Gentleman of Hats (3.5e Class)

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Gentleman of Hats[edit]

A Gentleman of Hats is a spellcasting support class with his charisma used instead of his intelligence to cast spells. He must treat his hats as if they were his pride and joy.

Making a Gentleman of Hats[edit]

A gentleman of hats has more health than the average spell user, since he must tediously make his beloved hats every day. And though he may ready more high level spells than a wizard or sorcerer, he cannot ready new spells every day without making new hats, and must stack his hats in order of casting.

Abilities: Charisma detrmines the highest level spell he can cast. A good Inteligence helps him out in sticky situations as well, while a high Dexterity helps at early levels and when he runs out of spells.

Races: Any race capable of studying magic and looking fabulous while doing so can become a gentleman of hats, though that has not thrown off optimistic trolls.

Alignment: Any Lawful, as you are a Gentleman, and without the law you are common rabble.

Starting Gold: 8d4 x 10 gp.

Starting Age: Moderate.

Table: The Gentleman of Hats

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Hats
Fort Ref Will
1st +0 +0 +2 +0 Hat Throw, The Hat Sells It 1
2nd +1 +0 + 3 +0 Powerful Hats 2
3rd +2 + 1 +3 +1 Tip Of The Hat +1, Wondrous Hats, Rabbit Out Of My Hat 3
4th +3 +1 +4 +1 That's A Nice Hat You Have There..., Magic Hat, Scribe Scroll, Inscribe Scroll 4
5th +3 +1 +4 +1 Mad Hatter, This Is My Hat 5
6th +4 +2 +5 +2 Formal Gentleman, Wild Hat, Truly Wondrous Hats 6
7th +5 +2 +5 +2 You Need A Hat!, Hat Stacker, Tip of the Hat +2 7
8th +6/+1 +2 +6 +2 For My First Trick..., Bouncing Hats 8
9th +6/+1 +3 +6 +3 That's A Great Hat You Have There..., Madder Hatter 9
10th +7/+2 +3 + 7 +3 You Also Need A Hat! 10
11th +8/+3 +3 +7 +3 Exotic Wild Hat 11
12th +9/+4 +3 + 8 +3 In My Hat There's A...!, 12
13th +9/+4 +4 +8 +4 Tip of the Hat +3 13
14th +10/+5 +4 +9 +4 That Is A Fabulous Hat You Have There 14
15th +11/+6/1 +5 +9 +5 More People Need Hats! 15
16th +12/+7/+2 +5 +10 +5 16
17th +12/+7/+2 +5 +10 +5 Master Stacker 17
18th +13/+8/+3 +6 +11 +6 18
19th +14/+9/+4 +6 +11 +6 Tip of the Hat +4 19
20th +15/+10/+5 +6 +12 +6 The WORLD Needs Hats! 20

Class Skills 4 + Int modifier per level, (×4 at 1st level)
Appraise (Int), Bluff (Cha), Craft(Hats) (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Knowledge(Nobility) (Int), Knowledge(Local) (Int), Listen (Wis), Profession(Salesmanship) (Wis), Spellcraft (Int), Use Magic Device (Cha)


Class Features[edit]

A Gentleman of Hats should never be barren headed. All of the following are class features of the Gentleman of Hats.

Weapon and Armor Proficiency: The Gentleman of Hats is proficient with simple weapons, plus the rapier and lance. He is not proficient with any armor or shields.

Spells: A charismatic Gentleman of Hats will need a charisma score of 10 + spell level to cast a spell into his hat. Gentlemen of Hats choose their spells from the following list:

0—See wizard spells for spells that can be inscribed on hats.

1st—See wizard spells for spells that can be inscribed on hats.

2nd—See wizard spells for spells that can be inscribed on hats.

3rd—See wizard spells for spells that can be inscribed on hats.

4th—See wizard spells for spells that can be inscribed on hats.

5th—See wizard spells for spells that can be inscribed on hats.

6th—See wizard spells for spells that can be inscribed on hats.

7th—See wizard spells for spells that can be inscribed on hats.

8th—See wizard spells for spells that can be inscribed on hats.

9th—See wizard spells for spells that can be inscribed on hats.


Hats: A Gentleman of Hats recognizes the importance of headgear in society. He is able to wear a stack of hats on his head in any situation. The Gentleman of hats starts with 1 hat at level 1, and is able to stack on his head another hat every level. Each hat can be used in the order it is placed in at the beginning of the day (Some are special, see Hat Powers). To pile hats, the Gentleman of Hats must take an hour to ready and prepare his hats for balance and use. After the use, a hat is put on the bottom of the pile, directly on top of the Gentleman of Hats' head. A hat is retrieved from the top by simply tipping his head in a fashion that drops the top one into his hand.

A hat's spell is unique in that it has unlimited uses, but acts as a scroll of the same spell (giving a chance for failure without appropriate caster levels).

Hat Throw (Ex): A Gentleman must learn to use his hats with care and grace. As a standard action, a first level Gentleman of Hats may throw the hat on the top of his pile to deal damage equal to a dart of the same size as he is plus his dexterity modifier. It is always retrievable and at higher levels does not need to be retrieved. (See Bouncing Hats below)

The Hat Sells It (Ex): Once per day per hat the Gentleman of Hats is wearing, the first level Gentleman of Hats may use his hat in any charisma based skill check, giving that check a +1 bonus. This does not stack. (ie: a Gentleman of hats that uses a hat to "sell" a bluff check does not get to use another hat for another +1 bonus) At 6th level and every 6 levels beyond that, the bonus increases by +1.

Power Hats (Ex): A second level Gentleman of Hats can give each of his hats from here on out a ability from the list below. Only one ability is allowed per hat. He must craft a new hat to have a different power.

1) The desired hat is now treated as a javelin of same size for the purpose of using Throw Hat

2) The desired hat is now devilishly good looking, giving the Gentleman of Hats a +2 enhancement bonus to his charisma score. This can only be used by one hat. The Gentleman of Hats needs to be at least 7th level to select this power hat.

3) Not only does this hat make you look smart, it actually does! This hat gives a Gentleman of Hats a +2 enhancement bonus to his intelligence score. This can only be used by one hat. The Gentleman of Hats needs to be at least 7th level to select this power hat.

4) It's a hardhat. The Gentleman Explorer gets 2 additional hit points. This can only be used by 3 hats, or else the Gentleman of Hats' charisma score decreases by 4 for being out of fashion.

5) This hat can not be thrown. However, its phasing ability lets it move up a hat or down a hat as a move action taken by the Gentleman of Hats. May only be applied to 3 hats, or else all the hats will phase through each other and be unusable, not to mention unwearable!

6) The Important hat has its place. A hat like this needs an XP cost of 500 XP to be activated, and when activated it makes itself the top hat on the pile of hats as a move action made by the Gentleman of Hats. May only be used on one hat, as it is the most important!

7) This hat is precise, giving it tripple it's throwing range.

8) This hat does +1 damage and has it's throwing range doubled.

Tip Of The Hat (Ex): With the simple bob of a hat, one can do the greatest of things. A 3rd level Gentleman of Hats may tip a hat on his head to cast charm person on them. They may do this 1 time per day per hat. A hat that has been used to "Sell" a skill may not be tipped, and vice versa. Any tipped hat looses its spell for the 24 hours.

Wondrous Hats (Ex): A 3rd Level Gentleman of Hats bestows upon his headgear the property of invulnerability. The hats worn by a 3rd level gentleman of hats can not be damaged or removed except by that of his own will. This includes attacks from nefarious ruffians and bespoiled weather patterns.

Rabbit Out Of My Hat (Ex): One of the Gentleman of Hats' specific hats becomes a Grey Bag of Tricks, along with other properties.

That's A Nice Hat You Have There... (Ex): A Gentleman of Hats gets a +1 to all charisma based checks against a humanoid who is wearing a hat at 4th level.

Magic Hat (Ex): A fourth level Gentleman of Hats is able to cast arcane spells through scrolls he imbues into the hats when it is made. These 'scrolls' have no cost and are not sellable, until later levels. He may have up to five hats with the same level of spells worn at once, but he must pay any cost associated with the spell whenever he activates the hat, in addition to when the hat was made. The hat can be used again, but only after 24 hours have gone by or the spell has recharged, whichever is longer. The max level of spells equals his charisma score - 10, while the most spells per level on the hats equals his charisma score minus spell level divided by 2 rounded down, to a maximum of 5. In terms of highest level spell inscribed into the hat, it is equal to that of a wizard the same class level.

As an example, a sir of headgear creates a hat that can cast 'Arcane Sight'. He does not need to pay the associated cost for creating the permanent scroll in his hat. Another time, he creates a hat of 'Animate Dead'. He would need to pay the material cost of 25gp per hit die while making the hat.

Truly Wondrous Hats (Ex): A 5th level Gentleman of Hats can confer an ability of his hats to defy gravity at his will. In effect, his hats can be parallel, upside down, or in a gravityless environment and still be stuck together in the same order.

Space is also nullified in this manner. All hats squeeze and compress as necessary to fit below the ceiling, while still maintaining their extravagance.

In effect, the pile stays in order until the Gentleman of Hats takes one off the top, no matter what.

Mad Hatter (Ex): The 5th level Gentleman of Hats gains a +4 bonus to any spells or spell like abilities with the charm or compulsion descriptor. (The Gentleman does not actually become mad, as he is above the savage.)

This Is My Hat (Ex): Any hat worn by a 5th level Gentleman of Hats becomes a Hat of Disguise for him while worn, as do all his other hats. After removal they revert to their origional form.

Formal Gentleman (Ex): In a formal situation where a 6th level Gentleman of Hats must doff his headgear (or any other occasion where his hats must be removed), he retains the use of his hats' spells in the order he was wearing them for 10 mins/class level. After this duration, the hats must be worn again to get their effects. You can not throw, tip, or otherwise use your hats besides casing spells. Hat bonuses still apply.

Wild Hat (Ex): A 6th level Gentleman of Hats may have one select hat he owns act as a Rust Bag of Tricks, along with other properties.

You Need A Hat! (Ex): A 7th level Gentleman of Hats may make a hat for someone who is not a Gentleman of hats but still usable by them. The hat may have spells and powers, but the wearer of the hat needs caster appropriate to the level of spell inscribed. Limit to 1 hat made for someone else, and they are one use. After the use The Gentleman of Hats may make more. These hats require the associated cost when making scrolls.

Hat Stacker (Ex): A 7th level Gentleman of Hats has learned that not everything is done best the first time around. Over an uninterrupted 5 minute, he may rearrange the hats on his head in any order. This does not permit hats to be reused in 24 hours or reset tipping/"selling" hats. No hats may be replaced by other hats. the hats prepared during the one hour must be returned to on top of the Gentleman of Hats' head.

For My First Trick... (Su): An 8th Gentleman of Hats may select one hat to be operable as a Glove of Storing.

For Madder Hatter (Ex): At 8th level a Gentleman of Hats is immune to any spell or spell like ability with the charm or compulsion descriptor.

Bouncing Hats (Ex): Any hat used with the ability Hat Throw rebounds back to the 8th level Gentleman of Hats who threw it, as the Returning weapon property.

That's A Great Hat You Have There (Ex): The 9th level Gentleman of Hats gets a bonus +1 to all charisma based checks to any humanoid wearing a hat, in addition to the +1 from That's A Nice Hat.

You Also Need A Hat! (Ex): As with You Need A Hat, but now three total hats are able to be given out by the 10th Level Gentleman of Hats. After the use The Gentleman of Hats may make more.

Exotic Wild Hat (Ex): One hat owned by the level 11th Gentleman of Hats may now be used as a Tan Bag of tricks by the Gentleman of Hats, along with other properties.

In My Hat Thre Is...! (Ex): One hat may now be used as a Handy Haversack by the Gentleman of Hats.

That Is A Fabulous Hat You Have There.. (Ex): A 14th level Gentleman of Hats may add his Charisma modifier twice to any charisma based check made on a target with a hat.

More People Need Hats! (Ex): A 15th level Gentleman of Hats may make 10 hats for someone who is not a Gentleman of hats but still usable by them. The hats may have spells and powers, but the wearer of the hat needs caster levels to use it still. Limit to 1 hat per person, and they are one use. After the use The Gentleman of Hats may make more.

Master Stacker (Ex): At 17th level, a Gentleman of Hats takes 1 minute to stack his hats in another order.

The WORLD Needs Hats! (Ex): At 20th level, a Gentleman of Hats can make and sell any number of hats to other people. They are still one use and each person can have one hat per ten levels, even if bought from a different Gentleman of Hats.

Ex-Gentlemen of Hats[edit]

If a Gentleman of Hats is no longer lawful, or refuses to wear hats, they loose their ability to stack and pile hats. Only one hat may be worn at a time, and no longer grants bonuses after removal.

Epic Gentleman of Hats[edit]

Table: The Epic Gentleman of Hats

Hit Die: d6

Level Special
21st +1 Hat,
22nd +1 Hat
23rd +1 Hat
24th +1 Hat
25th +1 Hat
26th +1 Hat
27th +1 Hat
28th +1 Hat
29th +1 Hat
30th +1 Hat

4 + Int modifier skill points per level.

Hats: A gentleman of hats continues to gain one hat per level.

Human Gentleman of Hats Starting Package[edit]

Weapons: Tophat.

Skill Selection: Appraise, Craft, Disguise, Diplomacy, Gather Information, Knowledge (Nobility), Profession.

Skill Ranks Ability Armor
Check
Penalty
Appraise 4 Int 0
Craft 4 Int 0
Disguise 4 Cha 0
Diplomacy 4 Cha 0
Gather Information 4 Cha 0
Knowledge (Noblility) 4 Int 0
Profession 4 Wis 0

Feat: Skill Focus (Craft)

Bonus Feats: Point Blank Shot

Gear: Artisan Tools, Tent

Gold: 50 gp.

Campaign Information[edit]

Playing a Gentleman of Hats[edit]

Religion: A Gentleman of hats must always respect other lawful religions, as is the code of a gentleman. He need not believe or follow a deity, though if he did it would be one of wealth or ability.

Other Classes: As a Gentleman of Hats is honorable and dashing, other classes like the paladin and monk usually enjoy his company. A bard and a Gentleman of Hats go together well, as both can be incredibly charming. Beware the savage barbarian as a gentleman, as they often try to cut you down in one way or another.

Combat: A Gentleman of Hats stays at a range, either throwing his hats or using his spells to attack enemies or buff allies.

Advancement: Being a wizard would help give the Gentleman of Hats more spells if he had a high intelligence. A ranger would also give him a good option for those with better dexterity.

Gentlemen of Hats in the World[edit]

"Caps for sale! Caps for sale! Fifty copper a cap!
—Pedlimus the Monkey Tricker, The first Human Gentleman of Hats

Gentlemen of Hats are widely used by rich nobles as entertainers for birthday parties for their kids, and some even are hired by merchants to protect and help the caravan.

Daily Life: A Gentleman of Hats goes about his day wearing as many hats on his head as he can, walking the city streets gathering attention and showing everyone his extensive collection.

Notables: The first Gentleman of Hats was a peddler and had all his hats but one stolen by monkeys in a tree. With a good knowledge of sayings, he threw his hat to the ground in anger and left it there. Monkey see, monkey do.

Organizations: The most prestigious convention of Gentlemen of Hats requires a completely straight pile of seven hats to enter. You are in the HATSRAVAGANZA!

NPC Reactions: Merchants enjoy the coin of their purchases, while those less wealthy tend to be envious of the more evil Gentlemen of Hats. If the Gentleman of Hats is Good, the poor will react with more awe than envy, depending on their alignment.

Gentleman of Hats Lore[edit]

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

Knowledge (Nobility)
DC Result
10 He is both a gentleman and a scholar.
15 A Gentleman of Hats can use his hats in a variety of ways.
20 A Gentleman of Hats uses his hats in order, from top to bottom.
25 A Gentleman of Hats needs to take his hats off in formal settings, such as an invitation from the queen.

Gentlemen of Hats in the Game[edit]

A Genlteman of Hats need not worry about the welfare of the rich, but rather making sure hats are used properly and respected by thier owners. A Gentleman of Hats may go adventuring for his own benefit, but most often because they feel the party they have come across needs some protection against ruffians. Adaptation: A Gentleman of Hats could use bracelets, rings, or other items of little attention in the world of accessories in place of hats.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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