Virdish
2012-05-28, 03:14 PM
The Masque
http://cghub.com/files/Image/022001-023000/22145/548_realsize.jpg
“What are you…?” a lone man asked him, shaking in fear. “I am your worst nightmare incarnate.”- Relon, human Masque
Designers notes
Alright well this class is still a bit of a WIP but I wanted to get a feal for what my fellow homebrewers thought of the Chassis. I have a few idea for what I want to add but have yet to formulate them into text. I know that it is hard to comment on an undone class but I would like some input anyways if you can. I need some help filling out the dead levels. Here are my basic thoughts and idea's on the class
1. They are meant to be a bit of a glass cannon, able to hit hard but unable to take the brunt of the attack.
2. They should fit a similiar role as rogues in a party.
3. Someone told me that the fluff seems like a PrC. Any advice as to how to make it feel more open while keeping the idea of being powered by the Daemon Masque would be great.
4. Desperately need more idea's on aspects and Tainted Powers as I want to make their progression more smooth but at this point I don't have enough of them.
5. As always if something is broken and I missed it feel free to point it out.
The Daemon wars left deep scars on the face of Eridia and even so long after their end these marks are still plain to see. Wet nurses warn their children of Daemons prowling in the night to take them away to scare them into obedience. But save a very select few none know the truth of the power of these feared creatures. At the height of the Daemon wars there were mortals who turned themselves over to the Daemons. Most were killed on the spot, but a rare few were chosen to serve the Daemons. To these the Daemons gave a magnificent artifact called a Daemon Masque. When donned the wearer would gain phenomenal abilities and immense power. These servitors of the Daemons took the name Masques in honor of their source of power. When the Pantheon banished the Daemons to the lower planes these betrayers were killed, down to a man. However in the wake of their destruction the Daemon Masques were pilfered by a small group of unknown origin. They hid the Daemon Masques away across the four corners of Nerius. Not a one of them dared to don the masque and eventually their secret passed to the grave with them. A few of these Daemon Masques have been discovered, still possessing their innate power. Those foolish enough to don them find themselves born anew into the power of the masque.
Adventures: Masques adventure for many reasons. Many of them seek to test the limits of the new powers they have found. Others see the opportunity to make quick money with these while other’s adventure for the sake of spreading the Daemons power.
Alignment: Any
Religion: Masques are under no sway in the realm of faith by their masque and as such may worship whomever they please, though many find it hard to gain acceptance in the Eglesia due to their powers innate connection with Daemons. Some rare individual’s have gained a sort of grudging respect for a Masque after they prove their devotion to the Pantheon. Even corrupt powers may be used for the righteous cause, they would say
Background: The only thing that all Masques have in common is that they found one of the lost Daemon Masques.
Races: Any race may produce a Masque though with their natural wanderlust and free spirited nature Illari are the most common
Other Classes: Masques are often at odds with Cleric’s devoted to the Pantheon, though Daemon Cleric’s see them as comrades. Other classes see them more as idividual’s and may accept or disdain a Masque dependent upon that persons actions.
Role: The Masque is not a frontline fighter but he can be useful as back up to a Fighter or Paladin. He does best when allowed to get at his enemies without taking too much of a frontal assault himself.
Adaptation: Fairly easy. If you run a non Daemon’s Seal campaign just make the masque be connected to something else, perhaps an outsider though their powers are dark in nature so an evil outsider would be more apt. If you wanted to remove the Masque idea all together just refluff it so they gain their power innately or something along those lines.
GAME RULE INFORMATION
Masque’s have the following game statistics.
Abilities: Intelligence is important to the Masque as it fuels most of his abilities. He wears medium armor so he can benefit from a decent Dexterity score. Strength is of a lesser concern since he uses his Dexterity modifier for to hit and damage rolls. Constitution as always makes him sturdier for when his enemies do actually manage to hit him.
Alignment: Any
Hit Die: d6
Starting Age: As Barbarian
Starting Gold: As Rogue
Masque
Level
BAB
Fort
Ref
Will
Special
1st
2nd
3rd
4th
1st
+0
+2
+0
+2
Daemon Masque, Taint, Finesse, Aspect of the Daemon
—
—
—
—
2nd
+1
+3
+0
+3
Trapfinding, Sneak Attack 1d6
—
—
—
—
3rd
+2
+3
+1
+3
Darkness, Aspect of the Daemon
—
—
—
—
4th
+3
+4
+1
+4
Bonus Feat
0
—
—
—
5th
+3
+4
+1
+4
Sneak Attack 2d6
1
—
—
—
6th
+4
+5
+2
+5
Still Mind, Aspect Of the Daemon
2
—
—
—
7th
+5
+5
+2
+5
Greater Things to Fear
3
—
—
—
8th
+6/+1
+6
+2
+6
Sneak Attack 3d6, Bonus Feat
3
0
—
—
9th
+6/+1
+6
+3
+6
Aspect of the Daemon
3
1
—
—
10th
+7/+2
+7
+3
+7
Tainted Power
3
2
—
—
11th
+8/+3
+7
+3
+7
Sneak Attack 4d6
3
2
0
—
12th
+9/+4
+8
+4
+8
Bonus Feat, Aspect of the Daemon
3
3
1
—
13th
+9/+4
+8
+4
+8
Swift Aspect, Tainted Power
3
3
2
—
14th
+10/+5
+9
+4
+9
Sneak Attack 5d6
3
3
2
0
15th
+11/+6/+1
+9
+5
+9
Aspect of the Daemon
3
3
3
1
16th
+12/+7/+2
+10
+5
+10
Bonus Feat, Tainted Power
3
3
3
2
17th
+12/+7/+2
+10
+5
+10
Sneak Attack 6d6
4
3
3
2
18th
+13/+8/+3
+11
+6
+11
Aspect of the Daemon
4
3
3
3
19th
+14/+9/+4
+11
+6
+11
Tainted Power
4
3
3
3
20th
+15/+10/+5
+12
+6
+12
Sneak Attack 7d6, Daemon Form, Bonus Feat
4
4
3
3
Class Skills
Appraise, Balance, Bluff, Craft, Decipher Script, Diplomacy, Disable Device, Forgery, Gather information, Hide, Intimidate, Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, sleight of hand, Spot, Use Rope
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
Weapon and Armor Proficiency: Masques are proficient with all simple weapons, and all light and one handed martial weapons, with light and medium armor. And with shields (except tower shields)
Daemon Masque(Su): A masque gains his power from an ancient artifact left over from the Daemon wars. These masks take many different forms but most are frightening in appearance. Once donned a mask may not be removed by anyone but the bearer of the masque. If a Masque removes his Daemon Masque he loses access to all of his class features until he dons the mask once again. If the masque is broken the he must find a new Daemon Masque, or create his own to regain access to his class abilities. To create a Daemon Masque takes 24 hours in prayer at a sight devoted to the Daemon that created his Masque originally. The mask that will become the Daemon Masque must be of masterwork quality. If it was magical before the ceremony then at the end of it all magical qualities are removed from it. A former Masque may still perform this ritual even though he does not have access to his other class abilities. In addition to recreateing a mask long ago it was discovered that a mask could be prepared for power in a ceremony much like the other and held in a sort of stasis. This ritual takes 24 hours in prayer at a sight devoted to the Daemon that created his original mask and takes 10 minutes to awaken when called on by the masque. This taxes the original mask though so the masque may only make a small amount of masks. He may make a number of masks in this fashion equal to his int mod.
Taint(Ex) The first time a person dons the Masque it will offer a choice to the wearer. As a free action they may trade in any class levels in any class other then this one for Masque class levels. This benefit must be used the first time donning the Masque or not at all. Once the decision is made it is final.
Finesse(Ex): Made to be quick a Masque is a blur on the battlefield, darting in and out of attack range. He may add his Dex mod in place of his Str mod for attack and damage rolls. This counts as weapon finesse for the sake of prerequisites.
Aspect of the Daemon(Su): A Masque is suited in the power of the Daemon’s and that power may be brought to bear in times of greatest need. He may take upon himself an aspect of those that gifted his predecessors with their power. As a move action a masque may manifest an aspect of the Daemon. When he does he manifests all aspects he has currently gained. This Manifestation lasts for a number of rounds equal to the masques Int mod. At every level marked in the table above he may choose an aspect he is able to manifest. He may use a manifestation Once per encounter at 1st level. At 5th level and every 5 levels thereafter he gains an additional use per encounter.
Claws of the Daemon Great astral claws appear over his hands. Granting two claw attacks with a base damage of 1d6 per 2 class levels (minimum 1d6).
Face of the Daemon: A fearsome visage takes shape over the masques face. The masque gains a bonus to intimidate checks equal to his int mod. In addition, during combat as a move action the masque may attempt to scare an opponent witless. The target must make a will save DC 10+1/2 masue level +int mod or be shaken for 1d6 rounds
Tail of the Daemon: A beastial tale appears behind his back. This tail may be used to make trip attempts. A masque is never threatened with a counter trip if his trip attempt fails. He does not provoke attacks of oppertunity by using this attack. It's reach is 15 feet.
Eyes of the Daemon: The masques eyes fill with internal flames and no darkness may hide his foes from his sight. The masque gains darkvision out to 60 ft, even magical darkness is able to be seen through with this ability.
Guile of the Daemon: The masque takes on the Daemon’s abilities to woo others. He gains a bonus to diplomacy checks equal to his int mod. He may also, as a move action attempt to charm an enemy. This makes the creature or humanoid targeted gain an aversion to attacking the masque. To attack it must make a will save DC 10+1/2 class level +int mod. This expires when the masques aspect expires.
Legs of the Daemon: The masque legs seem to ripple with immense power. He may immediately jump his full land speed as a free action. Later as a move action the masque may jump a length equal to his base land speed. This provokes attacks of opportunity only in the square he leapt from and the square he land in unless a flying creature is in his path. He does not need to make a jump check to use this ability.
Teeth of the Daemon: Great incisors grow from the mouth of the Masque, red as blood and sharp as daggers. The masque may make a touch attack on an enemy. If successful the Masque deals 1d4 damage per 2 Masque levels and recieves a number of temporary hitpoints equal to the damage dealt.
Ears of the Daemon: The masque uses his connection with his Daemon Masque to heighten his own senses. He gains a bonus to spot and listen checks equal to his int mod. If he hears an invisible creature with this bonus he may ignore 10% of concealment bonus.
Skin of the Daemon: The masques skin become hard as stone and appears black and stony. He gains a sort of red aura that emanates power. He gains a bonus to his AC equal to his int mod as natural armor.
Touch of the Daemon: The masques hand become callused and glow a deep bloody red. He may use a touch attack to attempt to rot his target. The target must make a fortitude save DC10+ 1/2 masque level+ int mod or take 1d4 con damage. This damage may also be applied to a natural attack including his Claws of the Daemon.
Trapfinding(Ex): As the rogue ability
Darkness(Sp): The masque reaches into the deapths of his power and expels a breath of pure darkness. At 3rd leavel he may create a globe of magical darkness directly in front of him with a radius of 25 ft with an additional 5 feet for every five levels after 3rd
Sneak attack(Ex): If a masque can catch an opponent when he is unable to defend himself effectively from her attack, he can strike a vital spot for extra damage.
The masque’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the masque flanks his target. This extra damage as marked on the chart above. Should the masque score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a masque can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A masque can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The masque must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A masque cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Spells: Beginning at 4th level, a masque gains the ability to cast a small number of divine spells, which are drawn from the masque spell list. A masque may cast any spell on his list that he is appropriate level to cast without preparing it ahead of time. To cast a spell, a masque must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a masque.’s spell is 10 + the spell level + the masque's Intelligence modifier. Like other spellcasters, a masque can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score. When the table indicates that the masque gets 0 spells per day of a given spell level, he gains only the bonus spells she would be entitled to based on his Intelligence score for that spell level. The masque must sleep 8 hours to cast spells the following day and may not cast spells if he is not wearing his Daemon Masque. Through 3rd level, a masque has no caster level. At 4th level and higher, his caster level is one-half his masque level.
Still Mind(Ex): A masque of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Greater Things to Fear(Ex): A masque is so familiar with the dread power that he wields that he becomes bolstered against fear. He gains immunity to fear both mundane and magical
Tainted Power(Ex): As the Masque becomes more powerful he learns to tap into greater resources within his Daemon Masque. At the levels stated a masque may choose ability listed below. This choice is permanent.
Charmed Eyes: The masques eyes gain the seductive quality of his dreaded sponsor. They turn either chemical green or blood red. As a move action he can attempt to charm a person or monster. This works like the charm monster or person spell with a DC of 10+ 1/2 class level+ int mod. He may use this charm a number of times per day equal to his int mod. He must have taken guile of the Daemon as an aspect before taking this Tainted power.
Infernal Senses: The masque gains blindsight out to 25 feet. He must have taken Ears of the Daemon as an aspect before taking this power.
Wings of the Destroyer: Great wings sprout from the masques back, giving him a flight speed equal to twice his normal base land speed with average maneuverability.
Toughened skin: the Masques skin takes on a resilient quality and a hard, near rocklike feeling. He gains DRX/cold where X is equal to his Masque level. He must have taken Skin of the Daemon prior to selecting this power.
Shift: The masque is more closely attuned to the lower planes, where his power originates. He may teleport to a space he can see as a move action. He may take up to one person with him. He may not teleport to an uninhabitable space. If he teleports in an occupied space the current occupant take 2d6 fire damage and is pushed back 5 ft in a direction of the masques choosing.
Transient Form: The masque no longer entirely exists within this plane. His soul resides partially in the abyss with his masques creator. whenever an opponent attacks him with a melee, touch, or ranged attack they suffer a 25% miss chance. Magical attacks still effect him normally
Cursed Blade: The masques connection to his source of power has altered his weapons to dread forms of themselves. Any weapon he wields is treated as evil aligned. Its crit range is doubled. This does not stack with other effects that improve crit range in addition he may choose to maximize the damage from one attack per round.
Swift Aspect(Su): At 13th level he is so accustomed to the dark energies of his Daemon Masque that he may now manifest an aspect as a swift action.
Lasting Aspect(Su):The Masques body and soul become increasingly accustomed to wielding the power of the Daemons. His aspects now add 1/2 his class level to the their duration.
Daemon Form(Ex): At 20th level the Masque is no longer entirely of this world. He is forevor more treated as either a Daemon or a his original type, whichever is more benificial. In addition his Daemon Masque has become so attuned to him that even when he removes it he does not lose the power's of his class and if lost it will rematerialize in his hand after 1d4 turns even if completely destroyed. He may also choose to treat all damage done by any attack as fire damage and Daemon aligned to overcome DR.
Masque spell list
1st level:babau slime, blessed aim, bloodhound, branch to branch,bouyant lifting, chill of the grave, grease, summon undead 1, inflict light wounds, mage hand, obscuring mist, pass without trace, invisible servant
2nd level: Awaken sin, baleful transportation, binding winds, briar web, combust, Summon undead 2, coldfire, wave of grief, inflict light wounds mass, alter self, invisibility, knock, melf's acid arrow, produce flame, rope trick, spider climb,
3rd level: Battle Hymn, Bonefiddle, bottle of smoke, clarity of mind, summon undead 3, weapon of energy, weather eye, inflict moderate wounds, invisibility purge, misdirection, non detection, poison, see invisibility, suggestion,
4th level: blindsight, bloodstar, clutch of orcus, summon undead 4, wind at back, unhallow, scrying, break enchantment, inflict serious wounds, greater invisibility, modify memory, neutralize poison, passwall, phantasmal killer
http://cghub.com/files/Image/022001-023000/22145/548_realsize.jpg
“What are you…?” a lone man asked him, shaking in fear. “I am your worst nightmare incarnate.”- Relon, human Masque
Designers notes
Alright well this class is still a bit of a WIP but I wanted to get a feal for what my fellow homebrewers thought of the Chassis. I have a few idea for what I want to add but have yet to formulate them into text. I know that it is hard to comment on an undone class but I would like some input anyways if you can. I need some help filling out the dead levels. Here are my basic thoughts and idea's on the class
1. They are meant to be a bit of a glass cannon, able to hit hard but unable to take the brunt of the attack.
2. They should fit a similiar role as rogues in a party.
3. Someone told me that the fluff seems like a PrC. Any advice as to how to make it feel more open while keeping the idea of being powered by the Daemon Masque would be great.
4. Desperately need more idea's on aspects and Tainted Powers as I want to make their progression more smooth but at this point I don't have enough of them.
5. As always if something is broken and I missed it feel free to point it out.
The Daemon wars left deep scars on the face of Eridia and even so long after their end these marks are still plain to see. Wet nurses warn their children of Daemons prowling in the night to take them away to scare them into obedience. But save a very select few none know the truth of the power of these feared creatures. At the height of the Daemon wars there were mortals who turned themselves over to the Daemons. Most were killed on the spot, but a rare few were chosen to serve the Daemons. To these the Daemons gave a magnificent artifact called a Daemon Masque. When donned the wearer would gain phenomenal abilities and immense power. These servitors of the Daemons took the name Masques in honor of their source of power. When the Pantheon banished the Daemons to the lower planes these betrayers were killed, down to a man. However in the wake of their destruction the Daemon Masques were pilfered by a small group of unknown origin. They hid the Daemon Masques away across the four corners of Nerius. Not a one of them dared to don the masque and eventually their secret passed to the grave with them. A few of these Daemon Masques have been discovered, still possessing their innate power. Those foolish enough to don them find themselves born anew into the power of the masque.
Adventures: Masques adventure for many reasons. Many of them seek to test the limits of the new powers they have found. Others see the opportunity to make quick money with these while other’s adventure for the sake of spreading the Daemons power.
Alignment: Any
Religion: Masques are under no sway in the realm of faith by their masque and as such may worship whomever they please, though many find it hard to gain acceptance in the Eglesia due to their powers innate connection with Daemons. Some rare individual’s have gained a sort of grudging respect for a Masque after they prove their devotion to the Pantheon. Even corrupt powers may be used for the righteous cause, they would say
Background: The only thing that all Masques have in common is that they found one of the lost Daemon Masques.
Races: Any race may produce a Masque though with their natural wanderlust and free spirited nature Illari are the most common
Other Classes: Masques are often at odds with Cleric’s devoted to the Pantheon, though Daemon Cleric’s see them as comrades. Other classes see them more as idividual’s and may accept or disdain a Masque dependent upon that persons actions.
Role: The Masque is not a frontline fighter but he can be useful as back up to a Fighter or Paladin. He does best when allowed to get at his enemies without taking too much of a frontal assault himself.
Adaptation: Fairly easy. If you run a non Daemon’s Seal campaign just make the masque be connected to something else, perhaps an outsider though their powers are dark in nature so an evil outsider would be more apt. If you wanted to remove the Masque idea all together just refluff it so they gain their power innately or something along those lines.
GAME RULE INFORMATION
Masque’s have the following game statistics.
Abilities: Intelligence is important to the Masque as it fuels most of his abilities. He wears medium armor so he can benefit from a decent Dexterity score. Strength is of a lesser concern since he uses his Dexterity modifier for to hit and damage rolls. Constitution as always makes him sturdier for when his enemies do actually manage to hit him.
Alignment: Any
Hit Die: d6
Starting Age: As Barbarian
Starting Gold: As Rogue
Masque
Level
BAB
Fort
Ref
Will
Special
1st
2nd
3rd
4th
1st
+0
+2
+0
+2
Daemon Masque, Taint, Finesse, Aspect of the Daemon
—
—
—
—
2nd
+1
+3
+0
+3
Trapfinding, Sneak Attack 1d6
—
—
—
—
3rd
+2
+3
+1
+3
Darkness, Aspect of the Daemon
—
—
—
—
4th
+3
+4
+1
+4
Bonus Feat
0
—
—
—
5th
+3
+4
+1
+4
Sneak Attack 2d6
1
—
—
—
6th
+4
+5
+2
+5
Still Mind, Aspect Of the Daemon
2
—
—
—
7th
+5
+5
+2
+5
Greater Things to Fear
3
—
—
—
8th
+6/+1
+6
+2
+6
Sneak Attack 3d6, Bonus Feat
3
0
—
—
9th
+6/+1
+6
+3
+6
Aspect of the Daemon
3
1
—
—
10th
+7/+2
+7
+3
+7
Tainted Power
3
2
—
—
11th
+8/+3
+7
+3
+7
Sneak Attack 4d6
3
2
0
—
12th
+9/+4
+8
+4
+8
Bonus Feat, Aspect of the Daemon
3
3
1
—
13th
+9/+4
+8
+4
+8
Swift Aspect, Tainted Power
3
3
2
—
14th
+10/+5
+9
+4
+9
Sneak Attack 5d6
3
3
2
0
15th
+11/+6/+1
+9
+5
+9
Aspect of the Daemon
3
3
3
1
16th
+12/+7/+2
+10
+5
+10
Bonus Feat, Tainted Power
3
3
3
2
17th
+12/+7/+2
+10
+5
+10
Sneak Attack 6d6
4
3
3
2
18th
+13/+8/+3
+11
+6
+11
Aspect of the Daemon
4
3
3
3
19th
+14/+9/+4
+11
+6
+11
Tainted Power
4
3
3
3
20th
+15/+10/+5
+12
+6
+12
Sneak Attack 7d6, Daemon Form, Bonus Feat
4
4
3
3
Class Skills
Appraise, Balance, Bluff, Craft, Decipher Script, Diplomacy, Disable Device, Forgery, Gather information, Hide, Intimidate, Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, sleight of hand, Spot, Use Rope
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
Weapon and Armor Proficiency: Masques are proficient with all simple weapons, and all light and one handed martial weapons, with light and medium armor. And with shields (except tower shields)
Daemon Masque(Su): A masque gains his power from an ancient artifact left over from the Daemon wars. These masks take many different forms but most are frightening in appearance. Once donned a mask may not be removed by anyone but the bearer of the masque. If a Masque removes his Daemon Masque he loses access to all of his class features until he dons the mask once again. If the masque is broken the he must find a new Daemon Masque, or create his own to regain access to his class abilities. To create a Daemon Masque takes 24 hours in prayer at a sight devoted to the Daemon that created his Masque originally. The mask that will become the Daemon Masque must be of masterwork quality. If it was magical before the ceremony then at the end of it all magical qualities are removed from it. A former Masque may still perform this ritual even though he does not have access to his other class abilities. In addition to recreateing a mask long ago it was discovered that a mask could be prepared for power in a ceremony much like the other and held in a sort of stasis. This ritual takes 24 hours in prayer at a sight devoted to the Daemon that created his original mask and takes 10 minutes to awaken when called on by the masque. This taxes the original mask though so the masque may only make a small amount of masks. He may make a number of masks in this fashion equal to his int mod.
Taint(Ex) The first time a person dons the Masque it will offer a choice to the wearer. As a free action they may trade in any class levels in any class other then this one for Masque class levels. This benefit must be used the first time donning the Masque or not at all. Once the decision is made it is final.
Finesse(Ex): Made to be quick a Masque is a blur on the battlefield, darting in and out of attack range. He may add his Dex mod in place of his Str mod for attack and damage rolls. This counts as weapon finesse for the sake of prerequisites.
Aspect of the Daemon(Su): A Masque is suited in the power of the Daemon’s and that power may be brought to bear in times of greatest need. He may take upon himself an aspect of those that gifted his predecessors with their power. As a move action a masque may manifest an aspect of the Daemon. When he does he manifests all aspects he has currently gained. This Manifestation lasts for a number of rounds equal to the masques Int mod. At every level marked in the table above he may choose an aspect he is able to manifest. He may use a manifestation Once per encounter at 1st level. At 5th level and every 5 levels thereafter he gains an additional use per encounter.
Claws of the Daemon Great astral claws appear over his hands. Granting two claw attacks with a base damage of 1d6 per 2 class levels (minimum 1d6).
Face of the Daemon: A fearsome visage takes shape over the masques face. The masque gains a bonus to intimidate checks equal to his int mod. In addition, during combat as a move action the masque may attempt to scare an opponent witless. The target must make a will save DC 10+1/2 masue level +int mod or be shaken for 1d6 rounds
Tail of the Daemon: A beastial tale appears behind his back. This tail may be used to make trip attempts. A masque is never threatened with a counter trip if his trip attempt fails. He does not provoke attacks of oppertunity by using this attack. It's reach is 15 feet.
Eyes of the Daemon: The masques eyes fill with internal flames and no darkness may hide his foes from his sight. The masque gains darkvision out to 60 ft, even magical darkness is able to be seen through with this ability.
Guile of the Daemon: The masque takes on the Daemon’s abilities to woo others. He gains a bonus to diplomacy checks equal to his int mod. He may also, as a move action attempt to charm an enemy. This makes the creature or humanoid targeted gain an aversion to attacking the masque. To attack it must make a will save DC 10+1/2 class level +int mod. This expires when the masques aspect expires.
Legs of the Daemon: The masque legs seem to ripple with immense power. He may immediately jump his full land speed as a free action. Later as a move action the masque may jump a length equal to his base land speed. This provokes attacks of opportunity only in the square he leapt from and the square he land in unless a flying creature is in his path. He does not need to make a jump check to use this ability.
Teeth of the Daemon: Great incisors grow from the mouth of the Masque, red as blood and sharp as daggers. The masque may make a touch attack on an enemy. If successful the Masque deals 1d4 damage per 2 Masque levels and recieves a number of temporary hitpoints equal to the damage dealt.
Ears of the Daemon: The masque uses his connection with his Daemon Masque to heighten his own senses. He gains a bonus to spot and listen checks equal to his int mod. If he hears an invisible creature with this bonus he may ignore 10% of concealment bonus.
Skin of the Daemon: The masques skin become hard as stone and appears black and stony. He gains a sort of red aura that emanates power. He gains a bonus to his AC equal to his int mod as natural armor.
Touch of the Daemon: The masques hand become callused and glow a deep bloody red. He may use a touch attack to attempt to rot his target. The target must make a fortitude save DC10+ 1/2 masque level+ int mod or take 1d4 con damage. This damage may also be applied to a natural attack including his Claws of the Daemon.
Trapfinding(Ex): As the rogue ability
Darkness(Sp): The masque reaches into the deapths of his power and expels a breath of pure darkness. At 3rd leavel he may create a globe of magical darkness directly in front of him with a radius of 25 ft with an additional 5 feet for every five levels after 3rd
Sneak attack(Ex): If a masque can catch an opponent when he is unable to defend himself effectively from her attack, he can strike a vital spot for extra damage.
The masque’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the masque flanks his target. This extra damage as marked on the chart above. Should the masque score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a masque can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A masque can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The masque must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A masque cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Spells: Beginning at 4th level, a masque gains the ability to cast a small number of divine spells, which are drawn from the masque spell list. A masque may cast any spell on his list that he is appropriate level to cast without preparing it ahead of time. To cast a spell, a masque must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a masque.’s spell is 10 + the spell level + the masque's Intelligence modifier. Like other spellcasters, a masque can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score. When the table indicates that the masque gets 0 spells per day of a given spell level, he gains only the bonus spells she would be entitled to based on his Intelligence score for that spell level. The masque must sleep 8 hours to cast spells the following day and may not cast spells if he is not wearing his Daemon Masque. Through 3rd level, a masque has no caster level. At 4th level and higher, his caster level is one-half his masque level.
Still Mind(Ex): A masque of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Greater Things to Fear(Ex): A masque is so familiar with the dread power that he wields that he becomes bolstered against fear. He gains immunity to fear both mundane and magical
Tainted Power(Ex): As the Masque becomes more powerful he learns to tap into greater resources within his Daemon Masque. At the levels stated a masque may choose ability listed below. This choice is permanent.
Charmed Eyes: The masques eyes gain the seductive quality of his dreaded sponsor. They turn either chemical green or blood red. As a move action he can attempt to charm a person or monster. This works like the charm monster or person spell with a DC of 10+ 1/2 class level+ int mod. He may use this charm a number of times per day equal to his int mod. He must have taken guile of the Daemon as an aspect before taking this Tainted power.
Infernal Senses: The masque gains blindsight out to 25 feet. He must have taken Ears of the Daemon as an aspect before taking this power.
Wings of the Destroyer: Great wings sprout from the masques back, giving him a flight speed equal to twice his normal base land speed with average maneuverability.
Toughened skin: the Masques skin takes on a resilient quality and a hard, near rocklike feeling. He gains DRX/cold where X is equal to his Masque level. He must have taken Skin of the Daemon prior to selecting this power.
Shift: The masque is more closely attuned to the lower planes, where his power originates. He may teleport to a space he can see as a move action. He may take up to one person with him. He may not teleport to an uninhabitable space. If he teleports in an occupied space the current occupant take 2d6 fire damage and is pushed back 5 ft in a direction of the masques choosing.
Transient Form: The masque no longer entirely exists within this plane. His soul resides partially in the abyss with his masques creator. whenever an opponent attacks him with a melee, touch, or ranged attack they suffer a 25% miss chance. Magical attacks still effect him normally
Cursed Blade: The masques connection to his source of power has altered his weapons to dread forms of themselves. Any weapon he wields is treated as evil aligned. Its crit range is doubled. This does not stack with other effects that improve crit range in addition he may choose to maximize the damage from one attack per round.
Swift Aspect(Su): At 13th level he is so accustomed to the dark energies of his Daemon Masque that he may now manifest an aspect as a swift action.
Lasting Aspect(Su):The Masques body and soul become increasingly accustomed to wielding the power of the Daemons. His aspects now add 1/2 his class level to the their duration.
Daemon Form(Ex): At 20th level the Masque is no longer entirely of this world. He is forevor more treated as either a Daemon or a his original type, whichever is more benificial. In addition his Daemon Masque has become so attuned to him that even when he removes it he does not lose the power's of his class and if lost it will rematerialize in his hand after 1d4 turns even if completely destroyed. He may also choose to treat all damage done by any attack as fire damage and Daemon aligned to overcome DR.
Masque spell list
1st level:babau slime, blessed aim, bloodhound, branch to branch,bouyant lifting, chill of the grave, grease, summon undead 1, inflict light wounds, mage hand, obscuring mist, pass without trace, invisible servant
2nd level: Awaken sin, baleful transportation, binding winds, briar web, combust, Summon undead 2, coldfire, wave of grief, inflict light wounds mass, alter self, invisibility, knock, melf's acid arrow, produce flame, rope trick, spider climb,
3rd level: Battle Hymn, Bonefiddle, bottle of smoke, clarity of mind, summon undead 3, weapon of energy, weather eye, inflict moderate wounds, invisibility purge, misdirection, non detection, poison, see invisibility, suggestion,
4th level: blindsight, bloodstar, clutch of orcus, summon undead 4, wind at back, unhallow, scrying, break enchantment, inflict serious wounds, greater invisibility, modify memory, neutralize poison, passwall, phantasmal killer