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Biscuit
2023-07-01, 08:07 AM
D&D 3.5 - Master of Masks
(Complete Scoundrel variant, p. 52)

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.

A master of masks must be a consummate actor. Anyone capable of shifting from role to role convincingly might enter the prestige class. Many are bards, who are the most obviously talented in the performing arts. Particularly theatrical rogues or those who specialize in disguise also sometimes become masters of masks, as do some multiclass sorcerers or wizards—especially those with a fondness for illusions. Characters of a more martial bent or serious personality usually see acting as frivolous and do not often pursue the class.


Requirements

Skills: Bluff 8 ranks , Disguise 8 ranks , Perform (Act) 8 ranks

Languages: Any four

Special: Must have successfully impersonated an individual, fooling even that person's friends and associates.



Hit die d6

Skill Points: 4 + Int

Master of Masks class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Disguise (Cha), Forgery (Int), Perform (Cha), Slight of Hand (Dex), Speak Language, Spellcraft (Int)




LevelBABFortReflexWillClass FeaturesSpells Per DayMasks Known[/tr]

1+0+0+2+0Persona Masks—2
2+1+0+3+0—+1 Level of Existing Spellcasting Class3
3+2+1+3+1Mask Specialist+1 Level of Existing Spellcasting Class3
4+3+1+4+1——4
5+3+1+4+1Many Faces (2, Move)+1 Level of Existing Spellcasting Class4
6+4+2+5+2Hidden Masks+1 Level of Existing Spellcasting Class5
7+5+2+5+2——5
8+6/+1+2+6+2Many Faces (3, Swift)+1 Level of Existing Spellcasting Class6
9+6/+1+3+6+3—+1 Level of Existing Spellcasting Class6
10+7/+2+3+7+3Many Faces (4, Immediate)—7


Class Features

Weapon and Armor Proficiency: Master of Masks do not gain any additional weapon or armor proficiencies.

Spellcasting: At every level except 1st, 4th, 7th, and 10th, 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 a 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.

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 two masks selected from those described below. At 2nd level, and 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 100gp worth of materials. You can use only persona masks that you have personally crafted. No one else (not even another Master of Masks) can benefit from a persona mask that you create, nor can you benefit from a persona mask created by another Master of Masks. Each mask is unique and only functions for the crafter.

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 Master of Masks level is your Caster Level for any spell-like abilities produced by a mask. In addition to its other benefits, a persona 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). Persona masks occupy the eye lenses/goggles/face body slot.


Angel Mask
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. Your alignment appears to be lawful good while you wear an angel mask. It grants the following abilities at the following levels of Master of Masks.

Levels 1 - 3 You are always considered to be under the effects of the Feather Fall spell. This effect can be suppressed or resumed as an immediate action.
1/Day: You can use Fly as a spell-like ability
Levels 4 - 6 You are always considered to be under the effects of the Feather Fall spell. This effect can be suppressed or resumed as an immediate action.
2/Day: You can use Fly as a spell-like ability
1/Day: You can use Light of Lunia as a spell-like ability.
Levels 7 - 9 You are always considered to be under the effects of the Feather Fall spell. This effect can be suppressed or resumed as an immediate action.
3/Day: You can use Fly as a spell-like ability
1/Day: You can use Light of Mercuria as a spell-like ability.
Level 10 You are always considered to be under the effects of the Feather Fall spell. This effect can be suppressed or resumed as an immediate action.
4/Day: You can use Fly as a spell-like ability
2/Day: You can use Light of Venya as a spell-like ability.Archmage Mask
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. While wearing the Archmage Mask, 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. Your alignment appears to be chaotic good while you wear an Archmage Mask. It grants the following abilities at the following levels of Master of Masks.

Levels 1 - 3 You are always considered to be under the effects of the Detect Magic spell. This effect can be suppressed or resumed as an immediate action.
1/Day: You can use Dancing Lights as a spell-like ability.
1/Day: You can use Prestidigitation as a spell-like ability.
1/Day: You can use Mage Armor as a spell-like ability.
1/Day: You can use Magic Missile as a spell-like ability
Levels 4 - 6 You are always considered to be under the effects of the Detect Magic spell. This effect can be suppressed or resumed as an immediate action.
1/Day: You can use Dancing Lights as a spell-like ability.
1/Day: You can use Prestidigitation as a spell-like ability.
1/Day: You can use Mage Armor as a spell-like ability.
1/Day: You can use Magic Missile as a spell-like ability.
1/Day: You can use Invisibility as a spell-like ability.
1/Day: You can use Scorching Ray as a spell-like ability
Levels 7 - 9 You are always considered to be under the effects of the Detect Magic spell. This effect can be suppressed or resumed as an immediate action.
1/Day: You can use Dancing Lights as a spell-like ability.
1/Day: You can use Prestidigitation as a spell-like ability.
1/Day: You can use Mage Armor as a spell-like ability.
1/Day: You can use Magic Missile as a spell-like ability.
1/Day: You can use Invisibility as a spell-like ability.
1/Day: You can use Scorching Ray as a spell-like ability.
1/Day: You can use Lightning Bolt as a spell-like ability.
1/Day: You can use Slow as a spell-like ability
Level 10 You are always considered to be under the effects of the Detect Magic spell. This effect can be suppressed or resumed as an immediate action.
1/Day: You can use Dancing Lights as a spell-like ability.
1/Day: You can use Prestidigitation as a spell-like ability.
1/Day: You can use Mage Armor as a spell-like ability.
1/Day: You can use Magic Missile as a spell-like ability.
1/Day: You can use Invisibility as a spell-like ability.
1/Day: You can use Scorching Ray as a spell-like ability.
1/Day: You can use Lightning Bolt as a spell-like ability.
1/Day: You can use Slow as a spell-like ability.
1/Day: You can use Dimension Door as a spell-like ability.
1/Day: You can use Ice Storm as a spell-like ability.Assassin Mask
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. Your alignment appears to be lawful evil while you wear an assassin mask. It grants the following abilities at the following levels of Master of Masks.

Levels 1 - 3 You are considered to have the Trapfinding class feature, as a rogue, as well as Disable Device, Open Locks, and Search as class skills that are treated as 'trained' whether or not you have ranks in them. You get an inherent bonus to all three skills equal to your Master of Mask level.
You gain Sneak Attack (+2d6) as the Rogue class feature. This stacks with any other sources of Sneak Attack damage.
You gain a +2 Inherent bonus to Hide & Move Silently
Levels 4 - 6 You are considered to have the Trapfinding class feature, as a rogue, as well as Disable Device, Open Locks, and Search as class skills that are treated as 'trained' whether or not you have ranks in them. You get an inherent bonus to all three skills equal to your Master of Mask level.
You gain Sneak Attack (+3d6) as the Rogue class feature. This stacks with any other sources of Sneak Attack damage.
You gain a +2 Inherent bonus to Hide & Move Silently
Levels 7 - 9 You are considered to have the Trapfinding class feature, as a rogue, as well as Disable Device, Open Locks, and Search as class skills that are treated as 'trained' whether or not you have ranks in them. You get an inherent bonus to all three skills equal to your Master of Mask level.
You gain Sneak Attack (+4d6) as the Rogue class feature. This stacks with any other sources of Sneak Attack damage.
You gain a +2 Inherent bonus to Hide & Move Silently
Level 10 You are considered to have the Trapfinding class feature, as a rogue, as well as Disable Device, Open Locks, and Search as class skills that are treated as 'trained' whether or not you have ranks in them. You get an inherent bonus to all three skills equal to your Master of Mask level.
You gain Sneak Attack (+5d6) as the Rogue class feature. This stacks with any other sources of Sneak Attack damage.
You gain a +2 Inherent bonus to Hide & Move Silently
You gain the benefits of the Improved Feint feat, whether or not you would normally qualify for it.Demon Mask
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. Your alignment appears to be chaotic evil while you wear a demon mask. It grants the following abilities at the following levels of Master of Masks.

Levels 1 - 3 You are always considered to be under the effects of the Demonflesh spell. This effect can be suppressed or resumed as an immediate action.
1/Day: You can use Summon Monster III as a spell-like ability, only to summon creatures of chaotic evil alignment.
Levels 4 - 6 You are always considered to be under the effects of the Demonflesh spell. This effect can be suppressed or resumed as an immediate action.
2/Day: You can use Summon Monster IV as a spell-like ability, only to summon creatures of chaotic evil alignment.
1/Day: You can use Boneblade spell as a spell-like ability.
Levels 7 - 9 You are always considered to be under the effects of the Demonflesh spell. This effect can be suppressed or resumed as an immediate action.
2/Day: You can use Summon Monster V as a spell-like ability, only to summon creatures of chaotic evil alignment.
2/Day: You can use Boneblade as a spell-like ability.
Level 10 You are always considered to be under the effects of the Demonflesh spell. This effect can be suppressed or resumed as an immediate action.
2/Day: You can use Summon Monster VI as a spell-like ability, only to summon creatures of chaotic evil alignment.
4/Day: You can use Boneblade as a spell-like ability.Dragon Mask
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. Your alignment appears to be neutral evil while you wear a dragon mask. It grants the following abilities at the following levels of Master of Masks.

Levels 1 - 3 You are always considered to be under the effects of the Ghostly Tail spell. This effect can be suppressed or resumed as an immediate action.
You can breathe a cone of fire, cold, or acid as a standard action. The cone is 30 feet long and deals 2d8 points of the appropriate elemental damage chosen before the attack. 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.
Levels 4 - 6 You are always considered to be under the effects of the Ghostly Tail spell. This effect can be suppressed or resumed as an immediate action.
You can breathe a cone of fire, cold, or acid as a standard action. The cone is 30 feet long and deals 3d8 points of the appropriate elemental damage chosen before the attack. 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.
Levels 7 - 9 You are always considered to be under the effects of the Ghostly Tail spell. This effect can be suppressed or resumed as an immediate action.
You can breathe a cone of fire, cold, or acid as a standard action. The cone is 30 feet long and deals 4d8 points of the appropriate elemental damage chosen before the attack. 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.
Level 10 You are always considered to be under the effects of the Ghostly Tail spell. This effect can be suppressed or resumed as an immediate action.
You can breathe a cone of fire, cold, or acid as a standard action. The cone is 30 feet long and deals 6d8 points of the appropriate elemental damage chosen before the attack. 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.Eldritch Mask
This mask is made of oiled leather crafted to resemble writhing tentacles of various sizes pouring forth from two eye holes to coil about the face. Your alignment appears to be chaotic neutral while you wear a Eldritch Mask. It grants the following abilities at the following levels of Master of Masks.

Levels 1 - 3 You gain the Eldritch Blast class ability of a Warlock, doing 2d6 points of damage.
You gain access to the Eldritch Spear Blast Shape Invocation.
You gain access to the Frightful Blast Essence Shape Invocation.
Levels 4 - 6 You gain the Eldritch Blast class ability of a Warlock, doing 3d6 points of damage.
You gain access to the Eldritch Spear Blast Shape Invocation.
You gain access to the Frightful Blast Essence Shape Invocation.
You gain access to the Eldritch Chain Blast Shape Invocation.
Levels 7 - 9 You gain the Eldritch Blast class ability of a Warlock, doing 4d6 points of damage.
You gain access to the Eldritch Spear Blast Shape Invocation.
You gain access to the Frightful Blast Essence Invocation.
You gain access to the Eldritch Chain Blast Shape Invocation.
You gain access to the Crawling Eye Invocation.
Level 10 You gain the Eldritch Blast class ability of a Warlock, doing 6d6 points of damage.
You gain access to the Eldritch Spear Blast Shape Invocation.
You gain access to the Frightful Blast Essence Invocation.
You gain access to the Eldritch Chain Blast Shape Invocation.
You gain access to the Crawling Eye Invocation.
You gain access to the Penetrating Blast Shape Invocation.Faceless Mask
Only a pair of empty eyeholes break this otherwise featureless oval, porcelain mask. Even if the nondetection effect is overcome, your alignment appears to be neutral while you wear a faceless mask. It grants the following abilities at the following levels of Master of Masks.

Levels 1 - 3 You gain a +5 inherent 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.
You gain a +2 inherent bonus on the Escape Artist and Disguise skills.
1/Day: You can use the Alter Self spell as a spell-like ability.
Levels 4 - 6 You gain a +5 inherent 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.
You gain a +4 inherent bonus on the Escape Artist and Disguise skills.
2/Day: You can use the Alter Self spell as a spell-like ability.
Levels 7 - 9 You gain a +5 inherent 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.
You gain a +6 inherent bonus on the Escape Artist and Disguise skills.
3/Day: You can use the Alter Self spell as a spell-like ability.
Level 10 You gain a +5 inherent 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.
You gain a +8 inherent bonus on the Escape Artist and Disguise skills.
4/Day: You can use the Alter Self spell as a spell-like ability.
1/Day: You can use the Pass Without Trace spell as a spell-like ability.Gladiator Mask
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. Your alignment appears to be neutral while you wear a gladiator mask. It grants the following abilities at the following levels of Master of Masks.

Levels 1 - 3 You gain proficiency with all martial and exotic weapons. You also gain a +1 competence bonus on attack rolls and weapon damage rolls.
You gain a +2 inherent bonus on the Climb, Jump, and Swim skills.
You gain proficiency with all Light armor if you do not already have it.
Levels 4 - 6 You gain proficiency with all martial and exotic weapons. You also gain a +2 competence bonus on attack rolls and weapon damage rolls.
You gain a +4 inherent bonus on the Climb, Jump, and Swim skills.
You gain proficiency with all Light and Medium armor if you do not already have it.
Levels 7 - 9 You gain proficiency with all martial and exotic weapons. You also gain a +3 competence bonus on attack rolls and weapon damage rolls.
You gain a +6 inherent bonus on the Climb, Jump, and Swim skills.
You gain proficiency with all Light, Medium, and Heavy armor if you do not already have it.
Level 10 You gain proficiency with all martial and exotic weapons. You also gain a +5 competence bonus on attack rolls and weapon damage rolls.
You gain a +8 inherent bonus on the Climb, Jump, and Swim skills.
You gain proficiency with all Light, Medium, Heavy, and Exotic Armors if you do not already have it.High Priest Mask
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). While wearing the High Priest Mask, 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. Your alignment appears to be neutral good while you wear a High Priest mask. It grants the following abilities at the following levels of Master of Masks.

Levels 1 - 3 You are always considered to be under the effects of the Detect Magic spell. This effect can be suppressed or resumed as an immediate action.
1/Day: You can use Bless as a spell-like ability.
1/Day: You can use Cure Light Wounds as a spell-like ability.
1/Day: You can use Protection from Evil as a spell-like ability.
1/Day: You can use Sanctuary as a spell-like ability.
Levels 4 - 6 You are always considered to be under the effects of the Detect Magic spell. This effect can be suppressed or resumed as an immediate action.
1/Day: You can use Bless as a spell-like ability.
1/Day: You can use Cure Light Wounds as a spell-like ability.
1/Day: You can use Protection from Evil as a spell-like ability.
1/Day: You can use Sanctuary as a spell-like ability.
1/Day: You can use Aid as a spell-like ability.
1/Day: You can use Lesser Restoration as a spell-like ability.
Levels 7 - 9 You are always considered to be under the effects of the Detect Magic spell. This effect can be suppressed or resumed as an immediate action.
1/Day: You can use Bless as a spell-like ability.
1/Day: You can use Cure Light Wounds as a spell-like ability.
1/Day: You can use Protection from Evil as a spell-like ability.
1/Day: You can use Sanctuary as a spell-like ability.
1/Day: You can use Aid as a spell-like ability.
1/Day: You can use Lesser Restoration as a spell-like ability.
1/Day: You can use Cure Serious Wounds as a spell-like ability.
1/Day: You can use Remove Curse as a spell-like ability.
Level 10 You are always considered to be under the effects of the Detect Magic spell. This effect can be suppressed or resumed as an immediate action.
1/Day: You can use Bless as a spell-like ability.
1/Day: You can use Cure Light Wounds as a spell-like ability.
1/Day: You can use Protection from Evil as a spell-like ability.
1/Day: You can use Sanctuary as a spell-like ability.
1/Day: You can use Aid as a spell-like ability.
1/Day: You can use Lesser Restoration as a spell-like ability
1/Day: You can use Cure Serious Wounds as a spell-like ability.
1/Day: You can use Remove Curse as a spell-like ability.
1/Day: You can use Death Ward as a spell-like ability.
1/Day: You can use Neutralize Poison as a spell-like ability.Jester Mask
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. Your alignment appears to be chaotic neutral while you wear a jester mask. It grants the following abilities at the following levels of Master of Masks.

Levels 1 - 3 You gain a +2 inherent bonus on Balance, Perform (All), Sleight of Hand, and Tumble checks.
You gain a +2 inherent bonus on the Slight of Hand and Disguise skills.
1/Day: You can use the Cheat spell as a spell-like ability.
1/Day: You can use the Flare spell as a spell-like ability.
1/Day: You can use the Summon Instrument spell as a spell-like ability.
1/Day: You can use the Animate Rope spell as a spell-like ability.
Levels 4 - 6 You gain a +4 inherent bonus on Balance, Perform (All), Sleight of Hand, and Tumble checks.
You gain a +4 inherent bonus on the Slight of Hand and Disguise skills.
1/Day: You can use the Cheat spell as a spell-like ability.
1/Day: You can use the Flare spell as a spell-like ability.
1/Day: You can use the Summon Instrument spell as a spell-like ability.
1/Day: You can use the Animate Rope spell as a spell-like ability.
1/Day: You can use the Mirror Image spell as a spell-like ability.
Levels 7 - 9 You gain a +6 inherent bonus on Balance, Perform (All), Sleight of Hand, and Tumble checks.
You gain a +6 inherent bonus on the Slight of Hand and Disguise skills.
1/Day: You can use the Cheat spell as a spell-like ability.
1/Day: You can use the Flare spell as a spell-like ability.
1/Day: You can use the Summon Instrument spell as a spell-like ability.
1/Day: You can use the Animate Rope spell as a spell-like ability.
1/Day: You can use the Mirror Image spell as a spell-like ability.
1/Day: You can use the Freedom of Movement spell as a spell-like ability.
Level 10 You gain a +8 inherent bonus on Balance, Perform (All), Sleight of Hand, and Tumble checks.
You gain a +8 inherent bonus on the Slight of Hand and Disguise skills.
1/Day: You can use the Cheat spell as a spell-like ability.
1/Day: You can use the Flare spell as a spell-like ability.
1/Day: You can use the Summon Instrument spell as a spell-like ability.
1/Day: You can use the Animate Rope spell as a spell-like ability.
1/Day: You can use the Mirror Image spell as a spell-like ability.
1/Day: You can use the Freedom of Movement spell as a spell-like ability.
1/Day: You can use the Sirine's Grace spell as a spell-like ability.Lich Mask
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. Your alignment appears to be neutral evil while you wear a lich mask. It grants the following abilities at the following levels of Master of Masks.

Levels 1 - 3 You gain resistance to cold 10. 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).
1/Day: You can use Summon Undead I as a spell-like ability.
1/Day: You can use Cause Fear as a spell-like ability.
1/Day: You can use Detect Undead as a spell-like ability.
1/Day: You can use Inflict Light Wounds as a spell-like ability.
Levels 4 - 6 You gain resistance to cold 10. 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).
1/Day: You can use Summon Undead II as a spell-like ability.
1/Day: You can use Cause Fear as a spell-like ability.
1/Day: You can use Detect Undead as a spell-like ability.
1/Day: You can use Inflict Light Wounds as a spell-like ability.
1/Day: You can use False Life as a spell-like ability.
Levels 7 - 9 You gain resistance to cold 10. 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).
1/Day: You can use Summon Undead III as a spell-like ability.
1/Day: You can use Cause Fear as a spell-like ability.
1/Day: You can use Detect Undead as a spell-like ability.
1/Day: You can use Inflict Light Wounds as a spell-like ability.
1/Day: You can use False Life as a spell-like ability.
1/Day: You can use Halt Undead as a spell-like ability.
Level 10 You gain resistance to cold 10. 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).
1/Day: You can use Summon Undead IV as a spell-like ability.
1/Day: You can use Cause Fear as a spell-like ability.
1/Day: You can use Detect Undead as a spell-like ability.
1/Day: You can use Inflict Light Wounds as a spell-like ability.
1/Day: You can use False Life as a spell-like ability.
1/Day: You can use Halt Undead as a spell-like ability.
1/Day: You can use Fear as a spell-like ability.Lord Mask
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. Your alignment appears to be lawful neutral while you wear a lord mask. It grants the following abilities at the following levels of Master of Masks.

Levels 1 - 3 You gain a +2 inherent bonus on Diplomacy, Intimidate, and Gather Information checks.
1/Day: You can use Remove Fear as a spell-like ability.
1/Day: You can use Charm Person as a spell-like ability.
Levels 4 - 6 You gain a +4 inherent bonus on Diplomacy, Intimidate, and Gather Information checks.
1/Day: You can use Remove Fear as a spell-like ability.
1/Day: You can use Eagle's Splendor as a spell-like ability.
1/Day: You can use Charm Person as a spell-like ability.
Levels 7 - 9 You gain a +6 inherent bonus on Diplomacy, Intimidate, and Gather Information checks.
1/Day: You can use Remove Fear as a spell-like ability.
1/Day: You can use Eagle's Splendor as a spell-like ability.
1/Day: You can use Charm Person as a spell-like ability.
1/Day: You can use Heroism as a spell-like ability.
Level 10 You gain a +8 inherent bonus on Diplomacy and Gather Information checks.
1/Day: You can use Remove Fear as a spell-like ability.
1/Day: You can use Eagle's Splendor as a spell-like ability.
1/Day: You can use Charm Person as a spell-like ability.
1/Day: You can use Heroism as a spell-like ability.
1/Day: You can use Dispel Chaos as a spell-like ability.Savage Mask
Bright, flaking warpaint streaks this battered wooden image of a snarling, fang-toothed wild man. Your alignment appears to be chaotic neutral while you wear a Savage Mask. It grants the following abilities at the following levels of Master of Masks.

Levels 1 - 3 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.
You gain a +2 inherent bonus on the Listen, Search, Spot, and Survival skills.
You gain the benefits of the Track feat.
Levels 4 - 6 Your hands transform into claws, granting you two primary natural weapon attacks, each dealing 1d6 points of damage (assuming you are Medium), plus your Strength modifier. You are considered to be proficient with your natural weapons. Your claws are considered magical weapons with a +1 magical enhancement.
You gain a +4 inherent bonus on the Listen, Search, Spot, and Survival skills.
You gain the benefits of the Track feat.
You gain the Swift Tracker class ability of the Ranger.
Levels 7 - 9 Your hands transform into claws, granting you two primary natural weapon attacks, each dealing 1d8 points of damage (assuming you are Medium), plus your Strength modifier. You are considered to be proficient with your natural weapons. Your claws are considered magical weapons with a +2 magical enhancement.
You gain a +6 inherent bonus on the Listen, Search, Spot, and Survival skills.
You gain the benefits of the Track feat.
You gain the Swift Tracker class ability of the Ranger.
You gain the Pounce ability.
Level 10 Your hands transform into claws, granting you two primary natural weapon attacks, each dealing 1d8 points of damage (assuming you are Medium), plus your Strength modifier. You also gain a secondary bite attack dealing 1d10 points of damage (assuming you are Medium), plus half your strength modifier. You are considered to be proficient with your natural weapons. Your claws and bite are considered magical weapons with a +3 magical enhancement.
You gain a +8 inherent bonus on the Listen, Search, Spot, and Survival skills.
You gain the benefits of the Track feat.
You gain the Swift Tracker class ability of the Ranger.
You gain the Pounce ability.
You gain the benefits of the Multiattack feat.
Mask Specialist (Su): Starting at 3rd 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, or as your Master of Masks level, whichever would be higher.

Many Faces (Ex): At 5th level, you can wear more than one Mask simultaneously. You can use the abilities of only one mask at a time, but you can switch between masks more quickly. No matter how many masks this ability gives you the ability to wear, however, you can only have a single traditional magical mask that is not a Persona Mask worn at any given time.

While wearing a Mask of any kind, you can don a second without taking off the first, provided one is a Persona Mask. 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 8th level, you can wear up to three masks simultaneously and can switch masks as a swift action, but two must be Persona Masks.

At 10th level, you can wear up to four masks simultaneously and can switch masks as an immediate action, but three must be Persona Masks. While wearing multiple masks in this way, you can remove any worn mask as a move action (regardless of which one is active).

Hidden Mask (Su): Beginning at 6th level, you can make any and all masks that you wear to 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 or not.



Increased BAB from Poor to Average. Without full casting progression, it is absolutely stupid to still have to suffer poor BAB.
Increased Levels of spellcasting progression from 4/10 to 6/10, as spellcasting progression always trumps class features.
Added the ability to use a single normal magical non-persona mask with the Many Faces class feature. A 'Master of Masks' not able to use actual masks of any kinds unless they lose all their unique class features is very silly.
Added a little more functionality to the more lackluster mask options. Reformatted the text of each to be easier to read/use.
Added the Eldritch Mask type in order to provide a solid ranged attack option that was otherwise missing from the options.
That's it! This fix should further spellcasting enough and provide enough to balance out spells per day of spellcasters while providing a greater versatility to the class. Enjoy!