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  1. - Top - End - #1
    Barbarian in the Playground
     
    PaladinGuy

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    Default Master of Masks coolness?

    I was wondering at the Master of Masks PrC (Complete Scoundrel, Page 52). It looks like a fun class and a DM agreed to do a one shot with me playing a Master of Masks to get a feel for more of the class. (Talk of a possible IRL campaign starting at 8th-12th level, so I'm considering it for a character.)

    I'm rather fond of being the Everything In Small Amounts character: the typical 5th members.

    So the actual question: How would an optimizer go about getting into Master of Masks, assuming one had the intention of following Master of Masks to level 10. (Most guides talk about exploiting it for RAW purposes, such as taking the Dragon Mask to qualify for feats or PrC's that require a breath weapon...)

    So far my best idea is Bard 5/Master of Masks 10. Would net you casting as a tenth level bard, and a bunch of other stuff.

    The ''Rules'' as it were: I'm limited to core races (humans/halflings/elves/dwarves) and LA 0 variants (discounting whisper gnomes and dragonwrought kobolds, as well as psionic races). No Psionics. Books available: Complete Divine, Heroes of Horror, Complete Arcane, Complete Mage, Complete Adventurer, Complete Warrior, Complete Scoundrel, Players Handbook II, Dragon Magic, Unearthed Arcana, Drow of the Underdark, Book of Vile Darkness, Stormwrack.

    But at a loss for what feats you would take, or if there are better ideas for entry classes.

    Discuss?

    (Please post if something needs to be clarified)

  2. - Top - End - #2
    Colossus in the Playground
     
    NecromancerGuy

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    Default Re: Master of Masks coolness?

    I'd recommend you take a look at the Chameleon PrC, really. Unfortunately you don't have the book it's in... but it is online.

    And it's very reasonable for changelings to be eligible for the PrC as well.

    Alternatively, Haberdash the Masked shows off some of the interesting things made available by Mr. Gladiator Mask.
    Last edited by Coidzor; 2010-12-23 at 10:20 PM.
    Quote Originally Posted by Keld Denar View Post
    +3 Girlfriend is totally unoptimized. You are better off with a +1 Keen Witty girlfriend and then appling Greater Magic Make-up to increase her enhancement bonus.
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  3. - Top - End - #3
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: Master of Masks coolness?

    Iron Chef VI featured Master of Masks. I personally recommend a Monk/Ninja VoP build, but I might be biased.
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  4. - Top - End - #4
    Colossus in the Playground
     
    NecromancerGuy

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    Default Re: Master of Masks coolness?

    Quote Originally Posted by Amphetryon View Post
    Iron Chef VI featured Master of Masks. I personally recommend a Monk/Ninja VoP build, but I might be biased.
    What? VoP+MoM? How?!

    ...Also, organization ftw. x.x
    Last edited by Coidzor; 2010-12-23 at 10:41 PM.
    Quote Originally Posted by Keld Denar View Post
    +3 Girlfriend is totally unoptimized. You are better off with a +1 Keen Witty girlfriend and then appling Greater Magic Make-up to increase her enhancement bonus.
    Homebrew
    To Do: Reboot and finish Riptide

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    Ogre in the Playground
     
    Escheton's Avatar

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    Default Re: Master of Masks coolness?

    Factotum MoM is also a common build.
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    true_shinken's Avatar

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    Default Re: Master of Masks coolness?

    My build in IC VI tried to make a gish out of Master of Masks.
    Now that I think about it, a Duskblade into Master of Masks would perform a lot better at this than a Sorcerer/Fighter.
    You could also fit MoM in a Suel Arcanamach build.
    XXX 6/Suel Arcanamach 4/Master of Masks 10 works (where XXX has full bab). Total BAB is only 14, though. Maybe XXX 6/Suel 3/Abjurant Champion 5/MoM 6 would work better.

  7. - Top - End - #7
    Ogre in the Playground
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    Default Re: Master of Masks coolness?

    If you're going for versatility, make sure to grab Gladiator Mask. It gives you proficiency with every weapon. Yes, even all exotic ones. (And it also gives a bonus on attack/damge)
    Quote Originally Posted by Dragonprime View Post
    Wouldn't a bulb only be sharp if someone broke it? Oh...wait...that's actually very fitting for this situation. Well played Ranger Mattos. Your metaphor-crafting is masterful indeed.

  8. - Top - End - #8
    Barbarian in the Playground
     
    PaladinGuy

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    Default Re: Master of Masks coolness?

    =/

    Almost everyone here has pointed to another class or a combination of classes. The closest I've gotten to a straight answer was, ''Factotum/Master of Masks'' which is great, but has the flaw of Factotum being from Dungeoncrasher, which isn't a book I have the ability to use for this. My DM wouldn't like Factotum.

    I actually don't even own Dungeoncrasher =/ I'd like to.

    It's something I see a lot of on the boards. "How do I do a good Rogue/Assassin?" "Beguiler > Rogue, do Beguiler instead."

    (I saw a post very much like the above)

    I don't want to sound forceful or demeaning. I am glad to have gotten responses. I'm glad that people are looking out for what they think my intention is with the character.

    Please trust that I set the limitations I did for good reasons, though, and offer something within the options I have available?

    Thanks.

    Sorry if I sound cross. I'm just trying to guide this into something I can use. (For someone with unlimited access to books or a less narrow build in mind, the above advice would have been stellar.)

  9. - Top - End - #9
    Orc in the Playground
     
    EnnPeeCee's Avatar

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    Default Re: Master of Masks coolness?

    I've looked at this class a number of times and wanted to use it, but I've never been able to find any real reason t take more than a couple of its levels. Since it only advances casting 1/2, and the "casting" masks are mediocre, caster avoid it. Melee and skill monkey types might be interested in one or two of the masks, but past that it stops offering anything. Sure, the masks improve with more levels in the class, but the bonuses don't compare to taking level in classes that actually focus in what you're trying to do.

    From an optimization standpoint, I'm pretty sure the class is only good for a dip when you want a specific mask. It seems like it would be an decent class for an unoped character though.

    And just as a sidenote, the book is Dungeonscape, not Dungeoncrasher. Dungeoncrasher is an ability from said book.
    The NPC.

  10. - Top - End - #10
    Barbarian in the Playground
     
    PaladinGuy

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    Default Re: Master of Masks coolness?

    My games stick t2-4 as is, usually t4, actually. So I don't need to be horribly optimized and I'm fine if Mr Wizard does everything better than me.

    I like taking classes that don't necessarily seem synergistic and going, ''Huh, wtf can I do with this?"

    Master of Masks was today's pick.

    Other ones in the near future include Beastmaster from Complete Adventurer and Loremaster from DMG.

  11. - Top - End - #11
    Colossus in the Playground
     
    NecromancerGuy

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    Default Re: Master of Masks coolness?

    ^: Beastmaster: MINIONS! Loremaster: I still have 9th level spells.

    No discussion of Master of Masks is complete without going into the fun that can be had with exotic weapons, after all.

    Also, Dungeoncrasher is an Alternate Class Feature for Fighters from Dungeonscape, the book where Factotums are introduced.

    Featswise, well, Master of Poisons(Drow of the Underdark, I believe) is probably a good one combined with ranks in craft poison-making and maybe an animal/vermin of some sort with a useful poison. This could be arranged as simply as getting a warbeast with poison. Or require the vermin trainer feat for the ability to milk vermin of their poison.

    I can't recall if there's any ways to apply poison to a blade from a hilt chamber other than Dungeonscape, so Master of Poison's swift action application is the only way to reapply poison onto a weapon that's already been used in combat (as opposed to the archer-poisoner, who just goes into battle with plenty of pre-poisoned ammo), so Master of Poisons is pretty much essential for a melee poisoner. Start with Con poisons to weaken their fortitude save against other poisons.... which might just be more Con poisons depending.

    Another useful feat, that requires investment in Intimidate, Imperious Command(Drow of the Underdark) synergizes well with the skill trick "Never Outnumbered," and the Fearsome armor property to allow for locking down anything not immune to fear or mind affecting.

    Human Paragon is something to consider since you have UA on the table. Would give you UMD or another skill as a permanent class skill. Maybe Duskblade 3/Human Paragon 3/MoM X/Other 4.

    MoM doesn't really progress all that much, mostly just gaining more masks, so leaving it whenever one has acquired the masks one is after doesn't really cause issues unless you're dead set on being able to switch masks that quickly.
    Last edited by Coidzor; 2010-12-24 at 03:14 AM.
    Quote Originally Posted by Keld Denar View Post
    +3 Girlfriend is totally unoptimized. You are better off with a +1 Keen Witty girlfriend and then appling Greater Magic Make-up to increase her enhancement bonus.
    Homebrew
    To Do: Reboot and finish Riptide

  12. - Top - End - #12
    Firbolg in the Playground
     
    Draz74's Avatar

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    Default Re: Master of Masks coolness?

    Quote Originally Posted by Amphetryon View Post
    Iron Chef VI featured Master of Masks. I personally recommend a Monk/Ninja VoP build, but I might be biased.
    I recommend a Half-Elf Paragon 2 / Swashbuckler 3 / Human Paragon 3 / Assassin 2 / Master of Masks 10. And since I won the aforementioned Iron Chef competition, you should listen to me.

    (Read the Iron Chef thread for details of level order, feats, etc.)
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  13. - Top - End - #13
    Orc in the Playground
     
    HalflingRangerGuy

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    Default Re: Master of Masks coolness?

    Well, the best way to play him would probably be like an assassin type gish character. For a casting class I would pick wizard for greater versatility since you will be solo but you could go sorc too. Here are some ideas for starting classes.
    rogue X/wizard X
    swashbuckler 3/rogue 1/wizard1
    fighter 2/rogue X/wizard X
    ranger 2/rogue X/wizard X

    You get the idea.
    Personally I would go rogue 1/wizard 4
    For melee you can use a sword of subtlety along with Gladiator or Assassin mask to make up for your low BAB. Greater Magic weapon (with practiced spellcaster) can also be very useful to exploit your unique proficiencies, especially if you can get your hands on a lesser rod of chain spell (CA but it costs double there, in MIC they put its cost in line with core rods). You can go focused specialist or specialist route for more slots, I would specialize in transmutation (more offense) or illusion (more defense). Generalist for versatility may also be a solid option if you think you will be able to control encounters per day and down time (use pearls of power to make up for low slots).

    If you think you will reach level 16 or more, you can continue with Abjurant Champion, Arcane Trickster, Unseen Seer or any other gish PrC.
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