====== Master of Masks ======
Belief and perception shape reality. In worlds where religions derive might from the faith of believers and where amazing magic sways the mind, those who command the senses hold great power. In such an environment, the master of masks takes center stage. Wearer of a thousand faces, with an identity as fluid as that of a crowd of strangers, this thespian of possibilities decides what is real and what can be. Thieves, spies, truth-benders, and mysterious figures, masters of masks cloak themselves within their roles and hide behind their elegant personas. Thus, these master impersonators add new layers of intrigue to any adventure, as well as a strange new kind of magic.
===== Prerequisites =====
echo "Base Attack Bonus:"; +3\\
echo "Skills:"; Deception (5 ranks), Perform [Act] (5 ranks)\\
echo "Languages:"; Any four\\
echo "Special:"; Must have successfully impersonated an individual, fooling even that person’s friends and associates
===== Class Attributes =====
echo "Hit Dice:"; d6\\
echo "Armor Proficiencies:"; None\\
echo "Weapon Proficiencies:"; None\\
echo "Skill Points/Level:"; 4 + Int\\
echo "Class Skills:"; Concentration (Con), Deception (Cha), Diplomacy (Cha), Insight (Wis), Intimidate (Cha), Linguistics (Int), Perception (Wis), Perform (Cha), Trade (Int)
^Level^BAB^Fort^Ref^Will^Special^Spellcasting^Masks Known|
|1st|+0|+0|+2|+2|Persona Masks|-|3|
|2nd|+1|+0|+3|+3|Mask Specialization|+1 level of existing arcane spellcasting class|3|
|3rd|+2|+1|+3|+3|Many Faces (2, Move)|-|4|
|4th|+3|+1|+4|+4|Masquerade, Hidden Mask|+1 level of existing arcane spellcasting class|4|
|5th|+3|+1|+4|+4|Immaculate Performance 1/day|-|5|
|6th|+4|+2|+5|+5|Many Faces (3, Swift)|+1 level of existing arcane spellcasting class|5|
|7th|+5|+2|+5|+5|Hundred-Tongued|-|6|
|8th|+6|+2|+6|+6|//Grand Masquerade//|+1 level of existing arcane spellcasting class|6|
|9th|+6|+3|+6|+6|Many Faces (4, Immediate)|-|7|
|10th|+7|+3|+7|+7|Immaculate Performance 2/day|+1 level of existing arcane spellcasting class|7|
===== Class Features =====
echo "Spells:"; At 2nd, 4th, 6th, 8th, and 10th level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a master of masks, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
echo "Persona Masks (Su):"; You gain the ability to craft potent magical masks, each of which allows you to take on a different persona and gain some aspect of that creature or archetypal character. At 1st level, you learn to create and use three masks selected from those described below. At every odd-numbered level thereafter, you can create and use one more mask from the list.
Creating a new persona mask requires 8 hours of work and costs 100 gp. You can use only persona masks that you have crafted. No one else (not even another master of masks) can benefit from a persona mask that you create.
To gain the benefit of a mask, you merely wear it. Putting on a mask is a standard action, and removing one is a move action. Once it is worn, the mask’s benefit immediately applies. Your character level is your caster level for any spell-like abilities produced by a mask.
In addition to its other benefits, a mask conceals your alignment, replacing it (for the purpose of detection spells or abilities) with an alignment appropriate to the mask. You still retain your normal alignment for all other purposes (such as if a paladin uses smite evil against you).
One or more persona masks can be worn at the same time, occupying the eye lenses/goggles body slot. A description of each persona mask and their effects are listed below:
* echo "Angel:"; The image of an androgynous face with eyes serenely upturned to the heavens forms this mask, carved from flawless alabaster. Cultic runes adorn the forehead and cheeks, and its edges are ringed by downy feathers. As an immediate action, you can use //feather fall// as a spell-like ability any number of times per day, but only on yourself. Once per day as a swift action, you can use //fly// as a spell-like ability; the effect lasts for 1 minute. As you advance in the master of masks class, you can use this ability more often: twice per day at 4th level, three times per day at 7th level, and four times per day at 10th level. When projected as an illusion, this mask creates the image of an astral deva. Your alignment appears to be lawful good while you wear an angel mask.
* echo "Archmage:"; This mask of deep purple fluorite is sculpted in the image of a heavily wrinkled old man. A roughly circular tangle of arcane runes appears where the visage’s mouth should be. You can use each of these spell-like abilities once per day: //dancing lights//, //detect magic//, //mage hand//, //magic missile//, and //shield//. As you advance in the master of masks class, you can use additional spell-like abilities, each once per day: 4th level, //invisibility//, //knock//, and //scorching ray//; 7th level, //lightning bolt// and //slow//; and 10th level, //dimension door// and //ice storm//. Your caster level is treated as two higher for the purpose of casting arcane spells (up to a maximum of your character level). If you have no arcane spellcasting ability, this effect grants you no benefit. When projected as an illusion, this mask creates the image of an elderly wizard in ornate robes. Your alignment appears to be chaotic good while you wear an archmage mask.
* echo "Assassin:"; Hardened black leather and metal clasps create the disturbing aspect of the assassin. A jagged, cruel slit forms the opening for the mouth, and the mask’s edges are worn and stained. You can deliver a sneak attack that deals an extra 1d6 points of damage when you are flanking an opponent or at any time when the target would be denied its Dexterity bonus (see the rogue class feature, //PH// 50). As you advance in the master of masks class, your sneak attack becomes more devastating: This extra damage improves to 2d6 points at 4th level, 3d6 at 7th level, and 4d6 at 10th level. If you get a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack. In addition, you gain a +2 competence bonus on Stealth and Deception checks. This bonus improves to +4 at 4th level, +6 at 7th level, and +8 at 10th level. When projected as an illusion, this mask creates the image of a mysterious cloaked figure clad in black leather. Your alignment appears to be lawful evil while you wear an assassin mask.
* echo "Beast:"; Bright, flaking warpaint and tattered fur adorn this thick hide mask of a snarling, fang-toothed beast. Your hands transform into claws, granting you two primary natural weapon attacks, each dealing 1d4 points of damage (assuming you are Medium), plus your Strength modifier. You are considered to be proficient with your natural weapons. Your claws overcome damage reduction as if they were magic weapons. As you advance in the master of masks class, you can deal more damage with your claws: 1d6 points at 4th level, 1d8 at 7th level, and 2d6 at 10th level. Additionally, once per day you can rage as per the barbarian’s class feature. You can use this ability twice per day at 7th level. When projected as an illusion, this mask creates the image of a dire bear. Your alignment appears to be chaotic neutral while you wear a beast mask.
* echo "Bishop:"; This mask of rose porphyry has a wide mouth open in song, but instead of eyes it has slits twisted into runes (these do not restrict your vision). You can use each of the following spell-like abilities once per day: //bless//, //cure light wounds//, //protection from evil//, //sanctuary//, and //shield of faith//. As you advance in the class, you can use additional spell-like abilities, each once per day: At 4th level, you can use //aid//, //cure moderate wounds//, and //lesser restoration//; at 7th level, //cure serious wounds// and //remove curse//; and at 10th level, //cure critical wounds// and //death ward//. Your caster level is treated as two higher for the purpose of casting divine spells (up to a maximum of your character level) . If you have no divine spellcasting ability, this effect grants you no benefit. When projected as an illusion, this mask creates the image of a cleric in ceremonial religious vestments. Your alignment appears to be neutral good while you wear a bishop mask.
* echo "Demon:"; This obsidian mask bears the visage of a darkly handsome fiend. Small, black horns adorn the demon’s forehead, and its black ears rise to points. Its smiling mouth shows rows of sharp teeth. Once per day, you can use //summon monster III// as a spell-like ability, only to summon creatures of chaotic evil alignment. As you advance in the master of masks class, you can summon increasingly powerful creatures: At 4th level, you can instead use //summon monster IV//; at 7th level, //summon monster V//; and at 10th level, //summon monster VI//. When projected as an illusion, this mask creates the image of a babau. Your alignment appears to be chaotic evil while you wear a demon mask.
* echo "Dragon:"; This multihued mask of precious metals and scintillating gemstones forms the terrible visage of a snarling wyrm. A sunburst of metallic and bejeweled scales flares out around the reptilian face. Three times per day you can breathe a cone of fire as a standard action. The cone is 30 feet long and deals 3d8 points of fire damage. A successful Reflex save (DC 10 + your master of masks level + your Cha modifier) halves the damage dealt. Once you use this ability, you can’t use it again for 1d4 rounds. As you advance in the class, you can deal additional damage with this ability: 6d8 points at 4th level, 9d8 at 7th level, and 12d8 at 10th level. Additionally, you gain resistance to fire 10. When projected as an illusion, this mask creates the image of a young adult red dragon. Your alignment appears to be neutral evil while you wear a dragon mask.
* echo "Faceless:"; Only a pair of empty eyeholes break this other- wise featureless oval, porcelain mask. You gain a +5 competence bonus on saves against mind- affecting spells and abilities. You are protected from divination effects as if by a //nondetection// spell; the DC of the caster level check is 15 + your character level. Additionally, you can use the //disguise self// spell on yourself at will as a spell-like ability. When projected as an illusion, this mask creates the image of a non-descript medium humanoid of the wearer’s choosing. Even if the //nondetection// effect is overcome, your alignment appears to be neutral while you wear a faceless mask.
* echo "Fey:"; This finely-carved wooden mask resembles the face of a beautiful elf-like creature, with small leaf-covered branches adorning its edges. You can use each of these spell-like abilities once per day: //charm person//, //color spray//, //entangle//, and //speak with animals//. As you advance in the master of masks class, you can use additional spell-like abilities, each once per day: 4th level, //glitterdust//, //gust of wind//, and //warp wood//; 7th level, //neutralize poison// and //speak with plants//; and 10th level, //confusion// and //rusting grasp//. In addition, you gain the wild empathy class feature (see the druid class feature, //PH// 35), using your overall character level + your Charisma modifier for the check. When projected as an illusion, this mask creates the image of a dryad. Your alignment appears to be chaotic good while you wear a fey mask.
* echo "Gladiator:"; This wyvern-hide mask is shaped like the face of a grim warrior. Scars cover its surface, and silver chainmail rings surround its outer edge. You gain proficiency with all martial and exotic weapons. You also gain a +1 competence bonus on attack rolls and weapon damage rolls. As you advance in the master of masks class, you become more expert in weapon use: This bonus improves to +2 at 4th level, +3 at 7th level, and +4 at 10th level. In addition, you also gain one combat or maneuver feat for which you meet the prerequisites. You gain two such feats at 7th level. When projected as an illusion, this mask creates the image of a grizzled fighter dressed in weathered chainmail armor. Your alignment appears to be neutral while you wear a gladiator mask.
* echo "Jester:"; Gaudy ribbons, tinkling bells, and a bobbing cockscomb adorn this leather mask. Brightly hued eyeshadow, lipstick, and alternating red, black, and white diamonds flamboyantly paint the form’s angular features. You gain a +2 competence bonus on Acrobatics, Perform, and Thievery checks. As you advance in the master of masks class, you become more proficient with these skills: This bonus improves to +4 at 4th level, +6 at 7th level, and +8 at 10th level. Additionally, you can attempt to taunt and mock a foe within 60 feet at will as a standard action. The target must make a Will save (DC 10 + your master of masks level + your Cha modifier) or become either shaken or flat-footed for 1 round (your choice). This is a mind-affecting, language-dependent effect. The target must be able to see and clearly hear the master of masks in order to be affected. When projected as an illusion, this mask creates the image of a court jester dressed in their traditional colorfully patterned outfit. Your alignment appears to be chaotic neutral while you wear a jester mask.
* echo "Lich:"; This mask is made of poorly cured, purplish skin stretched over yellowed bone. Bloodless cuts and old bruises mar its surface, and tufts of long, white hair sprout from its wrinkled brow. Once per day you can use //cause fear//, //chill touch//, and //detect undead// as spell-like abilities. As you advance in the master of masks class, you can use additional spell-like abilities, each once per day: At 4th level, you can use //command undead// and //false life//; at 7th level, //halt undead// and //ray of exhaustion//; and at 10th level, //bestow curse// and //fear//. Additionally, you gain resistance to cold 10. When projected as an illusion, this mask creates the image of a powerful lich. Your alignment appears to be neutral evil while you wear a lich mask. Furthermore, you register as an undead creature with Hit Dice equal to your character level to any form of magical divination (such as //detect undead//).
* echo "Lord:"; A swirling mixture of gleaming copper and silver forms the regal countenance of a smiling man. A gem-studded diadem adorns its brow, and stamped across its surface are layered images of coins. Once per day, you can use //command// and //remove fear// as spell-like abilities. As you advance in the master of masks class, you can use additional spell-like abilities, each once per day: At 4th level, you can use //calm emotions// and //eagle’s splendor//; at 7th level, //heroism//; and at 10th level, //dispel chaos//. In addition, you gain a +2 competence bonus on Diplomacy and Insight checks. This bonus improves to +4 at 4th level, +6 at 7th level, and +8 at 10th level. When projected as an illusion, this mask creates the image of a wealthy noble clad in luxurious clothing and jewelry. Your alignment appears to be lawful neutral while you wear a lord mask.
echo "Mask Specialist (Su):"; Starting at 2nd level, you innately enhance the abilities of any magic mask you wear (such as the //mask of the skull//, //DMG// 262). If the mask creates an effect that requires a saving throw, the save DC increases by 2. If the mask grants a bonus on skill checks, that bonus is increased by 2. Otherwise, the mask’s caster level is treated as two higher. This ability has no effect on the persona masks you create and use.
echo "Many Faces (Ex):"; At 3rd level, you can wear more than one persona mask simultaneously. You can use the abilities of only one mask at a time, but you can switch between masks more quickly. While wearing a persona mask, you can don a second without taking off the first. The appearance and benefit of the second replace those of the first. As a move action, you can have the first mask appear instead, granting its effect in place of the other’s. At 6th level, you can wear up to three masks simultaneously and can switch masks as a swift action At 9th level, you can wear up to four masks simultaneously and can switch masks as an immediate action. While wearing multiple persona masks in this way, you can remove any worn mask as a move action (regardless of which one is active).
echo "Masquerade (Sp):"; At 4th level, you can take on the physical appearance of your persona masks. Three times per day as a standard action you can create an illusory disguise for yourself based on your currently active persona mask. The description of each mask’s illusory disguise is noted in their descriptions under the persona masks ability. Instead of making a Will save to disbelieve the illusion, creatures who interact with the master of masks must make a Perception check against the master of masks’ Perform (Act) check. Otherwise, this ability functions in all other ways as per the //veil// spell. Your caster level is your character level for the purposes of this ability.
echo "Hidden Mask (Su):"; Beginning at 4th level, you can make any mask you wear become invisible (or return an invisible mask to visibility). Activating or deactivating this ability requires a swift action. The mask’s benefit applies regardless of whether it is visible.
echo "Immaculate Performance (Ex):"; Starting at 5th level, you can choose to make a Perform (Act) check in place of an attack roll, saving throw, or skill check once per day. This ability can be used twice per day at 10th level.
echo "Hundred-Tongued (Su):"; Beginning at 7th level, you can speak and understand the language of any creature as if you were under the effects of a permanent //tongues// spell.
echo "Grand Masquerade (Sp):"; At 8th level, you are able to tap deeper into the power of your persona masks, creating illusory beings that you can use to bewilder your foes. This functions in the same way as the masquerade ability, but also creates additional illusions based on your other worn (but not active) persona masks. The additional illusions function as per the //major image// spell, each with a range of 60 feet. Each persona mask creates a specific illusion, which is noted in each mask’s description. Whenever you switch to a different active mask, you teleport to the corresponding illusion. This illusion becomes your new illusory disguise, and the previous disguise becomes a //major image//. When using concentration to move the images, you can move any number of the images at once. This ability lasts for 1 round per character level or until dismissed.