rd level and every three levels thereafter, you can reduce your bonus on trap sense by 1 to gain an additional use of mimic. At your discretion, when using disguise self, you can spend two uses of the spell-like ability to produce the effect as a swift action rather than a standard action.

Shapeshifter Egoist ACF: Minds eye (http://archive.wizards.com/default.asp?x=dnd/psm/20070314a) Change Shape (Su): You gain the minor change shape ability, like that of a changeling. Level: 1st. Replaces: The bonus feat at 1st level. Benefit: You gain the minor change shape ability that is possessed by changelings.

Kalashtar Soulknife Substitution Levels - RoE p.124 - Add Disguise to Class skills. Also Knowledge (the planes) & Perform. And much more

Changeling Wizard Substitution Levels - RoE p.123 - Add disguise to Class skills. Also Bluff & Sleight of Hand. And much more.

Corrupter (Paladin) - Dragon 312 - adds Disguise as a class skill also Bluff, Forgery, Hide, Knowledge (history). Lose Handle Animal, Heal, Knowledge (nobility & royalty), & Profession.



Acolyte of ego (Tom p.205): Cadence of the Secret Mask: You can use disguise self as the spell for 1 minute per class level.

Cabinet Trickster (Races of Eberron p.139): Detect Thoughts (Su): At 1st level, you gain the ability to read the minds of others. Twice per day, you can use detect thoughts as the spell. If you can read an opponent's mind, you get a +4 circumstance bonus on Bluff and Disguise checks. At 3rd level, you can use this ability four times per day. At 5th level, you can use this ability at will. Doppelganger Insights (Ex): At 1st level, your racial bonuses on Bluff, Intimidate, and Sense Motive checks increase by +2 (to a total of +4).

Dragonstalker (Draconomicon p.129): Hide Scent (Ex): At 5th level, a dragonstalker can use the Disguise skill to hide her (or someone else’s) scent. This requires a Disguise check (with a –10 penalty) opposed by a Wisdom check made by any creature attempting to use the scent ability to discover the dragonstalker’s presence. Hiding one’s scent requires twice as long as a typical Disguise check (1d3X20 minutes), and the effect lasts for 1 hour per class level. Magic that alters your form doesn’t affect this Disguise check.

Dread Pirate (Complete Adventurer p.39): dread pirate fearsome reputation: A dread pirate’s actual activities or alignment need not match his reputation. However, a radical shift away from his reputation might negate or even reverse that reputation at the DM’s option. Also, a dread pirate in disguise does not gain any effect granted by his reputation (including the special abilities described below that depend on the dread pirate’s reputation).

Epic Infiltrator (Epic level handbook p.29): Improved Cover Identity (Ex/Su): At 1st level, an epic infiltrator establishes three specific cover identities, +1 additional cover identity every four levels thereafter. While operating in a cover identity, the epic infiltrator gains a +4 circumstance bonus on Disguise checks and a +2 circumstance bonus on Bluff and Gather Information checks. When the epic infiltrator has the option of adding a new cover identity, he may instead work on further perfecting a cover identity already possessed. A specific cover identity may be improved again and again, each time adding +2 to the bonuses. Should the epic infiltrator wish to “retire” a cover identity and develop a new one, he must spend one week rigorously practicing subtle vocal intonations and body language before he earns the bonuses. The epic infiltrator can switch cover identities or don a disguise using the Disguise skill in 1d3 minutes. He can also put on or take off armor in one-half the normal time. Specialist Training (Ex): At 2nd level, the epic infiltrator gains +3 bonus on all checks with the listed skills. Every three levels thereafter (5th, 8th, 11th, and so on), the epic infiltrator gains specialist training again. He may select the same category more than once. Concealment: Bluff, Disguise, Forgery, and Innuendo.

Evangelist (Complete Divine p.40): Skill Mastery (Ex): At 4th level, the evangelist selects a number of skills equal to 1 + his Intelligence modifier (minimum of 1) from the following list: Bluff, Diplomacy, Disguise, Intimidate, and Sense Motive. When making a skill check with one of the selected skills, he may take 10 even if stress and distractions would normally prevent him from doing so.

Eye of Lolth ADAPTATION (Dotu p.83): The eye of Lolth class can be customized by changing its focus. Instead of serving the drow matriarchs, the eyes could be recast as surface elves who make forays into the Underdark to monitor their estranged kin. Change the drow requirement to elf or half-elf and the Knowledge (religion) requirement to Knowledge (dungeoneering). In lieu of gaining Lolth’s vision, the class grants characters darkvision out to 60 feet. Finally, the character loses all team-oriented benefits, but gains the ability to use disguise self at 3rd level, alter self at 6th level, and finally polymorph at 9th level, each a number of times per day equal to the character’s Charisma bonus (minimum 1/day) and at a caster level equal to the character’s Hit Dice.

Fiend of Corruption (Fiend Folio p.203): Alternate Form (Su): A fiend of corruption has the ability to assume any humanoid form of Small to Large size as a standard action. This ability is similar to the polymorph self spell but allows only humanoid forms. While using this ability, the fiend gains a +10 circumstance bonus on Disguise checks.

GrayGuard (Complete scoundrel p.42): Unbound Justice (Ex): At 7th level, You add half your gray guard level (round down) as a competence bonus on Bluff, Disguise, and Intimidate skill checks.

Impure Prince (Magic of Eberron p.75): Expanded Spell List: The impure prince learns a variety of magical techniques for rooting out and destroying aberrations. Add the following spells to any one of your class spell lists: 1st—disguise self

Kinslayer (Dotu p.88): Disguise Heritage (Su): Beginning at 7th level, you can alter your appearance to that of a surface elf, as if using the disguise self spell. This affects your body but not your possessions. It is not an illusory effect, but a minor physical alteration of your appearance within the limits described for the spell.

Nightsong Infiltrator (Complete adventurer p.65): Specialized Tools (Ex): After studying an area (see teamwork infiltration, above), a nightsong infiltrator of 6th level or higher can prepare a special tool for a job. Doing this requires 1 hour, a DC 15 Craft check, and a set of artisan’s tools for the Craft skill in question. The tool prepared by the infiltrator grants a +4 circumstance bonus on all checks made with one of the following skills: Climb, Disable Device, Disguise, Escape Artist, Hide, Move Silently, Open Lock, Search, or Sleight of Hand. This bonus doesn’t stack with the circumstance bonus granted by any other set of tools (such as a disguise kit or masterwork thieves’ tools). The tool works only in the studied area, and it works only for 24 hours (though the infiltrator can rebuild the tool by following the same process).

Oozemaster (Masters of the Wild p.68): Slithery Face (Su): At 2nd level, gains a competence bonus equal to his oozemaster level on Disguise checks.

Osteomancer (Dragon compendium p.84): Skeletal Shift (Ex): As a standard action, 2nd-level osteomancers can shift the bone structure of their limbs and face (including teeth) to appear as a different person, at will. This ability grants a +3 bonus on Disguise checks.

Outlaw of the crimson road (Song and Silence p.12): Legend: At 8th level, the character’s reputation gains him a +4 circumstance bonus on Bluff, Diplomacy, Gather Information, and Intimidate checks. This bonus applies only when he is interacting openly with others who know his reputation, not when be is in disguise or otherwise unknown to those with whom he is dealing. Furthermore, the outlaw’s status as a legend counts as “great prestige” for purposes of acquiring cohorts and followers with the leadership feat.

Psion Uncarnate (EPHB p.150): Assume Likeness (Su): At 4th level and higher, while incorporeal, a psion uncarnate can assume the likeness of any Small, Medium, or Large creature as a standard action that does not provoke attacks of opportunity. Alt Form +10 bonus. Read thoughts bonus bonus(+4)

Prime Underdark Guide (Underdark p.41): Underdark Traveler (Ex): A prime Underdark guide is familiar with the culture and etiquette of many Underdark societies. At 2nd level, she receives a +2 bonus on all Diplomacy, Disguise, Gather Information, and Sense Motive checks made against members of Underdark races. This bonus increases to +3 at 5th level, to +4 at 7th level, and to +5 at 9th level.

Scar Enforcer (Races of Destiny p.130): - Disguise Self (Sp): Starting at 4th level, you can use disguise self three times per day, but only to assume the appearance of a human or an elf.

Shadowcrafter (Underdark p.43): Shadow Mien (Su): At 1st level, +2 bonus on Disguise and Hide checks.

Shadowspy (Complete champion p.106): Shadowspy Aura of Anonymity (Su): When you are walking in a crowd of ten or more individuals, you gain a divine bonus equal to your shadowspy level on Disguise and Hide checks.

Spy Master (Complete adventurer p.78):Cover Identity (Ex): A spymaster has one specific cover identity (such as “Murek, the tailor from Sumberton”). While operating in that identity, she gains a +4 circumstance bonus on Disguise checks and a +2 circumstance bonus on Bluff and Gather Information checks. A spymaster can add an additional cover identity to her repertoire at 4th level and another at 7th level. Should a spymaster wish to “retire” a cover identity and develop a new one, she must spend one week rigorously practicing subtle vocal intonations and body language before she earns the bonuses. Cover identities do not in themselves provide the spymaster with additional skills, proficiencies, or class features that others might expect of the professions pretended. Thus, a spymaster must be careful to choose identities that can withstand ordinary scrutiny.
Quick Change (Ex): By 2nd level, a spymaster has become adept at quickly switching from one identity to another. She now can don a disguise in one-tenth the normal time (1d3 minutes) and don or remove armor in one-half the normal time.

Vigilant Sentinel (Magic of eberron p.86): Master of Disguise (Ex): You gain a bonus on Disguise checks equal to your class level. Nondetection (Su): You are constantly protected by a nondetection effect (as the spell), at a caster level equal to your character level. You can raise or lower this effect as a standard action. Thought Theft (Su): Beginning at 3rd level, your ability to use Sense Motive has progressed to the point where you can obtain secret information from creatures with which you interact. You can use your Sense Motive skill to glean elements of culture and even bits of knowledge from your target, enabling you to more thoroughly blend into your surroundings. As a standard action, you can make a Sense Motive check to detect the vague surface thoughts of a creature with which you can communicate (DC 10 + target creature’s HD + target creature’s Cha modifier). If you succeed on the check, you gain a +4 insight bonus on Bluff, Diplomacy, Disguise, and Gather Information checks made against the target creature and in social situations with that creature.

Watch Detective (Masters of the wild p.76): Skill Synergy: At 4th level, the watch detective may choose one of the following skill combinations: Disguise- Gather Information, If he has at least 5 ranks in both of the selected skills, he gains a +2 synergy bonus on checks involving both

Zhentarim Spy (PGTF p.78): Cover Identity (Ex): For every distinct Craft or Profession skill in which she has at least 2 ranks, she may have one cover identity. Each cover identity must be a specific person. She may at any time end an existing cover identity and establish a new one in its place. While operating under any of her cover identities, she gains a +4 circumstance bonus on Disguise checks and a +2 bonus on Bluff and Gather Information checks. For each additional 2 ranks (beyond the minimum 2) that the Zhentarim spy possesses in a cover identity’s associated Craft or Profession skill, each of these bonuses increases by 1. Establishing a new cover identity or replacing an old one means the Zhentarim spy must acquire documentation and personal effects, establish a place of business, and otherwise set up a believable second life. This process takes 1d4 tendays, during which she may do nothing else, and costs 6d10 gp. Unlikely Cover (Ex): At 3rd level, the Zhentarim spy may designate a number of cover identities equal to her Charisma bonus (minimum one) as “unlikely covers.” In such a cover identity, she is disguised as someone drastically different from herself—a member of the opposite sex or a different race, or someone with a very different body shape. While she operates in an unlikely cover, her normal bonuses on Disguise, Bluff, and Gather Information checks for a cover identity are doubled (to +8 on Disguise checks, +4 on Bluff and Gather Information checks, and +2 per 2 extra ranks on checks made with the cover identity’s Craft or Profession skill). Furthermore, the DC for Spot checks made to penetrate her disguise increases by 4.


Bone Collector (Ghostwalk p.21): Recognize Undead (Ex): A bone collector has trained her senses to such an extent than she can more easily recognize an undead creature for what it is. She gains a +4 bonus on Spot checks or Will saving throws to penetrate an undead’s disguise or an illusion spell that changes its appearance. If an undead creature is not attempting to disguise its nature or naturally appears much like a living creature, the bone collector gains a Spot check (DC 10 + undead’s Cha modifier).

Church inquisitor (Complete Divine p.27): Pierce Illusion (Su): At 3rd level, the church inquisitor gains the supernatural ability to penetrate illusions and disguises at will. Whenever an inquisitor sees an illusion or disguise spell of any sort, he immediately makes a Will save to see through it. The inquisitor need not interact with or touch the illusion, visual contact is enough to give the Will save. Pierce Disguise (Ex): The inquisitor has a +4 competence bonus on Spot checks against the Disguise skill.

Dispassionate Watcher of Chronepsis (Draconomicon p.90): Clearsight (Ex): A 9th-level dispassionate watcher can see illusions, transmuted creatures and objects, and disguised creatures and objects for what they really are, provided they are within 30 feet of the dragon. This ability is similar to the true seeing spell, except that it also foils mundane disguises.

Keeper of Cerulean blah blah (Lords of Madness p.194): Detect Aberrant Taint (Sp): As long as you wear your cerulean focus, you can detect the taint of aberrations. This ability functions as the spell detect aberration (see page 211), except that it also allows you to detect the presence or absence of any mind-affecting spells or supernatural abilities in effect on any creature, as long as the effect in question was placed there by an aberration. Additionally, it reveals any creature that willingly belongs to a cult that knowingly worships aberrations. A cultist who believes he is worshiping Pelor when in fact his devotions are led by a mind flayer in disguise would not register as tainted by the use of this ability, but a cultist who worships knowingly under a mind flayer would be revealed. You can use this ability a number of times per day equal to your class level.

Urban Savant (Cityscape p.102): Pierce Deception: Upon reaching 8th level, you know intuitively how the city is supposed to look. While in an urban environment, you can try to see through the deception of any object or creature that might be disguising its true appearance. Make a DC 20 Knowledge (arcana) check. If the check succeeds, you know whether or not the target’s true appearance has been clouded, but not by what means, nor what its true appearance might be. If the check succeeds by 10 or more, you know by what means the target’s appearance has been altered (through use of the Disguise skill, magic, a natural shapechanging ability, or the like). If the deception is magical, you can attempt a Spellcraft check (DC 20 + spell level) to determine the spell used.

daremetoidareyo
2018-06-10, 12:09 AM
Feats, Skill tricks, Affiliations, & Rituals

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Transformative
Mask of Gentility (Exemplars of Evil, p. 25) [General] Prerequisite Bluff 9 ranks, Disguise 9 ranks, CHA 15: If you are subjected to a divination spell that normally would reveal your alignment, your alignment registers as neutral. In addition, if someone tries to use the Sense Motive skill to get a hunch about your purpose or nature, she must succeed on a DC 30 check to obtain an accurate impression. Normal Getting a hunch requires a DC 20 Sense Motive check.

Persona Immersion (Races of eberron p.110) [RACIAL] Prerequisite: Changeling; While under the effect of your minor change shape ability, if you make a successful save against a divination spell or telepathic psionic power of 3rd level or lower, you can generate a misleading result. Though you don’t learn the precise spell or power being used against you, you know what type of information is sought and can respond accordingly. For example, a character with this feat who successfully saves against detect thoughts knows that his surface thoughts are being probed, and can thus supply any specific thoughts that he wishes to be detected by the caster.

Quick Change (Races of Eberron p.110): [RACIAL] Prerequisite: Changeling. Benefit: You can use your minor change shape ability as a move action. Normal: Using the minor change shape ability is a fullround action.

Racial Emulation (Races of Eberron, p. 110) [Racial] Prerequisite Changeling; When you use your minor change shape ability to assume the form of a humanoid creature, you can also emulate any of that humanoid's subtypes. Though you do not gain any of the humanoid's traits, you are considered to be a member of that race for all other purposes (allowing you to use magic items or spells keyed to race, for example). You can also ignore the normal penalty on Disguise checks when disguising yourself as a different race. You can only emulate one race at a time, and you always retain the shapechanger subtype.

Static bonus
Deceitful (PHB p.93): [GENERAL] +2 bonus on all Disguise checks and Forgery checks.

Charlatan (Song and Silence p. 38) [General] +2 bonus on Bluff and Disguise checks.

Many Masks [Scorpion] (Dragon #318 p.38): You gain a +2 bonus on bluff, disguise, and perform act checks.

Perfect Reflection (Player's Guide to Eberron, p. 25) [General] Prerequisite CHA 15, Changeling, Wis 13; When using your minor shapechange ability to disguise yourself, you get a competence bonus on your Disguise check and on Bluff checks made to impersonate that person. The bonus is based on how well you know the person you are imitating. While these categories are similar to the categories that determine a character's bonus on Spot checks to see through a disguise, the amount of the bonus is not the same. Familiarity -- Bluff/Disguise Bonus. Recognize on sight -- +2. Friend or associate -- +4. Individual is present -- +6. Close friend -- +8. Intimate -- +10.

Skill Focus (disguise): +3 to disguise checks

Disguise Self
DragonMarks (ECS p.66): The aspects of the Mark of Shadow grant the following benefits. Least Mark of Shadow: darkness 1/day, disguise self 1/day, or minor image 1/day; +2 bonus on Gather Information checks.

Face-Changer (Complete mage p.42): [RESERVE] Prerequisite: Ability to cast 3rd-level spells: As long as you have a glamer spell of 3rd level or higher available to cast, you can alter your appearance as the spell disguise self, except that the duration lasts 1 minute per level of the glamer spell. This illusory transformation requires a full-round action to activate. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting glamer spells.

Fey Presence (Complete mage p.43): [HERITAGE] Prerequisites: Nonlawful alignment, Fey Heritage, character level 6th. Benefit: You gain the following spell-like abilities, each usable once per day: charm monster, deep slumber, and disguise self. Your caster level equals your character level.

Initiate of Shar (Champions of Ruin, p. 24) Prerequisite Able to cast 1st-level divine spells, patron deity Shar: You add Bluff and Hide to your list of class skills. In addition, you add the following spells to your divine spellcaster spell list. If you have more than one divine spellcasting class before taking this feat, you must decide which class has the additional spells added to its list. 1st Disguise Self.

Natural Trickster (Races of Stone p.143): Prerequisites: Gnome, Cha 13. Benefit: You gain the ability to use one of the following spells once per day as a spell-like ability: disguise self, silent image, or ventriloquism. Caster level 1st; save DC 10 + your Cha modifier + spell level. Special: This feat can be taken as many as three times. Each time, you select a different spell and gain one daily use of that spell.

Touch of Deception (PGTE p.35) Prerequisite: Region of origin Demon Wastes: Your tainted origin grants you the following spell-like abilities as a 1st-level caster: 1/day—disguise self, ghost sound, open/close. The save DC for these effects is equal to 10 + spell level + your Cha modifier.

Whispered Secrets (Races of Destiny p.155): [INITIATE] Prerequisites: Cleric level 1st, deity Vecna; Add Listen and Spot to your list of cleric class skills. Furthermore, you automatically become aware of any attempt to observe you by means of a divination (scrying) spell or effect. This extraordinary ability does not enable you to discern the scrier, the type of scrying device or spell used, or the scrier’s location. In addition, you may add the following spells to your cleric spell list: 1st Disguise Self

Add Disguise to Class skill list
City Slicker (Races of Destiny p.150): Benefit: Disguise, Forgery, Gather Information, and Knowledge (local) are always class skills for you. Special: This feat may only be taken at 1st level.

Draconic Heritage (Silver) (Complete Arcane p.78): Add disguise to class skill list

Initiate of Aasterinian (Dragon Magic p.20): [INITIATE] Prerequisite: Cleric level 3rd, dragonblood subtype, deity Aasterinian. Benefit: Add Bluff, Disguise, Speak Language, and Sleight of Hand to your list of cleric class skills. If you are a spellscale (see Races of the Dragon), you also gain a +2 competence bonus on Bluff, Disguise, and Sleight of Hand checks. In addition, you add the following spells to your cleric spell list.

Initiate of Shar (Champions of Ruin, p. 24) [Initiate] Prerequisite Able to cast 1st-level divine spells, patron deity Shar: You add Bluff and Hide to your list of class skills. In addition, you add the following spells to your divine spellcaster spell list. If you have more than one divine spellcasting class before taking this feat, you must decide which class has the additional spells added to its list. 1st Disguise Self.

Planar Touchstone: catalogues of enlightenment (planar handbook): Key to a domain that grants disguise as a class skill.

Anti-Disguise
Attention to Detail [lion] (Dragon #318 p.37) : you gain a +2 to sense motive checks opposing another character’s bluff check, on spot checks opposing another characters disguise or forgery check and on will saves to disbelieve illusions.

Recognize Imposter (ECS p.58): [GENERAL] Prerequisites: Sense Motive 3 ranks, Spot 3 ranks; You receive a +4 bonus on Spot checks to oppose Disguise checks and on Sense Motive checks to oppose Bluff checks.

Skill Tricks
Assume Quirk (Complete scoundrel p.85): [Interaction] Prerequisite: Disguise 5 ranks: When impersonating a particular individual, you can eliminate the normal Spot bonus granted to a viewer familiar with that individual (PH 73). The effect extends to all viewers. Using this trick requires no special action, but you can maintain the deception for only 1 hour per day.

Second Impression (Complete scoundrel p.88): [Interaction] Prerequisite: Bluff 5 ranks, Disguise 5 ranks: If an observer sees through your disguise with a successful Spot check, you can (as an immediate action) attempt a Bluff check to convince him that he’s mistaken. Use the observer’s Spot check result as the DC for your Bluff check; if you succeed, the observer ignores the evidence of his own senses in favor of what your disguise attempts to show. You must be aware of the observer’s discovery in order to use this trick; for example, you can’t use it against someone viewing you secretly, nor can you use it against someone who sees through your disguise but keeps that information secret. When in doubt, the DM should allow a character to use this trick if she has any reason to fear that her cover has been blown. You can use this trick only once per day, but its effect extends to all viewers within 30 feet of you. For example, you could attempt it against an entire patrol of guards confronting you just as effectively as against a single person. This trick doesn’t let you maintain a disguise that has been defeated by other means; for example, if your disguise self spell is penetrated by a true seeing spell, Second Impression won’t help.


[I]So, Affiliations were Expanded upon in PHB2 so they follow their own rules. And Guilds were introduced in the DMG2 and follow their own rules. My musings are in italics. Affiliations from sources that came out before PHB2 don't have updated stats for their organization executive powers and whatnot.

Affiliations

The eternal library affiliation (Complete Champion p.13): Affiliation Score Criteria: To gain the benefits of affiliation, a member of the church must be able to cast 1st-level or higher spells. Likely considered a Temple Affiliation: Likely executive powers are Craft, Gift, and Excommunicate. Rank 2 score 13–19 Scholar: Once per day, gain a bonus equal to 1/2 your character level on one Bluff, Disguise, or Hide check.

Trickery domain affiliation (Complete champion P.43): Likely executive powers are Pariah, Shadow War/assassinate, Gift. Rank 2 score 11–19 Expert Trickster: Once per day, gain a bonus equal to 1/2 your character level on one Bluff, Disguise, or Hide check.

Hollow shards affiliation (City of Stormreach p.116): Entry Requirements: Skill: Bluff 3 ranks or Forgery 3 ranks. Special: To become a Hollow Shard, you must give a donation of at least 1,000 gp to the organization. Obviously a Thieves Guild, Likely executive powers are Assassinate, Pariah, and Terrorize. 16–22 Honest Shard: +2 bonus on Disguise checks. You cultivate a fake reputation as an honorable merchant, artisan, or any other trade you choose. Those making Gather Information or Knowledge (local) checks turn up whatever information you planted about your past and present activities.

Royal eyes Affiliation (Five Nations p.25): Entry requirement: Aurundar Citizen. Likely a spy ring: Likely executive powers: Assassinate, Raid, Shadow war. Rank 3 21–30 Trusted Agent: You plan your own missions in collaboration with an assistant spy master. You can access most parts of the Tower of the Eyes (described below). The Royal Eyes issues you a hat of disguise or similar magic item. Your contacts among the Royal Eyes collectively have a +20 bonus on Gather Information checks made on your behalf. You can also use your affiliation score to get favors from the Royal Eyes beyond what you need for your current mission. If you reduce your current affiliation score by 1 point, you get a simple favor such as access to sensitive information, hard-to-get documents, or a meeting with an important Aundairian official. If you reduce your current affiliation score by 2 points, you get a dangerous, expensive, or illegal favor. The Royal Eyes favors function like the Favored in House feat on page 53 of the EBERRON Campaign Setting, except that no favor check is required.

When government Bans things (PHB2 p.187): If a government affiliation uses the law executive power to ban something: An individual can attempt a Disguise check (DC equal to your espionage check result (1d20 + Affiliation Scale divided by 4, + modifiers) to engage in an outlawed practice with impunity. If you outlaw an affiliation, it goes underground and takes a –2 penalty on all checks until it relocates or the ban is lifted. A banned affiliation has a maximum capital of 1.5 × its scale, and it is exterminated if its capital reaches 0.

Guilds
Performer’s guild (DMG2 p.224): Entry Requirements: At least one level in a guild associated class, 4 ranks in a guild associated skill, entry dues (25 gp). A performer guild requires each member to perform his chosen services in support of other guild members as necessary. Generally, such service requires 1d4–1 days (8 hours per day) each week. Associated Classes: Bard/Rogue. Disguise is an associated skill, and thus can be selected for the favored in Guild feat.

The Unseen (City of Waterdeep p.58): Requirements: Do not divulge the secrets of the brotherhood to any outsiders. Special: Any creature with the shapechanger subtype can join, regardless of character class (or lack thereof). If you are not a shapechanger, you must demonstrate skill in deception and subterfuge (2 ranks in Bluff and 2 ranks in Disguise) or have the ability to alter your form magically (alter self, polymorph, wild shape, or similar spells or abilities). Associated Skills: Bluff, Disguise, Escape Artist, Hide, Knowledge (dungeoneering), Sense Motive. Favored in Guild Fringe Benefit: Due to your long association with many shapechangers, you gain a +2 bonus on Spot and Sense Motive checks made to see through a Disguise or Bluff attempt.


Savage species p.148: Ritual of Association This minor ritual gives the character a racial subtype or type modifier such as gnoll, goblinoid, orc, or reptilian. (This ritual does not grant the human, dwarf, elf, gnome, and halfling subtypes of humanoid.) The character gains minor manifestations of the physical appearance of that subtype (DCs for Disguise checks increase by +5), but no abilities of that monster kind. The benefit of this ritual is that the character can use items as if it were a member of that subtype. Therefore, a magic sword with additional functions when wielded by an orc would also allow access to those functions for someone who successfully completed this ritual to obtain the ore subtype. This ritual requires a 7th-level transmuter who knows polymorph other. Ritual Cost: This ritual costs the subject 56,000 gold pieces and 2,240 XP. Level Adjustment: +0.

Savage species p.148: Ritual of Gills This ritual gives a character the aquatic subtype. The benefit of this ritual is that while the character can still breathe air, he also possesses gills and can breathe water indefinitely This obvious physical change increases the DC for Disguise checks by +5. The character does not gain a Swim speed or any racial bonus on Swim checks. The character must specify whether he can breathe salt water or fresh water. The ritual can provide either, and a second performance of the ritual allows the character to breathe both. This ritual requires a 7th-level transmuter who knows polymorph other . Ritual Cost: This ritual costs the subject 56,000 gold pieces and 2,240 XP. Level Adjustment: +0, or +1 if playing in a maritime or aquatic campaign.

daremetoidareyo
2018-06-10, 12:10 AM
Magic
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Cloak of Khyber (City of Stormreach p.59): Illusion Level: Sorcerer/wizard 3; Personal; 1 day/level; A cloak of Khyber conceals the caster’s alignment from any form of divination. More important, it shields a shapechanged or magically disguised creature from true seeing, causing the disguise to appear to be the caster’s true form. The disguise must be maintained for 6 hours before the power of the cloak takes effect.

Consume Likeness (BOVD p.89): Corrupt 6; Target: Caster Duration: Permanent, Necromancy [Evil] The caster can take on the appearance and form—including clothing and equipment—of a corporeal humanoid that is freshly dead. The caster assumes the form of the creature as it looked when it lived. The caster must eat the flesh of the corpse whose form is to be assumed as he casts the spell. Once the spell is complete, the caster can assume the new likeness at will. If the caster uses this spell to create a disguise, he gets a +10 bonus on his Disguise check. And so much More!!!

Create Fetch (Complete scoundrel p.96) Conjuration (Creation) Level: Assassin 3, Bard 3, Sorcerer 4, Wizard 4, Range: Close (25 ft. + 5 ft./2 levels) Effect: A duplicate of yourself; 10 minutes/level. You create a fetch, a perfect replica of your form at the time you cast this spell. You have a mental connection with your fetch and can give it new orders as a standard action. The fetch duplicates your form in every way but texture. You must make a Disguise check when you cast the spell to determine how good the likeness is; this result is opposed by observers' Spot checks as normal. Anyone touching the fetch finds it rubbery and soft, and in so doing immediately realizes its magical nature. The fetch's body includes useless versions of all the equipment you possess: A weapon wielded by the fetch is too flimsy to deal damage, and tools it carries are fragile and imprecise. Items created with a fetch are part of its form and dissipate if separated from it. The fetch can't perform any task that requires a skill check with a DC higher than 10 or that requires a skill that can't be used untrained. It can perform only one activity at a time, but it repeats the same activity tirelessly if ordered to do so as long as you remain within the spell's range. And so much More!

Crown of Veils (Player's Handbook II) Illusion (Figment) Level: Bard 2, Beguiler 3, Sorcerer 3, Wizard 3, Touch 1 hour/level; The spell's recipient gains a +2 competence bonus on Disguise and Hide checks. As an immediate action, the creature wearing the crown of veils can discharge its magic to gain a +8 competence bonus on a single Disguise or Hide check. The spell ends after the wearer uses the crown in this manner. The crown occupies space on the body as a headband, hat, or helm. If the crown is removed, the spell immediately ends.

Deceptive Facade (Complete mage p.102): Illusion (Glamer) Level: Bard 2, sorcerer/wizard 3 Creature or object (up to 1 cu. ft./level) touched; 10 minutes/level; Will negates/disbeleif (harmless, object/if interacted with, everyone else) Deceptive facade allows you to alter the appearance of another being or object. When cast on another creature, it functions as disguise self, except that it can affect a target other than yourself. When cast on an inanimate object or a structure, the spell allows you to alter the object's visible characteristics. You might change its color, make it appear to be made of a different material or substance, increase or decrease its apparent size by up to 10 percent, or modify other cosmetic details. Deceptive facade does not alter any other sensory properties of the target. A creature that interacts with the glamer can make a Will save to recognize the illusion, just as with disguise self.

Disguise Self (Player's Handbook p. 222) Illusion (Glamer) Level: Bard 1, Savant 1 (Arcane), Jester 1, Sha'ir 1, Beguiler 1, Vigilante 1, Fatemaker 1, Ebonmar Infiltrator 1, Sor/Wiz 1, Assassin 1, Trickery 1, Baator 1, Envy 1; Personal; 10 min./level You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. For example, a human caster could look human, humanoid, or like any other human-shaped bipedal creature. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. A battleaxe made to look like a dagger still functions as a battleaxe. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion. For example, a creature that touched you and realized that the tactile sensation did not match the visual one would be entitled to such a save.

Disguise Ship (Stormwrack p.115): Illusion (Glamer) Level: Sorcerer/wizard 4; Touch; One ship; 1 hour/level; You cloak a ship in illusion, making it appear as a ship of another type of your choice. You can choose what it appears as down to small details such as what weaponry it bears and what flags it is flying. You can make the ship to be any other water-going vessel, though it cannot seem to be more than 50% smaller or larger. Creatures within the area are not hidden or changed in appearance, nor are their possessions.

Disguise Undead (Spell Compendium, p. 66, Tome and Blood p.87) Illusion (Glamer) Level: Sorcerer 2, Wizard 2; Touch 1 corporeal undead; 24 hours You make one undead—including its clothing, armor, weapons, and equipment—look different. You can make it seem 1 foot shorter or taller, thin, fat, or in between. You cannot change the creature's body type. For example, a wight could look human, humanoid, or like any other generally human-shaped bipedal creature. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature, such as a mole or a beard, or make it look like an entirely different creature. The spell does not provide the abilities or mannerisms of the chosen form. It does not alter the perceived tactile (touch) or audible (sound) properties of the undead or its equipment. A battleaxe made to look like a dagger still functions as a battleaxe. This spell also foils magical means of detecting undead. The subject of disguise undead detects as a creature of the type simulated. Creatures get Will saves to recognize the glamer as an illusion if they interact with the subject (such as by touching the undead and having that not match what they see, in the case of this spell).

Doppelganger Transformation (Races of Eberron p.184): Transmutation [Mindset] Level: Transformation 7; Personal; 1 minute/level Mindset: While this spell is prepared, you gain a +2 bonus on Bluff and Disguise checks and a +2 bonus on saving throws against sleep and charm effects.

Elf Disguise Magic books of faerun (http://archive.wizards.com/default.asp?x=dnd/mb/20040818a): Illusion (Glamer) Level: Bard 1, Cleric 1, Sor/Wiz 1; 1 hour/level: This spell works much like disguise self, except that you cannot change your height or build. Instead, you can change only hair color, eye color, and complexion to match a particular kind of Faerûnian elf (moon elf, sun elf, wood elf, wild elf, or drow). The specific coloration is limited to common colors for that type of elf. For example, if you chose to disguise yourself as a moon elf, you cannot give yourself tan skin (because moon elves have fair skin), red hair (because most moon elves have black, silver-white, or blue hair), or brown eyes (because moon elves have blue or green eyes). You are easily recognizable as yourself to anyone familiar with your normal appearance. Unless you normally have an elflike build, this spell does not help Disguise checks to appear as an elf. If you are an elf, this spell lets you easily pass as a different kind of elf, although height differences may give away the disguise.

Green Oath (http://archive.wizards.com/default.asp?x=dnd/fw/20030420a&pf=true)Transmutation Level: Drd 7; Casting Time: 10 minutes; Personal; 1 hour/level; When the casting is complete, your flesh turns a lush shade of green and your hair grows tangled and sprouts leaves or even flowers. You exude an earthy scent for the duration of the green oath. This gives you a +10 circumstance bonus on your Disguise check if you are masquerading as a plant or plant creature and the observer is using only the Scent ability to observe you. It also raises the DC to successfully track you through natural environments by +10. You can now move through natural, magic, or enchanted thorns, briars, and overgrown areas and similar terrain at your normal speed and without taking damage or other impairment. Plant creatures take a -4 circumstance penalty on attack rolls against you; this penalty increases to -8 for grapple checks.

Hidden Ward (Magic of Eberron, p. 96) Illusion (Glamer) Level: Bard 1, Sorcerer 1, Wizard 1, Components: V, S, M, Casting Time: 10 minutes Range: Touch Target: Object touched Duration: 24 hours; see text Saving Throw: None Spell Resistance: No This spell helps disguise the presence of any spells (including glyph of warding) that have been cast upon the target object. If detect magic or a similar effect is used to detect the presence of magical auras on the object, the caster must succeed on a caster level check (DC 10 + your caster level) to find any magical auras that are the result of active spells. (The DM should make this roll in secret to prevent subicion by the players.) A single successful check will reveal both the hidden ward and the spells it hides. In addition, casting this spell on a magic trap (such as a fire trap spell cast on an object) increases the Search DC to find the trap by one-half you caster level (maximum +5). This spell cannot be used to conceal nonmagical traps, nor does it hide the magical properties of an item that aren't dependent on active spells (such as the magic aura of a +1 longsword).

Ice Assassin (Frostburn p.97) Illusion (Shadow) Level: Sorcerer 9, Wizard 9, ]Casting Time: 8 hours; Touch; One duplicate creature; Instantaneous; You must make a Disguise check (gaining a +10 circumstance bonus from the power of the spell) when you cast the spell to determine how good the likeness is. And so much More!!!

Mask of the Ideal (Complete mage p.110): Illusion (Glamer) Level: Bard 2, sorcerer/wizard 3 Personal; Duration: 10 minutes/level; Any creature that perceives you in any fashion beholds something that it finds aesthetically pleasing. You gain a +4 competence bonus on Bluff and Diplomacy checks, as well as on Disguise checks made to disguise yourself (but not others). You also gain a +4 competence bonus on any Charisma check you make to influence a creature that you have enchanted (such as with charm person) or conjured (such as with planar binding).


Pleasant Visage (Ghostwalk p.56): Illusion (Glamer) [Ectomancy] Level: Brd 1, Clr 1, Sor/Wiz 1 Touch; One ghost; 24 hours You disguise the wounds of a ghost who has a disturbing, repulsive, or gruesome appearance, making it appear completely normal (although still a The spell does not change the ghost’s features or disguise it in any way; it conceals the manner of the ghost’s death so that it can walk about in polite society.

Minor Disguise (Spell compendium p.142): Transmutation Level: Bard 0; Personal 1 hour: This spell gives you a +2 competence bonus on the next Disguise check you make during its duration.

Moonfire (Spell Compendium, p. 144) Evocation [Light] Level: Moon 9, Range: 60 ft. Cone-shaped burst and coneshaped emanation; Instantaneous and 1 round/level; Disguised, shapechanged, or polymorphed creatures and objects in the spell's area at the time the spell is cast must make Will saves or immediately return to their normal forms. Even if the save succeeds, they remain covered in ghostly white outlines that show their true forms for 1 round per caster level. The entire area covered by the cone glows silver-white for 1 round per caster level. And so much More!!!

Reflective Disguise (Spell Compendium, p. 171) Illusion (Glamer) Level: Bard 2, Sorcerer 2, Wizard 2; Personal; 10 minutes/level A reflective disguise spell causes any intelligent creature viewing you to perceive you as the same species and gender as itself, provided that its size category is no more than one step different from your own. The spell changes perceptions of clothing, race, and gender. Reflective disguise does not give you any knowledge of the abilities or mannerisms of the reflected form, nor does it alter the perceived tactile (touch), audible (sound), or olfactory (smell) properties of you or your equipment. A creature that interacts with the glamer, beyond simply viewing it, gets a Will save to recognize it as an illusion. A creature with the scent ability automatically gets a Will save if you are within its scent range.

Seeming (PHB p.275): Illusion (Glamer) Level: Brd 5, Sor/Wiz 5; Close (25 ft. + 5 ft./2 levels); One creature per two levels, no two of which can be more than 30 ft. apart; 12 hours This spell functions like disguise self, except that you can change the appearance of other people as well. Affected creatures resume their normal appearances if slain. Unwilling targets can negate the spell’s effect on them by making Will saves or with spell resistance.

Servant's Guise (http://archive.wizards.com/default.asp?x=dnd/re/20021007a) Illusion (Glamer) Level: Rgr 1, Sor/Wiz 0: Personal; 10 min/level. Servant's guise allows you to subtly alter your clothing, weapons, and equipment, but not your form, features, or body type, in a manner that makes you unworthy of notice. You must choose the style of clothing and decide what your weapons and equipment look like or whether they appear at all. This spell does not alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. A battleaxe made to look like a dagger or a sash still functions as a battleaxe. If you use this spell to create a disguise, you get a +5 bonus on the Disguise check.

Simulacrum (Player's Handbook p. 279) Illusion (Shadow) Level: Sorcerer 7, Wizard 7, Sha'ir 7, Envy 8, Casting Time: 12 hours; Range: 0 ft. Effect: One duplicate creature Duration: Instantaneous; Simulacrum creates an illusory duplicate of any creature. You must make a Disguise check when you cast the spell to determine how good the likeness is. A creature familiar with the original might detect the ruse with a successful Spot check (opposed by the caster's Disguise check) or a DC 20 Sense Motive check. At all times the simulacrum remains under your absolute command. And so much More!

Shadowgloom (http://archive.wizards.com/default.asp?x=dnd/wn/20030730a) Illusion (Shadow) Level: Sor/Wiz 1; Range: Medium (100 ft. + 10 ft./level) 1 round/level Effect: 10 ft. radius of gloom or one shadowy form of Large or smaller. With this variant you may also cause one creature or object of up to Medium size to be obscured by shadows. An affected object gains total concealment in the darkness, and becomes invisible while the effect lasts. A creature is merely disguised by deep shadow that completely obscures the major features of its bodies. The creature remains visible, but its identity and possibly even its race cannot be deduced just by looking at the creature. The disguised creature can still see, and the enveloping shadows do not adversely affect its ability to perform any action. Saving throws and spell resistance applies to a creature that does not want himself or an object in his possession to be affected in this manner. Normally this aspect of the spell is used to disguise a creature or hide an object from scrutiny (including something like concealing a door). And so much more!

Shapechange (Player's Handbook p. 277) Transmutation Level: Druid 9, Sorcerer 9, Wizard 9, Wu Jen 9, Sha'ir 9, Death Master 9, Urban Druid 9, Animal 9, Limbo 9, Scalykind 9; Personal; 10 min./level This spell functions like polymorph, except that it enables you to assume the form of any single nonunique creature (of any type) from Fine to Colossal size. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check. And so much more!!

Shroud of Undeath (Spell Compendium, p. 189, Ghostwalk p. 57, Magic of Faerun) Necromancy Level: Bone Collector 2, Sor/Wiz 2, Cleric 2 Personal 10 min/level You shroud yourself with invisible negative energy so that nonintelligent undead creatures perceive you as a fellow undead, ignoring you. Your appearance does not change, and while intelligent undead do not immediately recognize you as alive, they are likely to question whether you are actually undead. If used in conjunction with a disguise or illusion to appear undead, this spell gives you a +5 bonus on your Disguise check.

Translocation Trick (Spell Compendium, p. 222) Conjuration [Teleportation] Level: Sorcerer 4, Wizard 4, Components: V, Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: You and one creature Duration: 10 minutes/level; You utter the words, and in an instant you and your target are switched—you take its position and form, and it appears where you had stood moments before, looking to others as you appear. You and the other target switch locations, as if simultaneously using dimension door spells (PH 221) and exchange appearances, as if using disguise self spells (PH 222) to appear as each other. Your target can negate this spell with a successful saving throw. If you or your target exceed the capacity of the dimension door spell or if you and your target have bodies that are so different that the disguise self spell could not disguise you as your target, this spell fails. Magic that penetrates disguises (such as true seeing) reveals the identities of you and your target. Otherwise, you are considered to be disguised as your target and vice versa for the duration of the spell. You get a +10 bonus on Disguise checks to impersonate the target. When the spell ends, you and your target revert to your true appearances in your current locations. You do not switch places again.

Veil (Player's Handbook p. 298) Illusion (Glamer) Level: Thayan Slaver 4, Bard 6, Sorcerer 6, Wizard 6, Beguiler 6, Wu Jen 6, Sha'ir 6, Range: Long (400 ft. + 40 ft./level) Target: One or more creatures, no two of which can be more than 30 ft. apart Duration: Concentration + 1 hour/level You instantly change the appearance of the subjects and then maintain that appearance for the spell's duration. You can make the subjects appear to be anything you wish. A party might be made to resemble a mixed band of sprites led by a treant. The subjects look, feel, and smell just like the creatures the spell makes them resemble. Affected creatures resume their normal appearances if slain. You must succeed on a Disguise check to duplicate the appearance of a specific individual. This spell gives you a +10 bonus on the check. Unwilling targets can negate the spell's effect on them by making Will saves or with spell resistance. Those who interact with the subjects can attempt Will disbelief saves to see through the glamer, but spell resistance doesn't help.

Clothier's Closet (Magic of Eberron, p. 94) Conjuration (Creation) Level: Bard 2, Sor/Wiz 2, Components: V, S, M, A gem worth at least 100 gp. Casting Time: 10 minutes; One or more sets of clothes; 1 hour/level; When you and your companions need to attend a gale reception at the last minute, you need not despair over your clothing. When you cast clothier's closet, you conjure a 3-inch-diameter wooden rod up to 10 feet long between any two upright supports you choose. For example, you could summon the rod between two walls of a corridor or alcove. On the rod hang a number of outfits as determined by you, each of a size and type you specify while the spell is cast. The conjured rod can hold a variety of seperate outfits whose total price does not exceed 100 gp. The outfit types that you can specify include the following: artisan's outfit (1 gp), cleric's vestments (5 gp), cold weather outfit (8 gp), courtier's outfit (30 gp), entertainer's outfit (3 gp), explorer's outfit (10 gp), monk's outfit (5 gp), noble's outfit (75 gp), scholar's outfit (5 gp), or traveler's outift (1 gp). The conjured clothing is normal in all respects and does not radiate magic. Even after the duration elapses and the rod and hangers disappear, the clothes remain. Speical: A character with any Mark of Hospitality dragonmark, or with the Favored in House feat (Ghallanda), can cast this spell without the material components, but the conjured clothes last only as long as the spell's duration.

Phade's Fearsome Aspect (Dragon #333) Illusion (Glamer) Level: Brd 2, Clr 2, Sor/Wiz 2 Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level The target's facial features take on the aspect of a threatening creature seemingly birthed from the Abyss. The subject's eyes seem to change to glowing slits, its skin darkens and grows scales, and horns and sharp teeth appear to jut from its face. The change has no affect on the target's physical abilities, but it does bestow a +5 bonus on Intimidate checks and allows the target to make an attempt to demoralize opponents as a swift action. Neither the caster nor the target of this spell has control over the specific features of the illusion and it cannot be used to create a specific disguise. Regardless of being unable to choose specific features and the horrific nature of your form, the illusion masks your appearance and grants you a +10 bonus on Disguise checks. A creature that physically interacts with the features of a Phade's fearsome aspect gets a Will save to recognize it as an illusion. For example, a creature that touches the subject may attempt a Will save to realize the tactile sensations do not match the visual ones.

Wraithform (Dragon #348) Transmutation Level: Sor/Wiz 4 Casting Time: 1 standard action Range: Touch Target: One willing corporeal creature touched Duration: 2 min/level (D) Upon casting this spell, your target becomes shadowy and ghostlike, its eyes glowing a sinister red. This spell functions as the spell gaseous form, with the exception that the target can move at its normal speed while affected. In addition, mindless undead (those with no Intelligence score) do not perceive the target as a threat. Even those with minds are likely to assume the target is merely a wraith or other vengeful spirit. The target gains a +10 bonus on its Disguise check to appear to be a wraith, although sentient beings may still make Spot checks to see through the morbid disguise.



Bigby’s Interposing Hand (PHB p.204) Evocation [Force] Level: Sor/Wiz 5 Range: Medium (100 ft. + 10 ft./level) Effect: 10-ft. hand Duration: 1 round/level; Bigby’s Interposing hand creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand—it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however.

Discern Shapechanger (Spell Compendium, p. 66, OA p.101, Complete Arcane p.103) Divination Level: Sor/Wiz 2, Wujen 3, Shaman 4, Sohei 4; Personal; 1 round/level. By taking a standard action to concentrate, you can see the true form of creatures within 60 feet. Each round, you can examine one creature you can see to determine whether it is polymorphed, disguised, or transmuted, and what its true form is. If you look at a shapechanger in its true form, you immediately sense its shapechanging ability, but you can't determine what other forms it might be capable of assuming. For the purpose of this spell, a shapechanger is any creature with the shapechanger type or a supernatural or extraordinary ability that allows it to assume an alternate form. A wizard who knows alter self is not a shapechanger (since a spell is not a supernatural or extraordinary ability), but a barghest is (since it has the supernatural ability to assume alternate forms, even though its type is outsider). Material Component: A balm of honey and lotus flower costing 25 gp, smeared on your eyelids.

Glyph of Warding (PHB p.236): Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead, polymorph, and nondetection (and similar magical effects) can fool a glyph, though nonmagical disguises and the like can’t.

Magic Mouth (PHB p.251): Triggers react to what appears to be the case. Disguises and illusions can fool them.

Mark of the Unfaithful (Champions of Ruin p.31): Evocation Level: Cleric 7, Druid 7, Unlimited range, Target: One creature; Permanent. You permanently place a mark upon a character or creature that identifies it as an enemy of the faith. Anyone of your faith who encounters the bearer of a mark of the unfaithful, even if he is disguised, altered, or polymorphed, feels a natural hostility toward that person and gains a +6 circumstance bonus on Sense Motive checks made against the marked creature. This hostility might not induce the viewer to attack, but he certainly will not be inclined to trust or believe anything the marked one says. Clerics, paladins, druids and rangers of the faith can automatically detect the mark simply by looking at the subject. A mark of the unfaithful is permanent until dispelled or removed by a cleric of the same faith, of higher level than the caster, who casts an atonement spell upon the subject.

Sentinel's Watch (PGTE p.149): Divination Level: Sorcerer/wizard 2 Components: Touch One humanoid; One hour/level. Sentinel's watch wards the subject against deception, allowing him to pierce falsehoods of all forms. While protected by sentinel 'swatch, the subject receives a + 5 competence bonus on the following checks and saves. • Spot checks to penetrate any form of disguise or illusion. • Sense Motive checks made to oppose Bluff checks. • Will saves to resist enchantment or illusion effects. If the subject bears the Mark of Sentinel or the Mark of Detection, these bonuses are increased to +6.

Stalking Brand (Spell compendium p. 204): Transmutation Level: Ranger 1 Range: Close (25 ft. + 5 ft./2 levels) Target: One creature; 24 hours/level; This spell marks your target with a tiny symbol visible only to you and to detect magic. The brand appears as you envision it, approximately 1 inch in diameter. You can see the brand even if the subject uses magical means to change or hide its appearance. Spells such as disguise self, polymorph, and invisibility do not hide the brand. To your eyes, the mark glows a light green.

True Seeing (PHB p.296): Divination Level: Clr 5, Drd 7, Knowledge 5, Sor/Wiz 6 Touch 1 min./level You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. The range of true seeing conferred is 120 feet. True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/ clairvoyance.

Trickery domain (PHB p.189): Add Bluff, Disguise, and Hide to your list of Cleric class skills. 1st level spell: Disguise Self, 3rd level spell: Nondetection, 6th level spell: Mislead, 8th level spell: polymorph any object

Envy Domain (Spell Compendium 273): 1st level spell: Disguise Self

Baator Domain (Spell Compendium variant, p. 283) 1st level spell: Disguise Self.


Psionic Powers

Assimilate (Expanded Psionics Handbook p.76): Psychometabolism Level: Psion/wilder 9 Instantaneous and 1 hour; PP: 17; Your pointing finger turns black as obsidian. A creature touched by you is partially assimilated into your form and takes 20d6 points of damage. Any creature reduced to 0 or fewer hit points by this power is killed, entirely assimilated into your form, leaving behind only a trace of fine dust. You gain some semblance of a creature you completely assimilate for 1 hour, granting you a +10 bonus on Disguise checks made to appear as that creature during that time. And much more!

Faint Memory (Magic of Eberron p.104) Telepathy (Compulsion) [Mind-Affecting] Level: Psion/wilder 3 Personal; 1 min/level; PP: 5; This power draws on the dreamstuff of Dal Quor, concealing your presence, your thoughts, and your intentions. You gain a +5 competence bonus on Move Silently and Hide checks, and a +5 competence bonus on Bluff and Disguise checks made when interacting with others. In addition, any creature you interact with must succeed on a Will saving throw to fully remember the encounter. If you attack the creature, it gains a +4 bonus on its save. On a failed save, the creature’s memory of the encounter becomes quite vague, much like the remnants of a dream. In such cases, the creature remembers only details that you specify (though those details must be real). Augment: You can augment this power in one or both of the following ways. 1. For every additional power point you spend, you can include one additional creature in the effect of the power. 2. For every 2 additional power points you spend, this power’s save DC increases by 1.

Form of Doom (EPHB p.108): Psychometabolism Level: Psychic warrior 6 Display: Personal; 1 round/level; PP: 11; You wrench from your subconscious a terrifying visage of deadly hunger and become one with it. You are transformed into a nightmarish version of yourself, complete with an ooze-sleek skin coating, lashing tentacles, and a fright-inducing countenance. You effectively gain a +10 bonus on Disguise checks, though you retain your basic shape and can continue to use your equipment. This power cannot be used to impersonate someone; while horrible, your form is recognizably your own. This power functions only while you inhabit your base form and while your mind resides within your own body. Augment For every additional power point you spend, this power’s duration increases by 2 rounds. And much more!

Metamorphosis and Greater Metamorphosis (EPHB p.116 & 117): Psychometabolism Level: Egoist 4/9; Personal; 1 min./level for a creature; 1 hour/level (D) for an object; PP: 7 You assume the form of a creature of the same type as your normal form, or any other type except construct, elemental, outsider, and undead. The assumed form can have as many Hit Dice as your manifester level, to a maximum of 15. You can’t assume a form smaller than Fine, nor can you assume an incorporeal, ectoplasmic, or gaseous form. You cannot take the form of any creature that has a template. Your type and subtype (if applicable) change to match the new form. You are effectively disguised as an average member of the new form’s race. If you use this power to create a disguise, you get a +10 bonus on your Disguise check. When the change occurs, your equipment either remains worn or held by the new form (if it is capable of wearing or holding the item in question) or melds into the new form and becomes nonfunctional. You can also use this power to assume the form of an inanimate object. You gain the object’s hardness and retain your own hit points. You can take the shape of almost any simple object you can think of. If you attempt to take the form of a complex object, you must make an appropriate skill check.. If you fail the check, your manifestation of the power does not succeed. Likewise, you cannot take the form of a complex mechanical mechanism unless you have some sort of skill associated with the object. You cannot use this power to assume the form of a psionic item or a magic item, or any object with a hardness of 15 or higher. You also cannot take the form of a psionically animated mechanism or any object formed of ectoplasm. As an inanimate object, you lose all mobility. You retain your normal senses and your ability to speak. You can manifest a power if you make a Concentration check (DC 20 + power level); however, doing so ends the duration of this power. And much more!


0 level psion powers (http://archive.wizards.com/default.asp?x=dnd/psm/20070314a): Note!: This is 3.0 psionics and thus, has been written over entirely by the expanded psionics handbook. However, there is reason to argue that an erudite, specifically a spell to power erudite might be able to use 0 level powers. Or, more simply, ask your DM if you can access these through research or fiat if you want a psychic disguise artist. You'de be spending two full round actions and 2 pp for a typeless +4 to your own disguise checks.

Dermal Alteration Psychometabolism (Str) Level: Psion 0; Manifestation Time: 1 full round; Personal; 10 minutes/level PP: 1 You can make temporary minor changes to your skin, fingernails, and hair. For example, you could add or remove scars or tattoos, change the color of your skin, increase the length of your fingernails, or lengthen your natural hair up to 6 inches. You receive a +2 bonus to Disguise checks.

Facial Alteration Psychometabolism (Str) Level: Psion 0; 1 full round; personal; Duration: 10 minutes/level PP: 1 The muscles in your face become elastic and easy to manipulate. You can change your face so as not to be easily recognized. You receive a +2 bonus to Disguise checks.



Other Modular Magic Abilities


Mask of Flesh (Complete mage p.124): invocation Lesser; 3rd Make a touch attack against a living creature of your size category. If you succeed, your physical appearance (including garb) changes to match his, as disguise self. In addition, when you use this invocation you can choose to bestow a –1d6 penalty to the touched creature's Charisma score. This penalty can't reduce the creature's Charisma below 1. A successful Will save by the target negates both effects. A creature that successfully saves can't be affected by your mask of flesh for 24 hours. Both effects last for 1 hour per warlock level; if you dismiss the invocation, both effects end.

ToM: Naberius p.41: Disguise Self: You can alter the appearance of your form as a standard action. This effect works like the disguise self spell.

Anti-Disguise Abilities
Trail of Haze (Cityscape web enhancement 2): shadowcaster: Apprentice, Night's Long Fingers Level/School: 2nd/Illusion (Phantasm) Range: Touch Target: One creature Duration: 10 minutes/level. At your touch, the target seems almost to leak. A tiny plume of jet-black mist emerges from his flesh, first in a trickle, then an ever-increasing stream. The mist emerging from the subject is an illusion that only you can see. It constantly drifts from the subject to your location, providing a nearly foolproof way of finding and identifying the subject. The trail stretches for a number of miles equal to half your shadowcaster level, so it is possible for the target to escape your detection if he moves fast enough (or teleports). If the subject leaves the plane, the trail ends, though it resumes if he returns before the duration expires. The haze allows you to track the target, identify him if he disguises himself, or even locate the square he is in should he become invisible.

ToM p.24: Andomalus vestige level 3: Locate Item: At will, you can sense the direction of any wellknown or clearly visualized object that lies within 100 feet per effective binder level of your location. If you wish to find a specific object, this ability works only if you have seen the object firsthand and can accurately visualize its peculiarities. Otherwise, the direction of the nearest object of the same type is revealed. You can sense the direction of only one item each round. This ability does not reveal the direction to a disguised object such as a secret door unless you can clearly visualize its disguised form, nor does it tell you the distance to the object.

daremetoidareyo
2018-06-10, 12:11 AM
GEAR
https://i1.wp.com/vcvoices.org/wp-content/uploads/2015/09/wolf-in-sheeps-clothing.jpg?zoom=2&fit=450%2C274



Mundane Disguise Gear
Chameleoweave (Magic of eberron p.139): Chameleoweave fabric is woven from strands of the famed mimetic plants found growing along the margins of the Mournland. It is difficult to pin down the exact color and texture of the cloth, since it tends to take on the characteristics of other fabric with which it is worn. A character wearing chameleoweave clothing gains a +1 circumstance bonus on Disguise checks. Chameleoweave clothing costs 100 gp more than a normal outfit of the same sort, and weighs 1 pound less (or 1/4 pound less for Small characters).

Disguise kit (PHB p.128): 50 gp 8 lb. This bag contains cosmetics, hair dye, and small physical props. The kit is the perfect tool for disguise and provides a +2 circumstance bonus on Disguise checks. A disguise kit is exhausted after ten uses.

Double-Sided Clothes (Song and Silence p.53): Each piece of clothing in the set is reversible, and the two sides differ markedly in color, style, and general appearance. Neither side resembles the other in any way, and most often the two ensembles even correspond to different social stations. Thus, the wearer can take pains to be seen wearing one outfit, then duck briefly out of sight and emerge looking so different that only the most suspicious observer would connect him or her with the person who vanished a few moments before. However,it would behoove the suit’s owner not to use it too many times in the same town, lest some bright citizen make a connection between the disappearance of one person and the appearance of the other. It takes 2 minutes to reverse the clothing and alter other details (such as hairstyle, jewelry, and so forth) appropriately. A character who completes the change gains the standard +5 bonus on Disguise checks for alteration of minor details. If the wearer attempts any additional changes (such as using spells or a disguise kit, or appearing as a different gender, race, or class), apply the corresponding check modifiers and extend the time required appropriately.

Doppelganger Bile (Complete champion p.132): When specially distilled and used as a component in the casting of any spell that grants invisibility or a bonus on Disguise checks, doppelganger bile doubles the duration of the effect. Price: 95 gp.

Ghost Disguise Kit (Ghostwalk p.44): This is like a normal disguise kit, except all the parts are alchemically treated to match the transparency and coloration of ghosts. A ghost disguise kit can be used to disguise a living creature as a ghost, although at a –10 circumstance penalty on the Disguise check.

Jester’s Kit (A&EG p.28): +1 circumstance bonus on any Perform (comedy), Perform (buffoonery), or Disguise checks to avoid recognition. 10 gp; 5 lb.

Masterwork Harmonica (Song and Silence p.45): A bard can choose either the special benefit or the +2 bonus on Perform checks that a masterwork instrument ordinarily grants. Bardic Music: A successful Perform check in the company of commoners and other folk of humble station grants the musician a +4 circumstance bonus on Bluff, Diplomacy, Disguise, and Gather Information checks involving any of those listeners for 1d6 hours after the performance ends. In addition, it shifts the attitude of the listeners by one category in the performer’s favor and imposes a -4 circumstance penalty on Intimidate checks made against such listeners for the same period. Producing these effects is a supernatural, mind-affecting ability.

Masterwork Shawm (Song and Silence p.49): A bard can choose either the special benefit or the +2 bonus on Perform checks that a masterwork instrument ordinarily grants. Bardic Music: A successful Perform check made in an aristocratic setting grants the performer a +4 circumstance bonus on Bluff, Diplomacy, Disguise, and Gather Information checks made against listeners for 1d6 hours after the performance ends. It also shifts the attitude of such listeners by one category in the performer’s favor and imposes a -4 circumstance penalty on Intimidate checks against those listeners for the same period. Creating the above effects is a supernatural, mind-affecting ability.

Masterwork Greasepaint - metamagic components (UA p.142) Disguise self spells are extended when this is used as a material component. 250 gp

Holy Symbol, Trickery (Dragon #331) One side of this large, square piece of cloth is ordinary gray cotton, while the other side is brilliantly-colored silk (usually crimson or emerald green). A cleric can wear the cloth around his neck as a scarf, on his head as a kerchief, in his pocket as a handkerchief; around a limb as a bandage, or any of a dozen other ways. A cleric who uses the cloth as part of a disguise gains a +1 circumstance bonus on his Disguise check. Note: See the "Tokens of Faith" sidebar for more information about this alternate holy symbol. While each of these symbols grants a minor bonus to a character, they are not magic items and do not take up a slot. To gain the benefit of the item, the user must be a cleric with the domain the symbol is tied to as one of his chosen domains. This bonus is treated as an addition to the domain's granted power. All the holy symbols presented here cost 100 gp.



Magic Disguise Gear
Bind magic item to brow chakra (Magic of Incarnum p.110): +2 insight bonus on Disguise, Listen, Search, Sense Motive, Spot, or Survival checks

Cloak of the Servant http://archive.wizards.com/default.asp?x=dnd/re/20021007a : This somewhat worn cloak is drab brown in appearance. It confers the effects of a servant's guise spell on the wearer. 2,000 gp; Weight: 1 lb.

Dust of Illusion (DMG p.255): Put dust of illusion on a creature, and that creature is affected as if by a disguise self glamer, with the individual who sprinkles the dust envisioning the illusion desired. An unwilling target is allowed a DC 11 Reflex save to avoid the dust. The glamer lasts for 2 hours. 1,200 gp.

Living Mask (Ghostwalk p. 72): This one-use magic item functions as soon as a wearer puts it on, and stops as soon as it is taken off, becoming powerless. It works only when worn by an undead creature. Each mask provides an illusion that the wearer is alive, albeit a living person wearing a theater mask and clad in fine clothing. The undead appear alive not only to the senses, but also to spells such as detect undead and deathwatch.These items allow people with undead minions to walk about the city if need be. If these items were known to exist, the government of Manifest would declare them illegal. 400 gp; Weight: 1 lb.

Elqillar (PGTF p.125): +1 scimitar. At the wielder’s command, Elqillar can transform into a scimitar, dagger, kukri, or sword of any kind sized for a Small, Medium, or Large creature. Whatever its guise, it retains its +1 enhancement bonus, and multicolored runes spelling its name appear on its blade. A character who has Elqillar on his person can use disguise self at will. When holding the weapon in his hand, he is immune to detect thoughts, discern lies, and any attempt to magically discern his alignment, as though he were wearing a ring of mind shielding. Finally, when Elqillar strikes a creature that is in any form other than its natural one, that creature must make a DC 18 Will saving throw or immediately revert to its natural form (humanoid or giant is the natural form for both afflicted and natural lycanthropes). 167,315 gp.

Eye of Horus (Dragon compendium p.135): The eye of Horus is a single lens that, when placed over one eye, seems to meld into the user's flesh. It takes a full-round action for the lens to be absorbed by the user. A tattoo then appears surrounding the eye resembling the eye of Horus. The user can will the lens back out of her flesh as another full-round action. When the user dies, the eye resurfaces. Once absorbed, the eye of Horus allows its user to detect evil at will as a standard action. In addition, the user may cast disguise self, misdirection, and protection from evil, each once per day and only on himself Faint divination; 13,200 gp

Faith Token (Champions of Valor p.64): Description: This small piece of jewelry looks like a simple necklace with a small charm stamped or carved with a holy symbol. Prerequisite [optional]: A faith token only works for a worshiper of the deity whose holy symbol it bears. Faith tokens are command word activated, usually requiring a few words of prayer (such as “Ilmater protect me”), but sometimes the deity’s name is sufficient. Effect: A faith token usually has embedded within it one 0-level spell usable twice per day. Some of them have two spells, each usable once per day. The following are common faith token spells associated with particular deities. Hanali Celanil—minor disguise Sune—daze, minor disguise. 300 gp.

Fulls moon’s trick (Weapons of legacy p.97): Wolfsbane (Su): Starting at 5th level, whenever you use Full Moon’s Trick to strike a creature that is not in its natural form, that creature must make a DC 15 Will save or return to its natural form. This ability works on any creature not in its inherent shape, whether it is a druid using wild shape, a lycanthrope in animal form, or some other shapechanger disguised as another being. The blade must be unclouded to use this ability.

Glamered Armor Enchantment (DMG p.219): A suit of armor with this ability appears normal. Upon command, the armor changes shape and form to assume the appearance of a normal set of clothing. The armor retains all its properties (including weight) when glamered. Only a true seeing spell or similar magic reveals the true nature of the armor when disguised. Price +2,700 gp

Hat of Disguise (DMG p.258): This apparently normal hat allows its wearer to alter her appearance as with a disguise self spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, and so on. 1,800 gp.

Hathran Masks (Unapproachable East p.56): counts as a pair of lenses for limitations on wearing multiple magic items. Mask of Disguise: In its normal form, this mask is usually
decorated with carved wavy lines and small, plain bird feathers. It functions as a hat of disguise, although it changes only the wearer’s face (the mask also adjusts to accommodate the disguise, appearing as a circlet, comb, hat, or similar item worn on the face or head). 1,000 gp

Humanoid Skin graft [Illithid Graft] (Underdark p.77): The graft recipient’s skin is stripped off in a painful flensing operation, then replaced with a layer of still-living humanoid skin carefully selected from a donor of the same general height, weight, and frame. After the skin graft, an average viewer would assume the recipient is a humanoid of the donor’s race (usually a human, elf, or half-elf). The recipient gains a +10 circumstance bonus on Disguise checks made to appear as either a humanoid of the appropriate race or the specific donor humanoid. If the humanoid skin hides monstrous features below its surface (such as extra arms, tentacles, or antennae) using those features requires thrusting them through the skin’s surface as a standard action. This act showers all nearby creatures with blood and deals 1d4 points of damage to the graft recipient. A curing spell applied to the graft within 24 hours returns the monstrous features to hiding and restores the skin to pristine condition. If such healing is not applied in that time frame, the whole skin rots away and a new one must be procured. 5,000 gp.

Johydee’s Mask (A&EG p.151): Artifact!: When put on by any creature, it immediately transforms into an exact replica of that creature’s face, appearing as though the creature had no mask on at all. The wearer is immune to gaze attacks and mind-affecting spells and effects. In addition, the wearer can command the mask to disguise her as another creature; this works like the alter self spell.

Kython Armor (BOVD p.118): Minor Artifact! This armor looks like a dead adult kython (see Chapter 8) with only two arms. If a wearer crawls into it, the armor fuses to him, although it can be removed later. The armor is +3 full plate and allows the wearer to use kython weapons as if he were a kython. Furthermore, the armor allows the wearer to use its claws (which deal 1d8 points of damage) as if they were natural weapons, and it adds a +10 bonus on any attempt to disguise the wearer as an actual adult kython. Weight: 50 lb.

Infiltrator: Local Garments (Weapons of legacy p.110): (Su): Starting at 7th level, you can change the shape and form of Infiltrator to appear as normal clothing. The armor retains all its normal properties (including weight) when glamered. You can also use this feature to touch another’s clothing, creating a perfect duplicate of his or her attire. Only a true seeing spell or similar magic reveals the actual nature of the disguised armor.

Lords’ Robe (City of waterdeep p.150): The black robes of the Lords disguise body shape and height within their folds, making all the Lords seem 6 feet tall and of indeterminate gender. Only a true seeing effect pierces the effect, but even then the voluminous robes function as a mundane disguise that conceal most details about the wearer. Price 3,000 gp; Weight 1 lb.

Mantle of hidden faith (Frostburn p.111): shields your faith, alignment, and patron deity from magical detection as long as it is worn. It does not provide any bonuses to skill checks used to disguise or lie about your faith and beliefs. 15,000 gp.

Mask of Lhestyn (City of waterdeep p.150): The mask of Lhestyn is a bejeweled white silk veil worn across the brow and secured by a string of black pearls. It acts as both a hat of disguise and a medallion of thoughts. 14,700 gp

Mask of Lies (Complete adventurer p.134): The wearer can use disguise self on herself at will and is continually under the effect of undetectable alignment. +5 competence bonus on Bluff checks. Occupies the same space on the body as eye lenses or goggles. 17,000 gp.

Mirror of Spirit Seeing (OA p.141): This small, round mirror, 1 foot in diameter, looks ordinary enough. However, all spirits passing in front of it are revealed in it in their true forms, even if these forms are invisible, ethereal, polymorphed, or otherwise disguised. 45,000 gp; Weight: 5 lb.

Robe of Professions (Races of Eberron p.173): 5,000 gp Coveted by the urban quickchange artist, a robe of professions is an ordinary-looking garment with several small icons embroidered on the inside of the collar and cuffs, noticeable only by the wearer. As a standard action, the wearer can pluck one of these embroidered swatches, causing the robe to change into garb typical of a particular profession and produce suitable props that generally appear in the wearer’s hands. (If the wearer’s hands are full, the props appear at her feet.) This change grants a +5 bonus on Disguise checks. The wearer can will the robe to resume its normal appearance as a standard action, but the props it creates remain. A newly created robe has two each of the following icons:



Icon
Outfit
Props


Adventurer
Travel-stained worn clothes
Empty backpack, bedroll


Baker
Flour dustedKitchen garb
Basket of fragrant rolls


Beggar
Dirty patched clothes
Chipped Alms bowl


Blacksmith
Soot stained work clothes and leather apron
Insulated gloves and tongs


Butler
Dress Livery
Silver salver (worth 20gp)


Guard
Generic uniform
Signal whistle (worth 5gp)


Messenger
Modest Uniform
Rolled up parchment containing a note (written in common) accepting an invitation with wax emblem


Noble, female
Lace trimmed dress
Fan, bouquet of flowers


Noble
Embroidered doublet, hose
hat, signet ring (worth 5gp)


Rug Merchant
Colorful woven robes
Three rugs (worth 50gp each) ona donkey that appears next to the wearer


Server
Homespun shirt and breeches
Serving tray with four pewter tankards filled with ale




Ring of Chameleon Power (DMG p.230) As a standard action, she can also command the ring to utilize the spell disguise self as often as she wants. 12,700 gp.

Robe of Blending (DMG p.265): +10 competence bonus on Hide checks. The wearer can adopt the appearance of another creature, as with the disguise self spell, at will. All creatures acquainted with and friendly to the wearer see him normally. 30,000 gp; Weight 1 lb

Rod of Mimicry (A&EG p.126): When held, its wielder can mimic any voice or sound she has heard. Listeners must succeed on a Will save (DC 17) to detect the ruse. The wielder also receives a +10 competence bonus on Disguise, Forgery, and Use Magic Device checks, and can use the ventriloquism spell at will. 30,000 gp.

Runestaff of illusion (MIC p.180): 19,000 gp: A runestaff of illusion allows you to cast any of the following spells (each once per day) by expending a prepared arcane spell or arcane spell slot of the same level or higher including disguise self.

Shiftweave (Sharn city of tourism p.170): Transmutation magic is woven into the threads of shiftweave clothing. When a suit of shiftweave is created, up to five outfits can be “embedded” in the cloth. The wearer can transform the shiftweave clothing into any one of these outfits by taking a free action and uttering a command word. Shiftweave is typically worn by wealthy socialites who want to avoid wearing the same gown to the gala. However, based on the choice of embedded outfits, a suit of shiftweave can allow the wearer to adjust quickly to different environments or different situations. It can allow an assassin to penetrate a compound, shift to
darkweave, and then shift again into a new disguise after completely her mission. At the DM’s discretion, shiftweave may provide a character with up to a +2 circumstance bonus on a Disguise check, if one of the embedded outfits is particularly applicable to a particular disguise. Neither armor nor magic garments can be embedded in shiftweave clothing. New outfits cannot
be embedded after the clothing has been created. Price 500 gp; Weight 5 lb

SYLMSARRA’S SHAWL (Forge of War p.128): This gossamer cloak can be worn open from the neck, or fastened to the chest, leaving it free to billow about the legs. When viewed directly, it appears off-white with a pearlescent sheen, but when seen from other angles it subtly shifts through all colors of the spectrum. Nonlegacy Game Statistics: Cloak of disguise (as per hat
of disguise), cost 1,800 gp. Due to its unusual construction, Sylmsarra’s Shawl can occupy either the shoulders body slot (when worn open from the neck) or the torso body slot (when worn fastened), as per the wearer’s preference.

SOFTHANDS GLOVES (Races of the Dragon p.125) Fit over the hands of humanshaped
creatures from Small to Large size. As long as you are wearing the gloves, your skin,
hair, and eyes lose overtly draconic features such as scales, horns, slit pupils, and so forth. You resemble an ordinary member of your nondraconic race, negating any penalty on Disguise checks you would ordinarily take when disguising yourself as a different race. While wearing the gloves, you lose any natural claw attacks you might have. Your hands appear ordinary. The
gloves themselves are no longer visible once worn but blend with the wearer’s apparent skin. 2,000 gp.

Thespian's Mask (Dragon compendium p.142) When worn, the mask merges with its owner's
face, changing his features to match those of the humanoid creature depicted upon it. The change affects the wearer as the spell disguise self, but it only changes the wearer's appearance to match that of the face the mask was crafted to depict. For example, a thespian mask in the form of a fair-skinned elven maiden would disguise its wearer—including clothing and equipment—as an elven maiden and nothing else. This ability remains in effect for as long as the mask is worn. 3,000 gp.

Veil of Obscurity (A&EG p.51): Vehicle augmentation that disguises a vehicle from curious eyes, making the vehicle appear to be part of the surrounding terrain. The glamer includes audible, visual, tactile, and olfactory elements, though it can’t disguise, conceal, or add creatures. 25,000 gp

Vestment of Many Styles (Races of eberron p.175): This suit of clothes transforms itself into different fabrics and designs, allowing the wearer to alter her outward appearance with a command word. The vestment grants a +2 circumstance bonus on Disguise checks in any situations where clothing is part of the disguise (so that it wouldn’t help disguise a sorcerer who had shapechanged into a red dragon, for example), but does not change or disguise any armor worn. Price 500 gp.

Belt of Dwarvenkind gives +4 competence on Cha-based skill checks dealing with dwarves, +2 - with gnomes and halflings (and -2 - with anyone else); Disguise is Cha-based skill

Nolzur's Orb (Dragon #359) continually seeps oily paints that act as Nolzur's marvelous pigments 1/day. The paints issuing from the orb may also be used in creating elaborate guises, granting you a +10 competence bonus on all Disguise checks for up to 30 minutes, so long as the paints remain dry.




Anti-Disguise Gear
Crown of Steady Rulership (Complete adventurer p.132): Wearer gains a +5 competence bonus on Sense Motive checks and on Spot checks made to see through disguises. 4,500 gp.

Lenses of true form (DMG2 p.268): Effect: The wearer of the lenses sees creatures with the
shapechanger subtype or creatures under the effect of alter self, polymorph, baleful polymorph, polymorph any object, shapechange, or a similar effect as they truly are. This ability does not pierce illusory shape-altering abilities such as disguise self; it works only on transmutation effects. In addition, once per day the wearer can try to force a single shapeshifted creature within 30 feet to resume its natural form. The target creature can attempt a DC 14 Will save to resist; failure means it immediately assumes its natural form, shape, and size, and it cannot assume a different shape for the next 2d4 rounds. A creature that wears only one lens not only gains no benefit from the lenses but also must make a DC 11 Will save or be dazed for 1 round. A new save is required at the end of each round until either the single lens is removed or the other lens is donned. 50,040 gp.

Lenses of True Form (Magic Item Compendium p.113): 10,000 gp Body Slot: Face Caster These lenses are small, clear, crystalline constructions set into a golden frame. When you place these lenses over your eyes, they become all but invisible (Spot DC 30 to notice). While wearing the lenses, you gain a +10 circumstance bonus on Spot checks to see through a disguise. This is a continuous effect and requires no activation. In addition, once per day you can activate the lenses to force a single shapeshifted creature within 30 feet to resume its natural form. The target creature can attempt a DC 14 Will save to resist. Failure means it immediately assumes its natural form, shape, and size, and it cannot assume a different shape for the next 2d4 rounds.

Rod of Enemy Detection (DMG p.235): This device pulses in the wielder’s hand and points in the direction of any creature or creatures hostile to the bearer of the device (nearest ones first). These creatures can be invisible, ethereal, hidden, disguised, or in plain sight. Detection range is 60 feet. If the bearer of the rod concentrates for a full round, the rod pinpoints the location of the nearest enemy and indicates how many enemies are within range. The rod can be used three times each day, each use lasting up to 10 minutes. Activating the rod is a standard action. 23,500 gp.

Inquisitive Goggles (ECS p.262): To access the powers of the goggles, the wearer must possess the lesser, greater, or Siberys Mark of Finding. The wearer can use the goggles to see the trace auras formed by the passage of living creatures. • When examining an object, the wearer can make a Search check to identify the aura of the last living creature to touch the object. The DC is 15 + the number of days since the last contact occurred. If the wearer is familiar with the being who left the aura, he can identify the owner of the aura; otherwise, he can simply determine the creature’s type. If he succeeds on the Search check by 10 or more, he also discerns the gender and race of the creature. If he succeeds by 20 or more, the creature counts as a “known or familiar creature” for purposes of the locate creature spell. Transmutation effects that alter the apparent race or type of a creature (such as polymorph, shapechange, or alter self) do defeat the magic of the goggles, but illusion effects (such as disguise self ) do not.
• Once the wearer has identified an aura, he receives a +5 insight bonus on any Survival checks made to track the creature that left the aura, as long as he continues wearing the goggles. 16,000 gp.

daremetoidareyo
2018-06-10, 12:12 AM
This post is reserved for other stuff

Venger
2018-06-10, 04:15 AM
Oh, boy. I love these threads. Super interesting stuff. Thanks for the reference, daremetoidareyo

daremetoidareyo
2018-06-11, 04:14 PM
Venger, thanks! Skills are awesome, but they are all over the place. So consolidating them into a storehouse helps. Particularly with the comps here on the board.

Did anyone else notice that there are two extra hats of disguise on different body slots? Sylmsharas shawl and thespians mask and Hathran masks. Do those items, which confer the effect of disguise self but don't actually cast the spell stack with each other and a hat of disguise or a disguise self spell? The source of the untyped bonus is different for each...

Venger
2018-06-11, 05:19 PM
I believe since they replicate the same spell effect, that they would not stack with each other.

ShurikVch
2018-06-11, 06:16 PM
Is stuff from magazines OK?

Spells:
(Dragon #333)
Illusion (Glamer)
Level: Brd 2, Clr 2, Sor/Wiz 2
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
The target's facial features take on the aspect of a threatening creature seemingly birthed from the Abyss. The subject's eyes seem to change to glowing slits, its skin darkens and grows scales, and horns and sharp teeth appear to jut from its face. The change has no affect on the target's physical abilities, but it does bestow a +5 bonus on Intimidate checks and allows the target to make an attempt to demoralize opponents as a swift action.
Neither the caster nor the target of this spell has control over the specific features of the illusion and it cannot be used to create a specific disguise. Regardless of being unable to choose specific features and the horrific nature of your form, the illusion masks your appearance and grants you a +10 bonus on Disguise checks.
A creature that physically interacts with the features of a Phade's fearsome aspect gets a Will save to recognize it as an illusion. For example, a creature that touches the subject may attempt a Will save to realize the tactile sensations do not match the visual ones.(Dragon #348)
Transmutation
Level: Sor/Wiz 4
Casting Time: 1 standard action
Range: Touch
Target: One willing corporeal creature touched
Duration: 2 min/level (D)
Upon casting this spell, your target becomes shadowy and ghostlike, its eyes glowing a sinister red. This spell functions as the spell gaseous form, with the exception that the target can move at its normal speed while affected. In addition, mindless undead (those with no Intelligence score) do not perceive the target as a threat. Even those with minds are likely to assume the target is merely a wraith or other vengeful spirit. The target gains a +10 bonus on its Disguise check to appear to be a wraith, although sentient beings may still make Spot checks to see through the morbid disguise.

(Dragon #331) One side of this large, square piece of cloth is ordinary gray cotton, while the other side is brilliantly-colored silk (usually crimson or emerald green). A cleric can wear the cloth around his neck as a scarf, on his head as a kerchief, in his pocket as a handkerchief; around a limb as a bandage, or any of a dozen other ways. A cleric who uses the cloth as part of a disguise gains a +1 circumstance bonus on his Disguise check.
Note: See the "Tokens of Faith" sidebar for more information about this alternate holy symbol.
While each of these symbols grants a minor bonus to a character, they are not magic items and do not take up a slot. To gain the benefit of the item, the user must be a cleric with the domain the symbol is tied to as one of his chosen domains. This bonus is treated as an addition to the domain's granted power. All the holy symbols presented here cost 100 gp.

Magic Disguise Gear:
Belt of Dwarvenkind (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#beltofDwarvenkind) gives +4 competence on Cha-based skill checks dealing with dwarves, +2 - with gnomes and halflings (and -2 - with anyone else); Disguise (http://www.d20srd.org/srd/skills/disguise.htm) is Cha-based skill
Nolzur's Orb (Dragon #359) continually seeps oily paints that act as Nolzur's marvelous pigments 1/day. The paints issuing from the orb may also be used in creating elaborate guises, granting you a +10 competence bonus on all Disguise checks for up to 30 minutes, so long as the paints remain dry.

daremetoidareyo
2018-06-11, 06:51 PM
Is stuff from magazines OK?


Of course. I'll add them in after I finish up the first round of entries. Thanks for the collaborative effort!

ExLibrisMortis
2018-06-11, 07:09 PM
Bookmarked!

You haven't done the creatures section yet, but I want to mention the Dispassionate Watcher of Chronepsis, just in case. It gets to see through mundane disguises (at way epic levels).

daremetoidareyo
2018-06-12, 10:05 AM
Bookmarked!

You haven't done the creatures section yet, but I want to mention the Dispassionate Watcher of Chronepsis, just in case. It gets to see through mundane disguises (at way epic levels).

It's been added to the anti disguise section.

Some thoughts
I still need to clean up the affiliations and rituals section. I dont think that i caught all of the guilds and associations that have disguise as an associated skill.

So, there is only one ability to speed up disguise checks...shame. Its the spymaster, and limits the check to donning a disguise (no objects) but you can play dead which only takes 1d3 minutes. If each minute is 10 rounds, that means you can play dead in 1-3 full round actions, if unobserved. The second impression skill trick with this is amazing to imagine. "I'm dead bro. Deal with it"
consider pairing with a ghost disguise kit for more ridiculous laughs?

I'm sure there are feats and whatnot to boost the skill check, and I added a few off of the top of my head. Feel free to suggest!

Cabinet trickster grants a plus 2 to racial disguise bonus, but racial bonuses stack! So if you get other racial disguise bonuses from another source, you get +2 to all of them.

What exploits of disguising objects is there? Interested in combat uses... So far, all i got is that you can disguise your weapon as a war fan and arguably get a +4 to attacks the first round of combat if you win the bluff check. The disguise object rules don't say anything about remaining stationary...

Yak folk are amazing!

Zhentarim spy has the best cover identity ability of them all

Isn't there a spell that grants a bunch clothes on a rack?

Bullet06320
2018-06-12, 01:02 PM
Isn't there a spell that grants a bunch clothes on a rack?

Clothier's Closet
Magic of Eberron p. 94
rack is temporary, clothes are permanent

plus prestidigitation, changing appearance, coloring clothes, hair, beard, skin tone

daremetoidareyo
2018-06-12, 01:09 PM
Feign weakness with a disguised weapon! found a way to get some value out of the ability to disguise items!

(Sword and Fist p. 6) Prerequisite Improved Unarmed Strike, Base attack bonus +2
If you make a successful Bluff check against your opponent's Sense Motive check, you lure the foe into attempting an attack of opportunity because he thinks you are unarmed. But you are armed, and you make your attack against your drawnout foe who is caught flat-footed, before he takes his attack of opportunity. You also may attempt this feat with a Tiny or Small weapon with which you are proficient by attempting to hide it until the last second, but you incur a -2 or -6 penalty on your Bluff check, respectively. You can use this feat with a disguised weapon, such as a war fan, at no penalty on the Bluff check.

Just disguise your tiny or small weapon as a bouquet of roses. Pairs pretty well with sudden strike/sneak attack/hit and run fighter. Seem wrong to you? Look at This:

In the rest of the combat, Ahal uses its dagger (disguised to look like a wooden bowl) and snake-bite attacks.


Should add this in:

Ancestral Whispers (Faiths of Eberron, p. 145) [General] Prerequisite Ability to turn undead, worshiper of the Undving Court; Benefit Spend a turn undead attempt as a standard action, and select a single skill. For a number of rounds equal to 1 + your Charisma bonus (if any), you gain a +4 sacred bonus on checks using that skill, thanks to the whispered advice of your deceased ancestors. You are treated as being trained in that skill, even if you have no ranks. You can also take 10 on that skill even when rushed or threatened. Normal You cannot make untrained checks using skills that require training if you have no ranks in them. You cannot take 10 when rushed or threatened.

HARDENED CRIMINAL (city of stormreach p.95) Prerequisite: Iron Will: You cannot be intimidated. (Attempts to use the Intimidate skill against you always fail.) In addition, you can take 10 on any checks with one skill chosen at the time you take this feat, even under conditions when taking 10 would normally be impossible.



Other ways to boost CHA skill checks
Disciple of Darkness (Champions of Ruin, p. 23), Scion of Sorrow (Champions of Ruin, p. 23) Thrall to Demon (Champions of Ruin, p. 23): Once per day, while performing an evil act, you can call upon your fiendish patron to add a +1 luck bonus to any one attack roll, saving throw, ability check, skill check, or level check. Must be lawful evil, neutral evil, or chaotic evil

Control Visage (Ghostwalk, p. 29) [Ghost, Haunt] Your ghost body is shaped as if you were alive and unharmed, and you can control what you ghost body appears to wear; When you return from death as a ghost, you look like a semitransparent version of your body in the peak of health. As a supernatural ability, you may change your ghostly clothing, armor, weapons, and equipment as a standard action as if using the alter self spell, but cannot change the actual appearance of your ghost body. Thus, you could appear to wear a traveler's outfit, a cold weather outfit, or even a royal outfit. You do not receive any of the penalties or bonuses on Charisma-based skill checks that a corpselike ghost would take because of the means of its death. You gain a +1 bonus on Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks, and Charisma checks made to alter an NPC's attitude. Normal A ghost without this feat appears as she did at the moment of death, with wounds and other trauma visible on her ghost body. This affects creatures that see the ghost as described in the Faces of Death sidebar (earlier in this chapter). Alter self? do you get the +10 to disguise?

Pious Soul (Complete Divine, p. 86) [Faith] Prerequisite Knowledge (religion) 2 ranks; You can spend a faith point to add 1d6 to your d20 roll on an attack, save, or check--even after you've seen the d20 roll, as long as the DM hasn't announced whether you've succeeded or failed. You can choose to spend more than one faith point at a time in this way. Special When chosen, this feat gives you 4 faith points, and you may earn additional faith points as outlined in the Faith Feats section.

Auspicious Marking (Races of Stone, p. 136) [Racial] Prerequisite Goliath; You gain a +2 bonus on all Charisma-based skill checks when dealing with other goliaths. In addition, you can reroll any stabilization check once per turn.

Clan Prestige (Races of Stone, p. 137) [Racial] Prerequisite Cha 13, Dwarf;Your prestigious actions grant you a +4 bonus on all Charisma-based skill checks when dealing with other members of your clan. The clan must be specified when the feat is taken, and it cannot be changed. Special This feat is applicable to one clan only, typically the one with which the character is affiliated. It cannot be taken more than once

Complementary Insight (Races of Destiny, p. 150) [Racial] Prerequisite Half-elf; Having 5 or more ranks in a skill gives you a +3 bonus on skill checks with each of its synergistic skills, as noted in the skill description. Pair with watch detective for +3 synergy for both gather info & bluff

Dream of Perception (Secrets of Sarlona) [Dreamtouched] Prerequisite Dream Scion (SoS), One other Dreamtouched feat; While in a dreamtouched state, you gain a +1 insight bonus on skill checks and Will saves. These bonuses stack with the effect of the ability bonuses granted by the Dream Scion feat. Furthermore, you gain a +10 insight bonus on any single skill check or Will save you make while in a dreamtouched state. Using this ability immediately ends your dreamtouched state. Special Taking this feat increases the duration of your dreamtouched state by 1 round.

Focused Skill User (Complete Psionic, p. 54) [Psionic] When you first take this feat, choose three skills in which you have ranks. While you are psionically focused, you gain a +2 competence bonus on skill checks when using any of these three skills.

Nightborn Dragonmark (Dragonmarked, p. 143) [General] Prerequisite Any true or aberrant dragonmark; Provided you are not underground, you gain a +1 bonus on attack rolls, saving throws, skill checks, ability checks, and level checks after sunset and before sunrise.

Psymbiot (Complete Psionic, p. 57) [Psionic] Prerequisite Knowledge (psionics) 8 ranks, manifester level 3rd; When you are psionically focused and one or more psionic characters or creatures with a manifester level of 3rd or higher stands within 10 feet of you, you gain a +2 bonus on ability checks, skill checks, and saving throws. Psionic entities such as those described in any of the host feats in this book are not separate creatures for the purpose of gaining this feat's benefit, nor are astral constructs, or any psionic creatures crafted, projected, or summoned by you.

Ethran (Forgotten Realms Campaign Setting, p. 34) [General] Prerequisite Charisma 11+, Female, REGION: Rashemen, spellcaster level lst+; You gain a +2 bonus on Animal Empathy and Intuit Direction checks. When dealing with other Rashemen, you gain a +2 bonus on any Charisma-based skill checks.

Iaijutsu Master (Oriental Adventures, p. 63) [Ancestor] Clan: Crane; Once per day, you can make any one attack roll, saving throw, or skill check using your Iaijutsu Focus skill modifier in place of all other modifiers. You give up all your other modifiers and use your skill modifier instead.

Initiate of Tymora (Champions of Valor, p. 32) [Initiate] Prerequisite Cleric or ranger 4th, patron deity Tymora; Once per day, you can add a +5 luck bonus on any attack roll, saving throw, skill check, or ability check you have just made before the DM declares whether the roll results in success or failure. If you have the Luck domain and you use that domain's power to reroll this attack, save, or check, the luck bonus applies to the reroll as well. In addition, you add the following spells to your cleric or ranger spell list. 1st--fleeting fortune. 2nd--favor of Tymora.

Heroic Destiny (Races of Destiny, p. 152) [Racial] Prerequisite Human or half-human; Once per day, before you make an attack roll, ability check, skill check, saving throw, or caster level check, you may roll 1d6 and add it as a bonus on the roll, check, or save.

Nymph's Kiss ( Book of Exalted Deeds, p. 44) [Exalted] Fey creatures regard you as though you were fey. You gain a +2 circumstance bonus on all Charisma-related checks, and a +1 bonus on all saving throws against spells and spell-like abilities. Starting with the level when you take this feat, you gain 1 extra skill point per level.

Divine Fervor (Dragon Compendium) [General] Prerequisite Patron deity; Once per day you can call upon your deity and gain a +2 bonus to any one ability score. The bonus lasts a number of rounds equal to 1 + your Charisma modifier (minimum 1 round).

Moradin's Smile (Races of Stone, p. 142) [Racial] Prerequisite Dwarf; You gain a +2 bonus on all Charisma-based skill checks.

Psychoanalyst (Psionics Handbook 3.0, p. 0) [Psionic] Prerequisite CHA 13; You get a +2 bonus on all Diplomacy, Bluff, and Intimidate checks against living humanoids with an Intelligence score of 4 or higher. You get the same +2 bonus on Charisma checks used to influence or interact with living humanoids having an Intelligence score of 4 or higher

thethird
2018-06-12, 02:15 PM
I really enjoyed the guide! I remember the knowledge one fondly, happy to see it is in your expanded signature along with some other skill guides I hadn't seen.

I particularly enjoyed in this one how you can forge medals, and they are opposed by a forge check. Forgery sounds so much more powerful than craft sometimes.

daremetoidareyo
2018-06-12, 04:17 PM
I really enjoyed the guide! I remember the knowledge one fondly, happy to see it is in your expanded signature along with some other skill guides I hadn't seen.

I particularly enjoyed in this one how you can forge medals, and they are opposed by a forge check. Forgery sounds so much more powerful than craft sometimes.

Thanks for reminding me. I'll post the link to the other skill guides on the first post

daremetoidareyo
2018-06-13, 09:56 AM
Just found some cheese!

Iaijutsu master negates all modifiers to a skill roll.

You can use your iaijutsu focus skill to negate all of the negative modifiers from pimping out your disguise roll. Like that -50 for changing your size 50% or more!!! and those cumulative -2s from changing age categories.

You can literally be disguised as a dragonmarked baby even though you're a old human courtier.

Venger
2018-06-13, 04:29 PM
Just found some cheese!

Iaijutsu master negates all modifiers to a skill roll.

You can use your iaijutsu focus skill to negate all of the negative modifiers from pimping out your disguise roll. Like that -50 for changing your size 50% or more!!! and those cumulative -2s from changing age categories.

You can literally be disguised as a dragonmarked baby even though you're a old human courtier.

Where is this? I looked at iaijutsu master and didn't see anything like that in the class writeup. Is it in a different section?

daremetoidareyo
2018-06-13, 04:47 PM
Where is this? I looked at iaijutsu master and didn't see anything like that in the class writeup. Is it in a different section?


Iaijutsu Master (Oriental Adventures, p. 63) [Ancestor] Clan: Crane; Once per day, you can make any one attack roll, saving throw, or skill check using your Iaijutsu Focus skill modifier in place of all other modifiers. You give up all your other modifiers and use your skill modifier instead.

lylsyly
2018-06-13, 06:35 PM
Great Job Dare. Far easier for memory challenged oldsters like me to have it all in one place ;D

Thank you, Gracias, and Comsomhamnida (boy did I screw that spelling up)!

Venger
2018-06-13, 06:40 PM
Iaijutsu Master (Oriental Adventures, p. 63) [Ancestor] Clan: Crane; Once per day, you can make any one attack roll, saving throw, or skill check using your Iaijutsu Focus skill modifier in place of all other modifiers. You give up all your other modifiers and use your skill modifier instead.
I was stupidly looking at the prc of the same name


Great Job Dare. Far easier for memory challenged oldsters like me to have it all in one place ;D

Thank you, Gracias, and Comsomhamnida (boy did I screw that spelling up)!

Kamsahamnida

Bullet06320
2018-06-14, 03:04 AM
Trickery Domain - PHB adds Disguise also Bluff, Hide as class skills

ACFS
adds Disguise as a class skill
Changeling Egoist Substitution Levels - RoE p 121 - also Bluff
Kalashtar Soulknife Substitution Levels - RoE p 124 - also Knowledge (the planes), Perform
Changeling Wizard Substitution Levels - RoE p 123 - also Bluff, Sleight of Hand

Variant Class
Corrupter (Paladin) - Dragon 312 - adds Disguise as a class skill also Bluff, Forgery, Hide, Knowledge (history). lose Handle Animal, Heal, Knowledge (nobility & royalty), Profession

the above doesnt include the things that add your choice of skills, which could be used to get disguise, such as Human Paragons Adaptive Learning
for those search here http://www.giantitp.com/forums/showthread.php?491181-Alternative-ways-to-get-new-Class-skills

lylsyly
2018-06-14, 07:36 AM
Kamsahamnida

See what I mean ;D
In my defense I haven't used my Korean in 30 years.

In any case, great reference, someone should have done this a long time ago.

I'll go thru the DLCS and check, IIRC there may be something there.

daremetoidareyo
2018-06-14, 07:58 AM
Thanks for the collaborative efforts!!

lylsyly
2018-06-14, 08:53 AM
Stuff from DLCS

RACE:
Irda[LA+2] (p.39) Change shape Ability (SU) when used grants a +10 to Disguise

That's it for the Dragonlance Campaign Setting, I thought I remembered something.

daremetoidareyo
2018-06-14, 11:10 AM
All your contributions have been incorporated. Thanks! Keep them coming if you stumble across them.

daremetoidareyo
2018-06-15, 12:18 PM
Here's a crazy idea: please ignore if willful misreadings of rules text makes you feel anger:


Cutpurse (Dragon Compendium) [General] You are able to pick the pockets of your melee opponents.

Prerequisite Improved Unarmed Strike (PH) , Sleight of Hand 5 ranks,

Benefit While engaged in combat, you may attempt to use the Sleight of Hand skill to pickpocket an enemy without provoking an attack of opportunity. This feat allows you to disguise your Sleight of Hand attempts as combat maneuvers. Normal Using Sleight of Hand in melee provokes an attack of opportunity.

Tome of battle is chock full of combat maneuvers! Many are immediate actions (im looking at you, boosts and counters). Now, the disguise DCs are unlisted, and disguise is really difficult to quicken, so you have to work to adjudicate how a sleight of hand check disguised as a manticore parry or burning blade works....

Ideally, you might be able to argue that a maneuver with an effect that requires perception (like if a maneuver effects people who witness it) im away from TOB right now, but the flavor text for the descriptions of maneuvers is where the gold probably is.

Oooh. Here's a funny one: Time stands still


You can lash out with your blade, striking your opponent so rapidly that observers can’t keep track of your moves. As part of this maneuver, you can use a full attack action two times in succession. Take your first full attack as normal. Once you have resolved those attacks, you can then take another full attack action. You must resolve these actions separately. You cannot combine the attacks provided by both actions as you wish. Instead, you must take them separately and in order as normal for a full attack.

The funny thing is, if you don't actually know the maneuver, you can satisfy it's effect by just making two rounds worth of full attacks.

Here is a real RAW effect if you decide to let any of this fly:

Tob p.40: Detecting Martial Maneuvers: Most maneuvers don’t create persistent or long-lasting effects, and the results are obvious to any observer. However, identifying a specific maneuver, stance, or discipline requires the Martial Lore skill (see page 28).

ShurikVch
2018-06-19, 05:23 PM
Notes:

Spellscale - also the only race which get +2 from the Initiate of Aasterinian

Corrupter (Paladin) - the "Disguise as a class skill" is far from the only thing which he gets for Disguise:
at 2nd level, he will get Hidden Faith (Su)
He gains a +4 profane bonus to all Bluff, Disguise, and Forgery checks to maintain this deception, and any magical attempt to discern his actual faith fails unless the caster makes a successful level check (DC = the target's corrupter levels + 10).
at 3rd level - Disguise Self SLA Cha mod. times/day, CL = Corrupter lvl


Critters:
PC races
Gruwaar (Dragon #317) Disguise Self SLA CL 1 1/day; also +2 Cha, which helps Disguising better; LA +0
Tibbit (Dragon Compendium)At will, as a standard action, a tibbit can transform into a house cat. This effect is similar to the spell polymorph but with a number of key changes.
In cat form, the tibbit becomes size Tiny. Her size bonus to Armor Class and on attack rolls increases to +2, and her size bonus on Hide checks becomes +8. She gains a +10 bonus to her land speed. A tibbit suffers a -8 penalty to Strength (minimum 3) but gains a +2 bonus to Dexterity.
A tibbit gains natural claw and bite attacks in her feline form. A tibbit's claws deal 1d2 points of damage and her bite deals 1d3 points of damage. With a full attack, she can attack twice with her claws at her full attack bonus and once with her bite with a -5 penalty.
A tibbit does not gain additional attacks due to a high base attack bonus when in cat form.
A tibbit can transform from a cat back to her humanoid form as a full-round action. She must wait 1 hour to turn back into a cat after reverting to her humanoid form.
A tibbit's equipment usually transforms to become part of her cat body. She loses the benefits of any weapons, shields, armor, or robes she wears or carries. Items that require a physical apparatus to function, such as a ring or a pair of boots, shift to adopt a form suitable to a cat, such as a collar or anklet and continue to provide their benefits. A tibbit's cat form is unable to speak or use her paws to manipulate fine objects. She cannot cast spells with a verbal or somatic component, use scrolls, or otherwise activate magic items.
While in cat form, a tibbit gains the scent ability.
A tibbit slain in cat form reverts to her humanoid form after 1 round.
Any spell that reveals the true nature of a creature under the effects of polymorph shows the truth behind a tibbit's cat guise. Spells that reveal magical auras but do not penetrate a polymorph spell reveal nothing special about a tibbit in cat form.
Aside from the changes noted here, a tibbit's abilities and game statistics otherwise remain the same. Note that anyone spotting a tibbit in cat form has a difficult time recognizing the feline as a tibbit.
Worghest (Dragon #350) Change Shape (http://www.d20srd.org/srd/specialAbilities.htm#changeShape) - able to change to/from the form of a Wolf as a Standard Action; also, this allow to take feats which have Wild Shape as prerequisite; LA +2 (but legal for Lesser Planetouched)

Familiars
Caterpillar (Dragon #323) Master gains a +3 bonus on Disguise checks
Chameleon (Dragon #341) Master gains a +3 bonus on Disguise checks

Creatures
Caryatid Column (Fiend Folio)When at rest (not commanded, or waiting to fulfill a command), a caryatid column takes the form of a simple column of stone. This column is about 2 feet in diameter, and it extends up to the ceiling of the chamber or to a height of 25 feet, whichever is less. Unless commanded otherwise, a caryatid column remains in this form until attacked, and it even allows creatures to climb it (Climb check DC 15).
A caryatid column in column form looks like a pillar in most respects. It does not radiate magic, and true seeing does not reveal its humanoid form. Careful examination of the column (Search check DC 25) reveals very faint and distorted lines that make the pillar resemble a woman with a sword. Anyone who successfully makes a Knowledge (architecture and engineering) check (DC 12) notes that the column serves no structural purpose since it bears none of the ceiling’s weight. A close examination of the top of the column (Search check DC 15) or a keen eye (Spot check DC 20) shows that the column is not cemented or joined to the ceiling. Dwarves and other creatures with stonecunning receive a free Search check as though actively looking when they pass within 10 feet of a caryatid column.
Changing forms is a free action, and a caryatid column can change once per round.

Templates
Half-Rakshasa (Dragon #313) Empathy at will, Disguise Self 3/day; +2 Cha; LA +3
Half-Doppelganger (Dragon #313) +2 Racial bonus to Bluff and Disguise; Empathy at will; Alternate Forms – gains 3 alternate forms, which may be of any Medium or Small-sized Humanoid race & of either gender. Once chosen, they cannot be changed. This ability is similar to Alter Self cast at 9th level, but has unlimited duration and can be used as a Standard Action.
Paragon Creature (http://www.d20srd.org/srd/epic/monsters/paragonCreature.htm): +10 competence on all its skill checks, and tripled Cha score
Prodigy (Charisma) (Dungeon Master's Guide II) +2 Cha, and +4 on Cha related skill checks; LA +2
Terror Vampire (Dragon #348) at 3-4 HD gets Disguise Self 3/day; Cha +8; LA +10
Ti-Khana (Fiend Folio) Alternate Form: A ti-khana creature can assume the form of a Tiny to Large viper (http://www.d20srd.org/srd/monsters/snake.htm#viperSnake). This ability is similar to a shapechange spell cast by a 19th-level sorcerer but allows only viper forms. The ti-khana creature uses its own or the viper’s poison, whichever it prefers.
Living Wall (Dragon #343) Hidden – unless a creature is adjacent to the Living Wall, an effect analogous to Disguise Self makes it look like a normal wall.
Swarm-Shifter (Libris Mortis) +10 bonus on Disguise check to act as a normal swarm.

Anti-Disguise

Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.Also, it helps to detect aforementioned Caryatid Column
Known creatures with Stonecunning:
Almost any kind of Dwarves - except Badlands, Desert, or Jungle ones
Gnome, Deep (Svirfneblin)
Gnome, Fire
Halfling, Deep


Base Classes
Cleric - Improved Domain Power (Dragon #342) Trickery: Miraculous Deception – The Cleric receives a +4 Divine bonus on one Bluff, Disguise, or Hide check. Usable (Cleric level) times
per day. //Improved Domain Powers are available instead one of normal domains, instead Turn/Rebuke Undead, as a feat, or via magic item
Rogue's Special Ability - Façade (Dragon #326) Your disguises resist Divinations spells & abilities. If a Divination spell is cast on you while in Disguise, the caster must make a Spot check opposed by your Disguise check to detect the truth. Otherwise, the Divination spell or effect learns information that is consistent with your disguise.
Dragon Shaman (Players Handbook II) Bronze, Gold, and Silver are got Disguise as class skill, and may get Skill Focus (Disguise) as a bonus feat at 2nd level

Prestige class
Faceless One (Dragon #300) at 2nd level gets CL 9 Disguise Self at will; at 5th level - Alter Self at will, and +10 racial bonus to Disguise
Royal Herald (Dragon Annual 5) False Alignment: A herald of 1st level or higher receives a Will saving throw against any attempt to discern her alignment or aura (such as with a detect good spell or the divine version of the true seeing spell). The DC of the saving throw is 10 + the spells level + the caster's ability modifier. If the saving throw is successful, the herald can disguise her alignment with an alignment of her choice. This is a supernatural ability.
Mortal Hunter (Book of Vile Darkness) Mortal Skin (Su): By magically grafting bits of mortal flesh to its own body, a mortal hunter gains the ability at 1st level to transform (as the polymorph spell) into any humanoid mortal form. At 5th level, a mortal hunter can polymorph into any mortal form except that of a dragon. At 8th level, any mortal form can be adopted. If the flesh used is from the exact individual being imitated, the duration is permanent. If the flesh is from a being of the same type as the form adopted, the duration is 1 hour. If the flesh is not the same type as the form adopted, the duration is 10 minutes. In all cases, the mortal hunter can dismiss the ability as a standard action. Otherwise, this ability works as the polymorph spell, and the mortal hunter can call upon it once per day.
Tiger Mask (Dragon #300) at 2nd level - +2 bonus to Bluff and Disguise checks; at 5th - Alter Self 1/day

Anti Disguise Class abilities
Hand of the Adama (Shining South) Pierce Illusion (Su): At 4th level and above, a hand of the Adama gains the supernatural ability to penetrate illusions and disguises at will. Whenever a hand of the Adama sees an illusion or disguise spell of any sort, he immediately makes a Will save to see through it. The hand of the Adama need not interact with or touch the illusion; visual contact is enough to give the Will save.
Master Harper (http://archive.wizards.com/default.asp?x=dnd/frx/20030604a): Mielikki's Truth (Su): The master Harper can correctly identify trees, shrubs, and herbs by their leaves, and she can identify forest creatures by sight or by their spoor (tracks, and so on). If the creature, leaf, or plant is or was magically disguised, altered, summoned or created, this is revealed -- together with some impression of when and where this was done. This ability has a range of 60 feet, or the limit of the master Harper's sight (whichever is less). The master Harper must use a standard action to study her subject.
Stoneblessed (Races of Stone) dwarf-bonded stoneblessed gains Stonecunning at 3rd level


Feats

Improved Disguise (Dragon #335) You do not suffer the normal –2 penalty when disguising yourself as another gender, race, or age category. You can don a disguise in half the normal time.

Static bonus
Haunting Similarity (Dungeon #127) You get a +2 bonus on Disguise checks to impersonate an individual creature (as opposed to a "generic" creature). In addition, if the creature you impersonate damages you, that creature is shaken for 1 round. Creatures immune to fear are also immune to this effect.
High Society (Dragon #333) You get a +3 bonus on Bluff, Diplomacy, or Disguise checks made when interacting with members of the highest levels of society, such as monarchs, nobles, courtiers, lords and ladies, and high-ranking clerics.
Lion Spy (Oriental Adventures) +2 bonus on Disguise and Gather Information checks
Secret Society (Dragon #315) You gain a +2 bonus on Bluff, Disguise, and Forgery checks.
Shadow Shift (Dragon #330) As a Move Action, you can enter 'shadow form', which grants you a +2 Circumstance bonus on Hide checks and a +5 Circumstance bonus on Disguise checks to conceal your identity. You may enter 'shadow form' a number of times per day equal to 1 + the number of Umbragen Racial feats you possess. 'Shadow form' lasts up to 1 minute per Character level, but can be dismissed as a Standard Action.
Stowaway (Dragon #350) You gain a +2 circumstance bonus on Disguise, Hide, and Move Silently checks on large sailing vessels.

Bonus on any Cha-dependent skill
Karmic Twin (Oriental Adventures) You get a +2 bonus on all Charisma-based skill checks and Charisma checks.
Moradin's Smile (Races of Stone) You gain a +2 bonus on all Charisma-based skill checks.
Nymph's Kiss (Book of Exalted Deeds) You gain a +2 circumstance bonus on all Charisma-related checks, and a +1 bonus on all saving throws against spells and spell-like abilities.

Bonus on any skill
Epic Skill Focus (http://www.d20srd.org/srd/epic/feats.htm#epicSkillFocus): You gain a +10 bonus on all skill checks with that skill.
Focused Skill User (Complete Psionic) When you first take this feat, choose three skills in which you have ranks. While you are psionically focused, you gain a +2 competence bonus on skill checks when using any of these three skills.
Imbued Healing [metamagic] (Complete Champion) Knowledge domain: +2 insight bonus on skill and ability checks.
Psymbiot (Complete Psionic) When you are psionically focused and one or more psionic characters or creatures with a manifester level of 3rd or higher stands within 10 feet of you, you gain a +2 bonus on ability checks, skill checks, and saving throws.

Synergy-related
Complementary Insight (Races of Destiny) Having 5 or more ranks in a skill gives you a +3 bonus on skill checks with each of its synergistic skills, as noted in the skill description.

Anti-Disguise
Stone Soul (Underdark) You gain a +2 bonus on Search checks made to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. A construction that isn't stone but is disguised to look like stone also counts as unusual stonework. A character with the Stone Soul feat who merely comes within 10 feet of unusual stonework can make a check as if actively searching.


Magic Disguise Gear
Circlet of Persuasion (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#circletofPersuasion): +3 competence bonus on the wearer’s Charisma-based checks
Phylactery of Change (Arms and Equipment Guide) The wearer of this item can invoke a polymorph ability with an indefinite duration (or until the phylactery is removed, destroyed, or dispelled). A new form can be adopted once per day. The wearer can assume his natural form without limitation, however.
Skin of Proteus (http://www.d20srd.org/srd/psionic/items/universalItems.htm#skinofProteus): This psychoactive skin continually affects the wearer as the metamorphosis (http://www.d20srd.org/srd/psionic/powers/metamorphosis.htm) power. While in a form other than his natural form, the wearer does not appear to be wearing the skin.

daremetoidareyo
2018-06-19, 05:27 PM
Shuri, you're great.

I'll take some time to get those in there over the next week.

Thurbane
2018-06-25, 11:53 PM
Is the Proteus feat (EoE p.26) worth mentioning? Spontaneously cast Glamer spells (including Disguise Self)?

Also, just wanted an excuse to post this, from the 1E DMG. :smalltongue:

http://i68.tinypic.com/15hmc3.png

Bullet06320
2018-06-26, 02:36 AM
http://www.funnyism.com/i/demotivational/crossbreedingbudgetcut
here's a good pic