Master of Masks

The Masters of Masks were initially created as Elimanishon's spiritual elite. They'll all rather crazy, half-atheist-half-god-complexed zealots. Since their creation, their practice has spread to many faiths and the rituals and ceremonies they have gathered other the years have grown into elaborate shows. Generally, they mock the gods but deem it a practice of respect.

Hit Die: d6

Requirements

To qualify to become a Master of Masks, a character must fulfill the following criteria.
Caster Level: 5
Skills: Perform (any) 8 ranks
Feats:
Special: Must have trained with other Masters of Masks.

Class Skills

The master of masks's class skills (and the key ability for each skill) are Balance(Dex), Bluff (Cha), Concentration(Con), Craft (any) (Int), Disguise (Cha), Heal(Wis), Intimidate (Cha), Knowledge(religion) (Int), Perform (any) (Cha), Profession (any) (Wis), Ride (Dex), Sleight of Hand (Dex) and Survival (Wis).

Skill Points at Each Level: 4 + Int modifier.

Class Features

All of the following are class features of the master of masks prestige class.
Weapon and Armor Proficiency: Masters of masks gain no proficiency with any weapons, armor, or shields.

Spells per Day/Spells Know: At every even level the master of masks gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which she belonged before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (additional wild shape options, metamagic or item creation feats, or the like). If the character had more then one spellcasting class before becoming a master of masks, he must choose which one he advances at first level.

Minor/Major/Master Masks: A master of masks gains his abilities through special foci - his masks. It takes 100gp and 4 hours to craft a minor mask, 200gp and 6 hours to craft a major mask, and 500gp and 24 hours to craft a master mask. Only one mask provides its benefits at any one time, and switching between them is a standard action. More powerful masks usurp the powers of the lesser masks. Each mask provides two bonuses and changes the wearer's effective alignment to that of the deity that mask personifies.

Many Masks: The master of masks may wear two masks at the same time, one under the other. The more powerful mask (or the one on top, if equal) affects his alignment. Two master masks cannot be worn at one.

Masks:

For any smite ability: Add Charisma to attack, add class level to damage; 1/day + 1/day/three class levels
For any spell-like ability: CL equal to 5 + class level

Elimanishon (Chaotic Neutral)

Minor
Protection from Law 2/day
+4 to Craft (Alchemy) checks

Major
Smite Lawful Creatures
Searing Light 2/day

Master
Rage 2/day as 10th level Barbarian
Bonus Feat: Whirlwind Attack (usable while raging)

Enigma


Eul (Neutral Evil)

Minor Mask
+4 bonus on Concentration checks
Desecrate 1/day

Major Mask
Rebuke Undead (as 5th level cleric)
Inflict Serious Wounds 2/day

Master Mask
Unhallow 2/day
Bolt of Entropy 1/day (Entropy domain granted power, as 10th level cleric)

Xam


Kaern


Xiua'hi (True Neutral)

Minor Mask
+4 Concentration
Bulls Stength- 2/day

Major Mask
Earthbolt-2/day
Mettle

Master Mask
Flesh to stone-1/day
Move Earth-1/day

Evadize


The Destroyer


Ramus


Gliss (Chaotic Good)

Minor
- Blur 1/day
- Longstrider 2/day
Major
- +6 Bluff
- Evasion
Master
- Mislead 1/day
- Improved Evasion

Dla (Chaotic Neutral)

Minor Mask
Rage 1/day
Eagles Splendor 2/day

Major Mask
Control Winds 1/day
+6 bonus on Intimidate Checks

Master Mask
Fly 1/day
Control Weather 1/day

Osric


Coberal


Lossethir


Dirije


Chocin


Fiona


Emissary of Sand


Klik'chak


Amalthea


Dalam Tashal


Ferru'dar


Teera


Alvara


LevelBase
Attack Bonus
Fort
Save
Ref
Save
Will
Save
SpecialSpellcasting
1+0+0+2+2 Minor Mask A -
2+1+0+3+3 Minor Mask B +1 level of existing spellcasting class
3+1+1+3+3 Minor Mask C -
4+2+1+4+4 Minor Mask D; Many Masks +1 level of existing spellcasting class
5+2+1+4+4 Major Mask A -
6+3+2+5+5 Major Mask B +1 level of existing spellcasting class
7+3+2+5+5 Major Mask C -
8+4+2+6+6 Major Mask D +1 level of existing spellcasting class
9+4+3+6+6 Master Mask A -
10+5+3+7+7 Master Mask B +1 level of existing spellcasting class


Designing Masks:


Each mask grants two benefits from the following lists:
Minor Masks
- SLA: 2nd level spell 1/day
- SLA: 1st level spell 2/day
- +4 bonus to skill check
- Smite subtype
- DR 2/pierce, slash, or bludgeon

Major Masks
- SLA: 4th level spell 1/day
- SLA: 3rd level spell 2/day
- +6 bonus to skill check
- Weapon (same as that god's) or armor proficiency; or weapon prof (simple)
- Access to a basic feat
- Smite alignment
- Minor class feature at 5th level (trapsense, evasion)
-Turn/Rebuke as 5th level cleric
- DR 4/magic

Master Masks
- SLA: 6th level 1/day
- SLA: 5th level 2/day
- +8 bonus to skill check
- Access to a feat that normally has prerequisites
- Weapon (an entire group) and armor proficiencies
- Smite creature type
- Major class feature at 10th level (improved evasion, rage as 10th level barbarian - maybe, favored enemy); 'improved' class features must also be gained from the Major Mask; one less use than normal, minimum of 1
-Domain ability of that deity, as a 10th level cleric
-DR 6/magic and (pierce or slash or bludgeon)

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