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Demidos
2011-03-22, 08:00 PM
Introduction
This class is an alternate to the Master of Masks prestige class (http://www.wizards.com/default.asp?x=dnd/ex/20070105a&page=3). A mid-to-high Tier 3 int-based bard. Fits as a support role, an assassin, or a party face.

Credit to Kellus for the truenaming (fixed) part.
Credit to the Giant for using his transitions (slightly modified) (the DM disapproved of memento mori )
Credit to wizards of the coast

Demidos
2011-03-22, 08:23 PM
The Path of the Hidden Word/The Masked Way


http://images.forwallpaper.com/files/images/6/6e01/6e015eb7/490990/venetian-mask.jpg

Performers. Sages. Spell-weavers. Knowledge Seekers. Hidden Words are master monks that use their spells and their powerful magical tattoos to lash out at their adversaries. Hidden Words also achieve great power over knowledge, which eventually consuming them and grants them immense versatility. By embracing the dark knowledge offered by their discipline, Hidden Words can use the ink from the tattoos scrawled across their living flesh to gain powerful benefits whispered to them by the night. Led by the mysterious “Conclave”, they are master performers and spies, able to use the darkness to make their stories almost come to life…
Hidden Words were originally a secret warrior-monk sect within the Fore-runners (predecessors of the Githzerai). When the Githyanki and Githzerai split so long ago, the Hidden Words were presented with the decision- which half of their kindred to betray. Though they favored the Githzerai over the Githyanki, many powerful members of the sect were Githyanki, and so the order was torn. Instead, the order decided to fade into the background, where they remained a secret for many millennia, pursuing their own secret agendas. Eventually, a few ventured forth from their secret haven to explore the world that had evolved without them. Their present agenda is unknown, besides the further accumulation of knowledge.

Other Names: Face Dancers, Tlelaxu, Masks, Hidden Words, Acolytes of the three-fold path, Inkweavers, Wyrd-formers, Masters of Masks, Mask Mystics, Truth-seekers

Adventures: Many Masks (as they are sometimes known), are spread throughout the nations of the earth. The first few came out from their secret base only a few decades ago, and have been assessing the various nations. Some are eager to grab for power, while others are wary, expecting Illithids or other Gith at every turn. Regardless, all search to add to the collective knowledge of the Shadow, the mysterious leader of the movement. None know his true identity, though some speculate he could be the real Gith, still alive after so many years and now searching for a way to reunite or punish his former followers for their squabbles.

Characteristics: Hidden Words use deception to hide themselves, and can speak secret words of primal power that cause the earth itself to aid them against their enemies. Besides these powers, the font of dark magic burning in their souls makes them resistant to many forms of attack, and strengthens them along with their allies. Though they do not have the sheer power of some other classes; instead they have many tricks and quirks which can help them resist revelation or imprisonment.

Alignment: A Hidden Word’s devotion to the word makes Lawful easily the most prevalent alignment among Hidden Words, but otherwise they run the gamut of alignments, from good to evil. Evil ones seek greater personal power to rise in the Hidden Word ranks. Good Hidden Words are rare, as might be expected from a secret association with undeclared motives (even to its members), but neutral Masks are common.

Religion: Though most Hidden Words worship the Shadow, some instead worship Boccob, Vecna, or Wee Jas, as the keepers of knowledge. The Shadow does not care about these small deviances as long as the Mask remains loyal to his purpose.

Races: Though originally limited to Githyanki and Githzerai, the Shadow saw the potential of some of these new races, and some of the most promising individuals were secretly trained by Masks. Before finishing their apprenticeship, all apprentice Masks are required to complete a secret ritual that seals their allegiance to the Mask cause.



Other Classes:
The mask is wary of other classes which might have the skill to see through his deceptions, but will reluctantly agree to work with sorcerers and wizards. He values the strength and cleverness of resourceful fighters and rogues but rarely gets along with clerics or paladins, as he generally maintains his faith secret. Of course, most Masks understand that it’s a bad idea to antagonize their comrades (especially those who hold the key to healing magic), and so they work out an uneasy truce with characters who otherwise might ostracize them.

Role: A Mask serves much as a bard might, as a light combatant or buffer, with a host of additional abilities in the form of truenaming.

GAME RULE INFORMATION
Masks have the following game statistics.
Abilities: High Intelligence is extremely valuable to a Mask making his Phrases (and Whispers) harder to resist, and a good Constitution score is also useful. Dexterity and Strength are also helpful to enable the Mask to hold his own in melee.
Alignment: Any
Hit Die: d8

Class Skills
The Mask’s class skills are…
Bluff, Concentration, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Knowledge, Listen, Move Silently, Perform (all), Profession (scribe), Search, Sense Motive, Sleight Of Hand, Speak Language, Spellcraft, Spot, Truenaming, Tumble, Use Magic Device
Skill Points at 1st Level: (6+ Int modifier) * 4.
Skill Points at Each Additional Level: 6 + Int modifier

Masks --


LevelBABFortRefWillSpecial Masks Recitations InvocationsStances

1st
+0
+0
+2
+2Mask Crafting, Truenaming, Astral Transition I2/1/21

2nd
+1
+0
+3
+3Conclave knowledge, Bonus Feat3/2/231

3rd
+2
+1
+3
+3Many Faces (1), Spell Resistance, Secret Nature3/2/31

4th
+3
+1
+4
+4Astral Transition II4/3/32

5th
+3
+1
+4
+4Disturbing Masks, Lesser5/4/42

6th
+4
+2
+5
+5Warnaming (allies), Mindwhisper (50ft), Bonus Feat5/4/42

7th
+5
+2
+5
+5Many Faces (2)6/5/52

8th
+6/+1
+2
+6
+6Commune, Spell Resistance7/6/52

9th
+6/+1
+3
+6
+6Astral Transition III7/6/62

10th
+7/+2
+3
+7
+7Whispers (2), Disturbing Masks8/7/63

11th
+8/+3
+3
+7
+7Many Faces (3)9/8/73

12th
+9/+4
+4
+8
+8Mindwhisper (100ft), Bonus Feat9/8/73

13th
+9/+4
+4
+8
+8Spell Resistance10/9/83

14th
+10/+5
+4
+9
+9Astral Transition IV, Warnaming (unseen)11/10/83

15th
+11/+6/+1
+5
+9
+9Disturbing Masks, Greater11/10/93

16th
+12/+7/+2
+5
+10
+10Scrying Greater12/11/94

17th
+12/+7/+2
+5
+10
+10Spell Resistance13/12/104

18th
+13/+8/+3
+6
+11
+11Whispers (3), Mindwhisper (150 ft), Bonus Feat13/12/104

19th
+14/+9/+4
+6
+11
+11Many Faces (4), Perfected Astral14/13/114

20th
+15/+10/+5
+6
+12
+12Apotheosis14/14/114


Class Features
All the following are class features of the Mask.
Weapon and Armor Proficiency: Masks are proficient with all simple and martial weapons, and one exotic weapon of their choice. They are proficient with light armor but not with shields. Because the somatic components required for Mask Phrases are relatively simple, a Mask can use any of his Phrases while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a Mask wearing medium or heavy armor or using a shield incurs a chance of spell failure. A multiclass Mask still incurs the normal spell failure chance for arcane spells received from levels in other classes.

Truenaming (Ex): The Hidden word has the ability to use recitations as a Necronomist of his level (including Warnaming), and can also use incantations as a Lexeme of his level. The Hidden word gains no other benefits from these classes (such as summoning/utterances). The Hidden Word keep recitations going for a number of hours equal to his ranks in Perform (oratory)
The perform thing is a clarification from the original Kellus's truenaming fix (http://www.giantitp.com/forums/showthread.php?t=90961)

Stances: A Hidden Word gains stances as a Crusader of his level. His initiator level is equal to his Hidden Word level for stances. The Mask gains no other maneuvers. He may only choose stances from the Diamond Mind, the Shadow Hand, or the White Raven disciplines. He is treated as having one maneuver in each of these for the purpose of meeting prerequisites for stances.

Astral Transition(Ex):
Astral Transition I (Ex): When the Mask first embarks on the path of the Hidden Word, they start to slowly take on traits associated with the plane from which they draw their knowledge (the Astral plane). At 1st level, the Hidden Word no longer needs to sleep; they need only meditate on the mysteries of their magic for 8 hours to refresh themselves (this is similar to an elf’s trance)and they become immune to sleep effects. Their physiology takes on other characteristics of an Astral outsider as well; whenever a critical hit or sneak attack is scored against the Hidden Word, there is a 25% chance that it is negated due to his partial Astral outsider transformation. Roll damage normally instead. At this stage of transformation, the Hidden Word has no outward signs of his allegiance. At every 5th level (starting at level 4) the Mask takes on additional Astral traits.

Astral Transition II (Ex): The Hidden Word’s body continues to shift towards an Astral outsider state, granting him immunity to paralysis and a +4 bonus to saving throws vs. poison. His appearance starts shifting towards that of a Astral outsider, perhaps changing his coloration or skin texture; this grants him a +2 bonus to Charisma-based skills when dealing with members of the astral plane. He also gains the ability to manipulate his element to hide himself from others. He gains the following as spell-like abilities, usable three times per day:
fog cloud
stone shape
pyrotechnics (Saving throw is Charisma-based.)

Astral Transition III (Ex and Sp): Now clearly resembling an Astral outsider humanoid of some sort, the Hidden Word becomes immune to stunning and gains darkvision with a range of 60 feet. He also gains the ability to fly at twice his base land speed (good) with inky wings formed from the tattoos that cover his skin.

Astral Transition IV (Ex): The Hidden Word becomes immune to poison. The chance to negate a sneak attack or critical hit increases to 50%. The Hidden Word doubles his flight speed, and his maneuverability improves by one category to Perfect

Astral Perfection (Ex): After long studies, the Hidden Word finally transforms permanently into an Astral outsider. His type becomes “Astral outsider” and he gains the Astral outsider subtype as well as the “Augmented” subtype with regards to his previous creature type. This grants him full immunity to flanking, starvation, suffocation, and critical hits, plus the immunities gained in earlier forms of AstralTransition. He does not need to meditate or rest at all, and cannot be fatigued or exhausted, though if he is an arcane spellcaster he must still rest for 8 hours before regaining spells. He gains the following additional abilities as an Astral outsider of his size:

Ability to reform body as wished (this effectively gives him the ability to use gaseous form (without being pushed by wind unless wished), or can give him the power to take the shape of objects or other people) at will.

Bonus of +6 on Disguise, Move Silently and Hide Checks

The Hidden Word is now indistinguishable from a Astral outsider, though he is still also recognizable as himself. He gain a +4 bonus to Charisma-based skill checks when dealing with those of the astral plane.

Unlike other Astral outsiders, a Hidden Word can still be brought back from the dead as if he were still a member of his previous creature type.


Secret Nature (Ex): The Mask gains the ability to blend better into the crowd, gaining Disguise Self at will

Spell Resistance (Ex): A Mask must not be trapped or killed, lest he betray his mission to the world. Thus, Masks gain several abilities to avoid (mostly) mental magical threats, which later branches out to other resistances. At level 3, a Mask gains Slippery Mind, as the rogue ability. At 8th level a Mask gains Nondetection. At 13th level, A Mask gains spell resistance equal to 8 + his Mask level (A mask can suppress/unsupress this effect as a free action not on their turn if they so wish). At 17th level, Masks are treated as if they were under the effects of a permanent Mindblank for domination or mind-reading effects.

Bonus Feats: A Mask gains a bonus feat at first level and every 6th level. The Mask must meet all the normal prerequisites to take a feat. The bonus feats must be from the fighter feat list or must be a metamagic feat.


Masks:
Persona Masks (Ex): You gain the ability to craft potent magical masks out of the tattoos across your face, each of which allows you to take on a different persona and gain some aspect of that creature or archetypal character. These tattoo's differ from the other one
At 1st level, you learn to create and use two masks selected from those described below. At every level, you can create and use new masks from the list.
"Visualizing" and creating a new persona mask requires 8 hours of work and costs 25 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 manifest it. Manifesting a mask is a standard action, and removing one is a move action. Once it is manifested, the mask's benefit immediately applies. Your Master of Masks level is your caster level for any spell-like abilities produced by a mask. Due to domains containing arcane spells, your spells can be treated as divine and arcane for the purpose of mask abilities.
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. One or more persona masks can be manifested at the same time, occupying the eye lenses/goggles body slot.
A List of Possible Masks
In addition to its other benefits, a tattoo 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 tattoos can be shown at the same time, occupying the eye lenses/goggles body slot.

Angel: The image of an androgynous face with eyes serenely upturned to the heavens forms this mask, seemingly formed 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 (starting at 4th level), you can use gaseous form as a spell-like ability; the effect lasts for 5 rounds. As you advance in the master of masks class, you can use this ability more often: you gain one additional use per day for every three levels you have past 4th (twice per day at 7th level, three times per day at 10th level, etc.)

Your alignment appears to be lawful good while you wear an angel mask.

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: charm person, dancing lights, detect magic, and magic missile. As you advance in the master of masks class, you can use additional spell-like abilities, each once per day: 4th level, invisibility and scorching ray; 7th level, lightning bolt and slow; and 10th level, dimension door and ice storm. Every three levels past 10th grants an additional use of each spell once per day

Your caster level is treated as one higher while manifesting this tattoo mask.

Your alignment appears to be chaotic good while you wear an archmage mask.

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 down the path of the Hidden Word, your sneak attack becomes more devastating: This extra damage improves to 2d6 points at 4th level, 3d6 at 7th level, and increases by an additional 1d6 for every additional 3 levels. 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 Hide and Move Silently checks. This bonus improves by two for every three additional levels you gain in this class (e.g. +4 at 4th level, +6 at 7th level, etc)

Your alignment appears to be lawful evil while you wear an assassin mask.

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 I as a spell-like ability, only to summon creatures of chaotic evil alignment. As you advance in levels, you can summon increasingly powerful creatures: At 4th level, you can instead use summon monster II; at 7th level, summon monster III; and at 10th level, summon monster IV, at 13th level summon monster V, at 16th level summon monster VI, and at 19th level summon monster VII. The monster serves for 10 minutes instead of its usual duration.

Your alignment appears to be chaotic evil while you wear a demon mask.

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 2d8 points of fire damage. A successful Reflex save (DC 10 + your master of masks level/2 + 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: add 2d8 for every third level gained in this class (e.g. 4d8 points at 4th level, 6d8 at 7th level, etc.).

Your alignment appears to be neutral evil while you wear a dragon mask.

Faceless: Only a pair of empty eyeholes break this otherwise 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 master of masks level.

Even if the nondetection effect is overcome, your alignment appears to be neutral while you wear a faceless mask.

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 by one for every three levels of Hidden Word you possess (e.g. +2 at 4th level, +3 at 7th level, +4 at 10th level, etc.)

Your alignment appears to be neutral while you wear a gladiator mask.

High Priest: 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, and sanctuary. As you advance in the class, you can use additional spell-like abilities, each once per day: At 4th level, you can use aid and lesser restoration; at 7th level, cure serious wounds and remove curse; and at 10th level, death ward and neutralize poison. Every three levels past 10th grants an additional use of each spell once per day

Your caster level is treated as one higher while manifesting this tattoo mask.

Your alignment appears to be neutral good while you wear a high priest mask.

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 Balance, Perform, Sleight of Hand, and Tumble checks. As you advance in the master of masks class, you become more proficient with these skills: This bonus improves by two for every three additional levels you gain in this class (e.g. +4 at 4th level, +6 at 7th level, etc)

Your alignment appears to be chaotic neutral while you wear a jester mask.

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 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 false life; at 7th level, halt undead; and at 10th level, fear. Every three levels past 10th grants an additional use of each spell once per day

Additionally, you gain resistance to cold 10.

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).

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 remove fear as a spell-like ability.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 eagle's splendor; at 7th level, heroism; and at 10th level, dispel chaos. Every three levels past 10th grants an additional use of each spell once per day

In addition, you gain a +2 competence bonus on Diplomacy and Gather Information checks. This bonus improves by two for every three additional levels you gain in this class (e.g. +4 at 4th level, +6 at 7th level, etc)

Your alignment appears to be lawful neutral while you wear a lord mask.

Savage: Bright, flaking warpaint streaks this battered wooden image of a snarling, fang-toothed wild man.

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, 2d6 at 10th level, 2d8 at 13th level, 2d10 at 15th level, and 4d6 at level 18.

Your alignment appears to be chaotic neutral while you wear a savage mask.


Many Faces (Ex): At 3rd level, you can manifest 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 manifesting 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 others.
The mask which is being worn at any given time is termed "manifested" while the masks which are "on-standby" are called "prepared".
At 7th level, you can prepare up to three masks simultaneously and can switch masks as a swift action.
At 11th level, you can prepare up to four masks simultaneously and can switch masks as an immediate action, and manifest the abilities from 2 separate masks at once.
At 15th level, you can prepare up to five masks simultaneously and can switch masks as a free action (with a maximum limit of 1/turn).
At 19th level, you can prepare as many masks as you have available, and manifest any 3 masks (stacking).
While preparing multiple persona masks in this way, you can remove any worn mask as a move action (regardless of which one is active).

Disturbing Masks(Ex): Your mask of tattoos warps in a way that disturbs the mind. You may invoke this ability a number of times per day equal to your Mask level divided by 4.
The ability is activated as a free action and continues for 1 round per 2 Mask levels.
Creatures with hostile intent towards the Hidden Word must save every round they meet the Mask’s gaze, though averted eyes and closed eyes function as normal.
Lesser: If you fail a will save (1/2 Mask level+ Int Mod + 10) you take a -2 to saves, AC and to hit
Normal: If you fail a will save (1/2 Mask level+ Int Mod + 10) you take a -4 to saves, AC and to hit
Greater: If you fail a will save (1/2 Mask level+ Int Mod + 10) you take a -6 to saves, AC and to hit

Mindwhisper (Ex): The maddening power of a Mask’s whispers allows it to speak telepathically to all creatures within the specified range.

Conclave Knowledge- The Mask gains the use of Bardic Knowledge due to his mystical connection to the fount of knowledge that is the collected knowledge of the Conclave as a bard of his level. The mask can also cast spells from the knowledge domain once per day per two Mask levels.

Commune (Su): The Mask can request information from the Conclave 1/week

Scrying, Greater (Su): The Mask can gather information more effectively, and gain Greater Scrying 3/week


Apotheosis (Ex): The Mask’s now legendary skill at subterfuge becomes augmented by the mysterious power of the Shadow to grant him the status of a demigod of Knowledge (Special: can grant and cast spells from Knowledge domain at-will).
The Campaign is not going to reach 20th, so this is just for fun:smallbiggrin::smallbiggrin::smallbiggrin:

Road_Runner
2011-03-23, 01:26 AM
As the DM of this campaign I should point out this is only a two person party, so the PCs should be pretty strong. As Demidos mentioned the other player is an Erudite with the variant that lets him cast arcane spells and who loves to optimize :smallconfused:

Demidos
2011-03-29, 05:11 PM
Yes, so as my DM pointed out, i doubt the (obviously enormous) power of this class can overshadow the spell-to power erudite, even though the DM is not going to give the erudite free access to spells.

Anyone have comments:smallfrown:?

amohep
2011-04-28, 08:28 PM
Anyone have comments:smallfrown:?

Just curious but how can you be indistinguishable from any other wyrd creature and yet still identifiable as yourself? Do they all look like you?

Silva Stormrage
2011-05-09, 07:48 PM
Hey nice class, seems to be similar to an Int based Bard type character. Just some critiques though.

Why all good saves? Nothing wrong with it but just doesn't seem to fit the class well.

You might want to make some unique masks to supplement the ones you copied pasted from the Master of Mask's prestige class.

Also just noticing you changed shadow kin to astral transition, however you didn't actually change the table to astral transition.

And as a final nitpick, at lvl 19 when you can manifest as many masks as you want... Do the other masks meld into your face or...? Because like 20 masks on your face at once would kinda stand out :smallbiggrin:. But ya interesting class, I don't particularly like Kellus's truenamer homebrew but it seems to fit with this class. Overall an interesting bard-esque character.

Demidos
2011-05-09, 07:58 PM
Just curious but how can you be indistinguishable from any other wyrd creature and yet still identifiable as yourself? Do they all look like you?
--fixed that. This whole part of the class was just taken out:smallbiggrin:

Hey nice class, seems to be similar to an Int based Bard type character. Just some critiques though.

Why all good saves? Nothing wrong with it but just doesn't seem to fit the class well.

You might want to make some unique masks to supplement the ones you copied pasted from the Master of Mask's prestige class.

Also just noticing you changed shadow kin to astral transition, however you didn't actually change the table to astral transition.

And as a final nitpick, at lvl 19 when you can manifest as many masks as you want... Do the other masks meld into your face or...? Because like 20 masks on your face at once would kinda stand out :smallbiggrin:. But ya interesting class, I don't particularly like Kellus's truenamer homebrew but it seems to fit with this class. Overall an interesting bard-esque character.

The all good saves are because i meant it to be a light combatant caster. I guess fort could be taken down?

Ill get on that now that AP tests are over:smallbiggrin:


Good catch:smallredface:

Ok, yeah, that mechanism is kinda unclear. So you have masks sorta "ready" (which i called manifesting). Then you can switch the masks manifested with a move action or can change to a differnt mask that is ready's effects as a swift action. I guess to make it clear ill switch "manifesting" to "prepared" and "used" to "manifesting". Is that clear:smallconfused::smalleek::smallwink:

Edit: Fixed


Any other comments/suggestions? Be as harsh (or nice) as you want!